War of the Wizards (30 page)

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Authors: Ian Page,Joe Dever

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

BOOK: War of the Wizards
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(
298
) Replaced ‘magical powers’ with ‘Magical Powers’. Replaced ‘new-found’ with ‘newfound’. Replaced ‘for ever’ with ‘forever’. Replaced ‘hills of Tilos’ with ‘Hills of Tilos’.

(
299
) Replaced ‘feet lies’ with ‘feet lie’.

(
300
) Replaced ‘newly risen’ with ‘newly-risen’.

(
302
) Replaced ‘ememy’ with ‘enemy’. Replaced ‘If the combat lasts for’ with ‘If you win the combat in’.

(
304
) Replaced ‘Turn 235’ with ‘Turn to 235’.

(
309
) Replaced ‘zig-zag’ with ‘zigzag’.

(
310
) Replaced ‘chest and’ with ‘chest, and’. Replaced ‘let go,
will
not let go, as’ with ‘let go —
will
not let go — as’.

(
312
) Replaced ‘guildsmen’ with ‘Guildsmen’. Replaced ‘trail east’ with ‘trail west’. Replaced ‘forest of Fernmost’ with ‘Forest of Fernmost’.

(
316
) Replaced ‘cannot . .’ with ‘cannot … ’. Replaced ‘demon lord’ with ‘Demonlord’.

(
317
) Replaced ‘fomation’ with ‘formation’. Replaced ‘Combat last’ with ‘Combat lasts’.

(
318
) Replaced ‘combined
WILLPOWER
and
ENDURANCE
point totals’ with ‘combined
WILLPOWER
and
ENDURANCE
point total’.

(
320
) Replaced ‘kock’ with ‘knock’.

(
321
) Replaced ‘higher magick’ with ‘Higher Magick’. Replaced ‘north east’ with ‘northeast’. Replaced ‘Visionary, and’ with ‘Visionary and’.

(
322
) Replaced ‘demon lord’ with ‘Demonlord’.

(
324
) Replaced ‘war horn’ with ‘war-horn’.

(
325
) Replaced ‘If you wish to fire a long-range attack at the chariot, and have 2
WILLPOWER
points’ with ‘If you have 2
WILLPOWER
points and wish to fire a long-range attack at the chariot’.

(
327
) Replaced ‘forest of Fernmost’ with ‘Forest of Fernmost’.

(
328
) Replaced ‘Shadkine Army’ with ‘Shadakine Army’. Replaced ‘higher magick’ with ‘Higher Magick’. Replaced ‘almost fail but’ with ‘almost fail, but’.

(
331
) Replaced ‘six items’ with ‘eight items’. Replaced ‘Tamara Seeds’ with ‘Tarama Seeds’, as in
Grey Star the Wizard
. Replaced ‘Phinomel pods’ with ‘Phinomel Pods’.

(
332
) Replaced ‘tree-tops’ with ‘treetops’.

(
336
) Replaced ‘will hold up to six items may be stored’ with ‘can hold up to eight items, and any other potions may be stored’. Replaced ‘Tamara Seeds’ with ‘Tarama Seeds’, as in
Grey Star the Wizard
. Replaced ‘Phinomel pods’ with ‘Phinomel Pods’.

(
337
) Replaced ‘hail of arrows that fly’ with ‘hail of arrows that flies’. Replaced ‘melée’ with ‘mêlée’. Replaced each occurrence of ‘higher magick’ with ‘Higher Magick’. Moved the first choice into the last position. Replaced ‘you Grey Star’ with ‘you, Grey Star’. Replaced ‘Physiurgy, and’ with ‘Physiurgy and’. Replaced ‘Telergy, and’ with ‘Telergy and’.

(
338
) Replaced ‘elemental plane’ with ‘Elemental Plane’.

(
340
) Replaced ‘forboding’ with ‘foreboding’.

(
343
) Replaced ‘superstitous’ with ‘superstitious’.

(
345
) Replaced ‘arch enemy’ with ‘arch-enemy’.

(
347
) Replaced ‘beleagured’ with ‘beleaguered’. Replaced ‘higher magick’ with ‘Higher Magick’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Physiurgy, and’ with ‘Physiurgy and’. Replaced ‘or do’ with ‘or if you do’.

