Download as pdf or txt
Download as pdf or txt
You are on page 1of 7

RUSALKA 34 pt SPELLS & TALENTS EMBARR 34 pt SPELLS & TALENTS

Shadow Mage Fire Mage


Spells: 3-Hex Shadow, Blast, Spells: 3-Hex Fire, Acid Touch,
Blur, Dark Vision, Darkness, Drain Breathe Fire, Blur, Dazzle, Fire,
ST 10 Strength, Freeze, Light, Mage Sight, ST 10 Fireball, Illusion, Image, Light, Shock
Silent Movement, Sleep, Staff II Shield, Staff II
DX 12 DX 12
Rusalka specializes in spells of light Embarr loves the hot, showy magic
IQ and shadow. All her spells would be IQ of fire, but she is subtle enough to use
12 useful for a dungeon explorer. She is
12 images and illusions some of the time.
stealthy, not a stand-up fighter, but her She would make a good delver or
MA 10 Human Blast can surprise a foe!
MA 10 Human mercenary wizard.

Staff (Manastaff, 8 mana) Staff (Manastaff, 6 mana)

No armor No armor

ATELYAS 32 pt SPELLS & TALENTS VISSHALARA 36 pt SPELLS & TALENTS


Delver Mage Delver Mage
Spells: Blur, Dark Vision, Detect Spells: Blur, Dark Vision, Detect
Magic, Fire, Image, Light, Magic Fist, Magic, Fire, Fireball, Image,
ST 10 Staff, Reveal Magic ST 11 Invisibility, Lock/Knock, Mage Sight,
Atelyas is a starting character. He Staff II, Reveal Magic, Reverse
DX 13 (11) DX 13 (12) Missiles
took general spells useful for a
IQ labyrinth expedition. Note that he is IQ Visshalara is a moderately advanced
9 an effective mage even with his rather
12 delver mage. She is cautious, and
low IQ. wears armor even though she has
MA 8 Human
MA 10 Goblin mastered Reverse Missiles.

Staff Staff (Manastaff, 12 mana)

Leather Armor Cloth armor


BYNIN THE BROAD 40 pt SPELLS & TALENTS MEDRIJJI 32 pt SPELLS & TALENTS
Delver Mage Summoner Mage
Talents: Axe (2 x 2), Dwarven tongue (1) Spells: Image, Shadow, Slow
Spells: Aid, Dispel Missiles, Flight, Movement, Speed Movement, Staff,
ST 12 Illusion, Image, Lightning, Mage Sight,
ST 10 Staff to Snake, Summon Myrmidon,
Pathfinder, Reveal/Conceal, Spell Shield, Summon Scout, Summon Wolf, Trip
DX 14 (12) Staff III, Summon Myrmidon DX 12 Medrijji is suitable as a starting
Equipment: Wizard’s Chest character, but already knows three
IQ 14 IQ 10 good summoning spells plus Staff to
Bynin’s love for gold has taken him to
some startling places, and he has profited Snake. She can overwhelm a foe with
MA 8 Dwarf in both wealth and experience. Since
MA 10 Human attacks from many directions.
heavy loads are nothing to him, he carries
Staff (Staff of Striking, 9 mana) his wizard’s chest when he goes a-delving.
Staff
Backup: Silver War Ax As an advanced character, Bynin has
spent XP for more Talents and Spells than
his IQ suggests.
Leather Armor No armor

KORIS 32 pt SPELLS & TALENTS ORRI 32 pt SPELLS & TALENTS


Practical Mage Mage-Mechanician
Talent: Literacy (1) Talents: Dwarven Tongue (1), Literacy
(1), Mechanician (2 x 2)
ST 10 Spells: Staff, Image, Light, Aid, ST 10
Dark Vision, Fire, Lock/Knock, Look Spells: Adhesion, Close Vision, Fire,
DX Your Best, Meal, Minor Medicament DX Light, Lock/Knock
12 11
Koris has learned down-at-home Orri is a starting character with a lot
IQ 10 spells, and could serve well as a IQ 11 of points in Talents. His spells help
village wizard even though he is still him in his mechanician work. When
MA only a starting character – but he MA he advances, he will no doubt learn
10 Human 10 Human
Dwarf the spells Analyze Magic, Repair, and
might survive a dungeon trip, too.
Restore Device; Telekinesis would also
Staff help him assemble fiddly devices! As
yet, he feels no need to learn the Staff
spell.
No armor No armor
ENDENOTHEE 34 pt SPELLS & TALENTS GNARZ 36 pt SPELLS & TALENTS
Court Magician Combat Mage
Spells: Clearheadedness, Delete Spells: Acid Touch, Blur, Destroy
Writing, Image, Lock/Knock, Minor Creation, Drop Weapon, Illusion,
ST 10 Medicament, Persuasiveness, Reveal/ ST 11 Reverse Missiles, Shock Shield,
Conceal, Sleep, Staff II, Summon Staff II, Staff to Snake, Summon
DX 13 Bear, Ward DX 14 (12) Myrmidon, Summon Wolf

