## Footnotes

(The Game Rules) 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.

Alternatively, you may wish to use your original WILLPOWER score from the beginning of Grey Star the Wizard, and add 10 bonus points to this.

(The Game Rules) If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the Equipment section.

(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 your Wizard's Staff until your score is again above zero.

(Equipment) If you have mastered the Lesser Magick of Alchemy 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 20) Turn directly to Section 149 if the Magdi is still alive after 4 rounds. Do not finish the combat.

(Section 45) After taking the Karmo potion and fighting your opponent, halve your ENDURANCE and WILLPOWER scores. It is at your discretion whether you should apply the penalty to your ENDURANCE from the Random Number Table before or after halving your score. The former option is the most beneficial.

(Section 112) Remember to deduct the total from your WILLPOWER score before turning.

(Section 133) If you wish to take the Sheath, record it as a Special Item on your Action Chart.

(Section 136) Remember to deduct the total from your WILLPOWER score before turning.

(Section 162) As you have used your Power of Evocation against the Deathgaunts, you should deduct 3 WILLPOWER points. (cf. Section 120)

(Section 250) From this point in the story, this book suffers from a game design problem in that many sections give you options between using different forms of magic, but no option for what to do if your WILLPOWER score has reached zero or below. If you encounter such a situation, you may choose one of the options anyway and continue subtracting WILLPOWER points, or you may conclude that Grey Star has failed his mission and that the adventure is over.

(Section 262) As you are using your Wizard's Staff against the Scree Wyrm, you should deduct 1 WILLPOWER point.

(Section 299) If you use a leaf from a Bundle of dried Azawood Leaves, the Bundle now has three leaves left.

Concept copyright © 1985 Joe Dever and Gary Chalk.
Text copyright © 1985 Ian Page.