(
348
) Removed ‘ at the beginning of the book’. Replaced ‘north-western’ with ‘northwestern’. Replaced ‘these once-great people’ with ‘this once-great people’.

(
350
) Replaced ‘demon lord’ with ‘Demonlord’.

(
352
) Replaced ‘higher magick’ with ‘Higher Magick’. Replaced ‘Thaumaturgy, and’ with ‘Thaumaturgy and’.

(
353
) Replaced each occurrence of ‘higher magick’ with ‘Higher Magick’. Added a fourth choice ‘If you do not possess any of the above Powers, you must attack the bridge with your Staff; turn to 175.’ (cf.
Section 280
). Replaced ‘on to’ with ‘onto’. Replaced ‘Elementalism, and’ with ‘Elementalism and’. Replaced ‘Physiurgy, and’ with ‘Physiurgy and’. Replaced ‘Thaumaturgy, and’ with ‘Thaumaturgy and’.

(
355
) Replaced ‘Phinomel pods’ with ‘Phinomel Pods’.

(
360
) Added a link to the
Passing of the Shianti
epilogue. Replaced ‘The demon lord, Agarash’ with ‘The Demonlord Agarash’. Replaced ‘comers’ with ‘corners’.

(
The Passing of the Shianti
) Replaced ‘artifacts’ with ‘artefacts’. Replaced ‘as many foretold they would’ with ‘as many foretold they would be’. Replaced ‘a magiocracy’ with ‘a Magiocracy’.

(
Combat Rules Summary
) Added a fourth step ‘Pick a number from the
Random Number Table
.’ in the first step list. Replaced ‘Turn to
Combat Results Table
’ with ‘Turn to the
Combat Results Table
’. Replaced ‘cross reference’ with ‘cross-reference’.

War of the Wizards
by Joe Dever and Ian Page
Footnotes

[
1
] (
The Game Rules
) It is implied that you must pick a new
COMBAT SKILL
from the
Random Number Table
even if have already completed previous one or more
Grey Star
adventures. This conflicts with the rules for the
Lone Wolf
books where you carry over your score from a previous successfully completed adventure. For the sake of consistency, players may wish to carry over their existing score from the last
Grey Star
book they completed.

[
2
] (
The Game Rules
) The original intent of the author was most likely that the player should add 50 to their final
WILLPOWER
score from the end of their last successfully completed
Grey Star
adventure.

[
3
] (
The Game Rules
) There are sections of this book that describe how you use a Magical Power and how many
WILLPOWER
points you spend, without giving you a choice and without taking into account that you may not have the required number of
WILLPOWER
points left. You may choose to simply subtract the specified number of
WILLPOWER
points. This may leave you with a negative
WILLPOWER
score, or if it was already negative, it will make your score become even more negative.

Alternatively, you may wish to use a method given in
Section 175
, which contains one such case of mandated use of magic: If you do not have enough
WILLPOWER
points, then you use
ENDURANCE
points at a rate of 2
ENDURANCE
points for every 1
WILLPOWER
point you lack (i.e. 2
ENDURANCE
points = 1
WILLPOWER
point). If your
ENDURANCE
score falls to zero or below, you are dead and the adventure is over.

Note that you may never
choose
to use a Magical Power or your Wizard's Staff if you do not have sufficient
WILLPOWER
points. This method also cannot be used in cases where you lose
WILLPOWER
points for a reason other than using magic, for instance as a result of mental or magical attacks. In these cases, you may end up with a negative
WILLPOWER
score.

[
4
] (
The Game Rules
) It is possible for your
WILLPOWER
to fall below zero. For example, if you are the victim of an attack that drains your
WILLPOWER
, your score may be forced below zero. If your
WILLPOWER
falls to zero or below, you will not be able to cast spells or 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
.

[
5
] (
The Game Rules
) The original intent of the author was most likely that the player should add 30 to their final
ENDURANCE
score from the end of their last successfully completed
Grey Star
adventure. In the
Lone Wolf
series, it is standard practice to restore one's
ENDURANCE
points to their original total when carrying them over from one adventure to the next, but the power of the Moonstone seems to change those rules in this case.

