Read Grey Star the Wizard Online
Authors: Ian Page,Joe Dever
Tags: #Fiction, #Fantasy, #Grey Star the Wizard, #Magnamund
(
269
) Replaced ‘you and’ with ‘you, and’. Replaced ‘tongue, curled’ with ‘tongue curled’.
(
271
) Replaced ‘you and’ with ‘you, and’. Replaced ‘elemental plane’ with ‘Elemental Plane’.
(
272
) Replaced ‘legs and’ with ‘legs, and’. Replaced ‘you intrusion’ with ‘your intrusion’. Replaced ‘pell mell’ with ‘pell-mell’. Replaced ‘If the combat lasts longer than three rounds turn to’ with ‘If the combat enters a fourth round, do not continue with the combat but turn immediately to’.
(
276
) Replaced ‘lifted and’ with ‘lifted, and’. Replaced ‘last agonized’ with ‘last, agonized’. Replaced ‘erupts and in a blinding flash both’ with ‘erupts, and in a blinding flash, both’. Replaced ‘on to’ with ‘ onto’.
(
278
) Replaced ‘power of Prophecy’ with ‘Power of Prophecy’.
(
280
) Replaced ‘on to’ with ‘onto’.
(
281
) Replaced ‘air, and’ with ‘air and’.
(
282
) Replaced ‘hand and’ with ‘hand, and’.
(
283
) Replaced ‘breath’ with ‘breathe’. Replaced ‘subsides and’ with ‘subsides, and’.
(
284
) Replaced ‘tunnel you’ with ‘tunnel, you’. Replaced ‘outnumbered and’ with ‘outnumbered, and’.
(
286
) Replaced ‘is is’ with ‘is’. Replaced ‘power of Psychomancy’ with ‘Power of Psychomancy’. Replaced ‘6 or’ with ‘6, or’. Replaced ‘7 or’ with ‘7, or’.
(
287
) Replaced ‘on to’ with ‘onto’.
(
289
) Replaced ‘Shazarak’ with ‘Shasarak’. Replaced ‘more than 15’ with ‘15 or more’.
(
291
) Replaced ‘time discovering’ with ‘time, discovering’. Replaced ‘Mountains and’ with ‘Mountains, and’. Replaced ‘man, who’ with ‘man who’. Replaced ‘Belt Pouch’ with ‘Herb Pouch’. Replaced ‘Lara, of’ with ‘Lara: of’. Replaced ‘joking. But’ with ‘joking; but’. Replaced ‘eyes, that’ with ‘eyes that’. Replaced ‘any Items’ with ‘any items’.
(
292
) Added a period to the end of the illustration's caption.
(
293
) Replaced ‘waterfall to’ with ‘waterfall, to’. Replaced ‘lake, towards’ with ‘lake towards’.
(
294
) Replaced ‘man trailing’ with ‘man, trailing’. Replaced ‘greater than 10’ with ‘10 or more’.
(
295
) Replaced ‘struggle and’ with ‘struggle, and’. Replaced ‘mind, ‘There’ with ‘mind. ‘There’. Replaced ‘tensed and’ with ‘tensed, and’. Replaced ‘on and’ with ‘on, and’. Replaced ‘on to’ with ‘ onto’.
(
296
) Replaced ‘long winding’ with ‘long, winding’. Replaced ‘atttack’ with ‘attack’.
(
297
) Replaced ‘acid’ with ‘Acid’. Replaced ‘However you’ with ‘However, you ’. Replaced ‘sulphur and saltpetre’ with ‘Sulphur and Saltpetre’. Replaced ‘fire, which’ with ‘fire which’. Replaced ‘potion and’ with ‘potion, and’. Replaced ‘as Items’ with ‘as items’.
(
298
) Replaced ‘chance you’ with ‘chance, you’. Replaced ‘run you’ with ‘run, you’.
(
299
) Replaced ‘more she’ with ‘more, she’. Replaced ‘apart and’ with ‘apart, and’.
(
300
) Replaced ‘Correction, where despite’ with ‘Correction where, despite’. Replaced ‘ante-chamber’ with ‘antechamber’. Replaced ‘you and’ with ‘you, and’.
