X-Git-Url: http://git.projectaon.org/?a=blobdiff_plain;f=xml%2F04wotw.xml;h=c3c66276f46965699dd607c22cb7319b2ad54cf7;hb=2b2cf205f2b6f4d655e16d23640c2154e6b1c8fe;hp=98c7896da19fd7d2822ebb00064392711c164978;hpb=38b084b7df305ed92355b315b97109986f974a6d;p=project-aon.git diff --git a/xml/04wotw.xml b/xml/04wotw.xml index 98c7896..c3c6627 100755 --- a/xml/04wotw.xml +++ b/xml/04wotw.xml @@ -20,6 +20,28 @@ $Id$ $Log$ +Revision 1.14 2005/10/09 14:26:23 angantyr +Corrected the last oversights and issues found by Simon. Ready to publish! + +Revision 1.13 2005/10/01 21:32:17 angantyr +Fixed some recent errata and added/updated footnote entries having to do +with insufficient WILLPOWER. Also made some small illustrations adjustments. + +Revision 1.12 2005/08/21 21:01:13 angantyr +Corrected small *ne and XML issues. + +Revision 1.11 2005/08/12 23:23:51 jonathan.blake +Minor updates and illustration corrections. + +Revision 1.10 2005/07/14 17:42:59 jonathan.blake +Removed spurious CR-CR line terminations + +Revision 1.9 2005/05/30 19:35:11 angantyr +Added correct dimensions for the Alchemy illustration. + +Revision 1.8 2005/05/29 20:48:00 angantyr +Final(?) update before publication. + Revision 1.7 2005/05/22 21:45:14 angantyr This is the Comment Period ready version. @@ -75,7 +97,7 @@ Initial revision &inclusion.paul.bonner.bio.gs; Project Aon - 20050522 + 20051009

You are the Wizard Grey Star. You now face the tumultuous climax of your epic struggle to overthrow the evil Wytch-king Shasarak. His cruel empire is torn by war as the Freedom Fighters rebel against his corrupt dominion. Can you reach them in time to free mankind? Can you overcome the Wytch-king's ferocious soldiers and the supernatural hordes that are his to command? Your only hope lies in your Wizard's Staff. Guard it well&emdash;for it contains the might of the mystic Moonstone, the very essence of your Magical Powers.

The World of Lone Wolf is an exciting adventure series in which you are the hero, you make the decisions, and you fight the combats using the unique systems included in the book.

@@ -135,8 +157,8 @@ Initial revision
Jonathan Blake
Simon Osborne
XML
Jonathan Blake
Thomas Wolmer
-
Action Charts
-
JC Alvarez
Jonathan Blake
+
Replacement Illustrations
+
JC Alvarez (action charts)
Jonathan Blake (extramatter charts and tables)
Christopher Lundgren (map and small illustrations)
Proofreading
Jeff Dougan (front matter)
David Harvey (Sections 1&endash;360)
Editing
@@ -145,8 +167,8 @@ Initial revision
Jonathan Blake
Ingo Klöcker
-->
Coordination
Jonathan Blake
Thomas Wolmer
-
Special Thanks
-
David Davis
Wolf Ewing
Xavier Mataillet
Justin Parks
Jennifer Sigman
+
Special Thanks
+
David Davis
Wolf Ewing
Xavier Mataillet
Justin Parks
Jennifer Sigman
Iain Smith
@@ -204,8 +226,9 @@ Initial revision

It is implied that you must pick a new COMBAT SKILL from the Random Number Table even if have already completed previous one or more Grey Star adventures. This conflicts with the rules for the Lone Wolf books where you carry over your score from a previous successfully completed adventure. For the sake of consistency, players may wish to carry over their existing score from the last Grey Star book they completed.

The original intent of the author was most likely that the player should add 50 to their final WILLPOWER score from the end of their last successfully completed Grey Star adventure.

-

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. Section 175 contains one such case of mandated use of magic, but it also provides a method for resolving this problem: If you do not have enough WILLPOWER points then you must 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).

-

You may wish to use this method to resolve this problem in similar situations. If your ENDURANCE score falls to zero, you are dead and the adventure is over.

Note that you may not 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.

+

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 may wish to use a method given in Section 175, 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, 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.

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.

The original intent of the author was most likely that the player should add 30 to their final ENDURANCE score from the end of their last successfully completed Grey Star adventure. In the Lone Wolf series, it is standard practice to restore one's ENDURANCE points to their original total when carrying them over from one adventure to the next, but the power of the Moonstone seems to change those rules in this case.

@@ -226,7 +249,7 @@ Initial revision

The wording of this section of the rules seems to indicate&emdash;if read literally&emdash;that you may choose your set of Lesser Magicks again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Lesser Magicks again. If you have currently mastered five Lesser Magicks, you may choose one additional Lesser Magick from the list. If you have already mastered six Lesser Magicks, you keep these. If you choose Alchemy as a new Lesser Magick, or you have not mastered the Lesser Magick of Alchemy but you have selected the Higher Magick of Theurgy, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

-

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.

