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


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

GM Screen

DX Bonuses and Penalties

Target is Blurred needs a minus sign.

DX Adjustment for Thrown Spell/Weapon Range includes "roll to miss", which does not apply to Thrown Spell as per "is no chance of hitting the wrong target" ITL 115.

Knocked down last turn: Just ignore "DX = 0 for most purposes;"

Missing "Most flying creatures may attack foes on the ground. This attack will also be at -4 DX" from ITL 133

Fighter using a weapon in each hand and striking with both in the same turn: -4 on both attacks Does not match to "If you take an attack option, you can also make a separate dagger attack against the same enemy. It is rolled at -4 DX." ITL 111, "A figure with the Two Weapons talent can fight effectively with a regular weapon in each hand. A person who does not have this talent may attempt the same feat, but his DX will be -6 for each attack" ITL 111, and "attack with both weapons, at normal DX for the first attack and -4 for the second one" ITL 41.

Recovery from injury

"Revival Spell/Potion: Revives dead character to zero ST" as per ITL pages 10 and 33.

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

Selecting Attributes

"Intelligence (IQ) determines: (1) how much life experience and training the person has" And this does not shut down at age 20. Adding one point of IQ adds an IQ point cost (i.e. 500 XPs) of either talents or spells, but not other uses for XP.)

Gates -pg 56

My house rules to untangle gate abuses.

Jobs -pg 57

The listed rates of progression imply that a character gets around 2 XP per week at their job. That's 100 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 200 XPs a year.

More Skilled Work
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
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

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.

Armor Weight and Cost -pg 66

Also multiply armor costs by these percentages.

Weights of Characters -pg 66

Using ability to lift weight as a measure of a creature's health breaks down for very small and very large races. Apply the following modifiers based on a figure's size.

"Health saves" include roll X dice against ST or take additional damage. Note that in this case only the saving throw is modified, not the dice of damage from failing to make the roll. Also included are saving throws against disease (page 83), but not tests of ST as physical force (say to escape a Bloodtree or Kraken), except when the resistance of the force is provided by the figure's own mass as a power to weight ratio test (such as pulling yourself out of a pit on page 104 or jumping over the pit with just your own body).

Example of Weight Carried -pg 66

Greymalkin's silver sword is obviously his staff also, otherwise he'd have to disarm himself in order to cast spells at IQ level. Therefore delete the wooden staff. Given that he's only carrying one torch this is obviously a Brand as per page 158. Should he need both hands to cast spells at IQ level he can safely drop this as a free action anywhere there isn't standing water and it will remain lit. In order to avoid the magnetic spell casting penalty his dagger must also be silver. The Labyrinth Kit is also full of iron bits so replace this with 50 yards of rope and just use spells such as: Fire, Telekinesis or Flight, and Lock/Knock.

Equipment Table -pg 67

An oil lantern will actually burn two days on a quart of standard quality oil. The lantern itself only holds eight ounces and so must be refilled every twelve hours. High quality lanterns and oil (at five times price each) last twice as long on the same quantity of oil.

Did He See It? -pg 68

A second search takes 6 rather than 12 turns, as per the table on page 70. The initial walking by roll and the first detailed search are at the printed number of dice. Add one die for each additional search or two dice if the character doesn't have a specific talent like naturalist or detect traps (talent needed depends on what is hidden there). Alertness is a general scanning, not a specific search talent for this.

Traps -pg 71

The high DX rolls needed to dodge darts and arrows are not due to any enchantments but rather that the trap maker has psychologically maneuvered the targets directly into the field of fire. Hence the hours of work needed to set the trap up just right for each new location.


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. This occult strike is targeted as treated as a thrown spell without range modifiers in almost all cases, blocked by anything that blocks thrown spells, and effective against anything that can be hurt or damaged by a missile weapon, enchanted weapon, or thrown spell. For example it can never hit an unintended target. 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. A staff's occult strikes can be used to tunnel through rock at the Magic Fist rate(see page 71), but without splinters.

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.)

Note that double and triple results from casting Aid extend the duration of the bonus, but not the amount granted. You can't use a +2 Charm to generate unlimited ST.

