Hcobb's TFT House Rulings

All page references are to The Fantasy Trip In the Labyrinth rulebook, unless noted otherwise.

A collection of my own musings, not to be taken too seriously. -HJC

Contents

  1. General Gameplay
  2. Spells
  3. Talents
  4. Creatures
  5. Combat
  6. Magic
  7. Maps
  8. Minor Typos

General Gameplay

Contests (Opposed Rolls) -pg 8

Any side that fails their roll (by say rolling an automatic failure) can't win the contest. If all sides fail but one or more sides rolls a critical failure then the GM gets to have fun. If a side doesn't fail their roll then count the full difference between the number rolled and their adjusted attribute to determine their margin of success. A roll of four will double the margin of success, but if the adjusted stat is five or less this is then just one doubled to two. A roll of three triples the margin of success, but if the stat is five or less this is just two tripled to six.

Recovery from Exhaustion -pg 9

Any fatigue costs that drive adjST below zero (such as say Berserking on page 121) are taken as damage hits, not fatigue.

A human loses one fatigue point for every hour less than six of sleep they've had in the last 24 hours. Ordinary rest won't recover this. Each hour of sleep recovers two of these sleep deprived points and additional sleep past that counts as rest to recover additional fatigue. I.e. two hours of sleep each night will settle at four fatigue down while less will accumulate a deficit that can eventually kill. Healing potions will recover sleep deprivation fatigue, but overuse has driven many good wizards mad.

Death -pg 10

"If injuries drive ST below zero, the figure will die unless very quick medical or magical help raises ST at least back to 0."

My rules for bleeding are that any figure driven to negative hits less than their base ST is unconscious (for being at zero) and bleeding out. Every minute after they fall roll 3/baseST with a negative modifier equal to their current negative hits. On an ordinary success nothing further happens. On an ordinary failure they suffer an additional hit. On a roll of 16 or higher they're dead. On a roll of five or less they're barely conscious and on trying to stand or any strenuous activity (such as trying to attack somebody) roll again. On a 4 they recover one hit. On a 3 they recover two hits. Stop rolling once they're under Physicker care. (Including by their own Physicker talent if they manage to regain consciousness.) If they get to negative base ST in hits they're dead.

A successful roll while wearing one or more Amulet of Last Effort results in consciousness while a failure breaks the amulets.

Revival spells or potions will stop the bleeding and heal hits of damage on the formerly bleeding figure back up to zero ST without costing attribute points. Used within an hour of actual death these have their usual effect. In either case if the figure had suffered fatigue loss then they'll regain consciousness (At ST 1) after 15 minutes rest as usual.

Aging -pg 10

A figure may opt to lose two skill points in place of one attribute point to aging. These are base skill points before the Hero/Wizard cost adjustments. So a hero could elect to lose two spells (at 1500 XP each, or 3000 XP total) in place of one attribute point or a wizard could lose Running (at 2000 XP) in place of one attribute point. Cross these abilities off the character sheet, but don't erase them. These abilities can only be relearned if the character youthens below the age when aging losses start (age 50 for humans).

Example: An age 82 wizard is serving as an apprentice and learning one new spell every three months (as usual), while losing two spells every four months. When he's learned and forgotten every spell at his current IQ he's in trouble.

Experience Points -pg 45

For example a base Octopus(page 82) wizard has 45 attribute points. In order to cast the Zombie spell she would need to raise her IQ by 9 points to IQ 19 and then spend 500 XP to learn the spell. This would cost over 130 million XPs. At an average rate of 600 XPs per year she would be over two hundred thousand years old, somehow.

This is exponentially easier to achieve if you start with a Halfling Wizard of ST 4, DX 12, and IQ 14. Train her to ST 4, DX 19, IQ 19 for only 32,500 XP. Then add at least the Shapeshifting and Zombie spells for another 1000 XP. At 600 XP per year that's only 56 years and Halflings live much longer than that according to some works of fiction. Then she wishes up her ST to 14 and flips ST and DX with a Shapeshift into a ST 19, DX 14, IQ 19 Octopus. Of course I must close this loophole. See wishes below.

The proper fix is to change the XP table to simply increase by 1k per point starting at the 39th point. The table then becomes:

Added attribute pointXP cost
34th-  100
35th  200
36th  300
37th  600
38th1000
39th2000
40th3000
41st4000
42nd5000
Each additional1000 more than previous

The 54 point Octopus is then only 108,000 XPs over a 45 point Octopus. If we add 500 XPs for at least one spell and say 38 mana the total is 116,100 XPs which is only 194 years at 600 XPs per year. Round up to an even two centuries with a handful of additional high level spells.

Gates -pg 56

My house rules to untangle gate abuses.

Jobs -pg 57

The listed rates of progression imply that a character gets around 10 XP per week at their job. That's 500 XP a year and a promotion to the next higher job category every five years. Real go getters add two adventures of 50 XP each per year over the holidays for a total of 600 XPs a year.

More Skilled Work
JobRequirementsPayRisk
AlchemistDX 15, Alchemist, Literacy. "Pays $100/week, or whatever you can make by making and selling potions"$100+3/16
Silver ArmourerGoldsmith, Literacy, Master Armourer$2003/18
More Wizard's Jobs
JobRequirementsPayRisk
Mystic ArmourerDX 13, Analyze Magic, Literacy, Weapon/Armor Enchantment$1503/18
EnchanterDX 9, Literacy, Lesser Magic Item Creation$2503/18
Senior EnchanterDX 9, Literacy, Greater Magic Item Creation$3503/18
Gate MaintainerDX 12, Aid, Literacy, Create Gate, Staff, Ward$1504/17
Hedge WizardNaturalist, Staff$754/16

There are two Gate Maintainers(age 3d+27), four Journeymen(age 2d+22) and four Apprentices(age 1d+19) on duty for every 100 passengers per hour through the Gate Station. Use the Wizard map. The wizards are sitting reading books on a platform raised two yards above the floor in the two center megahexes (with stairs down to the two megahexes that are adjacent to both platform megahexes). The south wall of the raised platform has a door with stairs down to a lower level with a supply closet, breakroom and bathroom. The marked entry hexes are the street entrances, with one guard per entrance. The eight edge megahexes that aren't adjacent to the entryways or the central platform each have an armed guard (who collects $1 per figure fare, coming or going) and a gate to a different location. In addition to the 20 personnel on duty there will be 2d-4 random passengers passing through the station at any given moment. Each Gate Maintainer casts Ward on each gate and entrance to this large room at the start of each shift. On the other side of each gate is another Gate Station or a guard post. In either case there will be another guard there who collects another $1 for a minimum trip cost of $2.

Guilds -pg 60

The $1 per fatigue point for spell casting at the Wizard's Guild only applies for the three fatigue the wizard can rest up the remainder of the hour. Any fatigue above that has to either be provided by the customer (Drain Strength only provides one for five, but Aid is nice), or from the wizard's or guildhall's stored mana (if available) at $5 per point. There is usually a line in front of the guildhall each morning offering donors $1 for every 5 ST aid'ed or drained. The guild has very tight restrictions on demon summoning. Asking for forbidden spells tends to incur a lasting negative reaction modifier.

Spells

Please note that the spells listed in the "Wizard Spell Reference Booklet" are a subset of the ITL spell list and with different descriptions. The two lists are not interchangeable. You can take any Wizard wizard and use them in ITL, but they will be sub-optimal builds.

No player character starts with any IQ 15 or higher spells. No matter how bright they are they simply haven't had time for enough training.

IQ 8 Spells -pg 18

Blur doesn't stack with other visual DX modifiers such as Dazzle and Shadow. Simply apply the maximum DX subtraction. Blur does however work against all senses so short of a figure using Mage Sight it suffers at least a -4 DX adjustment against a Blured target. Note that the subject of a Blur spell doesn't suffer a DX penalty to cast spells, or whatever, on himself.