+

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.

@@ -295,7 +318,7 @@ Initial revision Paul Bonner - +

A wizard who possesses the Power of Alchemy is able, through the mixing of various substances, to create magical potions. Given the correct ingredients, a potion may restore lost energy (i.e., ENDURANCE points, WILLPOWER), or temporarily improve various abilities (e.g., COMBAT SKILL). The use of Alchemy may also allow a wizard to alter the nature of substances (e.g., change lead into gold), but the necessary ingredients and the correct equipment (e.g., a pestle and mortar) must be at hand. The use of the Power of Alchemy drains no WILLPOWER.

@@ -674,7 +697,7 @@ Initial revision

Hail Wizard, son of man. You have succeeded. We, the Shianti, rejoice and praise you. That which you hold in your hand contains the power that will enable you to defeat the evil Wytch-king, Shasarak.

A crowd of excited voices fills your mind as each of the Shianti sends words of congratulations and admiration. The last of these voices is Maiteya, your old friend, the Shianti master who taught you all you know. And so, little one, he says, affectionately now you possess the Moonstone, Shasarak's bane. While you hold it, we, the Shianti, are able to speak with you but this communication cannot be maintained much longer. Because you have the Moonstone, we have sufficient power to return you to the world, but there is much you should know before we do so. Listen well, Grey Star, for I know not when we will speak again.

-

Though it seems to you but a short time since you arrived at the Daziarn, seven years have passed here in the material world. During your search for the Shadow Gate, you visited the city of Karnali. Your arrival there inspired a revolution, led by Sado of the Long Knife and his Army of the Freedom Guild. After your departure, the Freedom Guild withstood a great siege by Shadakine warriors, who eventually withdrew defeated, much to Shasarak's displeasure. Word spread of this victory and the strength of the Army of the Freedom Guild grew. Strategically, Karnali was too isolated to make a great impact against the Shadakine Empire, but, due to the surrounding Gurlu Marshes, it remained self sufficient. Soon, many were travelling to Karnali to escape the tyranny of Shasarak's rule. Pockets of resistance broke out in the townships of Wenat, Zhanis, Sena and the city of Forlu, and the Freedom Guild soon dominated the hills and the plains of the south. They raided Shadakine supply trains and succeeded in depriving the empire of much of its wealth, cutting off all land routes to the Port of Suhn, the wealthiest and most important trade centre of the empire. An army is now formed in Karnali and, in three days, it will march against the Shadakine Empire, hoping to take Port Suhn in the first of many conquests. But, unknown to Sado and the Army of the Freedom Guild, a vast Shadakine force has been mustered in the Sadi desert. Soon, it will march against them. The Army of the Freedom Guild number ten thousand to the Shadakine's thirty thousand. The Freedom Guild cannot hope to succeed against such overwhelming odds. You must save them. Take then to the Forest of Fernmost. It is most important that you go there. There is little time and much to do Grey Star&ellips;

+

Though it seems to you but a short time since you arrived at the Daziarn, seven years have passed here in the material world. During your search for the Shadow Gate, you visited the city of Karnali. Your arrival there inspired a revolution, led by Sado of the Long Knife and his Army of the Freedom Guild. After your departure, the Freedom Guild withstood a great siege by Shadakine warriors, who eventually withdrew defeated, much to Shasarak's displeasure. Word spread of this victory and the strength of the Army of the Freedom Guild grew. Strategically, Karnali was too isolated to make a great impact against the Shadakine Empire, but, due to the surrounding Gurlu Marshes, it remained self sufficient. Soon, many were travelling to Karnali to escape the tyranny of Shasarak's rule. Pockets of resistance broke out in the townships of Wenat, Zhanis, Sena and the city of Forlu, and the Freedom Guild soon dominated the hills and the plains of the south. They raided Shadakine supply trains and succeeded in depriving the empire of much of its wealth, cutting off all land routes to the Port of Suhn, the wealthiest and most important trade centre of the empire. An army is now formed in Karnali and, in three days, it will march against the Shadakine Empire, hoping to take Port Suhn in the first of many conquests. But, unknown to Sado and the Army of the Freedom Guild, a vast Shadakine force has been mustered in the Sadi desert. Soon, it will march against them. The Army of the Freedom Guild number ten thousand to the Shadakine's thirty thousand. The Freedom Guild cannot hope to succeed against such overwhelming odds. You must save them. Take them to the Forest of Fernmost. It is most important that you go there. There is little time and much to do Grey Star&ellips;

The voice grows faint and you realize that the Shianti will be unable to maintain contact for much longer. And now, Grey Star, the contact breaks and we must return you to the world to begin the last of your great labours. Are there any last words of advice we can offer you?