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 also be cast in the reverse sense to gently undo other 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. This spell also cancels out existing Clumsiness and Confusion spells, but does not protect against these being cast later on the subject.

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. Having a matching key reduces any mechanical lock to one die difficulty, plus one die for each Lock spell cast on it. The caster may hold any number of matching keys when she casts Lock and those keys for that lock aren't hindered by the Lock spell and merely suspend, not negate the Lock spell when used. These keys will then detect for magic, but it would take something like a scrying while holding the key to determine which Lock spell(s) it is matched to.

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

Magical protections such as Stone Flesh 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.

The casting of Conceal/Reveal is done secretly. The caster is only informed of how much ST they expended in the casting. If they didn't have enough ST then they only lose one point and the spell fails.

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 silver 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, (c.f. Master Armourer on page 42) 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.

Repair refers to "Repair Device, p. 27". This is actually Restore Device.

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. Cast the Scour spell on it before each use. Even in the best circumstances such a device could yield no better than a 6 point success, with a limited field of view. The caster's Dark Vision, Mage Sight, Alertness, Naturalist, Acute Hearing, etc. all apply to Scrying results. Telepathy, Artist/Calligrapher, etc. will help convey what the caster perceived, but will reveal little new information. Roll one additional die to identify a species of tree or whatever from a drawing of a tree as compared to viewing a tree through Scrying.

The -2 DX for being under a Flight spell is in addition to the modifiers listed on page 133 and is overcome by learning the Flight Expertise talent(below).

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. Note that the +3 bonus is only on the to-hit roll itself. This precise mana based targeting doesn't adjust the wizard's DX for order of action. The wizard is at a visual -2 to hit targets to his side and -4 to hit targets in his rear, but these are capped with the other visual penalties to a limit of -6. (Or -4 if the wizard has Acute Hearing against a target that doesn't have silent movement.) Eyes-Behind effects would help negate this visual modifier as normal.

Stone Flesh (and Iron and Diamond) is very uncomfortable under armor. Double the DX penalty for all armor (but not shields) worn while under this spell. Note that this can be cast in a hostile sense to hinder an enemy, but only by making him almost invulnerable to attack.

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.

Telekinesis Rewrite to: "The subject of this spell can be manipulated as if the caster was herself holding it. Any constant action such as moving in a straight line or maintaining a pin on the subject (page 117) is a free action. But any new action such as attacking with a weapon or making an attempt to pin the subject requires a step and concentrate action by the caster. All manipulation of the subject is at the thrown spell minus one per hex. For example cast this spell on a dagger lying on the ground three hexes away at -3 DX adjustment. Next turn step towards the dagger and move it a half move of five hexes forwards and then throw it (ending the spell) a further three hexes at a (seven hexes to the trowing spot and then three more hexes to the target) -10 DX adjustment. An attempt to telekinetically grab an object out of another figure's hand is rolled as a contest of the defender's DX against the spellcasting roll. The stronger figure adds a third of the ST difference (round down) to their margin of success, but only if they make their DX roll."

IQ 14 Spells -pg 27

A one die Explosive Gem requires a gem worth at least $50. This required gem value doubles with each additional die of damage. Therefore an 8d explosive gem requires a $6400 gem, which are very rare.

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.

Restore Device costs 24 points to gather together a pile of shattered human bones so that Zombie can be cast on the restored skeleton.

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.) In addition to the limit of five this enchantment can't add more damage that the weapon rolls (I.e. a weapon that only rolled four damage before the enchantment would only do 8 total damage with a +5 damage enchantement) or stop more damage than the armor or shield itself stops normally. (I.e. +2 damage stopped with leather armor, to a total of four).

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 gestured 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.


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 total talents and spells.

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.

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 IQ points cost 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. This talent also doesn't have Quick-Draw, which can be purchased separately.

IQ 8 Unusual Weapon Talents may only be taken at start by characters with a cultural background that includes these items. For example growing up on a ranch for Lasso or a Goblin tribal background for Blowgun.

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). The detect invisible roll is made by the GM and gives an exact location when the roll is made by four or more points. Otherwise the location is off by four hexes minus the amount the roll was made by.

