Frodo Baggins and the other members of the Fellowship continue on their sacred quest to destroy the One Ring--but on separate paths. Their destinies lie at two towers--Orthanc Tower in Isengard, where the corrupt wizard Saruman awaits, and Sauron's fortress at Barad-dur, deep within the dark lands of Mordor. Frodo and Sam are trekking to Mordor to destroy the One Ring of Power while Gimli, Legolas and Aragorn search for the orc-captured Merry and Pippin. All along, nefarious wizard Saruman awaits the Fellowship members at the Orthanc Tower in Isengard.
As armies mass for a final battle that will decide the fate of the world--and powerful, ancient forces of Light and Dark compete to determine the outcome--one member of the Fellowship of the Ring is revealed as the noble heir to the throne of the Kings of Men. Yet, the sole hope for triumph over evil lies with a brave hobbit, Frodo, who, accompanied by his loyal friend Sam and the hideous, wretched Gollum, ventures deep into the very dark heart of Mordor on his seemingly impossible quest to destroy the Ring of Power.
Young Hobbit Frodo Baggins is thrown into an amazing adventure when he's tasked with destroying the One Ring, created by the dark lord Sauron. Frodo must travel in a small fellowship of nine warriors and accomplices. But it won't be an easy journey for the Fellowship of the Ring, on the ultimate quest to rid Middle-earth of evil.
Simon, son of the king, must flee when the empire is overthrown by the evil Shurka. Schooled in the arts of magic, he must find the Ring of Magic and the Sword of Power and defeat the wizard who killed his father. He is joined in his quest by the swordmaster Kor, his faithful protector Gulfax, and the Forest Wizard Hurla.
Wart is a young boy who aspires to be a knight's squire. On a hunting trip he falls in on Merlin, a powerful but amnesiac wizard who has plans for him beyond mere squiredom. He starts by trying to give him an education, believing that once one has an education, one can go anywhere. Needless to say, it doesn't quite work out that way.
During a routine case in L.A., NY private investigator Harry D'Amour stumbles over members of a fanatic cult who are preparing for the resurrection of their leader Nix, a powerful magician who was killed 13 years earlier.
Teddy Ruxpin and his best friend Grubby journey to the Land of Grundo in search of a long-lost treasure. With the help of inventor Newton Gimmick and an old treasure map, the three journey across the land while narrowly evading the pursuit of the greedy villain Tweeg. When they meet the noble Prince Arin, their treasure hunt is put aside as they agree to help him rescue his kidnapped sister, Princess Aruzia.
A young wizard accidentally conjures a spell that puts her family in jeopardy.
The son of a sorceress, armed with weapons, armour and six magically summoned knights, goes on a quest to save a princess from a vengeful wizard.
A half troll half barbarian is shrunk to the size of a rat and thrown into present day just to ruin everyone's life.
An adorable candy-loving mutt goes on a mission to save the world.
Dorothy Gale, a shy kindergarten teacher, is swept away to the magic land of Oz where she embarks on a quest to return home.
Widower Cedric Brown hires Nanny McPhee to care for his seven rambunctious children, who have chased away all previous nannies. Taunted by Simon and his siblings, Nanny McPhee uses mystical powers to instill discipline. And when the children's great-aunt and benefactor, Lady Adelaide Stitch, threatens to separate the kids, the family pulls together under the guidance of Nanny McPhee.
Arthur fulfills his fate by bringing together the Knights of the Round Table at Camelot and unifying the country. However, this flawed monarch faces greater tests ahead in pursuit of love, the Holy Grail, and his nation's survival.
Molly Mahoney is the awkward and insecure manager of Mr. Magorium's Wonder Emporium—the strangest, most fantastic and most wonderful toy store in the world. After Mr. Magorium bequeaths the store to her, a dark and ominous change begins to take over the once-remarkable Emporium.
A man named Farmer sets out to rescue his kidnapped wife and avenge the death of his son – two acts committed by the Krugs, a race of animal-warriors who are controlled by the evil Gallian.
In his homeland of Alagaesia, a farm boy happens upon a dragon's egg -- a discovery that leads him on a predestined journey where he realized he's the one person who can defend his home against an evil king.
In 1926, Newt Scamander arrives at the Magical Congress of the United States of America with a magically expanded briefcase, which houses a number of dangerous creatures and their habitats. When the creatures escape from the briefcase, it sends the American wizarding authorities after Newt, and threatens to strain even further the state of magical and non-magical relations.
Alex is a charming adventurer who substitutes for a contestant shaman who dropped out at the shooting of a high-rated television show, popular among psychics. He repeats a prophecy on the air that he overheard backstage. He foretells that someone in the audience is doomed to everlasting solitude and that her nearest and dearest will turn their backs on her. Alex has no idea that what's been going on is no coincidence: he has become involved in a long-standing rivalry between two powerful wizards. These psychics have drawn him into a dangerous, mystical game with no rules. Strange events start to take place in the life of Tanya, the girl Alex "cursed" at the show. Alex tries to assure her there is no "curse" at all, and slowly falls in love with her. Still more signs manifest showing the prophecy is true, and it begins to threaten Tanya's life. To save himself and Tanya, Alex is forced to find a way out of this mystical mess.
A Hong Kong detective suffers a fatal accident involving a mysterious medallion and is transformed into an immortal warrior with superhuman powers.