(
301
) Replaced ‘dream, in’ with ‘dream in’.
(
302
) Replaced ‘pause he’ with ‘pause, he’.
(
304
) Replaced ‘tendril that threaten’ with ‘tendril that threatens’.
(
305
) Replaced ‘however freely’ with ‘however, freely’. Replaced ‘Goodbye Grey Star and’ with ‘Goodbye, Grey Star, and’. Replaced ‘return to 172, and’ with ‘return to 172 and’. Replaced ‘another power’ with ‘another Power’.
(
306
) Replaced ‘away and’ with ‘away, and’.
(
307
) Replaced ‘chance you’ with ‘chance, you’. Replaced ‘you and’ with ‘you, and’.
(
308
) Replaced ‘staff’ with ‘Staff’.
(
309
) Replaced ‘challenge you’ with ‘challenge, you’.
(
310
) Replaced ‘time and’ with ‘time, and’. Replaced ‘single handed’ with ‘single-handed’.
(
311
) Replaced ‘shoulders pressing’ with ‘shoulders, pressing’. Replaced ‘acid but, it’ with ‘acid, but it’. Replaced ‘ante-chamber’ with ‘antechamber’. Replaced ‘Shadakine, who’ with ‘Shadakine who’. Replaced ‘from you and’ with ‘from you, and’.
(
312
) Replaced ‘Correction and’ with ‘Correction, and’.
(
313
) Replaced ‘Your power’ with ‘Your Power’.
(
315
) Replaced ‘Staff. But’ with ‘Staff, but’. Replaced ‘ground and, screaming’ with ‘ground, and screaming’.
(
316
) Replaced ‘scream for’ with ‘scream, for’. Replaced ‘water you’ with ‘water, you’. Replaced ‘escape, you’ with ‘escape. You’.
(
318
) Replaced ‘seconds you’ with ‘seconds, you’. Replaced ‘weakens and’ with ‘weakens, and’.
(
320
) Replaced ‘exhaused’ with ‘exhausted’.
(
321
) Replaced ‘jailer's’ with ‘gaoler's’. Replaced ‘Jailer’ with ‘Gaoler’. Replaced ‘stairs, by’ with ‘stairs by’.
(
322
) Replaced ‘heels and’ with ‘heels, and’.
(
323
) Replaced ‘surprise is’ with ‘surprise, is’. Replaced ‘want is’ with ‘want, is’. Replaced ‘this you’ with ‘this, you’. Replaced ‘Stone, at’ with ‘Stone at’. Replaced ‘Stone, which’ with ‘Stone which’.
(
325
) Replaced ‘lime stone’ with ‘limestone’. Replaced ‘towers with their tall, ragged peaks, cast’ with ‘towers — with their tall, ragged peaks — cast’. Replaced ‘old rusty’ with ‘old, rusty’. Replaced ‘again, over’ with ‘again over’. Replaced ‘right and’ with ‘right, and’.
(
327
) Replaced ‘plain but’ with ‘plain, but’.
(
328
) Replaced ‘sun you’ with ‘sun, you’.
(
330
) Replaced ‘rock face’ with ‘rock-face’.
(
331
) Replaced ‘ground. But’ with ‘ground, but’. Replaced ‘underbelly, which’ with ‘underbelly which’.
(
332
) Replaced ‘you and’ with ‘you, and’. Replaced ‘stumble, and half diving, half falling, roll’ with ‘stumble and — half diving, half falling — roll’. Added ‘2 or more
WILLPOWER
points with which to use’ to the first choice. You will always have your Staff, but not necessarily the
WILLPOWER
to use it.
(
335
) Replaced ‘friend and’ with ‘friend, and’.
(
338
) Replaced ‘corridor and’ with ‘corridor, and’. Replaced ‘power of Prophecy’ with ‘Power of Prophecy’.
(
339
) Replaced ‘voice.’ with ‘voice,’.
(
340
) Replaced ‘ahead intent’ with ‘ahead, intent’. Replaced ‘them and’ with ‘them, and’. Replaced ‘beyond. But’ with ‘beyond; but’. Replaced ‘on to’ with ‘onto’.