Your mind races as you think of all that you might need to know.

If you wish to know where the Shianti intend sending you, and where in the Shadakine Empire your quest will begin, turn to 348. @@ -789,7 +812,7 @@ Initial revision 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 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.
@@ -799,7 +822,7 @@ Initial revision 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.

+

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. @@ -845,8 +868,8 @@ Initial revision 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.

+

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.
@@ -1053,7 +1076,7 @@ Initial revision 32 -

With a low rumble, the stone door opens slowly, the rusted metal of the pulleys screeching amid the rasp of grating stone. The door is only half-way open when it grinds to a halt. The age-old mechanism has failed. However, the gap is sufficiently wide to admit a human form and soon you and Tanith are standing within the ziggurat, peering anxiously into the shadows.

+

With a low rumble, the stone door opens slowly, the rusted metal of the pulleys screeching amid the rasp of grating stone. The door is only halfway open when it grinds to a halt. The age-old mechanism has failed. However, the gap is sufficiently wide to admit a human form and soon you and Tanith are standing within the ziggurat, peering anxiously into the shadows.

Turn to 135.
@@ -1062,7 +1085,7 @@ Initial revision 33 -

The horseman's blow shears his pear in half as he gallops past. He wheels, sword drawn, and dashes towards you again. Now you must fight to the death.

+

The horseman's blow shears his spear in half as he gallops past. He wheels, sword drawn, and dashes towards you again. Now you must fight to the death.

Shadakine1916 If you win the combat, turn to 17.
@@ -1160,7 +1183,7 @@ Initial revision 40 -

Though you handle the branches of the plant delicately, you cannot avoid disturbing it and many of the pods squirt jets of purple fluid. Fortunately, many miss you. Two of the jets, however, splash your arm. The acid eats quickly through the fabric of your robe and burns into your flesh. You lose 3 ENDURANCE points. You have managed to take three Phinomel pods. Because they are so small the three pods count as only one item in your Herb Pouch. If there is not room in your Herb Pouch, you may carry the pods in your Backpack.

+

Though you handle the branches of the plant delicately, you cannot avoid disturbing it and many of the pods squirt jets of purple fluid. Fortunately, many miss you. Two of the jets, however, splash your arm. The acid eats quickly through the fabric of your robe and burns into your flesh. You lose 3 ENDURANCE points. You have managed to take three Phinomel Pods. Because they are so small the three pods count as only one item in your Herb Pouch. If there is not room in your Herb Pouch, you may carry the pods in your Backpack.

Cursing your own clumsiness, you pack away your new find, certain that the pods will prove useful, and resume your search for Lake Dolani.

Turn to 43.
@@ -1256,7 +1279,7 @@ Initial revision 49 -

The potion is mixed under the sun's rays and the light you have summoned from the Moonstone. You must fill one of your empty vials with the fluid that is produced. (Delete one of your empty vials from your Action Chart.) You have now created a Potion of Invulnerability. Mark this as an item on your Action Chart. It may be stored in your Backpack or in your Herb Pouch.

+

The potion is mixed under the sun's rays and the light you have summoned from the Moonstone. You must fill one of your empty Vials with the fluid that is produced. (Delete one of your empty Vials from your Action Chart.) You have now created a Potion of Invulnerability. Mark this as an item on your Action Chart. It may be stored in your Backpack or in your Herb Pouch.

Turn to 57.
@@ -1825,7 +1848,7 @@ Initial revision 104 -

PLACEHOLDER

+

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 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).

@@ -1909,7 +1932,7 @@ Initial revision 112 -

PLACEHOLDER

+

If you do not have sufficient WILLPOWER points, you may choose the method used in Section 175 for resolving this problem: For the WILLPOWER points you lack, you must use ENDURANCE points at a rate of 2 ENDURANCE points for every 1 WILLPOWER point (i.e. 2 ENDURANCE points = 1 WILLPOWER point).

@@ -2197,7 +2220,7 @@ Initial revision 139 -

PLACEHOLDER

+

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 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).

@@ -2771,7 +2794,7 @@ Initial revision 193 -

PLACEHOLDER

+

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 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).

@@ -4299,19 +4322,23 @@ Heralding battle, to regain our hearts.

331 + + +

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.

+

Your trained eye quickly perceives that many unusual plants grow in the forest, some of which are of immense use to your Theurgical powers. The army is well equipped and you are able to borrow many vials from a healer. While Sado and his men watch for the approach of the Shadakine Army, you pass the day searching for various herbs and preparing potions. It is evening by the time you have finished. You have the choice of making and keeping any of the following items for future use. Remember that your Herb Pouch can hold up to eight items, and any other potions may be stored in your Backpack.