Detect Magic doesn't reveal if the target is capable of spell casting. A wizard's staff is always magic, but the wizard himself rarely is. On a critical failure the GM may lie about the results. Once a wizard is convinced that a mundane object is magical he will fool himself into always detecting magic of course.

Drop Weapon affects one item held in the target's hand. The caster gets to choose which of two (or more if many handed) items the target drops, but it also works on a single two-(or more?)-handed weapon.

Light can be cast on a three inch radius part (or less if the object is smaller) of anything and causes no ill effects to the target. People might not react well to a wizard with one glowing eye however.

Slow Movement rounds up final MA. This spell can never by itself totally stop a target. This spell also halves total height for calculating falling damage.

"This spell is used to make any piece of wood [that the wizard holds up and waves like a staff, rod or wand] into a [magical] staff. [This gesture is a spell requirement. The use of the other hand and voice is only required if the staff spell variant cast is within 1 IQ of the wizard's (c.f. Gestures and Incantations on page 142).]" It usually costs no fatigue to use the wizard's Staff as a mundane weapon of whatever its physical form is. For a classic wizard's staff this would be a maul that requires no talent to strike adjacent targets at full DX and does at least 1d of damage when wielded two handed. See page 122 for more details about clubs/mauls. A wizard's Staff extends the reach of the wizard's touch for casting spells. This negates range penalties for thrown spells to the touched subject and has a few other effects as noted. A wand, javelin, one-handed club or sword can touch to an adjacent hex in front of the wizard while a spear, quarterstaff, two handed sword, or classic two-handed maul staff can reach two hexes. No further reach is possible. The occult strike of a staff is against the life or animating force of the target (hence the special effects at higher levels) and as such can't be aimed a specific body part. Each level of the Staff spell gives the staff itself that many dice of resistance to lightning. I.e. a Staff V rolls five dice fewer than the strength of the bolt. If the staff is also enchanted with immunity to lightning it will subtract even more dice. The actual immunity enchantment would also apply to the wizard and other items he carried, so long as he wore or wielded the staff, but the staff's extra innate protection only applies to itself. The three dice of explosion damage are occult and so not stopped by non-magical protections, but this explosion also doesn't hurt anyone but the offender.

IQ 9 Spells -pg 18

Aid added ST is used up before native ST for fatigue costs such as spell casting and the Drain Strength spell, but hits of damage are scored against native ST. The Aid spell can keep the target artificially alive but actually unfatigued, but it will not restore fatigue already marked against the figure. The added points last for two of the recipient's actions. The recipient can "kite" Aided ST by constantly recasting the spell on himself until he fails twice in a row. (Each failure would leak a point of course.) Note that there is a limit of five attribute points that that any figure can be magically boosted by through any combination of methods, including the Aid spell. Any additional ST Aided past this limit counts only as excess fatigue points that must be used within two actions or be lost. In addition to a limit of five total Aided attribute points (bonus fatigue doesn't count), the Aid spell (along with other methods) can't bring adjDX above 14 (after adjusting for armor, wounds, etc.)

A figure subject to multiple Avert spells must move so as to satisfy as many of them as possible. The priority is to not move towards an aversion. Surrounded by aversions the figure would stop in place. Note that this is conscious movement. You can't avert a figure into floating in midair if they don't have some sort of flight. Aversion is a line of sight effect. It doesn't constrain movements when neither the averted or the object of aversion can directly see the other. If the averted chooses to resist moving into a dangerous location they need to save on 3/DX or fall in their current hex. On a critical failure they fall into the danger.

Darkness protects all figures in its area of effect from four hits of fire damage per turn (and the -2 DX adjustment). I.e. it is safe to stand in one fire hex, but not run through several of them. Also partially protects against the Fireball spell if the four hits of protection weren't already used up by that point in the current turn. Note that this spell has no visible effect so is subject to secret protection.

Detect Life only works on creatures big enough to qualify for a hit point. I.e. around a pound of mass each. A giant slime mold would count as the cells are coordinated, even if not related. Summoned creatures are detected, but not images or illusions. The party exception is just the default. The caster may name whatever specific creatures to ignore. I.e. are there any orcs around other than that one figure? On a critical failure the GM lies.

A summoned animal or illusion can be ordered into a Fire hex, but a controlled animal (or person) would get a new saving throw each turn it was ordered to enter or stay within fire. An image would be destroyed by the first hit of fire while an image of fire would be destroyed by touching it.

Look Your Best: The change is entirely in the mind of the observer so different observers of the same target figure can see different changes at the same time.

Reveal Magic reveals the extent of any Darkness spells within its area of effect.

Summon Scout: If the scout behaves normally for its type and isn't uncommon for the area then casual observers get one 5/IQ roll to notice that there is something odd about the scout when they are first spied on and whenever the wizard commands his scout to do something unnatural for its type. Subtract one die for each of Alertness, Animal Handler, and Naturalist the observers have. Add one die if the caster has Naturalist. Whatever type of creature the scout appears to be, it will have no attack, no armor and only one hit point. The scout uses the caster's IQ to resist Control Animal. If it fails the new owner knows of its nature, and if they win a second IQ contest against the original caster they determine her identity.

Turn Missiles protects against all thrown weapons, missile weapons, missile spells, random shrapnel (but not shockwaves, gas clouds, or splashes), etc. that might otherwise hit the protected figure. These do not need to be specifically aimed at the protected figure.

IQ 10 Spells -pg 20

Adhesion Can be cast in the reverse sense to gently undo mundane or magical bindings of no more than ST 5.

Clearheadedness is an instant spell. If the target suffers from further exertion, alcohol, Clumsiness spells, etc. it would take another casting to clear these further effects. This spell works on the brain and not the arms or the eyes so does nothing against Dazzle, DX adjustments from armor and such. This spell gives a beserker or werewolf the opportunity to take another saving throw (at 2/IQ) to snap out of their condition.

Dispel Missiles works exactly like Turn Missiles except that the missiles are teleported somewhere far away. A Quiver of Replenishment is simply rearmed while a thrown wizard's staff might lead to a considerable quest. (Or a simple recasting of Staff, depending on the value of the bling attached.)

The subject of a Far Vision spell would need some reason to examine some distant bird in the sky. This spell allows focus on only a single visual target at a time.

Lock applies to the locks on the door at the time of casting. You can't affix an additional simple mechanical lock to the door to dilute this spell.

Minor Medicament negates current allergic reactions, but as an instant spell grants no long term protection.

Magical protections such as Stone Skin can reduce Shock Shield damage, but fur, the Toughness talent, and armored skin won't.

The Staff to Snake's ST and the staff's mana are tracked separately and do not interact. If the snake is picked up it won't explode until it reverts, but it will enter HTH combat. If the snake fails to resist Control Animal it instantly reverts back to a staff. The snake must remain within the wizard's mana range limit to grant mana. So at Staff II the wizard needs to wear her snake to draw mana while it chows down on the rats swarming over her. There are no range or vision penalties to cast this spell within the wizard's mana range and once active the wizard can see, hear and smell from her snake the same as she could from a creation. Treat the snake as a summoned animal in all other cases.

Summon Myrmidon has only the IQ 7 weapon talents, whatever his starting IQ. This isn't a summon Physicker spell. The "regular weapons and armor" are non-silver, non-fine, not enchanted and non-missile, but may be thrown. The rules from Melee page 4 apply here: "A figure may carry only two weapons (plus a dagger) at a time; a shield counts as a weapon". All of this gear vanishes when the spell lapses.

Creations of the caster of a Trailtwister are also not confused.

The wizard must touch all of the hexes to be Warded. By using the two hex reach of a two handed staff a wizard can ward both entrances of the Wizard map without stepping outside the 15 hex radius.

