War of the Wizards (5 page)

Read War of the Wizards Online

Authors: Ian Page,Joe Dever

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

War of the Wizards
by Joe Dever and Ian Page
7

At the expense of 2
WILLPOWER
points, you summon the mighty powers of the waters of the River Dosar, bending the river to your need. Suddenly a tall tower of water explodes all around the bridge, breaking its stones and instantly destroying the once sturdy structure.

Turn to 75
.

War of the Wizards
by Joe Dever and Ian Page
8

It looks likely that you will have to do battle with the demon horde. You decide to take advantage of the protection the Theurgic Potion offers and quickly swallow the dark, bitter liquid. Gradually your body begins to glow with a strange, blue light. Remember that the effects of the Potion will begin to fade in only a few hours.

Delete the Potion of Invulnerability from your
Action Chart
. You may keep the empty Vial and include it as an item on your
Action Chart
: keep it in your Herb Pouch or in your Backpack.

Turn to 121
.

War of the Wizards
by Joe Dever and Ian Page
9

‘Wait here,’ you instruct Tanith.

‘Wait?’ she retorts, defiantly. ‘Have I not stood by you in the face of terror, fought at your side, matched you, courage for courage, deed for deed?’ She sniffs derisively. ‘I'll not stand back now like some feeble girl afraid of her own shadow!’

You know there is no point in arguing with her, especially when so much of what she says is true. The two of you stride forward, prepared to meet whatever danger awaits you together.

You have travelled for two miles when Tanith stops, peering into the shimmering heat haze and shielding her eyes against the sun with her hand. ‘They come,’ she says, dispassionately.

Following the direction of her gaze, you see something stirring in the distance. You notice a low dust haze hanging in the air, a running cloud drifting against the flat expanse of the plain. There are four runners and they are heading straight towards you. As they come closer, you are able to see that they are ghastly, malformed creatures, each deformed in a different way. These are demons, summoned long ago by the Wytch-king, Shasarak, to plague the tribe of the Masbaté, the warrior people that ruled here before Shasarak unleashed the demonic horde that destroyed them. When the demons had fulfilled their purpose, Shasarak left them to roam these plains at will, instead of returning them to the deep hell from which he summoned them. The leading creature has green, shining skin and a tail. Its neckless head bears the features of a toad. With a feral scream it charges towards you. The others follow.

If you have the Magical Power of Sorcery and wish to use it to aid you in the battle,
turn to 196
.

If you have the Magical Power of Thaumaturgy and wish to use this Higher Magick to aid you,
turn to 203
.

If you have the Magical Power of Enchantment and wish to use it,
turn to 211
.

If you are versed in the Higher Magick of Telergy and wish to use it,
turn to 217
.

If you wish to attempt a long-range attack with your Wizard's Staff,
turn to 69
.

If you wish to wait for them to approach, so that you can engage them in close combat,
turn to 187
.

War of the Wizards
by Joe Dever and Ian Page
10

It is the morning of the day you must attempt to close the demon portal of Tilos. You bid Tanith a sad farewell. Eyes brimming with tears, you share a fond embrace before she is led east along the mountain trail by a Masbaté warrior, towards whatever doom awaits her at the hands of Mother Magri in the city of Suhn. She can be saved only by a swift and total victory over the Wytch-king.

You turn to King Samu. ‘We must prepare to move,’ you say. ‘Gather your men. We must make plans.’

If you are versed in the Higher Magick of Theurgy,
turn to 15
.

If you are versed in the Higher Magick of Thaumaturgy,
turn to 19
.

If you are versed in the Higher Magick of Necromancy,
turn to 24
.

If you do not possess any of these Powers, or if you do not wish to use them,
turn to 29
.

War of the Wizards
by Joe Dever and Ian Page
11

With consummate ease, you manage to strip the plant of its pods entirely. Your harvest yields nine pods. They are so small that nine pods only take up the space of three items in your Herb Pouch. Remember to write the Phinomel Pods on your
Action Chart
. If there is not room in your Herb Pouch, you may carry some, or all, of the Phinomel Pods as Backpack Items.

With a satisfied nod, you finish packing away your new find and continue on your journey.

Turn to 43
.

War of the Wizards
by Joe Dever and Ian Page
12

You smash the fabric that binds the skeleton's body but you are fighting the creature with magic. Your fellow soldiers do not have the same advantage and the air is filled with their terrified cries. Many are being slain and, as they die, Shasarak's spell takes them, and they rise to fight once more as soldiers of the undead. Those that survive find themselves fighting their friends and comrades. The powers you possess protect only you from attack. You can save the Freedom Guild only by destroying Shasarak. The time has come: you must go to him.

If you are versed in the Higher Magick of Thaumaturgy, you may deduct 2
WILLPOWER
points from your total to cast a teleportation spell and
turn to 39
.

If you have a Temeris Potion, you may use it to teleport without using any
WILLPOWER
points;
turn to 39
.

If you are using the power of the Dimension Door locked in the Moonstone, you may deduct 4
WILLPOWER
points from your total to teleport and
turn to 39
.

If you are unable to teleport by any of these means, you have failed in your quest and your adventure is over.

War of the Wizards
by Joe Dever and Ian Page
13

The creature falls dead amid a flurry of fiery blows. As you fought, the rest of the pack have been creeping towards you slowly and now stand only a few yards away. The death of their leader caused great consternation among their ranks, although they seem confident enough to attack at any moment. They realize now that you fight alone.

If you wish to fire a long-range blast from your Staff before turning and running,
turn to 22
.

If you wish to turn and run immediately,
turn to 27
.

If you wish to stand against the demon horde,
turn to 54
.