IQ Endenothee plies the wizardly IQ Gnarz is the wizardly equivalent of a


11 trade at court, and many of his spells
11 toe-to-toe slugger. Most of his spells
are useful to the nobles and their are offensive. So is Gnarz.
MA 10 Human households. He lacks Courtly Graces
MA 8 Orc
and tries to stay straight-spoken and
Staff (Manastaff, aloof from court drama. Staff (Manastaff, 11 mana)
silver/ivory wand, 11 mana)

No armor Leather Armor

FORSYTHE 40 pt SPELLS & TALENTS SOR THE SOOTHSAYER 36 pt SPELLS & TALENTS
Combat Mage Diviner
Spells: Acid Touch, Blur, Destroy Spells: Aid, Analyze Magic, Dark
Creation, Dispel Illusions, Drain Vision, Detect Life, Detect Magic,
ST 12 Strength, Drop Weapon, Hammertouch, ST 10 Eyes-Behind, Mage Sight, Pathfinder,
Illusion, Image, Iron Flesh, Lightning, Reveal/Conceal, Reveal Magic, Staff
DX 13 Reverse Missiles, Slippery Floor, Staff DX 14 II, Summon Scout
IV, Staff to Snake, Summon Myrmidon,
IQ Summon Small Dragon IQ Sor specializes in divination and
15 12 detection. He would be useful on a
Forsythe is an advanced combat mage. dungeon expedition, but not on the
MA 10 Human
He has put a lot of XP into his staff, and MA 10 Human front lines.
can afford to summon a small dragon and
back it up with lightning, Myrmidons,
Staff (Staff of Power, 15 mana) and images and illusions of more Staff (Manastaff, 12 mana)
Myrmidons.
As an advanced character, Forsythe
No armor has spent XP for more Spells than his IQ No armor
suggests.
TALARION THE YOUNGER 40 pt SPELLS & TALENTS JOMAPAR 36 pt SPELLS & TALENTS
Wanderer Mind Mage
Talents: Elvish language (1), Literacy (1), Spells: Aid, Avert, Clearheadedness,
Physicker (2 x 2) Confusion, Control Animal, Control
ST 10 Spells: 7-Hex Illusion, Confusion,
ST 10 Person, Detect Enemies, Friendship,
Friendship, Image, Iron Flesh, Lightning, Illusion, Persuasiveness, Sleep,
DX 14 Long-Distance Telepathy, Mage Sight, DX 13 Soothe, Staff III
Meal, Megahex Sleep, Minor Medicament,
IQ IQ Jomapar is a fine friend to have,
16 Persuasiveness, Regeneration, Reverse 13 which is a good thing, because his
Missiles, Staff IV, Unnoticeability
spells make it hard not to be his
MA 12 Elf Talarion travels the world, looking for MA 10 Goblin friend. His only offensive spell is
new sights and for people to help. He is Staff of Striking, and he uses it only
formidable in combat, especially when Staff of Striking when soft words and amity magic
Staff of Power (16 mana) screened by a strong sword-brother or two, (Wand, 12 mana) have failed. His staff is a wand, which
but subtlety is his forte.
he carries in his sleeve in order to
As an advanced character, Talarion has
seem less threatening.
No armor spent XP for more Talents and Spells than No armor
his IQ suggests.

