Read War of the Wizards Online
Authors: Ian Page,Joe Dever
Tags: #Fiction, #Fantasy, #Grey Star the Wizard, #Magnamund
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
.
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 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
.
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 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
.
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 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
.
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:
Mark these 4 items in your
Action Chart
.
Your Herb Pouch will carry a maximum of eight items.
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.
Any weapons and Special Items that you possess as a result of completing previous
Grey Star
adventures should be entered on the
Action Chart
.
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
[
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.’