War of the Wizards
Page
    180
    You bring down the Staff to deliver a death-blow but, as you do, Agarash shouts out. ‘No! This shall not be.’
    You feel a wave of power emanate from the wall of fire and your Staff grows warm in your hands. Both your Staff and Shasarak's explode into flame, to fall in ashes on the floor. Shasarak begins to crawl on his hands and knees towards the fiery wall, muttering in choked breaths. ‘You shall not have me. You shall not have me.’
    He stands and reaches out his hands. ‘Agarash, our bargain!’ he screams. Agarash laughs once more. A plume of flame snakes out from the wall and wreathes itself around Shasarak.
    If you wish to allow Shasarak to step through the flaming wall, turn to 350 .
    If you possess 3 WILLPOWER points, and wish to fill the Moonstone with your power and hurl its power against the wall, turn to 316 .

War of the Wizards
by Joe Dever and Ian Page
    181
    The Power of Physiurgy gives you the ability to manipulate most of the prime elements of matter, though you can never create them yourself. After a brief pause while you gather your powers of concentration, you focus on the stone door, twisting the natural shape of the stone and tugging at the atoms and molecules of which it is made. A series of cracks and fractures appears and soon it collapses in pieces at your feet. The use of this Higher Magick has cost you 2 WILLPOWER points.
    Turn to 156 .

War of the Wizards
by Joe Dever and Ian Page
    182
    At the cost of 2 WILLPOWER points, you throw a well-aimed beam of force at the Winged Demon. Your uncanny accuracy inflicts a fatal wound in the creature's head and it plummets from the sky. The pace of your Simar steed does not falter as you continue across the plain towards the demon portal in the Hills of Tilos.
    Turn to 142 .

War of the Wizards
by Joe Dever and Ian Page
    183
    A final blow fells the creature. As it falls lifeless to the ground, three reptilian beasts appear in the doorway. Many more creatures crowd behind them in the corridor outside. The only possible escape from the Masbaté tomb is through the entrance to the hall five floors below. Somehow you must fight your way down.
    If you wish to attack the demons standing in the doorway with a long-range shot from your Wizard's Staff, turn to 189 .
    If you wish to charge the demons, turn to 219 .

War of the Wizards
by Joe Dever and Ian Page
    184
    The Winged Demon arcs and wheels, spiralling up into the air and preparing for another attack. It has suffered a large, weeping wound from your last attack and its flight path is erratic and slow. It gives a wailing, defiant screech and dives at you once more. If you have recently drunk a Potion of Invulnerability or are protected by the earlier casting of the Higher Magick of Thaumaturgy, ignore all ENDURANCE points lost by yourself during the combat.
    Wounded Winged Demon: COMBAT SKILL  15    ENDURANCE  12
    If you kill the creature, turn to 178 .
    If you and the Winged Demon are still alive after one round of combat, turn to 214 .

War of the Wizards
by Joe Dever and Ian Page
    185
    You peer down into the darkness of the well, and, at the cost of 2 WILLPOWER points, you summon up a tall, swirling waterspout. On the tip of the waterspout is a large, clay bowl. Tanith reaches out and takes the bowl and you allow the waterspout to subside with a great splash.
    Turn to 25 .

War of the Wizards
by Joe Dever and Ian Page
    186
    Unsuspecting, the warrior rides towards you. He wears a plumed helmet of black metal and you know that underneath the helm his head is shaven, except for a long, plaited pig-tail. Like all Shadakine, his most notable feature is his eyes, which are completely white, without iris or pupil. He is clad in the furs and steel of the Shadakine and carries a spear. A crossbow is slung over his back.
    Illustration X —Unsuspecting the Shadakine warrior rides towards you.
    If you still have your Simar stallion, turn to 37 .
    If it has been killed, turn to 45 .

War of the

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