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.

Locksmith correction, "Non-Locksmiths roll twice as many dice." as per page 70.

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

Multiple levels of the Chemist and Alchemy talents may be purchased. Each additional level reduces by one die the difficulty of rolls for that talent. Note that Master Physicker counts as one level of Alchemy for Healing potions only.

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.


To find the stats for any critter than isn't listed first determine ST by this formula.

ST = SQRT(Weight in pounds / 1.5)

Then find the other stats in comparison to listed critters of around that size.

Elves -pg 77

Adult elves living in high elf communities and consuming traditional elfin cuisine are effectively ageless, but gain XP (and reproduce) 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 two higher, up to a racial maximum of ST 12. They suffer from aging the same as a human of two thirds their age. As a small race they roll one less die on "health" rolls to resist poisons and diseases so be sure and ask "Is this poisoned?" early and often while visiting them, as they can't lie.

Hobgoblins -pg 78

As small humanoids Hobgoblins raise ST through XP as if their attribute total was two higher and roll one less die on "health" rolls to resist poisons and such. Therefore their max ST of 15 makes them the healthiest playable race. Unfortunately their max IQ is only 11. These two factors combined make them the most common humanoids found in sewers and swamps.

Halflings -pg 78

Halflings start with two bonus points allocated as they like in either Charisma (replacing the default +1 on reaction rolls), 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 IQ points cost to start with the Thrown Weapons talent instead of the four IQ points cost 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. As a small race they generally roll one less die on any "health" roll to resist poisons and environmental hazards. Use half their actual age to determine the effects of aging.

Centaurs -pg 78

As normal for two-hex characters, the XP cost for a Centaur to advance ST is determined as if his attribute total was six less, but they roll two additional dice on any "health" ST roll to resist poisons and such.

Giants -pg 78

A proper sized giant's one handed club (9 pounds) can jab to two hexes as per ITL 112, but is not otherwise a pole weapon. Some giants fight with huge flint spears that weigh half their strength in pounds. These do two points less damage than a one or two handed club, but are pole weapons. A very few of these are also magical staves.

The 3d+3 spiked club mentioned in the IQ 14 Summon Giant spell on page 28 is actually a Giant Mace, which requires the Ax/Mace skill. Choose a ST rating then for every full 10 ST the Giant Mace does 1d+1 damage, costs $15, and weighs 5 pounds. I.e. a ST 20 Giant Mace is 2d+2, ST 20, $30, 10 pounds, while a ST 40 Giant Mace is 4d+4, ST 40, $60, 20 pounds.

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. As three-hex characters, giants roll three additional dice against ST to resist poisons, but take normal poison damage if they fail.

Gargoyles -pg 79

Gargoyles get calories from plants and meat, but these carbon based foods lack critical nutrients they usually get from specific gems. A gargoyle outside of their mountain tribes must either consume $50 of specific gems daily, specially prepared meals (at double human living costs or more, where available, requires Expert Naturalist to supervise the preparation), or roll 3/IQ daily to avoid a point of wilderness fatigue as per Woodsman (page 41, double or triple fatigue if organic food is limited or lacking, as per Woodsman). It's a pity that no gargoyle has the IQ 11 Woodsman talent.

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 three 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. Note that gargoyles are immune to most poisons that hurt mammals, but roll one additional die on saving throws against ST to resist those poisons that do affect them.

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 three less than the actual total, and rolls one additional die on saving throws against ST to resist poisons and diseases. 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 itself does not see (at +6 on their save), 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.

Demons -pg 80

A demon with appropriate sized clubs or cestus does only three more points of damage than his barehanded attack. As they never fully materialize in the physical world they are unable to leverage their full demonic durability for physical attacks. Demons have all of the IQ 7 and 8 weapons talents that don't require other combat skills.

Dragons -pg 80

The dragon's breath weapon attack is a stream of liquid that catches fire when exposed to air. This effect covers a number of hexes equal to the dragon's own size and the dragon gets a separate to-hit roll against every target in these hexes to hit it for full damage. Note that this is fire in the hex and not a missile weapon so reverse missiles is useless against this attack. The dragon will move its own body out of the way when firing under or over itself at targets so never needs to roll to miss itself.

