TEXT: Human
  SPELLS & TALENTS
  10
  ST
  DX
  IQ
  MA
  Shadow Mage
  No armor
  Staff (Manastaff, 8 mana)
  Spells: 3-Hex Shadow, Blast, 
  Blur, Dark Vision, Darkness, Drain 
  Strength, Freeze, Light, Mage Sight, 
  Silent Movement, Sleep, Staff II 
  Rusalka specializes in spells of light 
  and shadow. All her spells would be 
  useful for a dungeon explorer. She is 
  stealthy, not a stand-up fighter, but her 
  Blast can surprise a foe! 
  12
  12
  10 
  34 pt
  RUSALKA
  SPELLS & TALENTS
  Human
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  8
  Delver Mage
  Leather Armor
  Staff
  Spells: Blur, Dark Vision, Detect 
  Magic, Fire, Image, Light, Magic Fist, 
  Staff, Reveal Magic
  Atelyas is a starting character. He 
  took general spells useful for a 
  labyrinth expedition. Note that he is 
  an effective mage even with his rather 
  low IQ.
  9
  13 (11)
  10 
  32 pt
  ATELYAS 
  Human
  SPELLS & TALENTS
  10
  ST
  DX
  IQ
  MA
  Fire Mage
  No armor
  Staff (Manastaff, 6 mana)
  Spells: 3-Hex Fire, Acid Touch, 
  Breathe Fire, Blur, Dazzle, Fire, 
  Fireball, Illusion, Image, Light, Shock 
  Shield, Staff II 
  Embarr loves the hot, showy magic 
  of fire, but she is subtle enough to use 
  images and illusions some of the time. 
  She would make a good delver or 
  mercenary wizard.
  12
  12
  10 
  34 pt
  EMBARR 
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  Goblin 
  10
  Delver Mage
  Cloth armor
  Staff (Manastaff, 12 mana)
  Spells: Blur, Dark Vision, Detect 
  Magic, Fire, Fireball, Image, 
  Invisibility, Lock/Knock, Mage Sight, 
  Staff II, Reveal Magic, Reverse 
  Missiles
  Visshalara is a moderately advanced 
  delver mage. She is cautious, and 
  wears armor even though she has 
  mastered Reverse Missiles.
  12
  13 (12)
  11 
  36 pt
  VISSHALARA 
  
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  SPELLS & TALENTS
  Dwarf
  8
  Delver Mage
  Leather Armor
  Staff (Staff of Striking, 9 mana) 
  Backup: Silver War Ax
  Talents: Axe (2 x 2), Dwarven tongue (1)
  Spells: Aid, Dispel Missiles, Flight, 
  Illusion, Image, Lightning, Mage Sight, 
  Pathfinder, Reveal/Conceal, Spell Shield, 
  Staff III, Summon Myrmidon
  Equipment: Wizard’s Chest 
  Bynin’s love for gold has taken him to 
  some startling places, and he has profited 
  in both wealth and experience. Since 
  heavy loads are nothing to him, he carries 
  his wizard’s chest when he goes a-delving.
  As an advanced character, Bynin has 
  spent XP for more Talents and Spells than 
  his IQ suggests.
  14
  14 (12)
  12 
  40 pt
  BYNIN THE BROAD 
  Human
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  10
  Practical Mage
  No armor
  Staff
  Talent: Literacy (1) 
  Spells: Staff, Image, Light, Aid, 
  Dark Vision, Fire, Lock/Knock, Look 
  Your Best, Meal, Minor Medicament
  Koris has learned down-at-home 
  spells, and could serve well as a 
  village wizard even though he is still 
  only a starting character – but he 
  might survive a dungeon trip, too.
  10
  12
  10 
  32 pt
  KORIS 
  Human
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  10
  Summoner Mage
  No armor
  Staff
  Spells: Image, Shadow, Slow 
  Movement, Speed Movement, Staff, 
  Staff to Snake, Summon Myrmidon, 
  Summon Scout, Summon Wolf, Trip
  Medrijji is suitable as a starting 
  character, but already knows three 
  good summoning spells plus Staff to 
  Snake. She can overwhelm a foe with 
  attacks from many directions. 
  10
  12
  10 
  32 pt
  MEDRIJJI
  Human
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  SPELLS & TALENTS
  Dwarf
  10
  Mage-Mechanician
  No armor
  Talents: Dwarven Tongue (1), Literacy 
  (1), Mechanician (2 x 2)
  Spells: Adhesion, Close Vision, Fire, 
  Light, Lock/Knock
  Orri is a starting character with a lot 
  of points in Talents. His spells help 
  him in his mechanician work. When 
  he advances, he will no doubt learn 
  the spells Analyze Magic, Repair, and 
  Restore Device; Telekinesis would also 
  help him assemble fiddly devices! As 
  yet, he feels no need to learn the Staff 
  spell.
  11
  11
  10 
  32 pt
  ORRI 
  