IQ 11 Spells -pg 21

The subject figure and his clothing, armor and held items gain immunity to all acids while under the Acid Touch spell.

Conceal may be cast on a figure, but cast this way it only lasts 24 hours and only protects that figure against magical divination. Conceal can also protect Gates against divination, and as always for non-figure targets lasts until dispelled.

Control Animal works on summoned animals as well as real animals. The categories that Control Animal works on include the Riding Animals(page 88), except that Unicorns and dolphins roll one less die to resist and Cold Horses are unknown, the Beasts(page 90), (normal, not undead banshee), Giant Insects and Other Crawlies(page 94) and Water Creatures(page 96) that have IQ 2 or higher, Rats(page 99), Bats(page 100), and Piranhakeets(page 100). Note that this spell only controls one animal at a time and that the cost is multiplied for figures larger than one hex in size.

Create Wall matches the local material, and hence has the same resistance to damage. Note that while this spell must cover an entire hex it doesn't have to be all the same height. A reasonable staircase can be created that rises three feet per hex of wall. For example a six hex wall can be cast (with multiple castings or just the 7-hex wall spell) that rises 3 feet, then 6 feet, then (double hex) 9 feet, then (double hex) 12 feet. See Combat on Stairs on page 119.

Ferment has no effect on larger living things.

Persuasiveness only works if the listeners understand your language.

The magic Rope (if it appears at all) always entangles the figure the wizard selects, even when multiple figures are in the same hex. It is theorized that just like sending a creation into HTH the wizard can feel whom it is that the rope touches.

Scour can prepare a hand mirror for a Scrying spell.

Staff II The wizard may use mana to recover his own fatigue, cast spells, maintain spells, or power staff occult strikes while wielding or wearing his staff. At this level the wizard must still wield his staff in order to direct the occult strike.

IQ 12 Spells -pg 23

Analyze Magic: The 17 or 18 here assumes a 3/DX roll. Should Conceal add several dice to the roll then the chances of a critical failure would be much higher. Once a wizard has convinced himself that an item has specific magical properties then he will always determine the same thing on a recasting, so it's safer to get an independent analysis if you can. Can be cast on figures as well as objects.

Enchanting Immunity to Drop Weapon also includes Immunity to Break Weapon, as there is no Break Weapon enchantment.

The wizard may use Drain Strength to recharge his own staff or a powerstone he is holding. The conversion rate is five fatigue drained from the subject for every one mana recharged in the item. Note that this is five times as effective as charging mana from the wizard's own ST and then recharging the wizard with Drain Strength.

IQ 13 Spells -pg 25

A failure to save against Control Elemental breaks the initial control provided by Create Elemental. Once free of all control spells the elemental is independent.

Control Person also works on Centaurs (doubled cost for a two-hex target as usual), Giants (tripled cost as above), etc.

A suitable hand mirror for a Scrying spell would be solid silver, four inches square, a fifth of an inch thick. One pound, $200. Even in the best circumstances such a device could yield no better than a 6 point success, with a limited field of view.

Staff III At this level and higher the occult strike may be used without pointing at the target as long as the staff is held by or worn by the wizard. The wizard can draw mana from his staff as long as it is two hexes or less from him.

The subject of a Stop spell can change facing, but not altitude. This change is gentle enough to not damage someone in free fall. The restart into falling after the spell expires is also gentle enough to remove 10 yards from the remaining falling damage, if any. Flying figures are at their usual half-MA for "takeoff" on their first turn after being stopped in midair. A figure would fall about 125 yards towards Earth in the five seconds it takes to cast this spell. Subtract 10 yards for every point in your margin of success over zero when casting this spell on yourself.

IQ 14 Spells -pg 27

Glamor confers no invisibility. It must completely cover the full size of the subject and doesn't apply to their apparel or gear. This can also be cast on a single non-living subject, which is broken when divided. I.e. a glamour of a princess dress that included a tiara and glass slippers would be broken the moment the servant maid wearing this disguise lost one of her actual leather shoes. Or each and every item of clothing could have a separate casting of Glamor on it.

Spell Shield stops only the staff's occult strike, it doesn't prevent using a wizard's staff as a two handed maul (or whatever it's physical form is) to strike the protected figure. However a wand staff would do no damage in this case. The Spell Shield is subject to secret protection, until it negates the first spell. At that point anyone who can see the protected figure is aware that it was protected at that moment. Also note that even the protected figure would be prevented from casting spells on himself (but not other non-protected targets) by a Spell Shield. Spell Shield also protects any items carried by the protected figure against Drop Weapon (spell, not talent effects), Break Weapon, Lightning damage (magical, not natural lightning), etc.

Weapon/Armor Enchantment cast on a wizard's Staff only affects damage inflicted and DX rolls for physical strikes, not occult strikes or spellcasting. A weapon with a DX boost can allow the figure wielding it to strike earlier in the turn sequence and to activate skills (such as Fencing or Weapon Mastery) that the figure has learned but the adjDX is otherwise too low. (But not for Fast-Draw, which is resolved before the weapon is wielded.) Note also the limit to magically boosted adjDX of 14 as per Attribute Enhancers(page 161). Armor and shields can also be enchanted with this spell to negate up to the (for their bulk, not the -4 on spellcasting for Iron) DX penalty for wearing them but this is rarely done because of the interaction with other attribute enhancers. (If both armor and shield had this enchantment then only the greater enchantment would be effective. If instead they were enchanted to stop additional damage then both would have full effect.)

Like all other enchantments this is a Special, not a Thrown spell and so is subject to Dissolve Enchantment, not Remove Thrown Spell. W/AE can be cast in the reverse sense to make weapons that are harder to use (reducing DX only when striking with the weapon) or do less damage or armor that stops fewer hits (down to zero hits stopped with armor or shield) and when done so can render the objects cursed.

A missile weapon counts the Brand(page 158) damage of its projectiles against the limit of five. So if you use the full +5 DX your bow is enchanted with then the arrows don't light up.

IQ 15 Spells -pg 28

Astral Projection is blocked by the Pentagram effect of the wards magical items, not the Ward spell. Note that a wizard can pull mana out of his astral staff, but not any powerstones attached to it.

The caster can exclude known members from the effect of a Calling spell, but not specify the target to any greater detail than species. For example a necromancer octopus can lure some human other than the villagers she's tied up for Drain Strength, but can't specify that she only wants beefy warriors rather than wimpy wizards or children. She gets the nearest human outside of the group she excludes. This initial target gets a 3/IQ roll to resist the Calling and on success the next closest potential target needs to make their save and so on.

Enchanted weapons can strike across the boundary of a Pentagram. A wizard can use his staff to make a mundane strike with his staff against a demon on the other side of a Pentagram. If the demon grabs the staff out of his hand the wizard gets to choose explode or not. The IQ roll to overcome a Pentagram is a contest of IQ between the creator of the Pentagram and the magical figure. The magical figure rolls one less die to overcome a pentagram for each contest of IQ it has previously beaten the caster of the pentagram in (down to a minimum of zero dice). So if your life depends on pentagram protection it is best to get it drawn by somebody else. And don't play along when a demon attempts to draw you in to a riddle contest.

A wizard may draw mana from and command strikes from his Staff IV within 4 hexes of himself. The two hex range for these remote strikes is counted from where the staff is and suffers DX adjustments for the wizard's ability to perceive the target. At this level or higher the occult strike can be directed when the wizard is frozen by a Freeze spell or Basilisk.

IQ 16 Spells -pg 33

Create/Destroy Elemental: The newly created elemental will obey the caster's spoken or guestured commands as best it understands them. They always understand the caster's spoken primary language. To take mental control and perceive through the elemental's senses requires control elemental.