When used on the ground this is a line of hexes starting one hex from the dragon's head and only bouncing off of solid walls. When used in flight against ground targets this will bounce off the first hex of ground and then spread out in a triangle. For example a two hex dragon will fly directly over a target and be at -1 to hit everything in the target hex under its head and -2 to hit everything in the hex directly ahead of it. A four hex dragon will fly a little higher and so be at a -3 to hit the target hex which is zero, one or two hexes forward of its own head then -4 to hit everything in all three hexes forward of that first scorched hex. A flying seven hex dragon will be at -3 to hit everything in the target hex (as above for 4-hex dragons), -4 for the three hexes forward of that and -5 for the next three hexes forward of those.

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.

A dragon on the ground that stands still or moves no more than one hex and makes no other attacks on that turn can spend one fatigue to attempt to hypnotize a non-mindless figure facing it within creation spell range of the dragon's head. Roll this as a 3/IQ contest between the dragon and the target. If the dragon wins the target falls asleep, as per the spell. If the target rolls a critical success then it becomes immune to that dragon's gaze.

If the dragon takes one minute (12 turns) undisturbed talking to the sleeping target it can attempt a Geas (as per the spell, but no ST cost) on a target it has sleeped. Roll for success when the target wakes up, by which time the dragon is likely far away. Almost always this geas will be something like "Bring as much gold and jewels as you can carry to my lair", which is how dragons get such a well deserved reputation for targeting princesses and other noble women. Only on critical success on the resistance roll will the target consciously remember what the dragon said. On a failed roll they will simply fulfill the command, thinking it is their own idea all along, and usually not even remembering having met a dragon.

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 will 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 hanging 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.

A character who rolls a critical failure on a spook roll now has the ghost bound to them. The ghost will seem to vanish at this point.

Every night when the character sleeps roll 3/IQ. On a success nothing happens. On a critical success they're free and the ghost goes back wherever. On an ordinary failure they have nightmares and they lose a point of exposure fatigue (as per Woodsman) until they get an undisturbed night's rest. On a critical failure they get a full night's sleep and the ghost does a partial Geas on them.

A character under a Ghost Geas needs to win an IQ contest with the ghost for any decision counter to the ghost's obsession or give in on that point. Note this is fork in the road level, not shall I continue walking down this road. There needs to be an obvious choice in front of them, rather than a simple continuation.


A ghost staff that casts Zombie on his own corpse and then shifts focus to use his former body as his own is a Lich. The lich retains his previous living DX due to familiarity and then uses the corpse as his own body for spell rituals and such. Whatever the current ST the zombie has the ghost can still only cast from Mana. Whenever the zombie isn't wearing or wielding the staff it becomes an ordinary zombie that's down two points of DX (from the living stat) and is remote controlled from the ghost in the staff.

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 spells, and thrown weapons (other than Magic Fist, 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 dreaming time in play and for searching for shiny objects to snatch when they awaken.

Kraken -pg 97

The Kraken lives within a six point armored four hex shell (use the four hex dragon counter, but all side hexes are treated as rear hexes) and drags itself along the sea bottom by grabbing at things with its ten tentacles. It moves one hex per turn by moving its head hex into one of its front hexes, and really doesn't care about engagement status. Once the tentacles drag a figure to its head hex it will bite in HTH for 3d with its beak. It can combine a beak attack with three tentacle attacks at no penalty.

The total reach of the tentacles is five hexes from its head, but it usually stays two hexes from the shoreline, giving it a reach of three hexes ashore.

Nuisance Creatures -pg 99

Alertness gives a 3/IQ roll to spot the motion of a plant or animal ambush (they spot the scorpion or am bush lining up for the shot or whatever), but slimes (and bloodtrees) make no motion at all before attacking. Therefore a figure who only has Alertness gets no IQ roll to spot a motionless slime before walking under it, while a naturalist with alertness needs only a 2/IQ roll to spot the faint tracks the slime left before getting to that position. Alertness (or Naturalist) on its own does give a 3/IQ roll to spot a slime each time it moves a hex along the ceiling. The roll to spot moving slimes is at -1 per hex along the line of sight.

