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Authors: Ian Page,Joe Dever

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

War of the Wizards (17 page)

BOOK: War of the Wizards
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War of the Wizards
by Joe Dever and Ian Page
202

With a silent prayer, you break into a swift gallop: somehow the Simar stallion senses the need for speed. The flying horrors ahead spread out into a diagonal line. The first of the line, a Flying Snake, begins its dive towards you. You swerve to one side at the latest possible moment, forcing the creature to bank and turn halfway into its dive. Claws and talons outstretched, the Winged Demon swoops towards you once more. You cannot evade combat.

Flying Snake:
COMBAT SKILL
 19   
ENDURANCE
 18

Combat lasts for only one round as the creature flashes past. If the Flying Snake loses more
ENDURANCE
points than you, ignore any
ENDURANCE
points you lose.

If you are still alive,
turn to 226
.

War of the Wizards
by Joe Dever and Ian Page
203

The Magical Power of Thaumaturgy grants you many powers but many of the magical feats you are able to perform are costly in
WILLPOWER
. You must decide the best way of using this Power.

If you wish to make yourself invulnerable to physical attack,
turn to 91
.

If you wish to levitate,
turn to 132
.

If you wish to cause
all
the demons to levitate,
turn to 164
.

If you wish to cause one of the demons to levitate,
turn to 198
.

War of the Wizards
by Joe Dever and Ian Page
204

At the cost of 2
WILLPOWER
points you release a blast of energy at the first few ranks of the demon host. You slay three, but the demons number in their hundreds and a loss of three does not delay or deter them. Together they give vent to a ferocious scream that echoes all around the valley as they charge towards you.

If you have recently drunk a Potion of Invulnerability, or if you have the protection of the Higher Magick of Thaumaturgy, and you wish to stand and receive the charge of the demons,
turn to 104
.

If you do not have this protection and wish to stand and receive the charge of over four hundred crazed beasts thirsting for your blood,
turn to 94
.

If you wish to escape attack,
turn to 233
.

War of the Wizards
by Joe Dever and Ian Page
205

At the cost of 2
WILLPOWER
points you throw a bolt of magical flame at the nearest of the hideous creatures, a hairless ape with a tough red hide. It stumbles with a squeal of pain and drops its gruesome burden. A discontented murmur spreads through the demons' ranks and suddenly they begin to run in the opposite direction, heading for the stairs that lead to the hall.

Turn to 107
.

War of the Wizards
by Joe Dever and Ian Page
206

Though mortally wounded, the winged ape holds on grimly. Then, suddenly, it hurls itself away, still holding the stallion's harness. The horse's head is twisted violently to one side and the noble animal loses its balance, tumbling to the ground. You lose 2
ENDURANCE
points in the fall.

If you are still alive,
turn to 272
.

War of the Wizards
by Joe Dever and Ian Page
207

Without slowing your steed's thundering gallop for an instant, you ride down a wailing, two-headed beast with mottled skin and rubbery feelers. Other beasts scatter in a cloud of dust, blood, and flashing hooves. You sweep past the demons in a matter of moments. They attempt to pursue you but your fleet-footed Simar steed is too fast for them. Eventually the demons slip out of sight.

Turn to 142
.

War of the Wizards
by Joe Dever and Ian Page
208

With a gasp you cease your attack: you are nearly unconscious with the strain. Staggering slightly, you look up to see the doors still standing. Your attempt has failed. A few minutes pass before you feel steady on your feet.

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

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

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

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

War of the Wizards
by Joe Dever and Ian Page
209

Your body trembling with the effort of concentration, you hurl power into the Moonstone and direct it towards the portal. The portal burns with white-hot intensity and the eyes of Agarash burn deep into your heart. For, while you concentrate your power on the portal, you are undefended from Agarash's attempts to master you. The stallion rears and turns in absolute terror and your head screams insanely, but you never waver from your attempt upon the portal. The malice of Agarash fills your body and tears at your soul, yet still you hold the glowing gem aloft, clinging to it with fierce resolve. There is a mighty explosion and Agarash's frustrated scream echoes for miles around. The portal has been destroyed and Agarash can no longer reach you: you have escaped damnation at his hands. You have exerted 4
WILLPOWER
points and must lose 3
ENDURANCE
points.

Even as the portal is destroyed, Agarash's last words thunder around the valley. ‘Minions of Agarash, slaves of the scarlet fires — destroy! Destroy and avenge me!’

If you are still alive,
turn to 268
.

War of the Wizards
by Joe Dever and Ian Page
210

At first you make good speed but you are heavily laden and your Staff and Backpack hamper movement. The snarling and screeching behind tell you that the demon host is beginning to gain on you. You chance a look over your shoulder and see that some of the faster-moving demons are separating from the main group and are very close. Three reptilian beasts with clashing fangs are soon snapping at your heels.

If you wish to turn and fight these three,
turn to 302
.

If you would prefer to continue,
turn to 315
.

