Read Grey Star the Wizard Online
Authors: Ian Page,Joe Dever
Tags: #Fiction, #Fantasy, #Grey Star the Wizard, #Magnamund
[
3
] 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.
If you have chosen Alchemy 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.
On your last day on the Isle of Lorn, your Shianti Masters offer you the following gifts to aid you in your quest. According to Shianti custom, you may choose one of them. They are:
When you have made your choice, mark the item on your
Action Chart
under the headings given in brackets, and make a note of any effect it may have on your
ENDURANCE
,
WILLPOWER
, or
COMBAT SKILL
totals.
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 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.
6
[
4
] This Special Item can be used in combat as if it were a normal Weapon. The Jewelled Dagger's bonus to your
COMBAT SKILL
should only be applied when the Jewelled Dagger is used in combat. You should not use your Wizard's Staff at the same time. This would incur the normal −6 penalty to your
COMBAT SKILL
for not using your Wizard's Staff.
Alternatively, you may decide that the Jewelled Dagger may be wielded together with your Wizard's Staff, and thus confers its bonus in all close combats. This makes the Jewelled Dagger a much more useful item.
[
5
] The bonus to your
WILLPOWER
score provided by the Magic Talisman is added to your
WILLPOWER
score only once and does not prevent your score from falling to zero or below.
[
6
] If you have mastered the Lesser Magick of Alchemy 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.
[
7
] The new Mongoose Publishing editions of the gamebooks clarify that ‘You may only use one Weapon at a time in combat.’
There will be occasions during your adventure when you have to fight an enemy. The enemy's
COMBAT SKILL
and
ENDURANCE
points are given in the text. Grey Star's aim during the combat is to kill the enemy by reducing his
ENDURANCE
points to zero while at the same time losing as few
ENDURANCE
points as possible himself.
At the start of a combat, enter Grey Star's
ENDURANCE
and
WILLPOWER
points and the enemy's
ENDURANCE
points in the appropriate boxes on the Combat Record section of your
Action Chart
.
The sequence for combat is as follows:
This process of combat continues until the
ENDURANCE
points of either the enemy or Grey Star are reduced to zero or below, at which point that combatant is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his
ENDURANCE
and
WILLPOWER
points possibly reduced.
A
summary of Combat Rules
appears in the back of this book.
During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Grey Star may lose
ENDURANCE
points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.
You are about to embark on a quest of great peril, for your journey will take you to an unknown land that is dominated by evil. Refer to the
map
and make notes as you progress through the story: they are sure to be of great help to you in future adventures.
You will discover items that could be of help to you on your quest. Some Special Items may aid you in future
Grey Star
adventures, others may be red herrings of no real use at all; so be selective in what you decide to keep.
Be cautious in your use of
WILLPOWER
points, as your
WILLPOWER
is the energy source for your Magical Powers and your Wizard's Staff. A
WILLPOWER
score of zero or below will leave you weak and vulnerable to attack, unable to offer effective resistance.
Follow the path of wisdom, Wizard Grey Star. The way of fools is the road to destruction.
Good luck!
It is a grim, chill morning, your last on the Isle of Lorn. With quaking heart, you enter the sacred temple of Amida to receive the silent blessing of your Shianti masters. They stand around you, heads bowed in meditation. At length, the ceremony ends and Maiteya, your old friend and teacher, steps forward, and grasps you firmly by the shoulders. You look into his glittering eyes and see yourself reflected there, for the eyes of the Shianti race are not coloured like man's but have pupils that cast reflections like mirrored glass.
‘Grey Star,’ he says, a warm smile lighting his serene face, ‘the time has come for you to leave. Far will you travel and perilous is your course. Be not afraid, yet do not fear caution. Though you go with the teaching and blessing of the Shianti and carry the might of the Wizard's Staff, stealth and secrecy will be your allies. Let not courage defeat wisdom. Go now and seek the Kundi race that is called the Lost Tribe of Lara. You are the instrument of our will, bearer of our hope. Ever will your quest be in our minds and hearts.’
Without a word, you turn and leave the temple, not looking back until you reach the shore, where a sail boat awaits you. With a gentle sigh, you bid farewell to the island of your youth and push the little craft into the cold waters of the Sea of Dreams. You jump into the boat and set sail, making a westward course for the distant mainland of the Shadakine Empire.
If you have the Magical Power of Elementalism and wish to use it to aid your voyage,
turn to 202
.
If you do not possess this Power, or if you do not wish to use it,
turn to 168
.