The Wizard Isle

Your turn begins on The Wizard Isle.


If you are a wizard, increase your Arms and Magic by 1 for this turn only.


If you have a sea ship, do not lose the sea ship this turn due to being on a page other than The City, The Sea, The Coast, or The Port City; Ignore the sea ship's instructions to do so this turn.


If you have a sea ticket, a sea ship, or a sea ring, choose one of the following destinations to explore: WIZARD ISLE or DISTANT LANDS. To explore a destination, go to the section of this page with the same name. If you do not have a sea ticket, a sea ship, or a sea ring, go to the section of this page with the name 'WIZARD ISLE'.


WIZARD ISLE - Roll two dice for what you encounter while exploring the wizard isle:


2 = A rare horse with wings was created upon this isle by an eldritch wizard long ago. Roll a die, unless you have a wing steed. If the die roll is 1, 2, or 3, fight a Magical Combat with a winged steed. If the die roll is 4, 5, or 6, fight a Melee Combat with a winged steed. The winged steed's attributes are Arms: 6, Magic: 6, Craft: 3, Vitae: 3. At the start of any Combat with the winged steed, roll a die. If the die roll is 1, that Combat is a standoff and you must choose to end Combat with the winged steed when given the choice. If the winged steed has fallen due to Combat with you, gain a wing steed. A wing steed is an Ally. If you have the wing steed at the start of any turn on a page with the word 'Badlands', 'Borderlands', 'Bridge', 'Castle', 'City', 'Coast', 'Cold', 'Crossroads', 'Desert', 'Distant', 'Fields', 'Forest', 'Hills', 'Isle', 'Lake', 'Mountains', 'Plains', 'River', 'Sea', 'Swamp', 'Wildlands', 'Woods', 'Eyrie', 'Peak', or 'White' in it's name, you may choose to lose the wing steed. If so, your turn ends and you must choose the next turn to begin at The Badlands, The Borderlands, The Bridge, The Castle, The Circe Isle, The City, The Coast, The Cold Wastes, The Crossroads, The Desert, The Distant Lands, The Emerald Isle, The Fields, The Forest, The Hills, The Indies isle, The Lake, The Mountains, The Orient Isle, The Plains, The River, The Sea, The Swamp, The Wildlands, The Wizard Isle, or The Woods; Proceed to the chosen page. 


3 = You meet an expert at casting spells who immediately challenges you to a magical duel. Fight a Melee Combat with a spell caster. The spell caster's attributes are Arms: 5, Magic: 4, Craft: 3, Vitae: 2. If you have 1 or more Spells at the start of a Melee Combat with the spell caster, roll a die. If the die roll is equal to or less than the number of Spells you have, increase the spell caster's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the spell caster, and you used a Spell in that Melee Combat, roll a die. If the die roll is 6, lose 1 Spell. If the spell caster has fallen due to Melee Combat with you, gain a spellcaster. A spellcaster is an Ally. If you have the spellcaster at the start of a Combat and you have 1 or more Spells, you may choose to lose the spellcaster. If so, increase your Arms and Magic by an amount equal to the number of Spells you have for that Combat only. You may not use more than 1 spellcaster per Combat.


4 = An amiable magician offers you a magical incantation for increasing your spell power. Pay 1 Gold or 1 Spell to gain abra. Abra is a Spell. You may only use abra at the start of a Melee Combat if you have 1 or more Spells. When used, increase your Arms by an amount equal to the number of Spells you have, including this Spell before it is lost, for that Melee Combat only. You may not use more than 1 abra per Combat.


5 = Many hunters come to this isle seeking out witches and wizards to battle. Roll a die. If the die roll is 1, 2, or 3, a hunter of witches has stalked you down. Fight a Melee Combat with a witch hunter. The witch hunter's attributes are Arms: 4, Magic: 2, Craft: 2, Vitae: 3. If you have 1 or more Spells at the start of a Melee Combat with the witch hunter, if it is the first Combat the witch hunter has been in this turn, increase the witch hunter's Arms by 1 for that Melee Combat only. If the die roll is 4 or 5, a barbarian who seeks out spellbooks to destroy comes after you. Fight a Melee Combat with a tome raider. The tome raider's attributes are Arms: 5, Magic: 3, Craft: 2, Vitae: 3. If you receive a Wound due to Melee Combat with the tome raider, and you have 1 or more Spells, lose 1 Spell. If the die roll is 6, an accomplished inquisitor leads a grand witch hunt to purge this isle of wizards. Fight a Melee Combat with a grand inquisitor. The grand inquisitor's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 3. If you have 1 or more Spells at the start of a Melee Combat with the grand inquisitor, roll a die. If the die roll is equal to or less than the number of Spells you have, increase the grand inquisitor's Arms by 1. If the grand inquisitor has fallen due to Combat with you, roll a die. If the die roll is 1 or 2, gain 2 Gold. If the die roll is 3, 4, 5, or 6, gain 1 Gold.


6 = A spooky spectral tower lies upon a nexus point for the mystical energy of this isle of wizardry. If you choose, your turn ends and the next turn will begin at The Ghost Tower; Proceed to that page if so.


7 = You come upon a village of the wizard isle. Roll a die. If the die roll is 1, 2, or 3, a wizened sailor has a sea ticket for sale. Pay 1 Gold or to gain a sea ticket. A sea ticket is an Item. A sea ticket does not count towards the number of Items you may have. If the die roll is 4, 5, or 6, a wizened boatman has a sea ship for sale. Pay 2 Gold to gain a sea ship. A sea ship is an Item. A sea ship does not count towards the number of Items you may have. If you have a sea ship and are on a page other than The City, The Sea, The Coast, or The Port City, lose the sea ship unless the page says otherwise.