The -4 to hit Rats (and spiders) due to their small size is exactly countered by the +4 to hit them because they are crawling. Flying nuisance creatures are at a net -4 to be hit as usual, while slimes crawl but aren't tiny and so are +4 to be hit. If you fire an arrow into a hex with a lot of rats then roll to hit each one (at -4 for size) until you hit one. On a roll of four you shish-kebab two on the same arrow. (Three for three of course.)

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.


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. A user can also take a Concentrate action to will on or off items during their turn to act if they like.

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.

(e) READY NEW WEAPON Note the additional pick up options during movement on page 104.

The 3/DX roll for ATTEMPT TO DRAW DAGGER assumes that the figure has both the Knife talent and an easy to reach dagger on their belt. Add dice for talentless attempts or concealed blades.

(w) Concentrate. While in HTH act at base DX order (no +4 for HTH) to cast a spell or disbelieve. Targeting or disbelieving figures outside your hex (in any direction, this is just a brief glimpse) is at a -4 visual penalty for distraction. If you have your staff in hand (dagger or wand only) you can cast spells up to two less than your IQ, otherwise you are limited to spells five or more less than your IQ.

Moving Onto Other Figures -pg 104

Hopping over the fallen is actually a DX roll and 3 MA is either moving carefully into the hex or jumping over the hex by page 118.

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 pointing focus.

Pole Weapons -pg 111

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

A set for charge pole weapon only gets the extra die of damage if the target moved at least three hexes that turn, but it gets the +2 DX against all targets which moved from non-adjacent to adjacent, even if the target doesn't select an attack option. It is not possible to combine charge attack or set for 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. A neck shot by a lasso is the same -4 DX as the bola, but the lasso user can automatically hit for another damage roll each following turn as long as they retain their grasp on the rope.

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.

Roll to Miss -pg 114

Delete all of this. There is no roll to miss, but a figure is at adjDX zero to hit anything else in the way before or after the intended target. Therefore a roll of three on three dice is triple damage, four is double damage, five is a hit, 18 is a break weapon, 17 is a drop weapon, and any other roll is a miss. Note that you are slightly more likely to hit friends who are dodging. If an ally kneels and does nothing else that turn then an adjacent archer has an automatic hit and therefore doesn't need to "roll to miss" as they shoot over them. If this friend is attacking, dodging, defending or marching around then there is a chance they would wander into the shot, so apply an adjDX zero roll to hit them as above.

Crossbows -pg 115

Add the DX bonus for prone or braced fire also to ST for purposes of rolling to hit, but not for reloading the crossbow. (I.e. ST 8 to operate the cranequin is adjusted to ST 10 for a braced crossbow so this is net even DX for the light crossbow and net -3 DX for the heavy crossbow.) The cranequin for the light crossbow takes five turns to cock, or eleven turns for the heavy crossbow. This gives historical firing rates of two or one shots per minute.

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.

Water -pg 120

"A figure who makes the roll, but has to stay afloat, must immediately shed armor, drop weapons, etc., until he is carrying less weight than four times his ST." As per the note above on this page and page 65. Note that carrying more than twice your ST has a DX penalty to swimming rolls, including the initial dunking. Wooden objects (such as a wizard's staff say) provide flotation for their own weight and a third more. So a five pound wizard's staff negates its own weight in the water and supports 1.67 pounds of other gear. Unfortunately the wizard's robes get waterlogged and so apply their four pounds of weight that would be ignored on land.

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

Subtract one point from each result to match to Wizard page 12 (where ST 12 does 1d-3 against an adjacent hex) and Melee page 18 (where ST 12 does at most 1d-2 in HTH). Talents then increase these reduced damage ratings as printed.

8 or less1d-5
9 or 101d-4
11 or 121d-3

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 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 lea st 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.

Nobody has researched how to make fine copper, bronze, or gold weapons or armor. This isn't considered impossible, but just that the results are likely to cost at least as much as fine silver while being less effective.