The casting cost of the Death Spell is fatigue and can be paid from mana but the damage to the subject is in hits sufficient to render the target to -1 base ST if sufficient power is available. The limit to the amount of power that can be put into this spell is one more than the caster's base ST, which could kill the caster if he didn't have a mana supply. Note there are cases where this spell could run to one of its limits and yet not kill anybody.

The author can put in any specific aspects for Write Scroll. For example a Glamour that only grants the appearance of a specific person the author has seen before.

IQ 17 Spells -pg 31

A Geas works within the limitations of the subject's perceptions and other abilities and can not be used for "divination"(page 56). For example a Geas to attack all werewolves on sight would be much more effective if cast on Scholar(c.f. page 83). You can geas an animal, but this would be limited by the animal's ability to understand the command. A control spell suspends a geas by removing the victim's conscious control for a time.

Insubstantiality protects against the physical blows, but not the occult zaps of a wizard's staff. Wizard Wraiths probably get their Insubstantial sticks of wood wherever it is they buy their Insubstantial robes. (It can't be all that far away at MA 1.) If a Wraith arouses your ire then cast this spell in the reverse sense on him and feed him to your pets.

Remove Cursed Object would allow the victim to remove the ring, but wouldn't negate the Geas.

Spellsniffer does not actually include the effects of the Reveal spell, but this can be cast separately to assist of course.

A wizard may draw mana from and command strikes from his Staff V within 8 hexes of himself.

IQ 18 Spells -pg 33

Shapeshifting into a younger version of yourself does delay aging attribute losses until the spell fails. At that point they all apply at once. Remember that you can't Shapeshift to human if aging reduces the total of your ST plus DX below 14. You could shapeshift a princess into a 300 year old version of herself, but it would still take four months for her to lose each attribute point.

Characters apply XP against their true attribute total for the purposes of raising attributes while shapeshifted into a lower attribute form. Death or dismembership (for the body part) of the subject ends the shapeshifting within a few hours. Alchemy when one of the parents of the ingredients was shapeshifted into the form is at -8, otherwise only -4 if it was a grandparent.

The subject of a shapeshifting spell gets a 4/IQ roll to resist it at the moment of casting. Add one die if the subject has a special affinity for the form in question. ("This prince is a naturalist who studies amphibians?")

IQ 19 Spells -pg 33

The caster must touch the subject of Long-Distance Teleport with his body or staff.

Note that the Revival spell (or potion) "cures all minor wounds and diseases". So that all even a Master Physicker can offer the resurrected is the proper medical care that restores one hit every two days thereafter, as per page 9.

A Zombie can only be cured by healing potions up to the maximum ST its creator bestowed on it. No zombie can be enchanted up to more than twice the ST it had in life without tearing itself apart. I.e. there are no skeleton ballerinas wielding telephone poles as two handed mauls at ST 60 and DX 12+. If you really need a ST 60 zombie then start with a giant's corpse and pay 75 fatigue (only the base cost of 5 is tripled for size) for a three hex zombie with ST 60, DX 7, IQ 0. A zombie retains the IQ 7 weapons talents it had in life.

Talents

When converting a Melee warrior to TFT give him the weapon talents for the weapons he is carrying at that moment, along with his native language and one point in background bonus mundane talents. He can then select whatever talents that are common to his background area and up to one spell to fill out his IQ level in total skill points.

IQ 7 Talents -pg 35

Brawling's Dirty Fighting only works against figures whom the user has excellent knowledge of their anatomy. Any human can fight dirty against another human, but would need to know Naturalist to fight dirty against a Reptile Man or Gargoyle. The Dirty Fighting bonus of +2 replaces rather than stacks with the base +1 damage of the Brawling skill. No single figure can use both Brawling and Unarmed Combat skills in the same turn, no matter how many heads they have. Replace all "bare hands" references under Brawling with unarmed and note that a dirty fighting knee strike can be used while carrying items in both hands.

Flight Expertise(2) Negates the two points of the DX adjustment for attacking while flying (as per the Flight spell on page 25). This talent also negates the additional die penalty on saving throws to avoid hazards for those creatures unfamiliar with flight. This is a bonus skill for any creature that was born to a flying species and is useful for any character shapeshifted to one, becomes a vampire, or just fond of using the Flight spell. This talent doesn't grant any flying ability, it just represents familiarity with flight.

Figures without the Shield talent add one die on every DX roll they attempt while carrying one around. The Shield talent (or Fencing) is required in order to use the Main-Gauche's hit stopping ability. (Use the Knife talent to attack with the Main-Gauche.)

IQ 8 Talents -pg 36

A character may take multiple levels of Area Knowledge for the same region. Each additional level would usually reduce the IQ roll to know any specific fact (at the given level of detail) by one die.

A wizard who doesn't pay the rest of the mundane talent cost at creation loses the bonus point. Children trained by the Wizard's Guild to be wizards can take their one mundane talent point in Literacy, and this can be assumed when converting Wizard wizards to ITL.

Quick-Draw(Wand) is only a 1 point skill for Wizards who know the Staff spell. Other variations are at the normal doubled cost and require the weapon skill in question. Each variation can be taken twice more. Each additional level adds 3 to adjDX for the purposes of making the quick-draw roll and for the timing of the quick-draw and resulting action with the drawn item. So a hero with DX 12 and quick-draw-dagger(3) would roll against adjDX 16 to draw a dagger and could draw and throw a dagger before an adjDX 15 figure could act. If he had thrown weapons in addition this toss would be at adjDX 12 (No +2 for Thrown Weapons talent, see below) minus one per megahex of distance. A wizard with quick-draw-wand(3) would also draw his wand on an +4 to base DX and cast the first spell at a +4 in the action sequence, but his success roll for the spell would be unaffected. In order to get this action boost a second time he would need to spend an action to put his wand away first. A wizard could also take three levels of quick-draw for sword or dagger, but this would cost six rather than the three skill points for quick-draw-wand(3), in addition to the weapon talents.

Jo Staff(1) this is the unusual weapons talent for a one-handed staff. Length, cost and weight is half of a Quarterstaff. Does the same damage as a one-handed club. As an actual weapons talent this enables the use of Two-Weapons, Weapons Expertise and other talents which require a weapons talent as prerequisite. When enchanted as a wizard's staff gives a one-hex touch reach.

Thrown Weapons requires a base DX of 12. Replace "gets a +2 DX bonus whenever he throws something" with "has a DX adjustment of -1 for every megahex (rather than hex) of distance to the target when throwing weapons which he has the skill for". This is the normal range adjustment for weapons that require Thrown Weapons such as the boomerang or spear thrower.

IQ 9 Talents -pg 37

A figure with Acute Hearing rolls one less die to save against the moving in darkness DX rolls on page 119. The maximum visual impairment a figure with Acute Hearing suffers from all visual affects (Blur, Dazzle, invisibility, ordinary darkness, etc.) is -4 (rather than -6) against any target not under the effects of the Silent Movement talent(pg 38) or spell(pg 23). Acute Hearing's "sixth sense" turns rear hexes into side hexes for the purposes of defense against HTH attack(pg 116).

Each level of Missile Weapons requires a higher base DX. Level one requires DX 12, level two requires DX 14, and level three requires DX 16.

IQ 10 Talents -pg 38

Diplomacy also reduces by one die any IQ roll needed to comprehend a foreign concept that an intelligent figure is attempting to explain or demonstrate to the diplomat. If the diplomat doesn't know the language then each simple concept would still have a chance of a critical misunderstanding of course.

Shield Expertise requires adjDX 12 or higher and doesn't apply to the Main-Gauche, but Fencing does. You need to be actually holding a shield to use this talent, but it does work against missile attacks, including while dodging on the half move towards a lightning tossing wizard.

