The Fantasy Trip is a wonderful role playing game, offering players generally simply and elegant rules to govern play. However, ever since Advanced Wizard was released back in 1980 or so, I’ve struggled to grok the rules for making magic items. Don’t get me wrong–I was thrilled to discover that TFT’s author, Steve Jackson, was thoughtful enough to put an enchantment system in at all. Remember: this was the ’80s and such things were extremely rare. All the same, the rules contain inconsistencies that undermine any logic to the framework, and, to my mind, their requirements for material components contradict the nature of magic presented in the original Wizard microgame.
Now, some gamers will argue that the game should not be about creating magic items, and so any rules to do so are unnecessary. Others will advocate for enchantment rules that are chock full of flavor elements that might be suited to their adventures, but might not enjoy wide interest. I’m not a huge fan of PCs making magic items; my general preferences are for campaigns in which magic items tend to be rare and almost never for sale. However, many other players expect their PCs to eventually be able to create magic items, which means that a fantasy RPG ought to provide an easily understood and consistent framework for doing so. Adding color or flavor is commendable; it helps a game group immerse themselves in the game world. But, knowing that everyone’s tastes will be unique, I think any such rules ought to remain neutral at their core while providing guidance for how adding flavor elements might interact with the mechanics presented.
And so, feeling frustrated with TFT’s enchantment mechanics, I’ve decided to share my musings on the topic, complete with an outline for an alternative approach.
Enchantment for The Fantasy Trip
A wizard may imbue any object with any spell they have learned or for which they have access to a spell book. The number of magic items a wizard can enchant is equal to their IQ. If they have reached their limit, they either have to de-enchant or destroy an item or increase their IQ.
For each spell to be enchanted into an item (Rule of Five applies), the time required is the number of hours equal to the spell’s IQ prerequisite. This time must be unbroken. At the end of the required time, the wizard makes a 3/adjDX roll (Aid does not help) penalized using this formula:
Penalty = -1(hours/wizard’s ST), rounded up
If they fail on their roll, their time is wasted and they suffer 1d damage. If they succeed, they instead suffer 1d fatigue, pay XP equal to 10x the spell’s IQ prerequisite, and the item is imbued with the spell. A character in possession of the enchanted item casts the spell using the spell’s standard ST cost and, if applicable (such as in the case of a missile spell or thrown spell targeting an enemy or distant object), a success roll. However, items that target the bearer of the magic item do not require a success roll.
At any time after the item has been enchanted, a wizard may imbue it with ST that can be used to power the item, with an upper limit equal to their IQ. This takes an unbroken period of 10 hours plus 1 hour per ST to be added, and it requires the same rolls as described above for creating a standard magic item. If the enchanter is successful on their final roll, they pay 10XP per ST. This ST recharges using the rules for powerstones. Using such an item may still require an expenditure of a character’s ST and, if appropriate, a success roll.
To make a magic item that is always on, a wizard must have IQ at least 5 points higher than the spell to be used for the enchantment. The process is the same as for a standard magic item, but XP costs are doubled, and hours are replaced by days in the formulas relating to time required. At the end of time required to create the item, the wizard must make a 3d success roll against each of ST, adjDX, and IQ (again, Aid does not help). If they are successful on all three rolls, they suffer 2d fatigue, pay the XP and the item is finished. If they fail, the time is wasted, they suffer 2d damage.
Since the amount of ST a wizard can imbue an enchanted item with is limited by their IQ, wizards can work cooperatively in groups to create highly powered magic items. In such a group the ST limit on the enchantment is the sum of the lead enchanter’s IQ and the ST of any others (again, Aid cannot help).
The Limiting enchantment is considered to be an IQ 10 spell, always on, requires no ST, and its XP cost is determined according to the limitation’s scope as follows:
Broad (e.g. only humans) 10XP
Moderate (only females) 25XP
Narrow (only female wizards) 50XP
Exclusive (only seventh daughters of seventh daughters) 100XP
Items that are destroyed or otherwise de-enchanted upon use cost only 1% the standard XP, rounded up.