War of the Wizards
by Joe Dever and Ian Page
14

You turn east. The sun's heat grows less intense as the day passes and you are able to walk at a quicker pace. The afternoon passes and, though there are still several hours of daylight left, your anxiety grows. There has been no sign of a stream or water hole and you will never find one in the dark. You will be able to survive for some time without food but you must find water soon.

Tanith looks around uneasily. ‘We are being watched,’ she says. You nod. You can also feel the weight of many eyes bearing down on you. Malevolence hangs heavily in the air.

If you are carrying the Moonstone in your hand,
turn to 81
.

If you are carrying it in your Backpack,
turn to 213
.

War of the Wizards
by Joe Dever and Ian Page
15

In the Lissan Plain the herbs and flowers that you need to mix a potion of invulnerability grow in abundance. Made from the leaves of the Zakutsk flower and the root of the Demeril bush, the potion is mixed with salt and spring water beneath the rays of the midday sun. It will protect your body from physical harm for only a few hours, but might prove invaluable in your attempt to close the portal of Tilos should you be forced to face an attack by the demons of the Lissan Plain, either on your way to the portal, or afterwards, when you are trying to lure the demon horde against the Shadakine army marching towards the bridge at Lanzi.

If you wish to use the Power of Theurgy and ask the Masbaté to gather the ingredients for the potion,
turn to 34
.

If you prefer to use the Higher Magick of Thaumaturgy,
turn to 19
.

If you prefer to use the Higher Magick of Necromancy,
turn to 24
.

If you prefer not to use the Magical Powers of Theurgy, Thaumaturgy, or Necromancy,
turn to 29
.

War of the Wizards
by Joe Dever and Ian Page
16

Careful as you might be, you are unable to avoid disturbing a Phinomel branch to your left. Two pods emit a jet of viscid purple fluid. One jet misses but, unfortunately, the second splashes your arm, quickly burning through the fabric of your robe and causing a searing pain as it burns your flesh. You lose 2
ENDURANCE
points. You have managed to procure six Phinomel Pods. As they are so small, the six pods take the room of only two items in your Herb Pouch. If there is not room in your Herb Pouch, you may carry some, or all, of the pods as Backpack Items.

Despite a rather painful experience, you nod to yourself approvingly, sure that the Phinomel Pods will be useful, and continue on your search for Lake Dolani.

Turn to 43
.

War of the Wizards
by Joe Dever and Ian Page
17

With a scream, the horseman falls dead. Quickly you run over to his body. By stealing the dead horseman's uniform, you will be able to lead the demon horde against the Shadakine Army more easily, for the Shadakine will think that you are one of their own.

If you still have your Simar stallion,
turn to 285
.

If the stallion has been killed,
turn to 292
.

War of the Wizards
by Joe Dever and Ian Page
18

Without the cognitive powers of Prophecy or Psychomancy, it is impossible for you to locate the mechanism that will open the doors. The only other solution is to use force but, judging from the thickness of the stone doors, it is likely to require a great deal of strength to break them open.

If you have the Magical Power of Thaumaturgy and wish to use it to open the doors,
turn to 295
.

If you have the Magical Power of Sorcery and wish to use it to force open the doors,
turn to 255
.

If you have the Magical Power of Elementalism and wish to summon an elemental to open the doors,
turn to 289
.

If you have learnt the Higher Magick of Physiurgy and wish to use it,
turn to 181
.

If you wish to resume your journey towards Lake Dolani, or if you do not possess these Powers,
turn to 234
.

War of the Wizards
by Joe Dever and Ian Page
19

By using the Magical Power of Thaumaturgy, you will be able to weave a spell of invulnerability about yourself. The cost of this spell will be 4
WILLPOWER
points if you wish the effect to last several hours.

If you wish to create this spell of magical protection about yourself, to help you in your bid to close the demon portal in the Hills of Tilos, deduct 4
WILLPOWER
points from your
WILLPOWER
score and
turn to 57
.

If you wish to use the Higher Magick of Necromancy in your bid to close the demon portal,
turn to 24
.

If you do not wish to use either of these Powers, or if you do not possess them,
turn to 29
.

War of the Wizards
by Joe Dever and Ian Page
20

Stunned and dizzy, you lie on the floor, unable to defend yourself. The Demon Master hovers above, its leathery wings beating. It stoops to deliver a killing blow. Bravely Tanith steps forward, dagger in hand, ready to defend you to the last. The demon minions swarm forward in glee and the position looks hopeless. Then, amid the whirl of your thoughts, you hear the cries of men and the clash of steel. Joyfully you see a gleam of shining metal flash above your head and the Demon Master's back arch with pain. Howling in agony it begins to fall. With lightning reactions, Tanith drags you to one side, seconds before the lifeless and bloody corpse of the beast hits the ground with a jarring crash. A long, slim javelin protrudes from its back.

‘Grey Star,’ Tanith cries. ‘We are saved!’

She helps you into an upright position and you peer down the hall. Pouring through the entrance of the tomb comes a mass of tall warriors, swords bared and reaping a deadly harvest among the demonic ranks.

Turn to 38
.

War of the Wizards
by Joe Dever and Ian Page
21

At the cost of 1
WILLPOWER
point you raise the Moonstone and light begins to pour from it. Shasarak scowls and takes a step back.

‘So you think the Moonstone is enough to defeat me do you? You forget the need for a mighty hand to wield it. Are you mighty, Grey Star?’

Shasarak's words strike you like blows but you do not fail in your resolve. Effortlessly, Shasarak drains 1
WILLPOWER
point and 1
ENDURANCE
point from your body. You stagger as the life-force is dragged from you.

‘You see?’ Shasarak sneers.

If you wish to shield yourself with the Moonstone's light,
turn to 92
.

If you wish to strike Shasarak with the Moonstone's light,
turn to 190
.

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