For all of the Unarmed Combat talents the kick damage is in place of the punch damage bonus. For example a human with ST 12, DX 14, IQ 14 and Unarmed Combat V can punch twice a turn in normal combat at full DX for 2d-2, or punch once for 2d-1 or kick once for 2d. An unarmed figure using the UC talents engages any figure with less armor than their maximum punch damage and can defend against any weapon whose average damage isn't greater than their maximum punch damage. For example a ST 10 human punch with UC-I does no more than 4 points so this figure would engage humans in chainmail who didn't have shields or other defensive bonuses and could defend against 1d weapons (that average 3.5 points per hit).

IQ 11 Talents -pg 40

A Fencer may fight with two sabers, but only the Two Weapons effects apply. (They're more broadminded on Cidri than in stuffy European sport academies, especially at the Pirate School of Fencing.)

None of the Shrewd attacks may be combined any other attacks that turn. The Fencer talent and Shield talent may be used with a fencing sword and small shield (or a spike shield) on any turn the fencer doesn't do a shield rush.

Example: A fencer chooses parry with her Main-Gauche (Using option b of the Two Weapons built into Fencer.) and a normal attack with her rapier. The rapier strike is at nominal DX and +1 damage. All melee (or thrown, not missile weapon) attacks from her front hexsides are at -1 DX adjustment to hit her and her Main-Gauche stops three hits from each such attack. If she chose to attack with both weapons then the Main-Gauche would only stop one hit and it's own strike would be at -4 DX.

A Physicker with a a physicker's kit may attempt to heal injuries. First spend one minute and roll 3/IQ to identify injuries of a type the physicker has seen before (add more dice if inflicted by a creature or poison of which the physicker is unfamiliar). Then spend four minutes in treatment and roll 3/DX against the physicker's lowest adjDX during those four minutes. On a success the subject is healed by two hits, up to the current baseline. On a roll of 4 this is four hits and on a roll of 3 this is six hits. On a roll of 16 one additional hit is inflicted, two hits at 17 and three hits at 18. This result is now the patient's baseline that further physicker or master physicker care can cure back up to. The baseline (and ST) increases by one point a day if a physicker makes a 4/DX roll or the patient makes a four die roll against his current ST until full ST is reached.

Two Weapons does not apply to pole weapons or the club (which has no talent to act as a prerequisite). This can be used with Jo Staffs by those possessing that talent however.

Weapon Expertise: The Shrewd blow bonuses only apply to one standard melee attack, not thrown attacks, charge attacks, two weapon attacks, etc. The bonus to defend unlocks a 5/DX Defend option. This does not stack with Two Weapon's double parry. Choose one or the other. However Weapon Expertise's bonus to defend does stack with Shield Expertise. If you combine the two then a melee attacker from you front hexes would need to roll 5/DX at -2 to adjDX and stopping one more hit than the same shield would without Shield Expertise.

Note that the movement rates on page 54 assume the party has sufficient Woodsman to guide them. Halve the rates away from roads and paths if they don't.

IQ 12 Talents -pg 42

Expert Naturalist does stack with Alertness to automatically spot slimes and other mindless critter ambushes while not distracted.

Unarmed Combat III Replace "but the opponent's roll to defend is on 4 dice" with "but the opponent's roll to defend is one additional die".

IQ 13 Talents -pg 42

A character with the mundane talent of Astrologer knows how to apply the results for (hopefully) paying customers. If he doesn't know or have a back office Mathematician then he's faking it. A Mathematician without the Astrologer talent can perform the calculations in the abstract, but would be clueless as to how these applied to specific circumstances. GMs should feel free to be creative as to the results of demon summoning done without the benefit of both skills.

Unarmed Combat IV Replace "but the opponent's roll to defend is on 4 dice." with "but the opponent's roll to defend is at one additional die."

IQ 14 Talents -pg 43

An Expert Naturalist with the Disguise talent can devise ruses that allow her to blend in so well with the wildlife that even magical detection is rolled as a contest of IQ between the caster and the Naturalist.

A Master Physicker with a a physicker's kit may attempt to heal injuries. First spend one minute and roll 2/IQ to identify injuries of a type the master physicker has seen before (add more dice if inflicted by a creature or poison of which the master physicker is unfamiliar). Then spend four minutes in treatment and roll 3/DX against the master physicker's lowest adjDX during those four minutes. On a success the subject is healed by three hits, up to the current baseline. On a roll of 4 this is six hits and on a roll of 3 this is nine hits. (Use a third of these values if treated without a kit.) On a roll of 16 one additional hit is inflicted, two hits at 17 and three hits at 18. This result is now the patient's baseline that further physicker or master physicker care can cure back up to. The baseline (and ST) increases by one point a day if a master physicker makes a 3/DX roll or the patient makes a four die roll against his current ST until full ST is reached.

The saving throw to resist being disarmed by Unarmed Combat V's nerve blows is one more than for Weapon Mastery's (page 43) disarming strike. I.e. a weapon master rolls 2/DX to resist a nerve blow. As always replace "4 dice" here with "one additional die".

Languages -pg 44

I.e. any wizard with an IQ greater than 16 can piece together the incantations she's learned for each individual spell into a functional understanding of the Sorcerers' Tongue. She'll still speak it with an accent. Note that no human has Sorcerers' Tongue as their native language. It's very concise in communicating magical terms and very unwieldy when dealing with more mundane matters. This is another reason for the learning difficulties heroes and wizards encounter when cross training.

Armor Weight and Cost -pg 66

Shields also multiply cost and weight by these amounts. A giant's Small Shield would weigh 40 pounds and act as a (slightly oversized) Tower Shield for a human.

Equipment Table -pg 67

Each vial of potion (not a gas bomb) weighs around 0.2 pounds. Usually this is ignored, but if you want to lug a hundred healing potions into the dungeon it's going to add up. The empty vial is 0.1 pounds, should you keep it afterwards.

Creatures

Elves -pg 77

Adult elves living in high elf communities and consuming traditional elfin cuisine are effectively ageless, but gain XP at a glacial pace. A fully human lifestyle puts at least as much stress on their bodies as it does on humans. Count years away from their cities at the human rate for aging.

Dwarves -pg 77

Dwarves suffer from aging the same as a human of half their actual age, if they don't drink themselves to death before then.

Goblins -pg 77

Goblins raise ST through XP as if their attribute total was one higher and IQ as if their attribute total was one less. They suffer from aging the same as a human of two thirds their age. They roll one less die on ST rolls to resist poisons so be sure and ask "Is this poisoned?" early and often while visiting them.

Halflings -pg 78

Halflings start with two bonus skill points allocated as they like in either Thrown Weapons or the Missile Weapons talents and suffer a -2 DX adjustment when using wielded weapons against multi-hex targets. For example a Halfling Wizard would pay only two skill points to start with the Thrown Weapons talent instead of the four skill points a human wizard would pay. As with background mundane talents this bonus is lost if not used at creation. Halflings pay the normal XP cost to advance DX or IQ, but count their attribute total as two higher to determine the XP cost of advancing ST, up to a racial maximum of ST 12. These hardy creatures generally roll one less die on any ST roll to resist poisons and environmental hazards. Use half their actual age to determine the effects of aging.

Centaurs -pg 78

The XP cost for a Centaur to advance ST is determined as if his attribute total was four less.

Giants -pg 78

A giant that isn't critically malnourished or ill gains one point of ST on each odd birthday from age 21 to 49, wanted or not. Note that this increases the XP cost to raise attributes every other year. A giant that elects to lose ST due to aging loses 1d rather than one point of ST.

