- <p>(<a idref="sect20">Section 20</a>) Turn directly to <a idref="sect149">Section 149</a> if the Magdi is still alive after 4 rounds. Do not finish the combat.</p>
- <p>(<a idref="sect45">Section 45</a>) After taking the Karmo potion and fighting your opponent, halve your <typ class="attribute">ENDURANCE</typ> and <typ class="attribute">WILLPOWER</typ> scores. It is at your discretion whether you should apply the penalty to your <typ class="attribute">ENDURANCE</typ> from the <a idref="random">Random Number Table</a> before or after halving your score. The former option is the most beneficial.</p>
- <p>(<a idref="sect112">Section 112</a>) Remember to deduct the total from your <typ class="attribute">WILLPOWER</typ> score before turning.</p>
- <p>(<a idref="sect133">Section 133</a>) If you wish to take the Sheath, record it as a Special Item on your <a idref="action">Action Chart</a>.</p>
- <p>(<a idref="sect136">Section 136</a>) Remember to deduct the total from your <typ class="attribute">WILLPOWER</typ> score before turning.</p>
- <p>(<a idref="sect148">Section 148</a>) If you have not already done so, mark the Black Rod as a Special Item on your <a idref="action">Action Chart</a>.</p>
- <p>(<a idref="sect162">Section 162</a>) As you have used your Power of Evocation against the Deathgaunts, you should deduct 3 <typ class="attribute">WILLPOWER</typ> points. (cf. <a idref="sect120">Section 120</a>)</p>
- <p>(<a idref="sect250">Section 250</a>) From this point in the story, this book suffers from a game design problem in that many sections give you options between using different forms of magic, but no option for what to do if your <typ class="attribute">WILLPOWER</typ> score has reached zero or below. If you encounter such a situation, you may choose one of the options anyway and continue subtracting <typ class="attribute">WILLPOWER</typ> points, or you may conclude that Grey Star has failed his mission and that the adventure is over.</p>
- <p>(<a idref="sect262">Section 262</a>) As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 <typ class="attribute">WILLPOWER</typ> point.</p>
- <p>(<a idref="sect299">Section 299</a>) If you use a leaf from a Bundle of dried Azawood Leaves, the Bundle now has two leaves left.</p>
+ <p>(<a idref="sect20">20</a>) Turn directly to <a idref="sect149">Section 149</a> if the Magdi is still alive after 4 rounds. Do not finish the combat.</p>
+ <p>(<a idref="sect45">45</a>) After taking the Karmo potion and fighting your opponent, halve your <typ class="attribute">ENDURANCE</typ> and <typ class="attribute">WILLPOWER</typ> scores. It is at your discretion whether you should apply the penalty to your <typ class="attribute">ENDURANCE</typ> from the <a idref="random">Random Number Table</a> before or after halving your score. The former option is the most beneficial.</p>
+ <p>(<a idref="sect91">91</a>) 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 <typ class="attribute">WILLPOWER</typ> points than you currently possess. If you do not have sufficient <typ class="attribute">WILLPOWER</typ> points, you may choose to simply subtract the number of <typ class="attribute">WILLPOWER</typ> points required to use the Power you select. This may leave you with a negative <typ class="attribute">WILLPOWER</typ> 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 <cite><a href="&link.04wotw;">War of the Wizards</a></cite> for resolving this problem: For the <typ class="attribute">WILLPOWER</typ> points you lack, you use <typ class="attribute">ENDURANCE</typ> points at a rate of 2 <typ class="attribute">ENDURANCE</typ> points for every 1 <typ class="attribute">WILLPOWER</typ> point (i.e. 2 <typ class="attribute">ENDURANCE</typ> points = 1 <typ class="attribute">WILLPOWER</typ> point).</p>
+ <p>(<a idref="sect112">112</a>) Remember to deduct the total from your <typ class="attribute">WILLPOWER</typ> score before turning.</p>
+ <p>(<a idref="sect133">133</a>) If you wish to take the Sheath, record it as a Special Item on your <a idref="action">Action Chart</a>.</p>
+ <p>(<a idref="sect136">136</a>) Remember to deduct the total from your <typ class="attribute">WILLPOWER</typ> score before turning.</p>
+ <p>(<a idref="sect148">148</a>) If you have not already done so, mark the Black Rod as a Special Item on your <a idref="action">Action Chart</a>.</p>