- If you have some Phinomel pods, turn to 355. + If you have some Phinomel Pods, turn to 355. If not, turn to 359.
@@ -4357,18 +4384,22 @@ Heralding battle, to regain our hearts.

336 + + +

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.

+

Your Alchemist's eye tells you that many unusual plants grow in the forest, some of which are of great use. You borrow some empty vials from a healer in the army's employ. While Sado and his men watch for the approach of the Shadakine Army, you pass the day searching for various herbs and plants and preparing potions. It is evening by the time you have finished. You have the choice of making and keeping any of the following items for future use. Remember that your Herb Pouch can hold up to eight items, and any other potions may be stored in your Backpack.

- If you have some Phinomel pods, turn to 355. + If you have some Phinomel Pods, turn to 355. If not, turn to 359.
@@ -4506,7 +4537,7 @@ Heralding battle, to regain our hearts.

348 -

We are only able to send you to the Lissan Plain, the north-western province of the Shadakine Empire (see the map at the beginning of the book). This was once the domain of the Masbaté tribe, warrior nomads of great prowess and strength. It was Shasarak who brought doom to these once-great people, when the Shadakine Empire was first won. In a terrible war, hordes of Shadakine warriors pursued the Masbaté across the plains in their great war chariots, led by the Wytch-king himself. The Masbaté were able to resist the Shadakine, despite overwhelming odds, until Shasarak summoned the demon plague. Faced with such an assault, the Masbaté were unable to resist and an entire race was wiped from the face of the world. The demons still roam the plains, and no one dares go there. The vast expanse of the Lissan Plain was once rich and fertile. Now, none may benefit from it, save for the scavenging packs of hell beasts that roam there.

+

We are only able to send you to the Lissan Plain, the north-western province of the Shadakine Empire (see the map). This was once the domain of the Masbaté tribe, warrior nomads of great prowess and strength. It was Shasarak who brought doom to these once-great people, when the Shadakine Empire was first won. In a terrible war, hordes of Shadakine warriors pursued the Masbaté across the plains in their great war chariots, led by the Wytch-king himself. The Masbaté were able to resist the Shadakine, despite overwhelming odds, until Shasarak summoned the demon plague. Faced with such an assault, the Masbaté were unable to resist and an entire race was wiped from the face of the world. The demons still roam the plains, and no one dares go there. The vast expanse of the Lissan Plain was once rich and fertile. Now, none may benefit from it, save for the scavenging packs of hell beasts that roam there.

His voice has begun to grow very faint.

Turn to 326.
@@ -4593,11 +4624,11 @@ Heralding battle, to regain our hearts.

355 -

PLACEHOLDER

+

It appears that for every Phinomel Pod that you possess and wish to throw into the Leafwater pool, you may permanently raise your COMBAT SKILL by 1 when using your Wizard's Staff. Remember to delete these Phinomel Pods from your Action Chart.

-

You see a deep pool of greenish liquid called Leafwater, a strange and unique plant. When Phinomel pods are cast into the pool the watery substance is transformed. For every pod you cast into it, add 1 to your COMBAT SKILL when you dip a weapon into it. You may affect your Wizard's Staff in this way.

+

You see a deep pool of greenish liquid called Leafwater, a strange and unique plant. When Phinomel Pods are cast into the pool the watery substance is transformed. For every pod you cast into it, add 1 to your COMBAT SKILL when you dip a weapon into it. You may affect your Wizard's Staff in this way.

Turn to 359.
@@ -4667,10 +4698,10 @@ Heralding battle, to regain our hearts.

-

And so it was that the shame of the Shianti was absolved. With the defeat of the Wytch-king, Shasarak, the renegade Shianti Master, the Shadakine Empire he had built fell. The Shadakine people fled back to their former home in the Sadi Desert, and Grey Star&emdash;the champion of the Shianti cause&emdash;was proclaimed Wizard Regent of the free peoples of the old empire, to oversee a time of rebirth and liberty. The only Shadakine who did not return to the Sadi Desert was the Lady Tanith. She and Grey Star were soon married, as many foretold they would, to form the founding line of a magiocracy destined to rule the new confederation of free states formed from the ashes of the old empire. For the Shianti themselves a higher destiny dawned. The Goddess Ishir came to them on the Isle of Lorn and took them up to the Plane of Light. Their reward was to dwell as immortals by her side and in her service in peace and serenity.

+

And so it was that the shame of the Shianti was absolved. With the defeat of the Wytch-king, Shasarak, the renegade Shianti Master, the Shadakine Empire he had built fell. The Shadakine people fled back to their former home in the Sadi Desert, and Grey Star&emdash;the champion of the Shianti cause&emdash;was proclaimed Wizard Regent of the free peoples of the old empire, to oversee a time of rebirth and liberty. The only Shadakine who did not return to the Sadi Desert was the Lady Tanith. She and Grey Star were soon married, as many foretold they would be, to form the founding line of a magiocracy destined to rule the new confederation of free states formed from the ashes of the old empire. For the Shianti themselves a higher destiny dawned. The Goddess Ishir came to them on the Isle of Lorn and took them up to the Plane of Light. Their reward was to dwell as immortals by her side and in her service in peace and serenity.