War of the Wizards
by Joe Dever and Ian Page
211

You close your eyes and cast an illusion, using 1
WILLPOWER
point. You transform yourself into a giant, writhing serpent and slither towards the demons. They hesitate for only a moment before continuing to charge towards you. The illusion has failed. These are magical creatures, immune to the Magical Power of Enchantment.

Turn to 264
.

War of the Wizards
by Joe Dever and Ian Page
212

You dismount, hoping that the horse does not stray, and plant yourself squarely, feet apart, to face the oncoming rush of Winged Demons. They are travelling at an incredible speed. Your heart is pounding. You mutter a Shianti prayer of hope under your breath and concentrate on the flock of creatures, judging their speed as closely as you can. You notice that they are spreading out into a kind of battle formation: a diagonal line angled towards you.

If you have 2
WILLPOWER
points and wish to fire a long-range attack with your Wizard's Staff at the leading demon in the formation,
turn to 317
.

If not,
turn to 244
.

War of the Wizards
by Joe Dever and Ian Page
213

You continue on your easterly course, constantly on the lookout for danger. More than an hour of tense silence passes as you and Tanith hurry along. The tension is broken by Tanith's sudden cry. ‘Look!’ she says, pointing. ‘There's a river up ahead.’

Less than a mile away, a river gleams and sparkles. You and Tanith break into a trot. When you reach the river bank you both drop to your knees, bending to scoop up great handfuls of cool water. You drink long and deeply before your raging thirst is quenched.

You have reached the banks of the Dolani River. It leads south and fills Lake Dolani, which lies at least thirty miles away, according to Tanith. To the northeast lie the Kashima Mountains, where the river begins; the mountains look to be at least fifty miles away. The river is too wide and too deep to cross at this point; you will have to travel further upstream where it is likely to be narrower and shallower.

You are just bending to take another drink of the refreshing water when Tanith touches you lightly on the shoulder. ‘Grey Star,’ she murmurs. ‘Ready yourself. We are about to be attacked.’

Turn to 227
.

War of the Wizards
by Joe Dever and Ian Page
214

Only just alive, the creature lands on the ground with a faint cry. Before you are able to finish it off, it disappears from view. No doubt it has teleported to the portal in the Hills of Tilos. You dig your heels into the stallion's flanks and it surges forward, renewing its unfaltering gallop across the grassy plain.

Turn to 142
.

War of the Wizards
by Joe Dever and Ian Page
215

Holding the Moonstone aloft, you descend the stairs adjoining the galleries. As you reach the last, you come face to face with the demon horde. In the passage before you stand three reptilian beasts, hunched, malformed figures with yellow, glistening fangs and red, baleful eyes. As the first rays of the Moonstone touch them, the protective aura of your necromantic spell causes them to shield their deformed faces and howl in torment. With horror, you notice that the demons behind them are dragging the corpses of the Masbaté dead from their crypts. The three before you snarl and spit in frustration, hovering just beyond the range of the protective ring.

If you wish to attack at long range with your Wizard's Staff,
turn to 179
.

If you wish to advance on the demons,
turn to 53
.

War of the Wizards
by Joe Dever and Ian Page
216

You run through the shadowy darkness and emerge at the forest's edge, where Shadakine and Freedom Guild swordsmen are locked in bloody combat. The Shadakine have the advantage of greater numbers and are forcing the Guildsmen into the forest in a stumbling, disorderly line. They cannot hold for long. You suddenly realize that the strange, pupilless eyes of the Shadakine allow them to see in the dark. No wonder they have attacked in the middle of the night. Their advantage is considerable. A tall officer stands behind the Shadakine warriors, urging them on. Your sudden appearance at the edge of the forest has startled him but he quickly recovers. He bares his teeth and snarls before attacking.

Illustration XII
—The Shadakine and Freedom Guild swordsmen are locked in bloody combat.

Shadakine Officer:
COMBAT SKILL
 20   
ENDURANCE
 24

If you wish to evade, you may do so now by darting back into the undergrowth;
turn to 290
.

If you win the fight,
turn to 301
.

War of the Wizards
by Joe Dever and Ian Page
217

Using the power of Telergy, you attempt to dominate the will of the creatures and throw a word of command at them. Although you succeed in halting them, you notice that they are all attempting to resist your command. These creatures must be magical and immune to most forms of enchantment. However, the Power of Telergy is a Higher Magick, unknown to all but the highest masters of the magical arts and suddenly the demons vanish. Unable to prevent the domination of their minds, they have fled, using their own magical powers. You are safe. The spell has cost you 2
WILLPOWER
points.

Turn to 99
.

War of the Wizards
by Joe Dever and Ian Page
218

Fearlessly you spur your horse into a downhill gallop, ploughing into the ranks of the leading beasts and scattering bodies everywhere. The momentum of your charge carries you deep into their midst but, inevitably, the pack's large number absorbs the shock of your attack and you find yourself hemmed in on all sides.

If you have recently drunk a Potion of Invulnerability, or if you have the protection of the Higher Magick of Thaumaturgy,
turn to 104
.

If you do not have this protection,
turn to 94
.

BOOK: War of the Wizards
5.25Mb size Format: txt, pdf, ePub
ads

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