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Warhammer

(Weapon carried in the hand)

Weapon

You carry Weapons in your hands, therefore you may only carry two. The Weapons in which the Kai Lords specialize are the Dagger, Spear, Mace, Short Sword, Warhammer, Sword, Axe, Quarterstaff, Broadsword and Bow (see Weapon-like Special Items). You may drop (i.e. discard) a Weapon at any point in the adventure (see Lone Wolf Club Newsletter Summer Special 1985).

Weapon-like Special Item

This is a class of Special Items that may be used as a Weapon. They aren't counted toward your maximum of two Weapons carried but rather count as a Special Item (see Lone Wolf Club Newsletter Summer Special 1987). A weapon-like Special Item is used as a Weapon of its same type (e.g. the Dagger of Vashna is used like a Dagger).

Weaponmastery

A Magnakai Discipline, and an advanced form of Weaponskill. A Kai Lord choosing Weaponmastery is proficient in the use of three weapons. The main difference between Weaponskill and Weaponmastery is that each adventure completed with Weaponmastery as a chosen Discipline, the Kai Lord may choose a further weapon with which he is proficient in subsequent adventures. For example, A Kai Lord who chooses Weaponmastery in Book 6 The Kingdoms of Terror may choose a further weapon with which to be proficient at the start of Book 7 Castle Death. If Weaponmastery is not chosen until a later book, a Kai Lord still only begins proficient in three weapons, and gains only one further proficiency per Magnakai adventure.

Lone Wolf Club Newsletter New Year's Special Special 1987 clarifies: "For every adventure you complete in the Magnakai series, assuming you have the Discipline of Weaponmastery, you gain proficiency in the use of one new weapon."

Willpower

WILLPOWER is an attribute used to cast Shianti magic, and is only found in the Grey Star books. It differs from COMBAT SKILL and ENDURANCE in the following two ways:

  • It is possible for your WILLPOWER points to rise above the total with which you start your adventure.
  • 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.

There are a number of issues related to WILLPOWER that require clarification.

Enforced WILLPOWER Use
There are sections in the Grey Star books 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 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, 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.

Carrying Over A Character
According to The Game Rules for The Forbidden City, you add 10 to your previous WILLPOWER score. However, if you have completed Grey Star the Wizard, your WILLPOWER score will be zero before you begin this book. It doesn't seem fair to start this book with only 10 WILLPOWER points, so you may choose to:

  • create a new WILLPOWER score by choosing a number from the Random Number Table and adding 20. You may also choose to add the 10 WILLPOWER point bonus to this new score.
  • or use your original WILLPOWER score from the beginning of Grey Star the Wizard, and add 10 bonus points to this.

According to The Game Rules for Beyond the Nightmare Gate, you must re-pick your WILLPOWER score regardless of what it was at the end of the previous book. You then add to this new score the relevant bonus stated in the The Game Rules section for that book.

Additionally, if you have completed book two but not book one, it seems reasonable to add 25 to the number you picked.

According to The Game Rules for War of the Wizards, every character starts with 50 WILLPOWER points. 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.

Wizard's Staff

(Weapon) Grey Star's Staff looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is his main combat weapon. It contains a potent force that is unleashed at will by the power of his mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 WILLPOWER point. 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.

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