The Wizard Grey Star saw them once before they departed and many fond and sad farewells were exchanged. To Grey Star was bequeathed the nature of true Shianti wisdom, the last of their ancient magical secrets which only a lifetime's study would unlock from the hundreds of dusty volumes, scrolls, and magical artefacts. The Moonstone was given into the care of the Shianti and taken with them into the Plane of Light, for still its power was too great to remain on Magnamund.

Grey Star then returned to his people. Sado of the Long Knife was made general of the army, King Samu had his lands in the Lissan Plain restored to him, and Urik the Wise of the Kundi peoples was summoned to act as advisor to the Wizard Regent and Lady Tanith the Wytch-queen. Despite his newfound responsibilities and duties, Grey Star looked forward to a time of hope and happiness. In this far corner of Magnamund, at least for now, peace reigned.

-

And so ends the chronicle of the first quest of the Wizard Grey Star.

+

And so ends the chronicle of the first quest of the Wizard Grey Star.

@@ -4685,6 +4716,14 @@ Heralding battle, to regain our hearts.

+ + + + Christopher Lundgren + + + +
@@ -4823,9 +4862,9 @@ Heralding battle, to regain our hearts.

Errata List -

(Title Page) Replaced THE WORLD OF LONE WOLF with The World of Lone Wolf. Replaced climax to your epic struggle with climax of your epic struggle.

-

(Of the Coming of Grey Star) Replaced new found with newfound.

- + +

(Title Page) Replaced THE WORLD OF LONE WOLF with The World of Lone Wolf. Replaced climax to your epic struggle with climax of your epic struggle.

+

(Of the Coming of Grey Star) Replaced new found with newfound.

(The Game Rules) Replaced all occurrences of eg with e.g.. Deleted at the front of this book. Deleted If you run out of space, you can copy out the chart or have it photocopied.. Deleted on the last page of this book.

(Magical Powers) Replaced ie with i.e., all occurrences of eg with e.g. and quarterstaff yet with quarterstaff, yet. Replaced all occurrences of lesser magicks with Lesser Magicks. Replaced magical powers with Magical Powers. Replaced all occurrences of higher magicks with Higher Magicks. Replaced all occurrences of higher magick with Higher Magick. Replaced physiurgy with Physiurgy. Replaced This power allows with This Power allows. Replaced all occurrences of choose this power with choose this Power. Replaced power of Enchantment with Power of Enchantment. Replaced power of elemental magic with Power of elemental magic. Replaced power of Alchemy with Power of Alchemy. Replaced use of alchemy with use of Alchemy. Replaced power of Alchemy with Power of Alchemy. Replaced power of prophecy with Power of Prophecy. Replaced all occurrences of power of divination with Power of Prophecy. Replaced This power bestows with This Power bestows. Replaced this power permits with this Power permits. Replaced power of Thaumaturgy with Power of Thaumaturgy. Replaced Telergy is the power with Telergy is the Power. Replaced resist this power with resist this Power. Replaced power of Theurgy with Power of Theurgy. Replaced power of a visionary with Power of a Visionary.

(Equipment) Replaced sulphur with Sulphur, saltpetre with Saltpetre, vial with Vial within the Herb Pouch contents list, notes but with notes, but and Shianti and with Shianti, and. Added Mark these 4 items in your Action Chart. after the Alchemy equipment list, as in the other books. Deleted at the beginning of this book. Replaced Alchemy with Alchemy or Theurgy. Replaced It counts as 1 item with It counts as one item.

@@ -4834,27 +4873,32 @@ Heralding battle, to regain our hearts.

(1) Added closing quote characters after the second and third paragraphs. Replaced excitement. the with excitement. The.

(2) Replaced life force with life-force.

(6) Replaced satety with safety.

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(8) Replaced empty vial with empty Vial.

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(8) Replaced empty vial with empty Vial.

(9) Replaced all occurrences of higher magick with Higher Magick. Replaced have versed with are versed. Moved the two first choices to the two last positions.

(10) Replaced all occurrences of higher magick with Higher Magick. Replaced Theurgey with Theurgy. Replaced these powers with these Powers.

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(12) Replaced higher magick with Higher Magick. Replaced Dimension door with Dimension Door. Replaced Thaumaturgy, deduct with Thaumaturgy, you may deduct. Replaced Moonstone, deduct with Moonstone, you may deduct.

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(11) Replaced all occurrences of Phinomel pods with Phinomel Pods.