Fire as a weapon -pg 124

Torches operate under the Left-Hand Weapons(pg 111) and Hand-to-Hand Combat(pg 116) rules in place of a dagger. A single figure can not retain both torch and dagger in HTH.

Burning a molotail depletes the air in that megahex. Depleted air can't sustain non-magical flames and recovers fatigue at half the usual rate (including for sleep). It takes a resting human two days to delete a megahex of air through breathing. After the third day the air is no longer sufficent to sustain human life. The flow of fresh air into an area depends on environmental conditions. Note that setting off a molotail will stir up the air for a long ways around it. It's when one molotail is setoff per megahex of enclosed space that these restrictions apply.

Note that the +3 for three turns of "Waiting for an Opening"(page 127) is only available against totally motionless targets. If the target was a moving figure (or even a guard standing at attention) then the bonus would be capped at +2 for two turns.

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

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 megahex danger zone as promised on page 125.

Anything past half this maximum distance is at half weapon damage.

The Pike -pg 131

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


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 Revival spell. He is now at ST 9 -5 Mana 0/5 with two empty 20 point powerstones attached to his staff.

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

Secret Protection can be undercut by recognizing the ritual. A wizard rolls 3/IQ to recognize a full ritual of a spell he knows taught in the same style (Wizard's Guild is fairly uniform around the globe). There is a minus one modifier for every megahex to the caster. Add one die for each of the following:

If no ritual is used then there is nothing to observe.

A caster can use the ritual of a different spell that he also knows, but this adds one die to his own casting roll.

If a wizard observes an observable spell effect of a spell he knows he will be able to think of a list of spells that could generate that effect. I.e.: "Well either a gargoyle was teleported in, or one was summoned, or this is an image or an illusion." If the wizard doesn't know any spell that could produce that effect then he needs to roll 4/IQ to think of spells of that type from his general wizard training.

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.

Creation Rule Unification Doctrine

The following applies to all Summon animate X, Illusions, Images, Staff to Snake, Zombies and Controlled Humanoids, Animals and Elementals.

These notes do not apply to figures under verbal command such as created (not controlled) Elementals, Zombies on which the only control is via the Zombie Ring, etc. I.e. if you create an Iron Elemental it wouldn't know what to do with a sword but if you put it under the Control Elemental spell it suddenly has the Sword talent even if the caster doesn't. A controlled zombie has all of the IQ 7 weapons talents while a zombie not under direct control simply retains the IQ 7 weapons talents it had in life.

There are legends of wizards with advanced mental talents being able to have direct control of more than five figures at a time, but otherwise the rule of five applies. During the Renew Spells phase the wizard determines which five figures he will control this turn and his remaining figures continue with their last orders. If his own body isn't in that five then it either stands (or sits, etc.) still or continues walking that turn and is considered to "face rear" in all directions.

An image or illusion under a maintain X enchantment will follow the instructions the caster gave it. If these instructions take longer than a minute to speak then charge the caster the maintenance cost for the extra time. After this period the image or illusion is no longer under direct control and so won't vanish when the caster sleeps or is killed.

Iron, Silver, and Magic -pg 140

Note that using a magic item isn't the same thing as casting a spell. An iron sword enchanted to shoot fireballs isn't at -4 DX for the iron, just -4 DX if the wielding non-wizard doesn't know the fireball spell.

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

There is no penalty to cast a spell of five or more below the casters IQ level in HTH. All higher level spells are cast with a -4 adjustment.

Wishes -pg 143


With the following:

And add the following items.

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 IQ point cost 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.

Researching New Spells -pg 144

The weekly research rolls are at least as troublesome as job rolls so each grants 2 XP. Note that this means that the character will have gained some of the 500 XP needed by the time the research is complete.

Chemists and Alchemists -pg 145

Note that the listed prices are in general slightly less that what it would cost the PCs to make the potions under their best general purpose setups, not even accounting for security, taxes, etc. This is because most potion production is conducted by operations that are located where they have competitive advantages with ingredients and other aspects. When the GM rules that the general supply of certain potions is limited, non-existent, or at much greater cost than listed the players can either go through the time and expense of setting up the production (secure a lab, have or hire chemists and alchemists, gather the listed ingredients, protect their operations against bandits operating outside or within the law, etc.) or they can use the Finding Magic Items for Sale rules on page 166 to search for the potions.