HARRO HALFHEIGHT 32 pt SPELLS & TALENTS ASPHODEL 35 pt SPELLS & TALENTS


Chef Ranger Mage
Talents: Cook (2 x 2), Thrown Talent: Knife (1 x 2)
Weapons (0) Spells: Breathe Fire, Clearheadedness,
ST 10 Spells: Clearheadedness, Fire, Image,
ST 10 Dark Vision, Far Vision, Meal, Silent
Light, Meal, Staff Movement, Speed Movement, Staff II,
DX 12 DX 13 (11) Stalwart, Summon Scout
Equipment: Two daggers, one in belt
Asphodel is a magic-using ranger
IQ 10 sheath, one at ankle, also balanced for IQ 12 who has often served as an army scout.
throwing
She is at her best when teamed with a
MA 10 Halfling
Orc Harro’s first love is cooking (well, MA 8 Human Woodsman/Naturalist who can supply
cooking and eating), but wizardry mundane Talents and weapon skills. By
called to him too. So he compromised, enchanting a silver dagger as her staff,
Staff (silver kitchen knife, balanced Silver dagger
learning spells that help him in the she conceals her nature from casual
for throwing, just in case) (Manastaff, 4 mana) observation. She keeps meaning to study
spotless tavern kitchen where he rules.
He already makes beer and mead; he Woodsman herself, but there are so many
wonderful spells to learn . . . and at IQ
No armor wants to learn Ferment so he can make Leather armor
13 she could gain Staff of Striking . . .
them better and more quickly. Decisions, decisions!
WISE 38 pt SPELLS & TALENTS LITTLECUT 38 pt SPELLS & TALENTS
Shaman Assassin Mage
Talents: Area Knowledge (1 x 2), Detect Spells: 3-Hex Wall, Blast, Control
Lies (2 x 2), Orc tongue (1) Person, Dark Vision, Drain Strength,
ST 8 Spells: Cleansing, Curse, Detect Enemies,
ST 12 Flight, Illusion, Lock/Knock, Rope,
Diamond Flesh, Fire, Geas, Glamor, Illusion, Speed Movement, Staff III, Stone
DX 13 Long-Distance Telepathy, Regeneration, DX 13 Flesh, Summon Gargoyle, Trailtwister
Reveal/Conceal, Scrying, Staff V, Telepathy,
IQ IQ Littlecut is not just an assassin;
17 Trance, Ward 13 he’s also a skilled kidnapper, and for
Her name is a deep secret; the tribes call her
enough pay he will serve as dungeon
MA 10 Orc
simply “Wise.” She usually counsels peace, MA 10 Orc muscle. In that situation he’ll wear
but with a word she could send ten thousand
screaming orcs against any city in the land. leather armor, reducing DX to 11.
Staff She is said to be ancient beyond knowing. Silver dagger Littlecut has spent XP for one more
(Staff of Mastery, 34 mana) Her Staff of Mastery is taller than she is, of (Staff of Striking, 13 mana) Spell than his IQ suggests, and will
bone, topped with a small dragon skull. soon add more.
As an advanced character, Wise has spent
No Armor XP for more Talents and Spells than her IQ No Armor
suggests.

FIONA 32 pt SPELLS & TALENTS THE MAGNIFICENT MARVOLIO 35 pt SPELLS & TALENTS
Apprentice Entertainer
Talents: Elvish tongue (1), Literacy (1), Spells: Aid, Breathe Fire, Fire, Illusion,
Thrown Weapons (0) Image, Light, Look Your Best, Magic Fist,
ST 10 Spells: Aid, Fire, Image, Light, Magic
ST 10 Persuasiveness, Staff II, Staff to Snake,
Fist, Shadow, Staff, Summon Myrmidon Summon Scout
DX 12 Equipment: Two throwable silver
DX 13 Marvin the apprentice was 15 years old
daggers, one in ankle sheath when a traveling show came to town.
IQ 10 IQ 12 He never looked back. Since then he has
Fiona is barely out of her teens and just chosen spells to amuse and amaze his
beginning her studies. She’d be a good
MA 10 understudy for a more experienced wizard.
MA 10 audience. He affects the traditional garb of
Halfling
Orc Human the stage magician, complete with black
She could make one of her daggers into her top hat, and wears lifts in his boot-heels to
Staff but chooses to carry a “real” staff. Staff (Manastaff in ebony wand make him seem very tall. His “Summon
Staff
If you need a really beginning apprentice, form, 6 mana) Scout” is usually used to create songbirds,
reduce Fiona’s DX to 10, making her a cute ferrets, and a parrot who always
30-point wizard whose spells work less seems about to say something awful but
No armor than half the time. No armor never quite does.
LARYA 40 pt SPELLS & TALENTS P’NINA 35 pt SPELLS & TALENTS
Adept Budding Adept
Talents: Elven tongue (1), Literacy (1), Talent: Literacy (1)
Mathematician (2)
ST 8 Spells: Aid, Analyze Magic, Control Elemental, ST 9 Spells: Aid, Analyze Magic, Blast,
Control Gate, Create/Destroy Elemental, Create Clearheadedness, Detect Magic, Mage
DX Gate, Dissolve Enchantment, Explosive Gem,
DX Sight, Pathfinder, Reveal/Conceal,
14 Expunge, Lesser Magic Item Creation, Mage Sight, 13 Scrying, Staff III, Telekinesis, Ward
Pentagram, Remove Cursed Object, Reveal/Conceal,
IQ 18 Shapeshifting, Spellsniffer, Staff V, Weapon/Armor
Enchantment, Write Scroll
IQ 13 P’nina knows no deep magics yet,
but she is learning . . . She might be
MA Larya Ithilien Emerald Tiara, Lady Brightstar, is
MA an apprentice to an elder adept, or a
12 Elf highly learned in the arts of magic item creation. 10 Human “graduate student” at a Mage’s Guild.
She occupies a suite of rooms in an upper tower of
the Wizards’ Guild, and often sees no one for weeks,
Staff of Mastery (36 mana) but consults with the Guildmasters on matters Staff of Striking (6 mana)
falling within her considerable skills. Sometimes,
though, she is busy with the corps of apprentices
and her fellow masters, bring new magic items into
the world.
No armor No armor
As an advanced character, Larya has spent XP for
more Talents and Spells than her IQ suggests.