+ <p>(<a idref="sect162">162</a>) As you have used your Power of Evocation against the Deathgaunts, you should deduct 3 <typ class="attribute">WILLPOWER</typ> points. (cf. <a idref="sect120">Section 120</a>)</p>
+ <p>(<a idref="sect206">206</a>) If you do not have sufficient <typ class="attribute">WILLPOWER</typ> points, you may choose to simply subtract the specified number of <typ class="attribute">WILLPOWER</typ> points. This may leave you with a negative <typ class="attribute">WILLPOWER</typ> 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 <cite><a href="&link.04wotw;">War of the Wizards</a></cite> for resolving this problem: For the <typ class="attribute">WILLPOWER</typ> points you lack, you use <typ class="attribute">ENDURANCE</typ> points at a rate of 2 <typ class="attribute">ENDURANCE</typ> points for every 1 <typ class="attribute">WILLPOWER</typ> point (i.e. 2 <typ class="attribute">ENDURANCE</typ> points = 1 <typ class="attribute">WILLPOWER</typ> point).</p>
+ <p>(<a idref="sect207">207</a>) 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 <typ class="attribute">WILLPOWER</typ> points than you currently possess. If you do not have sufficient <typ class="attribute">WILLPOWER</typ> points, you may choose to simply subtract the number of <typ class="attribute">WILLPOWER</typ> points required to use the Power you select. This may leave you with a negative <typ class="attribute">WILLPOWER</typ> 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 <cite><a href="&link.04wotw;">War of the Wizards</a></cite> for resolving this problem: For the <typ class="attribute">WILLPOWER</typ> points you lack, you use <typ class="attribute">ENDURANCE</typ> points at a rate of 2 <typ class="attribute">ENDURANCE</typ> points for every 1 <typ class="attribute">WILLPOWER</typ> point (i.e. 2 <typ class="attribute">ENDURANCE</typ> points = 1 <typ class="attribute">WILLPOWER</typ> point).</p>
+ <p>(<a idref="sect250">250</a>) From this point in the story, this book suffers from a game design problem in that many sections give you options between using different forms of magic, but no option for what to do if your <typ class="attribute">WILLPOWER</typ> score has reached zero or below. If you encounter such a situation, you may choose one of the options anyway and continue subtracting <typ class="attribute">WILLPOWER</typ> points, or you may conclude that Grey Star has failed his mission and that the adventure is over.</p>
+ <p>(<a idref="sect262">262</a>) As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 <typ class="attribute">WILLPOWER</typ> point.</p>
+ <p>If you do not have sufficient <typ class="attribute">WILLPOWER</typ> points, you may choose to simply subtract the specified number of <typ class="attribute">WILLPOWER</typ> points. This may leave you with a negative <typ class="attribute">WILLPOWER</typ> 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 <cite><a href="&link.04wotw;">War of the Wizards</a></cite> for resolving this problem: For the <typ class="attribute">WILLPOWER</typ> points you lack, you use <typ class="attribute">ENDURANCE</typ> points at a rate of 2 <typ class="attribute">ENDURANCE</typ> points for every 1 <typ class="attribute">WILLPOWER</typ> point (i.e. 2 <typ class="attribute">ENDURANCE</typ> points = 1 <typ class="attribute">WILLPOWER</typ> point).</p>
+ <p>(<a idref="sect287">287</a>) You may be forced to choose to use a Magical Power, even though all the Powers that are available to you may require you to use more <typ class="attribute">WILLPOWER</typ> points than you currently possess. If you do not have sufficient <typ class="attribute">WILLPOWER</typ> points, you may choose to simply subtract the number of <typ class="attribute">WILLPOWER</typ> points required to use the Power you select. This may leave you with a negative <typ class="attribute">WILLPOWER</typ> 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 <cite><a href="&link.04wotw;">War of the Wizards</a></cite> for resolving this problem: For the <typ class="attribute">WILLPOWER</typ> points you lack, you use <typ class="attribute">ENDURANCE</typ> points at a rate of 2 <typ class="attribute">ENDURANCE</typ> points for every 1 <typ class="attribute">WILLPOWER</typ> point (i.e. 2 <typ class="attribute">ENDURANCE</typ> points = 1 <typ class="attribute">WILLPOWER</typ> point).</p>
+ <p>(<a idref="sect299">299</a>) If you use a leaf from a Bundle of dried Azawood Leaves, the Bundle now has three leaves left.</p>