Fire*Wolf breathed the clear, sweet taste of fresh air in his lungs. He was not entirely sure how he had reached this place, but he felt strong, brim-full of energy. He felt good!
As well he might. Please turn to Special Section A on page 242 for full details of what our hero has achieved.
The book has been very determined to keep Fire*Wolf separate from the reader. Fighting Fantasy is always determined that YOU are the hero, and even books with pre-named protagonists (like Altheus, Lone Wolf, Avenger, or Sagard) mostly try for immersion. In this we get things like 'Fire*Wolf can't decide, you must decide for him,' and now the possibility of randomly refusing to cast. I wonder if any part of that was the sex content.FIRE*WOLF
THE SORCERER
If your character has got this far - especially with a decent POWER reserve - you certainly deserve congratulation. The chances now are excellent that he will complete the first phase of his epic adventure without getting killed too often. For now Fire*Wolf is no longer a mere fighting man, but is, at least potentially, a sorcerer as well.
In a moment, we'll go into exactly what that means. Meanwhile, a subtle but important point: You know Fire*Wolf abhors sorcery. He has been forced by circumstances to equip himself as a practitioner of the Mystic Arts: but how far will his horror of things magical permit him to use them? He is already, as you know, extremely upset by the Doomsword, although sheer survival has forced him to use it frequently. Will he really begin with wild abandon to throw fireballs at every foe he meets simply because he has the POWER and Art to do so?
The answer is, of course, that he will not. However desperate the situation, there is still a strong chance his natural inclinations will get the upper hand and force him to ignore his sorcerous powers in favour of his strong right arm. Thus, there will henceforth be certain rules you must follow in Fire*Wolf's application of the Mystic Arts.
The rules are these:
1. Before Fire*Wolf can use any spell, you must make a check roll to determine his natural inclination. Roll two dice. If our hero fails to score 4 or better on the roll, he will not use ANY sorcery in the current section, however hard pressed he may be.
2. However much POWER he has at his disposal, he will never use the same spell twice in a single section. (He may, of course, use different spells in the same section if he has the POWER to do so.)
Alongside this, it must be remembered that, as King Arthur's Druid Wizard Merlin used to say, sorcery is not a bowl of cherries. Thus, while a spell may be cast, it will not always work. It is in the nature of the Mystic Arts that they include an automatic Fundamental Failure Rate (FFR for short). The FFR of sorcery means that each time a spell is cast, our hero must throw 6 or better on two dice to determine whether or not the spell succeeds.
The annoying thing about this is that a spell requires POWER to cast, not to work. So even if the dice roll shows the spell has failed, the POWER applied in casting it is still used up.
In any case, I find the existence of two separate failure chances much more irritating than having to pay before one of those chances is rolled.
I can barely parse that second paragraph.Spell Power
In the list which follows, POWER expenditure is shown for each spell. Unless Fire*Wolf has sufficient POWER at the time he wishes to cast a spell, he simply cannot do so. The best he can do is decide to use that spell in a future section if POWER becomes available to him.
This means, in effect, that Fire*Wolf has two chances to beat his natural inclinations. The first chance comes when he has insufficient POWER to cast a particular spell. At that time you can make a check roll on his natural inclination - and even if it goes against the grain, you can make a second check in a new section when POWER becomes available. If the second check is favourable, then he can use the spell.
Point #2 there is the most important, because LIFE POINTS are actually cheap. We have multiple hundreds of them and a life drinking weapon. Also, Point #3 is insanity, but I'll get into that with the spell analyses.Power Renewal
Fire*Wolf's experiences in the Crypts have given him a new statistic - his POWER figure. This now becomes as much a part of his character as his SPEED, STRENGTH, SKILL etc. stats. But unlike the others, POWER is dispersed each time a spell is cast. For Fire*Wolf to survive his adventures, there must be some way in which his POWER can be regained.
In point of fact, there are three possibilities open to him in this respect:
1. He can simply take a chance and carry on his adventure. In every new Section he enters, he will automatically regain 1 POWER point. This is regained POWER only: it cannot ever take him beyond his original POWER total.
2. He may trade off his LIFE POINTS for POWER on a one for one basis. That is to say, if he wishes to use a spell and does not have the POWER available, he may elect to use one LIFE POINT to replace each point of POWER needed.
