Impressions From the Prism

Wizard

by Jeffrey Paul Jones


If any of you were impressed enough with last issue's review of Melee to purchase that game, it will be a must to add this one to your collection. Although I've not played it yet, Wizard will obviously be as fluid and enjoyable as the former game. It is simple, easy to learn, and judging from its rules, quite as good if not better than Melee.

The game includes a 32-page rubs booklet, 8 of which may be removed as a playing aid. This is an improvement over Melee, since in that game one is continually referring to the rules. There will still be some of this in Wizard, but not nearly as great an amount. Also, this game includes a 12" x 14" map (larger than Melee) and two sheets of cardboard counters. Needed, but not included, are three 6-sided dice, pencil, and paper.

The wizards are similar to the fighters in Melee, having attributes of strength and dexterity, but additionally IQ. Strength is lowered as players take hits or cast spells; dexterity determines who attacks first, and the success of the attack; and IQ mandates how many and what type spells may be used, and how well the mage can resist illusion and control spells. Each characteristic is given a provisional value of 8, to which the player adds another 8 when he sees fit, for a total of 32. Experience gained through combat can gradually raise these numbers infinitely.

Play itself is sequential, divided into 4 groups (renew spells, movement, actions, retreats). The player moving first in each of these areas is determined by a single initiative die roll for each turn. Movement includes normal, flying, crawling, kneeling, and lying prone for both visible and invisible characters. If both players have invisible characters, a third person is necessary to moderate play; invisibility also puts a damper on solitaire play. As in Melee, there are different movement options for engaged and disengaged figures, but they are modified to include magic and exclude hand-to-hand combat.

The crux of the game is obviously the magic. There are 52 spells in the game, divided into missile, thrown, creation, and special categories. It is necessary to keep a running track of which spells are in operation in order to avoid confusion, for several may be at work for a period of time. Missile spells generally do a die of damage for each strength point used in the attack. Since a wizard lowers his strength by casting spells, he must be careful not to bump himself out of play. Thrown spells affect the recipient, but do him no damage. For example, one player could attempt to control the mind of his enemy, and if successful, render him harmless in order to kill him. Creation spells summon monsters from another plane, make walls of fire, or just walls, create images (which do no damage), or create illusions (which do cause damage). The special spells do not fit any of the other categories, but include teleportation, dazzling the enemy, and the like.

If a wizard possesses a staff spell, he may begin the game with a staff at no cast to his strength. This is a good idea, since this is the only weapon he may use for an actual physical attack on his opponent. The only armor available to the wizard is a spell that helps him avoid damage.

Wizards are not limited to human form, but can take any humanoid shape: elf, dwarf, hobbit, goblin, giant, or gargoyle. Other non-wizard monsters included in the game are myrmidons, wolves, giant snakes, bears, gargoyles, giants, and dragons. The dragons look especially attractive, since they have 3 types of attack (claw, fire-breath, and tail) and occupy 4 or 7 hexes depending on the size of the critter.

Finally, Wizard offers optional rules to expedite play once participants have become familiar with the system. Players may begin the game with more experienced magic users in order to facilitate the use of upper level spells, or they may choose to invent and include magical artifacts to add a new dimension to combat. For those who are really into the series, Melee can be combined with Wizard to offer new parameters of strategy and tactics. And when this is effectively accomplished, both can be used to play Death Test Wizard sells for $3.95 and is available from Lowry Enterprises.

The Arduin Grimoire
Death Test
The Character Archaic
The Lost Caverns of Tsojconth


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© Copyright 1979 by Donald S. Lowry
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