--- wizard-1.txt 2016-03-07 18:16:41.000000000 -0800 +++ wizard-2.txt 2016-03-07 18:16:34.000000000 -0800 @@ -1,12 +1,14 @@ The Fantasy Trip -WIZARD +Wizard -A Metagaming MicroGame -Copyright (c) 1978 by Steve Jackson +Game Design by Steve Jackson +Cover by Roger Stine +Illustrated by Pat Hidy +Published by Metagaming +(c) 1979 by Steve Jackson -Game design by Steve Jackson -Illustrated by Clark Bradley +Second Edition Those who helped with this game include Howard Thompson (for contributions to the design and for plaguing me to finish it), Robert Taylor, Ben Ostrander, @@ -74,13 +76,14 @@ allowing tactical combat to be worked out in a logical fashion. Game masters can now regularize movement and attacks on a small scale. -WIZARD is only one segment of Metagaming's own fantasy role-playing system, The -Fantasy Trip. The weapons-combat system (The Fantasy Trip: MELEE) is already -available. WIZARD can be combined with MELEE by players who want to combine -swords and sorcery; the two games were designed to work together. Occasional -references in WIZARD to missile weapons, giant snakes, and other elements not -present in this game have been included for the convenience of players using -MELEE. +WIZARD is only one of Metagaming's fantasy role-playing game series, The Fantasy +Trip. Other available games include MELEE (combat with medieval weapons), and +THE FANTASY TRIP: IN THE LABYRINTH (a complete role-playing campaign system). + +This game, WIZARD, can be combined with MELEE by players who want both swords +and sorcery; references in this game to missile weapons, giant snakes, and other +elements missing from WIZARD have been included for the convenience of MELEE +players. II. COMPONENTS @@ -180,7 +183,7 @@ are earned, etc. On a separate sheet, record each "continuing" spell cast so you can properly deduct ST each turn...in fact, you may want to keep a record of what spell is cast each turn. Each time a wizard survives combat, his hits are -erased and he may change the spells he knows. +erased. Once each player's figures are ready, you may begin the combat. @@ -886,12 +889,12 @@ All spells affect illusions/images as though they were real, except Invisibility and the Death spell. An Invisibility spell destroys an image or illusion; the Death spell destroys an image at a cost of 1 ST to the caster, but affects an -illusion as though it were alive. Other spells (flight, slow, etc.) affect an -image/illusion normally. NOTE: The owner of an image or illusion can make it -move (flying, quickly, slowly, etc.) as he wishes WITHOUT a spell, since it's -his creation. However, this can give away the fact that it's not real. It is, -however, possible to fake casting a spell on it AFTER it's created -- "secret -protection" again. +illusion as though it were alive. Other spells (flight, slow, etc.) affects an +image/illusion normally. NOTE: An image or illusion cannot be commanded to do +anything that a "normal" figure of the same type could not do. For instance, an +illusion of a Gargoyle could fly, but an image of a human could not (unless a +Flight spell were thrown on it). The reasons for this belief of those who +observe it. Therefore, it has to act "real" at all times. A wizard may create an IMAGE OR ILLUSION DUPLICATE of any figure, including himself. Such a "double" may even be created in the hex occupied by the @@ -1175,6 +1178,13 @@ added to EITHER basic ST, basic IQ, or basic DX. There is no limit to how high a wizard can raise his or her attributes, with experience. +NOTE: This system allows a wizard to add one attribute point (on the average) +for every two duels. As long as you are only playing WIZARD (and/or MELEE) as a +game of duels, this will work quite fairly. However, if you are using TFT: In +The Labyrinth, and playing a campaign game, use the experience point system +given in TFT:ITL, which allows characters to gain experience for things besides +fighting, and discard the method given here. + XII. OPTIONAL RULES EXPERIENCED FIGURES @@ -1234,12 +1244,11 @@ HAND-TO-HAND COMBAT: HTH combat is permitted, exactly as in MELEE. A wizard involved in HTH must drop his staff. He may cast spells, but ONLY on himself or his foe in HTH, and is at a -4 DX for that. He may draw and use a dagger like -any MELEE fighter. NOTE: The Shock Shield spell is intended for HTH combat; it -has no use if WIZARD is played without the MELEE rules. +any MELEE fighter, but at -4 DX. NOTE: The Shock Shield spell is intended for +HTH combat; it has no use if WIZARD is played without the MELEE rules. STRIKING WITHOUT WEAPONS: The WIZARD rules for bare-hands attacks from an -adjacent hex may also be used in MELEE. Wizards don't get to kick or punch, -though; they're not trained for it. +adjacent hex may also be used in MELEE. IQ OF FIGHTERS: If wizards are around, the IQ of fighters becomes important. Assume that ordinary MELEE fighters have IQ 8. This makes their beginning point @@ -1253,10 +1262,9 @@ like a beginning figure in MELEE. WEAPONS: A wizard may carry two weapons plus a dagger (his staff counts as a -weapon). However, his DX is -4 with ANY weapon except his staff (of course) and -a dagger (which anyone can use). A wizard CANNOT cast a spell if he has any -weapon (except his staff) ready; the weapon must be dropped or re-slung. -Fighters cannot carry magical staffs. +weapon). However, his DX is -4 with ANY weapon except his staff. A wizard CANNOT +cast a spell if he has any weapon (except his staff) ready; the weapon must be +dropped or re-slung. Fighters cannot carry magical staffs. BROKEN WEAPONS: When the Break Weapons spell is used with MELEE, any weapon which breaks is totally useless EXCEPT a sword or club. A broken sword (any @@ -1265,17 +1273,21 @@ a chance to go for another weapon or enter HTH combat -- elements omitted from WIZARD. -ARMOR AND SHIELDS: Wizards may wear armor and use shields, just like fighters. -Leather armor gives a wizard -2 DX; a small shield gives a wizard -1 DX. All -other types of armor and shield give a wizard DOUBLE the DX- given fighters in -MELEE. A wizard cannot cast a spell if he has a shield ready. Physical armor and -shields from MELEE protect against all kinds of hits -- including fire and -magical hits -- but do nothing to protect against spells that do not directly -put hits on their wearer. +ARMOR AND SHIELDS: Wizards may wear armor and use shields, just like fighters. A +wizard cannot cast a spell if he has a shield ready. Physical armor and shields +from MELEE protect against all kinds of hits -- including fire and magical hits +-- but do nothing to protect against spells that do not directly put hits on +their wearer. DODGING AND DEFENDING: Use the 4-die rule from WIZARD rather than the three-dice-twice rule from MELEE. +THE FANTASY TRIP: IN THE LABYRINTH uses this system, but expands it greatly; for +instance, it adds many spells, offers a way for an experienced wizard to cast a +spell while carrying a sword, etc. When you are playing TFT:ITL, treat all the +rules there as controlling. TFT:ITL is a $20 box, and this is a $3.95 Micro...so +naturally TFT:ITL is more complicated. + XIV. COMBAT EXAMPLE The combat in the Introduction came from an actual game. Yzor has ST 9, DX 12, @@ -1706,16 +1718,13 @@ DX ADJUSTMENTS FOR YOUR ARMOR & SHIELD (MELEE) -Small shield (fighter) ... 0 -Small shield (wizard) ... -1 -Large shield (fighter) ... -1 -Large shield (wizard) ... -2 -Leather armor (anyone) ... -2 -Chainmail (fighter) ... -3 -Chainmail (wizard) ... -6 -Plate armor (fighter) ... -5 -Plate armor (wizard) ... -10 +Small shield ... 0 +Large shield ... -1 +Leather armor ... -2 +Chainmail ... -3 +Plate armor ... -5 Main-gauche used as defense only ... -2 +Wizard whose weapon or armor is iron or steel, instead of silver ... -4 DX ADJUSTMENTS FOR THROWN SPELL OR THROWN WEAPON RANGE