User Guide
There is a minor exception to this rule. If a character knows at least one spell of
a particular category and level, then he will eventually learn all the spells of that
category and level, even if he changes to a class that doesn't learn spells.
For every spell you know, you are granted at least one spell point with which to cast it.
Thus, if you know 3 first level mage spells, 2 second level mage spells, and 1 third level
mage spell, you will have at least 3 first level mage spell points, 2 second level mage
spell points, and 1 third level mage spell points.
If you are currently a member of a spell-casting class, you may gain extra points,
based upon what level you have attained. You can never have more than 9 points
in any category and level.
Points are reset to their current maximum values each time you enter the Maze for an
adventure (It's assumed you got a good night's sleep and studied your books over
breakfast.) Each time you cast a spell, you lose a point of the appropriate category and
level. When you have none left, you cannot throw that category and level of spell
again without going back to the Castle to rest.
If you know 3 spells of a certain category and level, and have 3 points of that
category and level, you could cast one spell three times, or each of the spells once,
or any combination.
Places
Your Adventurers spend their time in one of two places, the Castle or the Maze.
The Castle
The Castle is a safe haven where your Adventurers can train, rest and lick their
wounds, be ripped off by the shopkeeper, or even resurrected from the grave. The
Castle encompasses five locations which provide special services to the Wizardry
player. These are the Training Grounds, Gilgamesh's Tavern, Boltac's Trading Post,
the Temple of Cant, and the Adventurer's Inn.
The Training Grounds, located just outside the Castle, rings with the sounds of swords
clashing and timid battle cries. A closer inspection shows youngsters hitting pells with
wooden blades, and many of the battle cries turn into yelps when the blade bounces
back and hits them! It is here that you create new, novice characters, and can inspect
veteran characters, who are standing around shouting encouragement (and other
things) to the novices.
Gilgamesh's Tavern is dim and smoke-filled from the haunch of boar roasting slowly
over the fire. Small groups of adventurers talk in low tones around deeply scarred
wooden tables. Here is where you hope to find a team capable of surviving the
arduous rigors of the Maze.
16
Proving Grounds of the Mad Overlord