3. He may make use (providing he has reserved sufficient POWER) of the Crypt Spell, which will not alone give him an opportunity to regain POWER but is actually his only certain means of increasing his POWER stat.
Oof, my brains.SPELL TABLE
SPELL EFFECT POWER ARMOUR Creates DR 10 armor of light around Fire*Wolf. 25 CRYPT Returns Fire*Wolf to the Crypts where he may take as many of the tests as he wishes in order to restore or increase his POWER. 10 FIREBALL Hurls a magical ball of flame from Fire*Wolf's palm which will cause 50 LIFE POINTS damage to an enemy. 15 INVISIBILITY Renders Fire*Wolf invisible for the remainder of the section. He cannot attack an enemy while invisible, but he can avoid combat and proceed to the following section as if he had been the victor. 30 PARALYSIS Causes the total paralysis of a single enemy for sufficient time to allow Fire*Wolf to escape to the next section. 30 POISON NEEDLE Shoots a poison needle into any single enemy within combat range. On a roll of 4+ on a die, the enemy is immune, otherwise the needle is fatal. 25 RESURRECTION Only use when Fire*Wolf is killed; it returns him to the start of the current section. Enemies do not heal. All new stats must be rolled for Fire*Wolf himself. 50 RETRACE Allows Fire*Wolf to return to any section he has previously visited and to proceed with his adventure from there. Note that his LIFE POINTS or POWER are not restored. 20 TIMEWARP Causes time to return to the beginning of the current section, restoring any LIFE POINTS lost following that point. 10 XENOPHOBIA Causes a single opponent to feel such fear that they deal -5 damage. 15
Let's start with Invisibility. It is a 'win fight' spell with continuity problems (in the case that you use it to 'evade' a plot person whose death is important). Paralysis is the same thing at the same cost except it only works on a single enemy, but there's no indication you ever actually fight more than one thing at a time, so it's completely redundant, I guess just in case you FFR Invis.
With two chances to cast 'win fight,' it is not clear why you'd cast any of the various 'make fight easier' spells, like ARMOUR, FIREBALL, POISON NEEDLE, or XENOPHOBIA. At least the damage mitigators have some value if you want to stay in the fight to top up your LP with your demon sword.
Then there's the time stuff, which is actually pretty good. TIMEWARP is cool, it gives you a do-over on in-section hazards like fights and the Trial of SPEED. RETRACE requires an annoying amount of record-keeping, but gives some insurance against even multiple-section hazards like the Trial of Fortune and allows crazy in-character timeline exploration. At the same time, that they aren't 100% reliable means you can't just throw all caution to the wind, but you also don't need to wait for the Winds of Magic to tell you when you can use them. There's a lot of player agency in these.
And then, CRYPT. This actually sends you back into the crypts, same references and everything. Fluff-wise, I really like this, it's weird and memorable as a method of sorcery recharge. But the effect is badly incomplete as written. It doesn't tell you to note your current section or anything, so by RAW you re-emerge back in time when you left the crypts for the first time. Also, it's completely unclear on what events restore your POWER vs increase your POWER.
I was curious how CRYPT was handled in later books in the series, so I checked the next book and discovered two things. First, any gain in the Crypts can take you above your max POWER and raises your max to match the new total. This means that by spamming CRYPT and using the sure gain of the logic test, you can set your POWER arbitrarily high. Second, that the CRYPT spell is nonfunctional in Book 2, because it tells you to go to the numbered reference that was the entrance to the Crypts in Book 1, but is a complete non-sequitor in Book 2.
Finally, the book technically ends here. Because we were sent here from a numbered section, and this appendix does not have a numbered section for us to continue on to.
I'm going to hypothesize that these books had neither playtesters nor editors of any kind. What the fucking fucker fuck? I've played a lot of gamebooks that were flawed, but apparently I took a lot for granted on the issues of basic playability. It's not just this latest inexplicable dead-end, it's the bizarrely elaborate math and the 'wait, did I heal?' uncertainty. The thing reads like a first draft.
Anyway, I'm going to try to figure out where we're supposed to go after we get out of the trials. I'll be back when there's some sort of resolution to that.