Gargoyles -pg 79

A gargoyle's bare handed attack does 1d-1 more than a human of the same ST, plus any further bonuses for brawling or unarmed combat talent. Gargoyle kicks are clumsy and are resolved at an additional -2 DX adjustment. They are able to clasp things with their feet and this is how they usually carry heavy loads in the air. Gargoyles pay normal XP costs to advance DX. They advance ST as if their attribute total was four less than the actual total and they advance IQ (to a maximum of 10) as if their attribute total was two higher than the actual total.

Reptile Men -pg 79

Replace "(1) because of his jaws and claws, he does double the HTH damage that a human of equivalent ST would;" with "(1) A Reptile Person in HTH who uses a claw strike without using the Unarmed Combat talents may also bite the same target as a separate attack at the same full adjDX and damage roll. As usual she would need a skill like Naturalist to know where to apply Brawling's dirty fighting bonus with her claws and teeth to a non-Reptile Person target." A Reptile Person advances ST as if her attribute total was two less than the actual total. The big reptile people are the ladies and the pretty ones are the gentlemen.

Basilisks -pg 80

The victim of the gaze of the Basilisk gets a bonus to their saving throw equal to the visual penalty for effects such as Blur. The Basilisk can attempt to gaze at subjects it does not see, but if the hex is empty there is no effect. The gaze is also blocked by the Spell Shield(page 27), but this doesn't help if the victim is already frozen. The victim is freed if the Basilisk moves outside the five megahex range or falls unconscious.

Dragons -pg 80

Dragons also levitate like Gargoyles do. Under the effects of the Freeze spell they will maintain altitude and drift along on the wind. When hit by Sleep they gently glide down, moving half base flying MA forwards and descending one yard for every four hexes traveled. Roll one die at the start of each turn. On a 1 or 2 they turn 60 degrees left and on a 5 or 6 they turn 60 degrees right during their unconscious movement.

For many years scholars had been puzzled as to how exactly Dragons could possibly be "very status conscious" while only "found alone or in small family groups". Then one day wizards revealed that where they could reach on the Astral Plane(page 28) was only the lowest level. Dragons spend half their very long lives in dreaming and when they dream they use an innate Astral Projection power for no ST cost. A wizard is unlikely to randomly encounter dragons on the Astral Plane because the dreaming dragons are more likely to be found socializing in their great Astral cities on the higher levels. Few humans even claim to have been escorted in their astral form by dragons to meet with the great dragon king and most of them are lying. Roll 5/IQ for any sleeping dragon to spot a party approaching their nest from their dreams in the Astral Plane and on a success be quite ready to deal with the visitors. This is only a 4/IQ roll to notice unfortunate wizards using Astral Projection to snoop around their nest.

The Tail Lash is treated exactly as a shield rush(page 112) Sweeping Blow(page 126) but at full DX. Some dragons are noted for their combat prowess and have the equivalent of the Shield Expertise talent(page 39) for tail lashing.

Werewolves and Vampires -pg 83

Werewolves and Vampires like trolls don't get their quick healing against fire and acid damage. The difference is that trolls don't have any special vulnerability to silver weapons. Copper (including Bronze) and Gold weapons also have the anti-microbial effect that blocks this magical bacteria healing, but they're less effective than silver weapons.

The vampire bite is resolved against a figure it has pinned in HTH combat. First resolve the pin as per page 117 and then on each turn thereafter win a contest of DX to suck down a quart. Or just use the Freeze spell if you know it.

Werewolves grow claws and fangs. Add +2 to their unarmed attack damage. Note that is is on top of the Reptile Person's +2 as they get bigger claws and fangs. In the were state they are considered animals for spells such as Control Person or Animal or Drain Strength.

Ghosts -pg 84

Human ghosts and similar ghostly undead are aware of the Astral Plane(page 28) and can be fought magically or physically there.

The most common category of object with a bound ghost is a warrior's sword. Characters who pick one up have the choice of continuing the quest that got the fool killed or risk having him haunt them. The second most common is a wizard's staff. If the departed, yet still handing around, wizard had a mana stat then he can recharge the staff he is bound to by one point for every 8 hours concentration. As he doesn't sleep this is usually three points a day, unless distracted. He can cast from the staff using this mana with the DX he had in life. Wizards can sense (and avoid) a Ghost (or any other kind of "live") Staff on a 4/IQ save before touching it (one die less for alertness, etc.), but heroes aren't so lucky.

Apep -pg 85

In combat the Apep will first attempt a full move charge attack (treat as a normal attack, but after moving up to six hexes). If seriously engaged it will coil up into a 3-hex figure (with magical darkness extending one hex out from those three hexes) and shift attack. If hard pressed it will tail lash every adjacent hex (-4 DX on both attacks if it bites on the same turn). If this knocks over sufficient figures to disengage itself it will then slitter off in linear formation to heal up.

Zombies -pg 87

As noted in the spell notes above, a Zombie's max ST is twice what he had in life.

Skeletons -pg 88

The immunity to arrows only applies to unarmored skeletons. This also applies to all jabs, missile and thrown weapons (other than Axes/Hammers/Maces, Boomerang and the Blunderbuss). All these "narrow" missile/thrown weapons (including arrows) need to roll one additional dice in order to hit an unarmored skeleton. Using a shield doesn't negate this unarmored protection.

Bare Owl -pg 91

Given sufficient foliage it requires a 6/IQ roll to spot a Bare Owl lurker while setting up camp. Subtract one die for each of Naturalist, Expert Naturalist and Alertness.

Dragonets -pg 92

Dragonets also dream on the Astral Plane(page 28), but they only reach the lower levels and spend their time in play and for searching for shiny objects to snatch when they awaken.

Nuisance Creatures -pg 99

Scuttles: the sentence "Hand-sized when they attack, scuttles jump onto their balloon- size, and drop off when sated." is missing some words, but the meaning is clear enough.

A Naturalist with Alertness would only roll two dice to spot Scorpions, as per page 121.

Combat

Turn Sequencing and Options -pg 101

Magic items are willed on or off during the Renew Spells stage of the turn and any fatigue costs are marked off at this point.

Second arrow shots in a turn occur at the end of the Actions segment, before Force Retreats.

Figures who choose Dodge or Defend can't change to other options because they have no order of action. They have already expended their action during movement.

Facing -pg 106

A crawling or bent over figure has no front hexes for any purpose. A prone figure has their normal front hexes only for the purposes of determining what it may see, cast spells,fire crossbows or guns, and throw weapons and other items. They do not engage any figures in other hexes. The occult strike of a Wizard's staff can also be used from the prone position, but the mundane attack is limited to throwing your staff. Certain effects upgrade rear hexes into side hexes. A prone figure with these effects has six side hexes for the purposes of resisting melee attacks, but still does not engage figures in other hexes.

Weapons Table -pg 109

The Main-Gauche DX adjustment is -1 when used with the Shield talent and zero when used with Fencing. The Main-Gauche can't be used as a staff as the extensive guard gets in the way of the staff's singular focus.

Pole Weapons -pg 111

A "ONE-LAST-SHOT MISSILE ATTACK" is resolved before pole weapon attacks.

A standing pole weapon only gets the extra die of damage if the attacker moved at least three hexes. It is not able to combine charge attack with any other sort of attack such as thrown, shrewd, etc. A charge attack does however get the +1 damage from expertise or +2 damage from mastery as usual.

It is not possible to combine a pole weapon attack with any other attack on the same turn. The one exception is a wizard with a pole weapon staff using the Staff IV's occult strike on the same target. A one handed pole weapon can be combined with a Main-Gauche for defense, but can't attack with both weapons on the same turn.

Unusual Weapons -pg 112

A Bola (or Net) attack is a contest of DX between that attacker's adjDX (for range to the defender) and the defender's, if the defender sees the attack coming.

A wizard entangled in a Net with iron barbs is at the iron -4 DX for spellcasting and restrained for gestures. If in spite of this she's able generate 5 points of damage (magical or otherwise) she's free.