Example: Rana (ST 9, DX 14, IQ 15) wants to enchant a single-use clay idol so that when she hurls it at the ground, it summons a skeleton warrior. For this, she uses Summon Myrmidon, an IQ 10 spell. After spending 10 unbroken hours on the task, she rolls a 9 against an adjDX of 12. Success! Normally, this would cost 100XP, but the single-use discount brings this to 1XP. The next day, she imbues it with 13 ST to cover the casting cost and enough maintenance for the skeleton to remain animated for one minute. After a grueling 23 hours, she rolls 11 against an adj of 11—another success! With the discount, this costs her a mere 2XP. After a night’s rest, Rana puts a limitation on the enchanted item so that only she can use it, requiring another 10 hours of work and another roll against an adjDX of 12. She succeeds with a roll of 10 and pays a final, discounted cost of 1XP for a grand total of 4XP. As she rests, clutching the idol to her chest for protection, she schemes of a better way to make summoning idols (discussed later).
Example: Zendas (ST 12, DX 15, and IQ18) wants to make sword that will do armor-bypassing damage. This will be considered an “always on” item. To get the effect, he uses Penetrating Weapon, an IQ11 spell. After spending 22 days on the enchantment, he rolls 3/adjDX 13. The dice settle on 6 + 2 + 4 = 12—success! On his three checks against ST, DX, and IQ, he rolls 7, 14, and 11, respectively—all successes! He now spends 220 XP on the magic item. The next day, having ensorcelled the sword with the spell, he now wants to power it so that 3 points of damage it inflicts bypass armor, a task that will take 16 more days. He succeeds, rolling 13 against an adjDX of 14, and expends 600XP for 3ST. On the third day, Zendas then prudently decides to limit the weapon’s enchantment so that it only works for people born in Nataro or their descendants. The GM rules is a moderate limitation worth 25XP. After another 20 days of enchanting to put the limitation on the sword, he rolls a 13 against his adjDX of 13—a narrow success! He pays another 25 XP and he heads off to his warded bedchamber for a well-deserved rest.
Example: Hylectra (ST 9, DX13, IQ14) wants to make a ring that is always on and that gives its wearer the benefits of Blur, an IQ 13 spell. After spending 26 days, she rolls a 12 against an ajdDX of 10. Failure! On her 1d damage roll, the unfortunate sorceress gets a 4. Not only has she wasted nearly a month, she’s in need of a physicker!
Notes:
TFT does not have a vast spell list, so a GM could allow enchantments that grant effects not precisely defined by the normal effects of a spell if they find the relationship reasonable. For instance, a weapon enchanted with Drain Strength could allow the weapon to pass some of the damage it inflicts on to its user as ST that can replace fatigue. Or, if the weapon is also enchanted with Regeneration, that ST could heal damage. Or, perhaps an item enchanted with Friendship could confer the benefits of Charisma. The GM is free to require additional or less ST or XP for such projects, based on how the enchantment effects are less or more than the standard spell effects.
GMs who want to slow down the process can substitute days, weeks, or months for the listed time requirements.
The XP required to imbue an enchanted item with ST may seem overly generous, but remember that magic items may be stolen, lost, or destroyed, and some may be subject to Remove Thrown Spell.
GMs may grant reduced XP costs for enchanters placing voluntary handicaps on their creations that negatively impact normal use of the item. Examples:
- Only works at night
- Takes extra time to use
- Item easily upsets animals
- To get an enchanted item’s damage bonus requires a DX penalty
- Only recharges when moon is waxing
Similarly, when an item with ST, and with the GM’s permission, the enchanter can tap into offerings, sacrifice, or utilize thematic “trappings” (such as working in a special place of power or “when the stars are right”) to reduce the time required or XP cost. Example: Rana decides to make another skeleton-summoning clay idol. But this time she first procures a soldier’s skull and grinds it to a powder, adds some of her own blood, and mixes the resulting sludge with the clay. The GM decides this is worth giving the skeleton 3 ST to which Rana must add at least 1, and reducing the cost to a mere 1XP!
The GM might also require a related talent for enchanters. Goldsmith would be appropriate for a sorcerer specializing in rings, torcs, and brooches, whereas Armourer makes sense for a wizard who enchants weapons. Mundane Talent: Weaver makes a nice match for wizards who specialize in enchanting clothing and carpets. If one finds the Alchemy rules unsatisfying, this system allows for the enchanting system to replace them, perhaps requiring the Mundane Talent: Brewer instead of Alchemy. Requiring talents might best fit games in which house rules allow wizards to learn talents at standard cost instead of double.
This system for creating magic items can easily be adjusted to suit the flavor of individual campaigns. Increasing the XP costs outlined above supports game worlds where magic items are rare, and those who want to encourage the production of enchanted items can do so by reducing these costs.
Those are my thoughts. What are yours?
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.