Read War of the Wizards Online

Authors: Ian Page,Joe Dever

Tags: #Fiction, #Fantasy, #Grey Star the Wizard, #Magnamund

War of the Wizards (3 page)

BOOK: War of the Wizards
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An advanced form of Enchantment, Telergy is the Power of mind control, telepathy, and autosuggestion. It enhances the tangibility of the illusions of Enchantment and allows you to control the minds of others. However, like Enchantment, some magical beings will be able to resist this Power.

If you choose this Power, write ‘Telergy’ on your
Action Chart
.

Physiurgy

Where Elementalism allows a wizard to summon the aid of the elemental spirits, the Higher Magick of Physiurgy grants the wizard mastery over the elements. It allows him to command winds, open cracks in the earth, cause earthquakes, raise storms, and create other weather effects.

If you choose this Power, write ‘Physiurgy’ on your
Action Chart
.

Theurgy

Theurgy is an advanced form of Alchemy. Possession of the Moonstone of the Shianti makes the casting of a larger number of spells possible. It unlocks the knowledge of more ingredients for mixing potions and reveals some of the special times, or ways, that they must be mixed. The power of the Moonstone acts as a charm for these potions. No
WILLPOWER
points are required to make use of the Power of Theurgy but you are dependent on discovering the necessary ingredients for your potions during the course of your adventure.

If you choose this Power, write ‘Theurgy’ on your
Action Chart
.

Visionary

With the aid of the Moonstone, you may use the skill of a Visionary to look upon events that are taking place elsewhere. The Power of a Visionary is generally concerned with visual images of the present.

If you choose this Power, write ‘Visionary’ on your
Action Chart
.

Necromancy

Necromancy is a higher form of Evocation. Where Evocation allows contact with the spirit world, Necromancy allows a wizard to command the dead, though this is forbidden by Shianti law. It also allows him to make an incantation that will imbue the Moonstone with a protective aura of light to keep away all creatures of evil, dead or alive.

If you choose this Power, write ‘Necromancy’ on your
Action Chart
.

Wizard's Staff

Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1
WILLPOWER
point.
7

In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more
WILLPOWER
points and multiply the number of
ENDURANCE
points lost by the enemy, accordingly. For example, if you chose to expend 3
WILLPOWER
points on your attack, all enemy
ENDURANCE
point losses would be multiplied by three.

If you enter combat without your Staff, deduct 6 points from your
COMBAT SKILL
. If you have no weapon at all, you must deduct 8 points from your
COMBAT SKILL
.

The Moonstone

The Moonstone has many attributes, some of which are described in the Higher Magicks section and some of which you will discover during the course of your adventure. The Shianti have also given it the power to teleport you to Shasarak
once
during the course of your adventure. You will be told of that opportunity when the time is right.

[
6
] The wording of this section of the rules seems to indicate — if read literally — that you may choose your set of Lesser Magicks again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Lesser Magicks again. If you have currently mastered five Lesser Magicks, you may choose one additional Lesser Magick from the list. If you have already mastered six Lesser Magicks, you keep these. If you choose Alchemy as a new Lesser Magick, or you have not mastered the Lesser Magick of Alchemy but you have selected the Higher Magick of Theurgy, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

[
7
] If your
WILLPOWER
falls to zero or below, you will not be able to use the magical properties of your Wizard's Staff until your score is again above zero. You can still use your Wizard's Staff in combat as a normal weapon, but you must deduct 6 points from your
COMBAT SKILL
.

War of the Wizards
by Joe Dever and Ian Page
Equipment

You wear the grey robe and hooded cloak of a Shianti Wizard. Your only weapon is your Wizard's Staff (note this on your
Action Chart
under Weapons). You wear a Backpack containing 4 Meals (note under Meals on your
Action Chart
), and you have been given a
map of the Shadakine Empire
(note under Special Items on your
Action Chart
), which you place inside your robe.
8

If you have chosen Alchemy or Theurgy as one of your Magical Powers, then you will have a leather pouch for herbs and potions hanging from your belt. The Herb Pouch contains the following:

  • 2 empty Vials for carrying potions
  • 1 Vial containing Saltpetre
  • 1 Vial containing Sulphur

Mark these 4 items in your
Action Chart
.

Your Herb Pouch will carry a maximum of eight items.

How to Carry Equipment

Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.

  • Wizard's Staff — carried in the hand.
  • Backpack — slung over the shoulder.
  • Meals — carried in the Backpack.
  • The Moonstone — carried in the hand or in the Backpack, you must decide which. If carried in your Backpack, note it on your
    Action Chart
    . It counts as one item.

Any weapons and Special Items that you possess as a result of completing previous
Grey Star
adventures should be entered on the
Action Chart
.

How Much Can You Carry?
Weapons
The maximum number of weapons that you may carry is
two
. Your Wizard's Staff counts as one weapon.
Backpack Items
These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.
Special Items
Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.
Nobles (Shadakine currency)
These are carried in the pocket of your robe.
Food
Food is carried in your Backpack. Each Meal counts as one item.

Any item that may be of use and can be picked up on your adventure and entered on your
Action Chart
is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.
9

How to Use Your Equipment
Weapons
Your
COMBAT SKILL
depends on your Wizard's Staff. If you do not possess your Staff when you enter combat you must deduct 6 points from your
COMBAT SKILL
. If you enter a combat without a weapon, deduct 8 points from your
COMBAT SKILL
and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry
two
Weapons at once.)
10
Backpack Items
During your travels you will discover various useful items which you may wish to keep. (Remember that you can only carry a maximum of eight items in your Backpack at any one time.) You may exchange or discard them at any point when you are not involved in combat.
Special Items
Each Special Item has a particular purpose or effect. You may be told this when the item is discovered, or it may be revealed to you as the adventure progresses.
Currency
The currency of the Shadakine Empire is the Noble, which is a small jade stone. The system of money is alien to the Shianti, and for this reason you begin your adventure with no money. Whenever you kill an enemy, you may take any Nobles belonging to him and keep them in the pocket of your robe.
Food
You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3
ENDURANCE
points.

[
8
] If you have completed a previous adventure, you keep all equipment you had at the end of that adventure. You do not receive any new equipment, unless you have just selected Alchemy as your sixth Lesser Magick, or if you have not mastered the Lesser Magick of Alchemy but you have selected the Higher Magick of Theurgy, in which case you receive a Herb Pouch with contents as indicated in this section.

[
9
] If you have mastered the Lesser Magick of Alchemy or the Higher Magick of Theurgy and therefore have a Herb Pouch, you may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.

[
10
] The new Mongoose Publishing editions of the gamebooks clarify that ‘You may only use one Weapon at a time in combat.’

BOOK: War of the Wizards
3.38Mb size Format: txt, pdf, ePub
ads

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