A silver Cestus gives a -2 DX adjustment for spell gestures made with that hand (an iron cestus would apply the usual minus 4 instead). See page 142 for which spells require hand gestures.

A cestus used for a melee attack does one point less than it's HTH attack, i.e. bare handed attack plus two damage. This is one point less than a one-handed club, but it's not (and can't be) dropped for HTH combat.

The initial attack of the lasso and the escape rolls are contests between that attacker's DX (Attacker's DX adjusted for range to the defender) and the defender's, if the defender sees the attack coming. If the attacker releases his hold on the lasso to do something else then the escape roll becomes a simple DX roll. A lasso or whip that is escaped from is either broken or dropped with results to be determined by the GM.

The saving throw to resist being disarmed by a Quarterstaff are the same as those listed under Weapon Mastery on page 43. Weapon Mastery(Quarterstaff) negates the -4 DX adjustment to strike to disarm any type of weapon. There are heavier staffs for users of greater strength. These are generally made by adding or switching to materials of greater density than wood. The damage done by these heavier staffs is the same as a two-handed maul as given on page 122.

No more than base-ST Sha-ken may be tossed in a single attack and each will inflict no more than one hit after penetrating armor. This one hit can be multiplied by standard doubling and so forth for die roll or hit location.

Hand-to-Hand Combat -pg 116

My replacement for initiating HTH is that any figure may attempt to move into another figure's hex only during movement. If the aggressor is disengaged then this is any normal movement, otherwise a shift. The aggressor drops his shield and non-HTH weapons in his current hex and announces an attempt to enter the defender's hex. (Weapons are not dropped if the intent is to trample a small figure or walk through an image.) The defending figure may turn to face the aggressor if she is standing and hasn't yet moved that turn and isn't surprised. She can then choose from one of these four options if she is standing and not surprised.

A figure who finds themselves with a weapon (or shield) too cumbersome to use in HTH can spend an action to drop all items they are holding in that hex.

Defending and Dodging -pg 117

A figure who chooses defend or dodge takes their action during movement and so can't choose a different option later in the turn.

Engaging a figure in HTH combat does break their dodge or defend at that point. A figure who is dodging or defending can't initiate HTH themselves.

Dodge is effective against melee attacks, thrown and missile weapons, jabs, missile spells and thrown spells. If this is a problem then use one of the creation spells that can stack on a figure such as Rope or Fire. A dodging figure doesn't engage other figures.

Defend is effective against melee weapons, jabbing weapons, missile weapons, thrown weapons, missile spells and thrown spells from figures the defender can reach with their own weapons. I.e. it is a little harder to concentrate on that Death spell against somebody who is jabbing a pike in your face. You must have an offensive weapon (shields count due to faking a shield rush) or the Unarmed Combat talent in order to choose the defend option.

Note that the benefits from certain talents when choosing the defend option won't apply on the first turn when they run up dodging, but will kick in on the second turn when they are engaged and can choose defend. However as they're no longer dodging it gets easier to shoot them in the back while they're distracted.

Forcing Retreat -pg 118

A figure is only forced to retreat if it take base ST/10 (round down) in scored hits. So a ST 29 fighter would need to suffer at least two points past armor to be forced to retreat. The retreating figure moves itself one hex as if it were subject to an Avert spell from the enemy that put hits on it. If multiple enemies put hits on the retreating figure then determine the results as if multiple Avert spells applied.This avert effect ends after the retreating figure's next action. Mindless creatures including slimes and undead aren't averted. Animals such as werewolves are. Note that berserkers ignore injuries short of death.

Reactions to Injury -pg 118

Any figure that falls over involuntarily must roll 2/DX to retain their grasp on each item they are holding, if they don't succeed they drop the item in their hex. Note that if this is a reaction to injury their adjDX is down 2 from the injury until after their next action.

Darkness -pg 119

A wizard can't summon a creation inside darkness past the first hex of darkness blocking her line of sight. Even this might fail if there was a conflicting figure in the first hex of darkness.

Aimed Shots -pg 120

Add one to each required amount of damage for every 10 base ST the target has over 10. For example a 14 hex dragon hit in the head for 17 damage (before armor) would be at -4 DX for a turn and if hit in the head for 20 damage (before armor) she would be knocked out. Any dragon who had lived that long would stay airborne in combat to make these aimed shots more difficult.

Clubs -pg 122

As there is no talent for Club there is no mastery for it either.

Bare handed damage -pg 122

Add another row to the top to deal with Goblin wizard abuses.

STDAMAGE
6 or less1d-5
7 or 81d-4
9 or 101d-3
etcetc

Concealment -pg 122

A figure standing at an arrow slit while firing or aiming at a specific target (as per the Waiting for an Opening on page 127) is also at -6 DX to be hit, plus any adjustment for firing up from ground level as per page 104. If this figure steps back then only area attacks (Halfling + sling + explosive gem = fun!) would have any chance of doing anything and the roll to hit the arrow slit itself is at -6 with height adjustments as above. Most arrow slits have wide fields of fire and crossbow supports for the +2 bonus.

Crippling Hits -pg 122

Only roll for a crippling hit when the attack did at least the target's base ST/10 (round down) in hits after armor. I.e. An attack would need to roll at least 16 damage to potentially knock out a 14 hex dragon. This isn't that difficult as a lot of crippling hits are double or triple damage anyway.

Fine Silver Weapons and Armor -pg 123

Fine Silver Weapons and Armor cost ten times as much as the same bonus fine iron items because they require even more exotic alloys.

Long-Range Missile Fire -pg 125

The maximum range in hexes of a thrown weapon or object is:

(Thrower's ST minus object weight in pounds) times (Two plus one if Thrown Weapons talent plus one if thrown with a half-move towards the target plus two very aerodynamic item like a Javelin)

I.e. ST 17 tossing a one-pound non-weapon Olympic Javelin with a running start gives (17 - 1) * (2 +1 +1 +2) = 96 hexes, just short of the world record.

A ST 30 giant with no skill does a standing throw of a 12 pound petard to (30 - 12) * (2) or 32 hexes, just outside of the 10 MH danger zone as promised on page 125.

Anything past half this maximum distance is at half damage.

The Pike -pg 131

Should you run into any Macedonian phalanxes the following notes apply:

Magic

Using Magic from Horseback -pg 132

A wizard can cast spells on himself no matter what his surroundings may be. But casting thrown or missile spells on others is adjusted for the wizard's horsemanship and seamanship talents (or lack thereof).

How to Cast Spells -pg 135

A wizard can use the following power sources to pay spell costs:

Example: Eric the Hopper ST 9 Mana 5/5. His staff has two fully charged 20 point powerstones attached to it. He draws on one of the two powerstones to Aid his own ST. He draws 20 mana (depleting this stone) and on success has ST 9 + 5 plus 15 excess fatigue. The next turn he draws 20 mana from the other powerstone plus the 5 mana his staff holds plus the 15 points of excess fatigue plus the 5 points of Aided ST plus 5 points of his own fatigue to cast the 50 point Create Gate spell. He is now at ST 9 -5 Mana 0/5 with two empty 20 point powerstones attached to his staff. He books passage on a sailing ship and puts his 25 daily fatigue (plus one ambient daily mana) into recharging his staff the first day then recharges the two powerstones over the next week. He then gets off the ship to create the other end of the gate.

Missile Spells -pg 135

The rock splinters noted on page 71 come from intensive bombardment. Casual missile spells that impact on a rock wall only cause rock splinters if the number of dice in the attack or less is rolled on a separate one die roll. (I.e. an even chance for a 3d Magic Fist.)

Thrown Spells -pg 136

Control Spells enable the use of the subject's physical skills, but not the subject's memories. For example a wizard could control one guard to use his disarming strike against another guard, but couldn't force the guard to tell him the combination of the safe lock. He could compel the guard to ask another guard what that combination was, if the wizard knew their language.