8 = An arcane palace created by magic serves as the sorcerous center of this wizardly isle. If you choose, your turn ends and the next turn will begin at The Arcanium; Proceed to that page if so.


9 = An abundance of wizards populate this magical isle. Roll a die. If the die roll is 1, 2, or 3, many magicians upon this isle have chosen to learn illusion magic. Fight a Magical Combat with an isle illusionist. The isle illusionist's attributes are Arms: 2, Magic: 4, Craft: 2, Vitae: 3. If you have 1 or more Spells at the start of a Magical Combat with the isle illusionist, if it is the first Combat the isle illusionist has been in this turn, increase the isle illusionist's Magic by 1 for that Magical Combat only. If the die roll is 4 or 5, a mage schooled in mental magic is able to make other wizards forget their spells. Fight a Magical Combat with a mind mage. The mind mage's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If you receive a Wound due to Magical Combat with the mind mage, and you have 1 or more Spells, lose 1 Spell. If the die roll is 6, a wizard of great wickedness is trying to incur a rebellion on this isle. Fight a Magical Combat with a wicked wizard. The wicked wizard's attributes are Arms: 4, Magic: 6, Craft: 3, Vitae: 3. If you have 1 or more Spells at the start of a Magical Combat with the wicked wizard, roll a die. If the die roll is equal to or less than the number of Spells you have, increase the wicked wizard's Magic by 1. If the wicked wizard has fallen due to Combat with you, roll a die. If the die roll is 1 or 2, gain 2 Gold. If the die roll is 3, 4, 5, or 6, gain 1 Gold.


10 = A merchant of magic scrolls will sell you an incantation for increased spell power. Pay 1 Gold or 1 Spell to gain kadabra. Kadabra is a Spell. You may only use kadabra at the start of a Magical Combat if you have 1 or more Spells. When used, increase your Magic by an amount equal to the number of Spells you have, including this Spell before it is lost, for that Magical Combat only. You may not use more than 1 kadabra per Combat.


11 = A beautiful witch attempts to beguile you into being one of her ritual sacrifices. Fight a Magical Combat with a witchy woman. The witchy woman's attributes are Arms: 4, Magic: 5, Craft: 3, Vitae: 2. If you have 1 or more Spells at the start of a Magical Combat with the witchy woman, roll a die. If the die roll is equal to or less than the number of Spells you have, increase the witchy woman's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the witchy woman, and you used a Spell in that Magical Combat, roll a die. If the die roll is 6, lose 1 Spell. If the witchy woman has fallen due to Magical Combat with you, gain alakazam. Alakazam is a Spell. You may only use alakazam at the start of a Combat if you have 1 or more Spells. When used, increase your Arms and Magic by an amount equal to the number of Spells you have, including this Spell before it is lost, for that Combat only. You may not use more than 1 alakazam per Combat.


12 = One of the most formidable mages of this isle uses magic to gain mastery over monsters and adventurers. Fight a Magical Combat with a master mage. The master mage's attributes are Arms: 5, Magic: 7, Craft: 4, Vitae: 3. If you do not have any Spells at the start of a Magical Combat with the master mage, roll a die. If the die roll is greater than your Craft, decrease your Arms and Magic by 2 for that Magical Combat only. If you have any Spells at the start of a Magical Combat with the master mage, roll a die. If the die roll is equal to or less than the master mage's Craft, lose 1 Spell, then fight a Melee Combat with a mastered monster first. The mastered monster's attributes are Arms: 3, Magic: 3, Craft: 1, Vitae: 1. At the start of any Melee Combat with the mastered monster, roll a die. If the die roll is greater than your Craft, decrease your Arms and Magic by 2 for that Melee Combat only. You cannot end Combat with the mastered monster unless it has fallen. If the mastered monster has fallen due to Combat with you, the Combat with you and the master mage occurs. If the master mage has fallen due to Combat with you, gain a mastery staff. A mastery staff is an Item and a weapon. If you have the mastery staff at the start of any Combat, and you have 1 or more Spells, you may choose to lose 1 Spell. If so, roll a die. If the die roll is equal to or greater than the Craft of the monster in the Combat, that Combat is a standoff and you must choose to end Combat with the monster when given the choice, then gain a mastery monster. A mastery monster is an Ally. If you have a mastery monster at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the mastery monster first. The kind of Combat the mastery monster fights with the monster will be of the same kind you would have fought with the monster. The mastery monster has special attributes: It's Vitae equals 1 and it's Arms, Magic, and Craft equals the Arms, Magic, and Craft of the monster that was in the Combat when the mastery staff was used. If the monster in the Combat that the mastery staff was used in had any Abilities, the mastery monster will have the same Abilities, except for Abilities that include gaining an Item, Ally, Spell, or Gold. If the monster has fallen due to Combat with the mastery monster, lose the mastery monster, then the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the mastery monster has fallen due to Combat with the monster, lose the mastery monster, then the Combat with you and the monster occurs, with the monster retaining all Wounds it received due to Combat with the mastery monster. If neither the mastery monster nor the monster has fallen due to the Combat between them, another Combat occurs with the mastery monster and the monster, with the mastery monster and the monster retaining any Wounds they received due to Combat with each other.


Unless you rolled a 6 and went to The Ghost Tower, or you rolled an 8 and went to The Arcanium, after your wizard isle encounter ends, your turn ends and the next turn will begin on The Wizard Isle; Stay on this page if so.


DISTANT LANDS - Your turn ends and the next turn will begin in The Distant Lands; Proceed to that page.

The Ghost Tower

The Arcanium

The Distant Lands

Comments

Popular posts from this blog

The Crossroads

The Land Of Adventuria

Rules Of The Game