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

Non-wizards who know the Aid spell are useless as apprentices because they lack the training to know at which critical moments during an enchantment day to provide ST. If they really really want to do this then the hero will need to learn Area Knowledge - Enchantments to understand the patterns.

A more complex formula for the ST an apprentice (or enchanter) can contribute each day: Apply their Spellcasting Success Chance to three times their base ST. So a ST 12 DX 11 IQ 9 apprentice would contribute 12 * 3 * 0.625 = 22.5 which rounds down to 22 ST per day.

This is the total fatigue a wizard has available to spend (on spells, enchantments, recharging mana and powerstones, etc.) for each day that he spends mostly resting. Reduce this total by the fraction of time he spends walking, riding, or actively crewing or piloting a craft or flying carpet. He can rest while a passenger in a wagon, carriage, ship, flying carpet, etc.

A typical 16-year old graduate of the Dranning School of Wizardry will have 28 total attribute points (I.e. a human would be ST 6 DX 8 IQ 8 with six additional points), her native tongue, Elyntian(which is usually her native tongue), Literacy(as her mundane talent), Aid, Staff and up to four other IQ points cost in talents and spells. She will have a bag, two robes (wearing one), her staff and 2d-2 * 10 silvers in cash or other possessions. Over the next four years of her apprenticeship she will gain and expend 400 XP in raising two points of ST and two other attribute points to be allocated freely, learn up to her current IQ level in spells and talents, and save up to $1000 in cash and possessions. She will then be a 20-year old 32-attribute $1000 typical starting wizard with a full selection of spells.

Magic Item Creation Table

Magic ItemPriceNotesWeeks to makeST/dayCost/week of ingredientsIngredients required weekly (and starting item required)
Twenty Brands
($60 each)
$1,200-125$5001 dose Pyrotic Ability potion($500) and 20 sticks, arrows, or quarrels
Zombie Ring$3,000-4100$10-

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 This item requires 1 fatigue per minute as per the spell on page 27. The self-powered variant is at the standard ten times expense.

Brand may be enchanted on an arrow or quarrel for the same damage as a flaming missile weapon(page 162). This is a standard LMIC as listed in the table above. A brand used as a torch will burn for 24 hours unless broken or put out by the listed methods.

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

Quiver of Replenishment can also be cast on a dagger (Wizards haven't worked out the enchantments for other items, but they're still trying). The base level enchantment must be cast twice, once on the holster and once on the dagger (counting as an enchantment on each item), but other enchantments can then be cast on both items. The dagger will then teleport back to the holster at the end of any turn when its handle isn't held. If either item is destroyed then then the enchantment is broken on the other item.

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.

If multiple Amulets Against Living Creatures of the same type are worn then only one will be effective, but a single amulet could have the same enchantment put on it up to five times and all five rolls would need to be made. For example a greater demon has an IQ of 11 and so needs to roll 11 or less on three dice five times in a row (9.5% chance of this) to approach a human queen who is wearing a five times strength Amulet vs Demons. Should the amulet fail hopefully she at least knows Unarmed Combat to avoid being grabbed (treat as a HTH pin) and taken to meet with the 32-point Goblin wizard (ST 6, DX 9 (Aided +5), IQ 17) and his half dozen apprentices.

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. Note that charms do save enchantments from 18 rolls (page 150) and the powerstone enchantment is a single enchantment that is all ruined by any roll of 18 while trying to extend it. Therefore the 720 point stone had only a 26% chance of making it that far, even with base DX 15 and a +2 charm.

Embedding a powerstone into an item counts as one of the enchantments on that item. A non-magical ring in which a powerstone was set would then count as a magic item with one enchantment for the rule of five while a wizard's staff with two powerstones could have up to two further enchantments on it. It doesn't take longer or cost more to enchant an item which already has a powerstone attached, it just limits the total enchantments. Any powerstones attached to an item beyond the rule of five will be inert until removed and recharged.

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.

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 the 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.