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(12) Replaced higher magick with Higher Magick. Replaced Dimension door with Dimension Door. Replaced Thaumaturgy, deduct with Thaumaturgy, you may deduct. Replaced Moonstone, deduct with Moonstone, you may deduct. Replaced Freedom guild with Freedom Guild.

(15) Replaced mid-day with midday. Replaced birdge with bridge. Replaced all occurrences of higher magick with Higher Magick. Replaced wish to ask with wish to use the Power of Theurgy and ask.

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(16) Replaced all occurrences of Phinomel pods with Phinomel Pods.

(18) Replaced higher magick with Higher Magick. Replaced these powers with these Powers.

(19) Replaced higher magick with Higher Magick. Replaced these powers with these Powers. Replaced delete 4 WILLPOWER points with deduct 4 WILLPOWER points.

(20) Replaced life-less with lifeless.

(21) Replaced life force with life-force.

(24) Replaced higher magick with Higher Magick. Replaced this power with this Power. Replaced these powers with these Powers.

(25) Replaced 1 coil of Rope with Coil of Rope. Replaced 1 Sword and Sheath with Sword and Sheath. Replaced 1 Spear with Spear. Replaced 1 Dagger and Sheath with Dagger and Sheath. Replaced 1 Water Bottle with Water Bottle. Replaced 1 Tinder box with Tinderbox. Replaced 1 Torch counts as 1 Backpack Item with each Torch counts as one Backpack Item.

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(28) Replaced evade combat turn with evade combat, turn.

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(28) Replaced evade combat turn with evade combat, turn.

(29) Replaced 1 Backpack with Backpack. Replaced 1 Coil of Rope with Coil of Rope. Replaced 1 Water Bottle with Water Bottle. Replaced 1 Tinderbox with Tinderbox. Replaced 1 Sword with Sword. Replaced 1 Masbaté Battle Horn with Masbaté Battle Horn. Replaced high magick of Necromancy with Higher Magick of Necromancy.

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(32) Replaced half-way with halfway.

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(33) Replaced pear with spear.

(34) Replaced you. they with you. They. Replaced a pestle and mortar with a Pestle and Mortar. Replaced empty vial with empty Vial. Replaced all occurrences of saltpetre with Saltpetre. Replaced all occurrences of sulphur with Sulphur. Replaced The empty vials with The empty Vials. Replaced Zakutsk flower with Zakutsk Flower. Replaced Demeril root with Demeril Root. Replaced Pestle and Mortar are Backpack Items with Pestle and Mortar and the Tinderbox are Backpack Items,. Replaced the vials with the Vials. Replaced wil with will. Replaced 1 Pestle and Mortar with Pestle and Mortar. Replaced 1 Tinderbox with Tinderbox.

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(36) Replaced neither you nor Tanith have with neither you nor Tanith has.

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(36) Replaced neither you nor Tanith have with neither you nor Tanith has.

(38) Replaced feet away. The home with feet away. &lsquot;The home. Replaced persectuion with persecution. Replaced dematerilize with dematerialize. Replaced warior with warrior. Replaced mightly with mighty.

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(39) Replaced Demon Lord, Agarash with Demonlord Agarash. Replaced If you wish with If you have 1 WILLPOWER point and wish.

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(39) Replaced Demon Lord, Agarash with Demonlord Agarash. Replaced If you wish with If you have 1 WILLPOWER point and wish.

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(40) Replaced Phinomel pods with Phinomel Pods.

(42) Replaced ceatures with creatures. Replaced despatching with dispatching.

(43) Replaced surrrounds with surrounds. Replaced higher magick with Higher Magick. Replaced this power with this Power. Replaced these powers with these Powers.

(47) Replaced half-way with halfway. Replaced Agarash's with Agarashi's.

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(49) Replaced a Special Item, which may with an item on your Action Chart. It may. Replaced or your Herb Pouch with or in your Herb Pouch.

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(49) Replaced a Special Item, which may with an item on your Action Chart. It may. Replaced or your Herb Pouch with or in your Herb Pouch. Replaced all occurrences of empty vials with empty Vials.

(50) Replaced Intinctively with Instinctively. Replaced this power with this Power.

(57) Made the last sentence a paragraph of its own.

(58) Replaced your power with your Power. Replaced higher magick with Higher Magick. Moved the third choice up to the first position.

@@ -4864,11 +4908,7 @@ Heralding battle, to regain our hearts.

(69) Replaced incandesence with incandescence.

(79) Replaced higher magick with Higher Magick.

(82) Replaced reptillian with reptilian.

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(84) Replaced empty vial with empty Vial.

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(167) Replaced all occurrences of Demon lord with Demonlord.

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(175) Replaced lack. (ie 2 with lack (i.e. 2.

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(176) Replaced Demon lord with Demonlord.