Creation Spells -pg 137

Drain Strength cast on any sort of creation will fail and cost the attempter 1 fatigue.

Magical Equipment and Laboratories -pg 142

The attunement cost for lab or chest is 50 ST per day for a week or a total of 300 ST so either bring an apprentice or spend two weeks alone before attempting the DX roll. Attunement for alchemy requires the same time and DX roll, but no ST cost.

Gestures and Incantations -pg 142

Wizards may cast in HTH combat any spell of five or more below their IQ level.

Wishes -pg 143

Replace

With the following:

You can buy a greater wish from a Grand Chapter of the Wizard's Guild. Tell them why you need a wish and on a very good reaction they'll sell you the greater wish for $100,000. The lesser wish goes for $50,000. As implied on page 46 this is ten times their actual costs, and is therefore a great money maker for the Guild. They will buy a bound greater wish for $10k or a bound lesser wish for $5K, without asking a lot of questions.

Learning New Spells -pg 144

As always each skill point of instruction takes around three months. So a non-wizard takes nine months to learn a spell. A student who already knows the Aid spell would almost always be welcomed as an Apprentice (c.f. the jobs table on page 59.) Otherwise the going rate is to pay your teacher a day of his wage for every week of training.

Alchemists' Potions -pg 147

elves' toenails of sufficient length and quality have gotten rarer (now that they've switched to sandals) and are now $32/pound, not kg.

Magic Items -pg 148

Typo on page 153. The Zombie Ring has a fair market price of $3,000 and no special notes apply. It takes four weeks to make at 100 ST/day with $10/week of common ingredients.

Apprentices -pg 154

Nobody can go a whole week contributing more than twice their ST or 25, whichever is less, in ST each day. Note that 25 fatigue a day assumes apprentices and wizards of ST 13+, increase the numbers if you can't find human wizards that strong. A few giants can be taught the Aid spell, but they don't rest any faster than humans. Hence the Earth legends (and only an exaggeration for Cidri) of giants and dragons sleeping for years at a time.

Lesser Magic Items -pg 156

Self-Powered Items can only be made for enchantments that are Continuing Spells(page 140) and even if "always on" they are only active when worn, carried or wielded by a living creature.

Immunity to Drop Weapon includes immunity to the Break Weapon spell, broken weapon mishaps, and reduces by one die the saving throw vs DX to resist being disarmed. If you face a foe who is being annoying about this then run him through or at least cripple his weapon arm.

Maintain Illusion can be combined with a limiting spell to summon the illusion (no further than an adjacent megahex away from the item) when the specified conditions are met. The wizard would need to recast the illusion into the item to reset this illusion trap.

Other Lesser Magic Items -pg 158

Fresh Air typo. This item requires 1 fatigue per minute as per the spell on page 27.

Brand may be cast on an arrow or quarrel for the same damage as a flaming missile weapon(page 162). The GM rolls for each casting of Brand and the margin of success is how many weeks the enchantment lasts. (If the casting roll is exactly made then roll 1d to see how many days it lasts. A roll of 4 doubles the duration and the damage, while a roll of three triples both. Spellsniffer is the most efficient way to determine remaining duration for a pile of quarrels.) Therefore there isn't an infinite stockpile or market demand and the $60 is what it costs the PCs to interrupt an IQ 16+ wizard in order to do some fresh castings for them. A PC who knows 7-hex fire can sell Brands, but the market demand is included in the IQ 16 Town Wizard job(page 59).

Any wizard who knows both the Staff and 7-hex fire spells may turn his own staff into a flaming weapon by casting the 7-hex fire spell on it for 4 fatigue. The flames will continue (and add two damage for mundane strikes with the staff) until the staff is broken or transformed, the wizard wills the flame out, or the wizard loses conciseness. The staff is not harmed by its own flames.

Remove Cursed Object will not remove Limiting Spells, but Dissolve Enchantment will.

If the snake fails to resist Control Animal it will revert back into its Serpent Torc form. If you need to free up one of your five active magic item slots then will the snake to revert during the maintain spells segment of the turn, or just wait for the 12 turn time limit to expire. Vets can't heal the serpent because it reverts back to the torc in a fifth the time it takes them to work.

IQ 15 Magic Items -pg 160

Iron Flesh item has no ST cost.

Teleport item includes things carried by the target, and their clothes, etc.

Unnoticeability: costs 1 ST per turn.

Other Greater Magic Items -pg 161

An Aid ST spell cast on a figure with (or without) ST adding Attribute Enhancers would total to no more than +5 ST over their base ST with any excess Aid going to excess fatigue points that could only be used for spell casting and other fatiguing activities and not to deliver massive crushing blows.

Flaming Weapons cast about as much light as a torch. Flaming arrows or quarrels go out after 12 turns, as per Brand(page 158).

A larger capacity Powerstone will inhibit the ambient mana field recharge of all other powerstones within a one hex radius until it itself is full. For two powerstones of equal capacity the one with the largest current charge will draw the point and inhibit the other. If both capacity and current charge are equal then roll randomly to see which one recharges.

Finding Magic Items for Sale -pg 166

The listed costs assume that all success rolls are somehow made. Given how unlikely (or expensive with wishes and charms) this would be these prices can only be considered distressed selling prices. If the Wizard's Guild has a good or better reaction then they will believe the legitimate ownership of the players and buy the items at the listed rates. If the players instead sell the items on the black market they can expect to get no more than half the listed rates on a very good reaction roll.

The players can commission an enchantment from the Wizard's Guild at twice the listed rates or if they are very lucky or skillful and have an excellent reaction roll buy from the Guild or other legitimate sources at twice the listed rates. If they go black market and have a very good reaction then they can buy at the listed rates, but should expect the legitimate owners to come looking for the stolen goods at some point. If the reaction rolls aren't very very good then the prices will be much higher than these.

Maps

Southern Elyntia

There are roughly 80 wizards and 20 non-wizard Alchemists in the Dranning Senior Chapter of The Wizard's Guild. The Senior Guildmaster also acts as the Duke's Mystic Advisor and as the Headmaster of the Dranning school of wizardry. The majority of wizards in Dran are graduates of this school.

Twenty of the guild members are teachers at this school, each with their own lab and ten students. One hundred of these students are wizards in training between the ages of six and fifteen receiving basic knowledge of wizardry (eighty of whom board at the guild with another twenty living with their parents in the city) while the remaining hundred students are sixty heroes (ages 15 and up) learning a few spells each and forty adult students of Alchemy.

In addition there are forty recent wizard school graduates between the ages of sixteen and nineteen serving as junior apprentices to the guild wizards who rent another dozen labs at the chapter while they learn their "starting" allotment of spells. Half of these junior apprentices live in nearby fraternities, the rest with their families.

The chapter has another score labs dedicated to alchemy production. Most of the potions produced are consumed in training or magic item production on site.

Minor Typos

Table of Contents, page 2 or 1

  1. Open the rulebook PDF in full Acrobat (not Reader).
  2. Select Tools-Organize Pages.
  3. Select only the cover page.
  4. Select More-Page Labels.
  5. Page Numbering: Selected, Begin new section, Style i, ii, iii, ...
  6. Press OK
  7. Save and exit.

The page labels in the PDF will now agree with the printed page numbers.

Table of Jobs -pg 58

Extra (s) at the end of Remove Trap on Professional thief listing.

Index -pg 174

Brand is page 158, not 159 as listed.


The Fantasy Trip(t.m.) is a trademark of Steve Jackson Games, and their rules and art are copyrighted by Steve Jackson Games. All rights are reserved by Steve Jackson Games.
This game aid is the original creation of Henry J. Cobb and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.

-HJC