[
6
] (
Magical Powers
) 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
] (
Magical Powers
) 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
.

[
8
] (
Equipment
) 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
] (
Equipment
) 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
] (
Equipment
) The new Mongoose Publishing editions of the gamebooks clarify that ‘You may only use one Weapon at a time in combat.’

[
11
] (
Section 25
) If you wish to take the Sheath, record it as a Special Item on your
Action Chart
.

[
12
] (
Section 25
) If you wish to take the Sheath, record it as a Special Item on your
Action Chart
.

[
13
] (
Section 47
) Although the term ‘Agarashi’ is not used anywhere else in the
Grey Star
books, it is used in other books as the collective term for the monstrous servants of Agarash the Damned.

[
14
] (
Section 104
) If you do not have sufficient
WILLPOWER
points, you may choose to simply subtract the specified number of
WILLPOWER
points. This may leave you with a negative
WILLPOWER
score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in
Section 175
for resolving this problem: For the
WILLPOWER
points you lack, you use
ENDURANCE
points at a rate of 2
ENDURANCE
points for every 1
WILLPOWER
point (i.e. 2
ENDURANCE
points = 1
WILLPOWER
point).

[
15
] (
Section 112
) If you do not have sufficient
WILLPOWER
points, you may choose the method used in
Section 175
for resolving this problem: For the
WILLPOWER
points you lack, you must use
ENDURANCE
points at a rate of 2
ENDURANCE
points for every 1
WILLPOWER
point (i.e. 2
ENDURANCE
points = 1
WILLPOWER
point).

[
16
] (
Section 139
) If you do not have sufficient
WILLPOWER
points, you may choose to simply subtract the specified number of
WILLPOWER
points. This may leave you with a negative
WILLPOWER
score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in
Section 175
for resolving this problem: For the
WILLPOWER
points you lack, you use
ENDURANCE
points at a rate of 2
ENDURANCE
points for every 1
WILLPOWER
point (i.e. 2
ENDURANCE
points = 1
WILLPOWER
point).

[
17
] (
Section 145
) Remember to deduct 1
WILLPOWER
point for using the power of the Moonstone against Shasarak.

[
18
] (
Section 193
) If you do not have sufficient
WILLPOWER
points, you may choose to simply subtract the specified number of
WILLPOWER
points. This may leave you with a negative
WILLPOWER
score, or if it was already negative, it will make your score become even more negative. Alternatively, you may choose the method used in
Section 175
for resolving this problem: For the
WILLPOWER
points you lack, you use
ENDURANCE
points at a rate of 2
ENDURANCE
points for every 1
WILLPOWER
point (i.e. 2
ENDURANCE
points = 1
WILLPOWER
point).

[
19
] (
Section 328
) If you possess a Temeris Potion you can teleport without using any
WILLPOWER
points. If you are versed in the Higher Magick of Thaumaturgy you can teleport by deducting 2
WILLPOWER
points from your total. To use the Dimension Door of the Moonstone to teleport, deduct 4
WILLPOWER
points (cf.
Section 12
).

[
20
] (
Section 331
) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
WILLPOWER
points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your
WILLPOWER
, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of
WILLPOWER
to automatically win a fight.

[
21
] (
Section 336
) Tarama Seeds may be recorded as Special Items since they don't take up space in your Herb Pouch or Backpack. Each Tarama Seed can be used to cast exactly one spell or to use your Wizard's Staff outside of close combat (e.g. to fire a bolt of energy at a distant enemy) without using the normally required
WILLPOWER
points. Tarama Seeds cannot be used to maintain the effect of a spell or in place of other drains on your
WILLPOWER
, like mental attacks. It also seems inappropriate to use a Tarama Seed in close combat where you could then decide to expend an infinite amount of
WILLPOWER
to automatically win a fight.

[
22
] (
Section 355
) It appears that for every Phinomel Pod that you possess and wish to throw into the Leafwater pool, you may permanently raise your
COMBAT SKILL
by 1 when using your Wizard's Staff. Remember to delete these Phinomel Pods from your
Action Chart
.

[
23
] (
The Passing of the Shianti
) This epilogue to the
Grey Star
series was included in
Lone Wolf Club Newsletter No.7
.

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