CERION 38 pt SPELLS & TALENTS UVER UVER 39 pt SPELLS & TALENTS


Mage-Thief Gate Wizard
Talents: Courtly Graces (1 x 2), Elvish Talents: Dwarven tongue (1), Elven tongue (1),
language (1), Literacy (1 x 2), Sword (2 x 2) Literacy (1), Orc tongue (1)
ST 10 Spells: Blur, Confusion, Dark Vision, ST 10 Spells: Aid, Avert, Create Gate, Detect
Delete Writing, Detect Enemies, Detect Enemies, Great Voice, Illusion, Mage Sight,
Pentagram, Reveal Magic, Staff III, Summon
DX 14 Magic, Duplicate Writing, Image, DX 14 Myrmidon, Telepathy, Teleport, Ward
Invisibility, Lock/Knock, Mage Sight,
Persuasiveness, Silent Movement, Staff III, Equipment: Powerstones (2, each 20 ST)*
IQ 14 Summon Scout IQ 15 Uver Uver is a Gatemaster – a specialist,
employed by her city to maintain and protect
Cerion poses as a minor courtier and
MA 12 Elf scribe, and does not advertise her wizardly MA 10 Human
the Gates that drive so much commerce. She has
trained for this post since apprenticehood. She
nature. She is older and far more formidable loves her job; it’s responsible, very well paid,
Staff of Striking (silver saber in jeweled than she seems. Cerion is a thief and spy only rarely dangerous, and lets her meet beings
scabbard; one jewel is a 5-point in the service of her lord, who occasionally Staff of Power (15 mana) from all over Cidri.
Powerstone; staff has 10 mana) requires the property of rival nobles to be As an advanced character, Uver Uver has spent
examined or even removed. XP for more Talents and Spells than her IQ
As an advanced character, Cerion has suggests.
No armor spent XP for more Talents and Spells than No armor
* The stones are town property and she carries
her IQ suggests. them only on the job.
Wizard Adversary Backs
The Fantasy Trip
TM

Notes

Wizard Adversary
Instructions Card

Wizard Cards Marking For an unpredictable increase in the


Here we present a variety of wizards, The cards are coated. China markers,
Some wizards with high point potency of a randomly chosen wizard,
including starting characters, deadly and most wet- and dry-erase markers,
values have more spells and will come off cleanly – to mark off hits
roll 2d. The mage has a:
combat monsters, and talents than their IQ would on the hexes at the bottom, for instance,
peaceful, talented mages suggest, because at around or to record things on the back. But 2, 3 – 10-point Powerstone
suitable for town encounters 36 stat points, it becomes please experiment first to make sure your 4 – Silver sword of appropriate
or NPC support. All speak effective to buy extra markers are erasable. ST, and the skill to use it
Common. skills, rather than stats, Credits
5 – Staff skill at a level 1 higher;
These wizards could quickly with earned XP. Character illustrations by Rick Hershey.
increase IQ to match; staff
be made more powerful in In all cases, you Graphic design by Ben Williams.
is at maximum mana
combat by giving them a magic can use the basic Copyright © 2019, 2020 by
item or two, such as a charged stats and spell list as Steve Jackson Games Incorporated. 6 – Standard wolf as a pet
Powerstone and something to an inspiration and Card ornamentation copyright 7 – 3-point Powerstone
provide a useful offensive or William McAusland, used with permission.
change gender, race, 8 – Blur ring; it takes no ST
defensive spell. However, most and background to Online
wizards in combat situations are suit your own story. The Fantasy Trip website is at 9 – 5-point Powerstone
accompanied by fighters – or, of thefantasytrip.game. If you like these 10 – 7-point Powerstone
cards and want more, or if there is
course, by other wizards with 11, 12 – Standard bear as a pet
something else you’d like to see, tell us!
complementary spells.

You might also like