The efficacy of each of these spells is dependent upon the person wielding the weapon succeeding with their to-hit roll, and this was taken into account when determining IQ requirement, casting cost, and spell duration. A few of these spells have appeared in previous musings, but it is nice to have them all in one place with the new ones. As always, if you have any memorable moments from when you used these spells in your games, feel free to pop me a note or add a comment.
IQ 9 Hexed Weapon (T) This spell imbues any mundane melee weapon or a single projectile with magic for four turns, allowing it to be used against enemies immune to normal weapons but vulnerable to magical ones. Additional castings of this spell on a weapon already under its influence add to duration. Costs 2 ST.
IQ 10 Fire Arrow (T) Causes a single arrow or other projectile 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. Notes: this spell will not make a weapon capable of harming creatures immune to mundane attacks; the magical fire created with this spell is treated as a Creation spell. 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 Puissant Weapon (T) This spell causes a melee weapon to do +2 damage for four turns. Additional castings of this spell on a weapon already under its influence add to duration. Note: this is spell does not render the weapon magical as does Hexed Weapon. Costs 3 ST.
IQ 11 Penetrating Weapon (T) This spell causes target melee weapon or arrow to bypass armor and mundane protection by one point per ST put into the spell (max 5) for 4 turns. Additional castings of this spell on a weapon already under its influence add to duration.
IQ 14 Fell Weapon (T) Like Puissant Weapon, but gives +3 damage. Costs 4 ST to cast.
IQ 15 Hexed Penetrating Weapon (T) Combines the effects of Hexed Weapon and Penetrating Weapon, but also allows penetrating effect to be useful against magical protection such as Stone Flesh. Costs 1 ST + 1 ST pr point of penetrating damage.
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 Vampiric Weapon (T) This spell temporarily enchants (4 turns) a melee weapon so that it gives ST to its user to heal wounds or fatigue equal to the lesser of damage inflicted or ST powering the spell (max 5). If the wielder is at full ST, treat ST gained as that from an Aid spell. Additional castings of this spell on a weapon already under its influence add to duration. Costs 1-5 ST.
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.