(
341
) Replaced ‘slow and’ with ‘slow, and’. Replaced ‘cliff face’ with ‘cliff-face’.
(
342
) Replaced ‘razor sharp’ with ‘razor-sharp’. Replaced ‘wounds and’ with ‘wounds, and’.
(
344
) Added a period to the end of the illustration's caption.
(
345
) Replaced ‘happens. But’ with ‘happens, but’.
(
346
) Replaced ‘mist and’ with ‘mist, and’. Replaced ‘Shazarak’ with ‘Shasarak’.
(
347
) Replaced ‘light, which’ with ‘light which’. Replaced ‘light, and’ with ‘light and’. Replaced ‘grow’ with ‘draw’.
(
350
) Replaced ‘agility, and flushing’ with ‘agility, flushing’. Replaced ‘unceremoniously, outside’ with ‘unceremoniously outside’. Replaced ‘things I think,’ with ‘things, I think,’. Replaced ‘Tribe has’ with ‘Tribe, has’. Replaced ‘bells and his’ with ‘bells, and his’. Replaced ‘here and you’ with ‘here, and you’. Replaced ‘teeth and’ with ‘teeth, and’. Replaced ‘ ‘riddle of the Shianti‘ ’ with ‘ ‘riddle of the Shianti’ ’. Replaced ‘rhyme it’ with ‘rhyme, it’. Replaced ‘king agrees’ with ‘king, agrees’. Replaced ‘nursey’ with ‘nursery’. Replaced ‘series.’ with ‘series:’ and added the name of the next book. Replaced ‘the Way of the Shianti’ with ‘The Way of the Shianti’. Added a period to the end of each of the illustration's captions.
(
Combat Rules Summary
) Added a fourth step ‘Pick a number from the
Random Number Table
.’ in the first step list. Replaced ‘cross reference’ with ‘cross-reference’. Replaced ‘Turn to Combat’ with ‘Turn to the Combat’.
[
1
] (
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
of
War of the Wizards
, 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.
[
2
] (
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
.
[
3
] (
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
.
[
4
] (
Equipment
) 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
] (
Equipment
) 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
] (
Equipment
) 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
] (
Equipment
) The new Mongoose Publishing editions of the gamebooks clarify that ‘You may only use one Weapon at a time in combat.’
[
8
] (
Section 12
) 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
of
War of the Wizards
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).
[
9
] (
Section 15
) The exact nature of this restoration of
ENDURANCE
and
WILLPOWER
is unclear. There is a general consensus that you should multiply your current
ENDURANCE
and
WILLPOWER
scores by 1.5 (i.e. you may add one half of your current
ENDURANCE
points value to your score), remembering that you may not exceed your starting value; and you may add one half of your current
WILLPOWER
value to your score, irrespective of whether this exceeds your starting value.
[
10
] (
Section 30
) 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
of
War of the Wizards
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).
[
11
] (
Section 43
) You cannot keep Shan's Backpack. Any items you decide to keep must be transferred to your own Backpack, or perhaps to your Herb Pouch if you have one and want to keep the Small Vial of Laumspur.
[
12
] (
Section 57
) 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
of
War of the Wizards
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).
[
13
] (
Section 88
) 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
of
War of the Wizards
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).
[
14
] (
Section 94
) 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
of
War of the Wizards
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 101
) It seems odd that Shan would not return your weapon. You may choose to assume that you get it back once the battle is over.
[
16
] (
Section 107
) 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
of
War of the Wizards
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 110
) This is the correct solution to the riddle in
Section 264
.
[
18
] (
Section 120
) 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
of
War of the Wizards
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 172
) You are forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more
WILLPOWER
points than you currently possess. If you do not have sufficient
WILLPOWER
points, you may choose to simply subtract the number of
WILLPOWER
points required to use the Power you select. 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
of
War of the Wizards
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).
[
20
] (
Section 183
) 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 193
) The Yabari Ointment can be applied at any time and is effective until it is washed off or until this adventure is over. If you choose to apply the ointment, delete this item from your
Action Chart
but make a note that you are now wearing the ointment.
[
22
] (
Section 193
) 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.
[
23
] (
Section 204
) 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
of
War of the Wizards
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).