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Story Hour
[AD&D Gamebook] Sceptre of Power (Kingdom of Sorcery, book 1 of 3)
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<blockquote data-quote="Joshua Randall" data-source="post: 9556361" data-attributes="member: 7737"><p><strong>16</strong></p><p></p><p>COLLEGE OF ARCANE SCIENCES</p><p>Spring, 822 C.E.</p><p>Catalog of Spells</p><p></p><p><em>The following spells are available to all students during the spring term. Interested novices must arrange for instruction and testing with senior novice Arno.</em></p><p></p><ol> <li data-xf-list-type="ol">Armor (41)</li> <li data-xf-list-type="ol">Light (136)</li> <li data-xf-list-type="ol">Detect Magic (223)</li> <li data-xf-list-type="ol">Read Magic (45)</li> <li data-xf-list-type="ol">Sleep (151)</li> <li data-xf-list-type="ol">Find Familiar (4)</li> </ol><p></p><p><em>Students may attempt a spell only once each term, except by special permission.</em></p><p><em></em></p><p><em>Failure will result in the appropriate penalties.</em></p><p></p><p>---</p><p></p><p>We read the list of spells to see which one appeals most to us "for tomorrow's lesson". By the time we're finished, it is "nearly midnight".</p><p></p><p>---</p><p></p><p>To "choose" a spell to learn, we roll a die. (If we roll one we've already learned, roll again.) "The result is the number of the spell you may attempt to learn by turning to the indicated section."</p><p></p><p>[So there's no actual "choice" here. It is purely random.]</p><p></p><p>Once we've marked a total of three spells in our spellbook, we turn to (26).</p><p></p><p>We could also turn to (26) early if we need a break from our studies. By applying basic logic, we realize that (26) is how we advance the plot, which we don't want to do before we learn some spells.</p><p></p><p>Google rolls us a '2', which is <strong>Light</strong>. One of the Strong spells per our bookmark / character sheet.</p><p></p><p>We turn to (136) to finally, FINALLY learn some damn magic!</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9556361, member: 7737"] [B]16[/B] COLLEGE OF ARCANE SCIENCES Spring, 822 C.E. Catalog of Spells [I]The following spells are available to all students during the spring term. Interested novices must arrange for instruction and testing with senior novice Arno.[/I] [LIST=1] [*]Armor (41) [*]Light (136) [*]Detect Magic (223) [*]Read Magic (45) [*]Sleep (151) [*]Find Familiar (4) [/LIST] [I]Students may attempt a spell only once each term, except by special permission. Failure will result in the appropriate penalties.[/I] --- We read the list of spells to see which one appeals most to us "for tomorrow's lesson". By the time we're finished, it is "nearly midnight". --- To "choose" a spell to learn, we roll a die. (If we roll one we've already learned, roll again.) "The result is the number of the spell you may attempt to learn by turning to the indicated section." [So there's no actual "choice" here. It is purely random.] Once we've marked a total of three spells in our spellbook, we turn to (26). We could also turn to (26) early if we need a break from our studies. By applying basic logic, we realize that (26) is how we advance the plot, which we don't want to do before we learn some spells. Google rolls us a '2', which is [B]Light[/B]. One of the Strong spells per our bookmark / character sheet. We turn to (136) to finally, FINALLY learn some damn magic! [/QUOTE]
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[AD&D Gamebook] Sceptre of Power (Kingdom of Sorcery, book 1 of 3)
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