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(230) Replaced Pin-points with Pinpoints.

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(84) Replaced empty vial with empty Vial.

(86) Replaced all occurrences of higher magick with Higher Magick. Added a fourth choice If you do not possess any of the above Powers, you must attack the bridge with your Staff; turn to 175. (cf. Section 280).

(91) Replaced strenghtening with strenghening. Replaced waves of sorcery with waves of Sorcery. Replaced it's clawed hand with its clawed hand.

(93) Replaced materialzed with materialized.

@@ -4891,8 +4931,11 @@ Heralding battle, to regain our hearts.

(161) Replaced higher magick with Higher Magick.

(162) Replaced power of Prophecy with Power of Prophecy.

(165) Replaced higher magick with Higher Magick.

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(167) Replaced all occurrences of Demon lord with Demonlord.

(170) Replaced the demon horde are with the demon horde is. Replaced half-way with halfway. Replaced out-rider with outrider. Replaced power of Sorcery with Power of Sorcery. Replaced higher magick with Higher Magick.

(172) Replaced retatively with relatively. Replaced she cries &lsquot;Something with she cries. &lsquot;Something.

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(175) Replaced lack. (ie 2 with lack (i.e. 2.

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(176) Replaced Demon lord with Demonlord.

(180) Replaced death blow with death-blow.

(181) Replaced power of Physiurgy with Power of Physiurgy. Replaced higher magick with Higher Magick.

(184) Replaced higher magick with Higher Magick.

@@ -4913,6 +4956,7 @@ Heralding battle, to regain our hearts.

(221) Replaced plunge into with plunges into.

(225) Replaced higher magick with Higher Magick. Replaced these powers with these Powers.

(229) Replaced Half-way with Halfway.

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(230) Replaced Pin-points with Pinpoints.

(233) Replaced half-way with halfway. Replaced higher magick with Higher Magick.

(234) Replaced higher magick with Higher Magick. Replaced these powers with these Powers.

(237) Replaced all occurrences of higher magick with Higher Magick. Replaced power of Necromancy with Power of Necromancy. Replaced power as a Visionary with Power as a Visionary. Replaced these powers with these Powers.

@@ -4932,27 +4976,29 @@ Heralding battle, to regain our hearts.

(304) Replaced Turn 235 with Turn to 235.

(309) Replaced zig-zag with zigzag.

(312) Replaced guildsmen with Guildsmen.

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(316) Replaced cannot . . with cannot&ellips;. Replaced demon lord with Demonlord.

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(316) Replaced cannot . . with cannot&ellips;. Replaced demon lord with Demonlord.

(317) Replaced fomation with formation. Replaced Combat last with Combat lasts.

(320) Replaced kock with knock.

(321) Replaced higher magick with Higher Magick.

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(322) Replaced demon lord with Demonlord.

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(322) Replaced demon lord with Demonlord.

(324) Replaced war horn with war-horn.

(328) Replaced Shadkine Army with Shadakine Army. Replaced higher magick with Higher Magick.

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(331) Replaced six items with eight items.

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(331) Replaced six items with eight items. Replaced Tamara Seeds with Tarama Seeds, as in Grey Star the Wizard. Replaced Phinomel pods with Phinomel Pods.

(332) Replaced tree-tops with treetops.

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(336) Replaced will hold up to six items may be stored with can hold up to eight items, and any other potions may be stored.

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(336) Replaced will hold up to six items may be stored with can hold up to eight items, and any other potions may be stored. Replaced Tamara Seeds with Tarama Seeds, as in Grey Star the Wizard. Replaced Phinomel pods with Phinomel Pods.

(337) Replaced hail of arrows that fly with hail of arrows that flies. Replaced melée with mêlée. Replaced all occurrences of higher magick with Higher Magick. Moved the first choice into the last position.

(340) Replaced forboding with foreboding.

(343) Replaced superstitous with superstitious.

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(345) Replaced arch enemy with arch-enemy.

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(345) Replaced arch enemy with arch-enemy.

(347) Replaced beleagured with beleaguered. Replaced higher magick with Higher Magick.

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(350) Replaced demon lord with Demonlord.

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(348) Deleted at the beginning of the book.

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(350) Replaced demon lord with Demonlord.

(352) Replaced higher magick with Higher Magick.

(353) Replaced all occurrences of higher magick with Higher Magick. Added a fourth choice If you do not possess any of the above Powers, you must attack the bridge with your Staff; turn to 175. (cf. Section 280).

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(355) Replaced Phinomel pods with Phinomel Pods.

(360) Added a link to the Passing of the Shianti epilogue. Replaced The demon lord, Agarash with The Demonlord Agarash.

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(The Passing of the Shianti) Replaced artifacts with artefacts.

