Beyond the Nightmare Gate

Beyond the Nightmare Gate Read Free

Book: Beyond the Nightmare Gate Read Free
Author: Joe Dever
Tags: Fiction, Fantasy, Magnamund, Grey Star the Wizard
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demon Kleasá; in fact the very Kleasá that captured Tanith, who stands in the Gateway, eternal prisoner of Shasarak unless you can free her. Finally you discover a way of releasing the Kleasá and opening the Gate.
    Bidding farewell to Urik, you prepare to enter the Gate.

Beyond the Nightmare Gate
by Joe Dever and Ian Page
    Magical Powers
    If this is your first
Grey Star
adventure, your education in the ways of wizardry is incomplete: you have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are is up to you. If you have completed either books one or two or both of the
Grey Star
adventures, you may choose six of the seven Magical Powers. 5 All of the Lesser Magicks may be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.
    The seven Magical Powers available to you are listed below. When you have chosen your five or six Powers, enter them in the Magical Powers section of your Action Chart .
Sorcery

    This Power allows a wizard to transform his thoughts or desires into magical energy. By concentration of the will it is possible to create magical shields of force to bar doors or move objects. Sorcery drains more WILLPOWER points than any other Magical Power, and is most effective when your WILLPOWER points are high.
    If you choose this Power, write ‘Sorcery’ on your Action Chart .
Enchantment

    The Power of Enchantment enables a wizard to charm or beguile other creatures, and create illusions in the minds of others. He will be able to extract information from others, place thoughts and compulsions into another's mind, or cause them to believe that imaginary events are actually taking place. Some magical or highly intelligent beings may be immune to the powers of Enchantment.
    If you choose this Power, write ‘Enchantment’ on your Action Chart .
Elementalism

    The Power of elemental magic allows a wizard some control over the natural elements of Air, Fire, Earth, and Water. By entering a trance and chanting incantations, you may summon aid from the spirits of the Elemental Plane. Elementals have very little understanding of man, and for this reason a wizard can never be sure of the nature of the aid the Elementals may send.
    If you choose this Power, write ‘Elementalism’ on your Action Chart .
Alchemy

    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 .
    If you choose this Power write ‘Alchemy’ on your Action Chart .
Prophecy

    The Power of Prophecy allows a wizard to foretell the future through meditation. A meditative state will allow a wizard to make the correct decision when facing conflicting choices or difficult actions; to discover the whereabouts of a person he has once met, or an object he has once seen. It may also allow him to determine the true nature of a stranger or a strange object. Magical beings or objects are sometimes hidden from the Power of Prophecy.
    If you choose this Power, write ‘Prophecy’ on your Action Chart .
Psychomancy

    This Power bestows upon a wizard the ability to deduce facts about events by touching objects connected to them. Through deep concentration, a wizard may lay his hands upon any inanimate object and visualize scenes that have affected it. Visions brought about through the use of Psychomancy are often cryptic, taking the form of a riddle or puzzle. Some magic items are resistant to the use of Psychomancy

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