Pyromagica!

I love The Fantasy Trip’s magic system; it was one of the reasons why I gave up D&D back in the 1980s. TFT magic is pretty straightforward, with simple mechanics that are easy to master, and it plays fast when the dice start rolling at the table. As great as it is, the Legacy Edition’s grimoire, weighing in with about 150 spells, is more limited than GURPS’s or D&D’s, so I’ve been creating ones to augment the list. Lately, I’ve been interested in specialists, like elementalists and summoners. Here is a group of new spells for the pyromaniac in your wizards’ guild, plus one existing spell that I’ve tweaked in an attempt to make it more balanced against others. Feel free to use them with your gaming group, and send along your feedback!

IQ 8 Move Fire (T) This spell allows the caster to move contiguous hexes of fire (and illusions of fire!) up to three hexes in any direction, and, if desired, change the footprint of the multi-hex fires (which must remain contiguous). If not magical fire, the fire must move to an hexes with fuel in order to keep burning. The spell lasts up to 12 turns, but expires as soon as the wizard takes any action other than directing the fire. Cost 1 ST for up to 3 hexes of fire, 2 ST for 4-7 hexes of fire.

IQ 10 Fire Arrow (T) Causes a single arrow to ignite a magical fire (as per Fire spell) in the hex of its target (if the arrow hits the target!), expiring 12 rounds after the spell was cast.  The arrow is destroyed.  Note: this spell will not make a weapon capable of harming creatures immune to mundane attacks. Costs 1 ST. Prerequisite: Fire.

IQ 10 Flaming Fist (T) Wreathes one of the subject’s fists in magical flame, adding +1 damage to bare-hand or cestus attacks for 12 turns.  The flame can be used to ignite flammable materials. The subject’s hand is unharmed when the spell ends. Costs 1 ST. Prerequisite: Fire.

IQ 10 Flaming Weapon (T) Causes a single melee weapon to burn with flame, adding +1 damage for 12 turns.  Wooden weapons will be reduced to ash when the spell ends.  Additional castings of this spell on a weapon already under its influence add to duration. Note: this spell will not make a weapon capable of harming creatures immune to mundane attacks. Costs: 1 ST.  Prerequisite: Fire.

IQ 10 Hypnotic Flames (C) Like Fire, but these fascinating flames flicker and dance so captivatingly that sighted creatures within three megahexes who can see them must roll 3/IQ each turn or stand entranced. Once a figure avoids or breaks the trance, they cannot be hypnotized again with that flame. A wizard may cast the spell more discreetly by having the flame be limited to their eyes, and only those looking directly at them will be affected. Costs 3 ST. Prerequisite: Fire.

IQ 11 Staff to Salamander (T) Similar to Staff to Snake, but creates a flaming salamander (ST 12, DX 13, IQ 4, MA 6) with the abilities of a Fire Elemental, except that its fireballs are spat and treated as Thrown. Costs 1 ST. Prerequisites: Fire, Staff.

IQ 12 Breath Fire (T) as described on ITL 24, except that there is no distinction between the Show and Combat versions (one can just choose to not breath a powerful blast if doing it for show), it only costs 1 to cast, and it lasts 12 turns. (Tip of the hat: this version is that suggested by Joe Tippets on the Facebook TFT group. My original lasted 2d turns, but Joe’s version is simpler.)

IQ 14 Immolation (T) The subject begins to burn from within, taking 1d-1 damage and suffers -2DX each turn until the spell expires.  Mundane armor does not protect.  Costs 2 ST for figures under 20 ST, 3 for ST 20-30 (ineffective against stronger figures), plus 1 per turn it is maintained. Prerequisite: Fire.

IQ 14 Salamander Form (T) Causes a 1-hex figure’s body to transform into elemental flame, and the subject gains the abilities (but not the stats!) and vulnerabilities of a Fire Elemental.  Clothing and flammable objects carried will be destroyed, and glass objects may crack.  Armor worn permanently loses 1 point of protection per turn, and it is destroyed when it’s hits stopped reaches zero. Costs 3 ST, plus 1/turn to maintain. Prerequisite: 3-Hex Fire.

IQ 13 Summon Fire Elemental (C) Summons a Fire Elemental with ST 15, DX 13, IQ 8, MA 10 (ITL 87), which will obey the wizard’s commands. Costs 4 to cast, plus 1 per turn to maintain. Prerequisite: Fire.

IQ 16 Exploding Fireball (M) Like Fireball, but affects an entire megahex. Roll damage once; the target in the central hex takes normal fireball damage and those in adjacent hexes suffer damage equal to that minus 1 per die of damage (minimum 1 damage). Note: This spell is only affected by Turn Missiles, Reverse Missiles, and Dispel Missiles if the central hex so protected. Costs 2/die of damage. Prerequisite: Fire.

IQ 16 Megahex Fire Arrow (T) Like Fire Arrow, but creates a megahex of Fire, centered on the target hex.  Costs 4 ST. Prerequisite: 7-Hex Fire.

IQ 16 Mesmerizing Flames (C) Like Hypnotic Flames, but requires a 4d/IQ roll. Costs 6 ST. Prerequisite: Hypnotic Flames.

IQ 17 Incinerate (T) Like Immolation, but inflicts 2d-2or 3d-3 damage per turn by doubling or tripling the casting and maintenance costs, respectively. Prerequisite: Immolation.

The material presented here are my house rules intended for use with the The Fantasy Trip system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games. The Fantasy Trip is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Published by antoshos

I'm just a guy who likes uilleann pipes, games, hard science fiction, Lovecraftian horror, the outdoors, astronomy, and cats. I studied painting and drawing, which, miraculously, somehow provided me with the skills from which to eek out a living as a museum curator.

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