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(Combat Rules Summary) Added a fourth step Pick a number from the Random Number Table. in the first step list. Replaced Turn to Combat Results Table with Turn to the Combat Results Table. Replaced cross reference with cross-reference.

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(The Passing of the Shianti) Replaced artifacts with artefacts. Replaced as many foretold they would with as many foretold they would be.

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(Combat Rules Summary) Added a fourth step Pick a number from the Random Number Table. in the first step list. Replaced Turn to Combat Results Table with Turn to the Combat Results Table. Replaced cross reference with cross-reference.

@@ -4961,27 +5007,30 @@ Heralding battle, to regain our hearts.

Footnotes +

(The Game Rules) It is implied that you must pick a new COMBAT SKILL from the Random Number Table even if have already completed previous one or more Grey Star adventures. This conflicts with the rules for the Lone Wolf books where you carry over your score from a previous successfully completed adventure. For the sake of consistency, players may wish to carry over their existing score from the last Grey Star book they completed.

(The Game Rules) The original intent of the author was most likely that the player should add 50 to their final WILLPOWER score from the end of their last successfully completed Grey Star adventure.

(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. Section 175 contains one such case of mandated use of magic, but it also provides a method for resolving this problem: If you do not have enough WILLPOWER points then you must 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).

-

You may wish to use this method to resolve this problem in similar situations. If your ENDURANCE score falls to zero, you are dead and the adventure is over.

Note that you may not 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.

+

You may wish to use this method to resolve this problem in similar situations. If your ENDURANCE score falls to zero, you are dead and the adventure is over.

Note that you may not 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.

(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.

(The Game Rules) The original intent of the author was most likely that the player should add 30 to their final ENDURANCE score from the end of their last successfully completed Grey Star adventure. In the Lone Wolf series, it is standard practice to restore one's ENDURANCE points to their original total when carrying them over from one adventure to the next, but the power of the Moonstone seems to change those rules in this case.

(Magical Powers) The wording of this section of the rules seems to indicate&emdash;if read literally&emdash;that you may choose your set of Lesser Magicks again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Lesser Magicks again. If you have currently mastered five Lesser Magicks, you may choose one additional Lesser Magick from the list. If you have already mastered six Lesser Magicks, you keep these. If you choose Alchemy as a new Lesser Magick, or you have not mastered the Lesser Magick of Alchemy but you have selected the Higher Magick of Theurgy, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

-

(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.

+

(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.

(Equipment) If you have completed a previous adventure, you keep all equipment you had at the end of that adventure. You do not receive any new equipment, unless you have just selected Alchemy as your sixth Lesser Magick, or if you have not mastered the Lesser Magick of Alchemy but you have selected the Higher Magick of Theurgy, in which case you receive a Herb Pouch with contents as indicated in this section.

(Equipment) If you have mastered the Lesser Magick of Alchemy or the Higher Magick of Theurgy 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.

-

(Section 25) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

-

(Section 25) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

-

(Section 47) Although the term Agarashi is not used anywhere else in the Grey Star books, it is used in other books as the collective term for the monstrous servants of Agarash the Damned.

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(Section 104) PLACEHOLDER

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(Section 112) PLACEHOLDER

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(Section 139) PLACEHOLDER

-

(Section 145) Remember to deduct 1 WILLPOWER point for using the power of the Moonstone against Shasarak.

-

(Section 193) PLACEHOLDER

-

(Section 328) If you possess a Temeris Potion you can teleport without using any WILLPOWER points. If you are versed in the Higher Magick of Thaumaturgy you can teleport by deducting 2 WILLPOWER points from your total. To use the Dimension Door of the Moonstone to teleport, deduct 4 WILLPOWER points. (Cf. Section 12.)

-

(Section 355) PLACEHOLDER

+

(25) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

+

(25) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

+

(47) Although the term Agarashi is not used anywhere else in the Grey Star books, it is used in other books as the collective term for the monstrous servants of Agarash the Damned.

+

(104) 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 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).

+

(112) 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 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).

+

(139) 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 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).

+

(145) Remember to deduct 1 WILLPOWER point for using the power of the Moonstone against Shasarak.

+

(193) 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 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).

+

(328) If you possess a Temeris Potion you can teleport without using any WILLPOWER points. If you are versed in the Higher Magick of Thaumaturgy you can teleport by deducting 2 WILLPOWER points from your total. To use the Dimension Door of the Moonstone to teleport, deduct 4 WILLPOWER points. (Cf. Section 12.)

+

(331) 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.

+

(336) 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.

+

(355) It appears that for every Phinomel Pod that you possess and wish to throw into the Leafwater pool, you may permanently raise your COMBAT SKILL by 1 when using your Wizard's Staff. Remember to delete these Phinomel Pods from your Action Chart.

(The Passing of the Shianti) This epilogue to the Grey Star series was included in Lone Wolf Club Newsletter 7.