  Human
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  Human
  10
  Court Magician
  No armor
  Staff (Manastaff, 
  silver/ivory wand, 11 mana)
  Spells: Clearheadedness, Delete 
  Writing, Image, Lock/Knock, Minor 
  Medicament, Persuasiveness, Reveal/
  Conceal, Sleep, Staff II, Summon 
  Bear, Ward
  Endenothee plies the wizardly 
  trade at court, and many of his spells 
  are useful to the nobles and their 
  households. He lacks Courtly Graces 
  and tries to stay straight-spoken and 
  aloof from court drama.
  11
  13
  10 
  34 pt
  ENDENOTHEE 
  Human
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  10
  Combat Mage
  No armor
  Staff (Staff of Power, 15 mana)
  Spells: Acid Touch, Blur, Destroy 
  Creation, Dispel Illusions, Drain 
  Strength, Drop Weapon, Hammertouch, 
  Illusion, Image, Iron Flesh, Lightning, 
  Reverse Missiles, Slippery Floor, Staff 
  IV, Staff to Snake, Summon Myrmidon, 
  Summon Small Dragon
  Forsythe is an advanced combat mage. 
  He has put a lot of XP into his staff, and 
  can afford to summon a small dragon and 
  back it up with lightning, Myrmidons, 
  and images and illusions of more 
  Myrmidons.
  As an advanced character, Forsythe 
  has spent XP for more Spells than his IQ 
  suggests. 
  15
  13
  12 
  40 pt
  FORSYTHE
  Orc
  Orc
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  8
  Combat Mage
  Leather Armor
  Staff (Manastaff, 11 mana)
  Spells: Acid Touch, Blur, Destroy 
  Creation, Drop Weapon, Illusion, 
  Reverse Missiles, Shock Shield, 
  Staff II, Staff to Snake, Summon 
  Myrmidon, Summon Wolf
  Gnarz is the wizardly equivalent of a 
  toe-to-toe slugger. Most of his spells 
  are offensive. So is Gnarz.
  11
  14 (12)
  11 
  36 pt
  GNARZ
  Human
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  10
  Diviner 
  No armor
  Staff (Manastaff, 12 mana)
  Spells: Aid, Analyze Magic, Dark 
  Vision, Detect Life, Detect Magic, 
  Eyes-Behind, Mage Sight, Pathfinder, 
  Reveal/Conceal, Reveal Magic, Staff 
  II, Summon Scout
  Sor specializes in divination and 
  detection. He would be useful on a 
  dungeon expedition, but not on the 
  front lines.
  12
  14
  10 
  36 pt
  SOR THE SOOTHSAYER 
  
  Elf
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  SPELLS & TALENTS
  12
  Wanderer 
  No armor
  Staff of Power (16 mana)
  Talents: Elvish language (1), Literacy (1), 
  Physicker (2 x 2)
  Spells: 7-Hex Illusion, Confusion, 
  Friendship, Image, Iron Flesh, Lightning, 
  Long-Distance Telepathy, Mage Sight, 
  Meal, Megahex Sleep, Minor Medicament, 
  Persuasiveness, Regeneration, Reverse 
  Missiles, Staff IV, Unnoticeability
  Talarion travels the world, looking for 
  new sights and for people to help. He is 
  formidable in combat, especially when 
  screened by a strong sword-brother or two, 
  but subtlety is his forte.
  As an advanced character, Talarion has 
  spent XP for more Talents and Spells than 
  his IQ suggests.
  16
  14
  10 
  40 pt
  TALARION THE YOUNGER
  Elf
  Orc
  Halfling 
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  10
  Chef 
  No armor
  Staff (silver kitchen knife, balanced 
  for throwing, just in case)
  Talents: Cook (2 x 2), Thrown 
  Weapons (0)
  Spells: Clearheadedness, Fire, Image, 
  Light, Meal, Staff
  Equipment: Two daggers, one in belt 
  sheath, one at ankle, also balanced for 
  throwing 
  Harro’s first love is cooking (well, 
  cooking and eating), but wizardry 
  called to him too. So he compromised, 
  learning spells that help him in the 
  spotless tavern kitchen where he rules. 
  He already makes beer and mead; he 
  wants to learn Ferment so he can make 
  them better and more quickly.
  10
  12
  10 
  32 pt
  HARRO HALFHEIGHT
  Goblin
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  10
  Mind Mage 
  No armor
  Staff of Striking 
  (Wand, 12 mana)
  Spells: Aid, Avert, Clearheadedness, 
  Confusion, Control Animal, Control 
  Person, Detect Enemies, Friendship, 
  Illusion, Persuasiveness, Sleep, 
  Soothe, Staff III
  Jomapar is a fine friend to have, 
  which is a good thing, because his 
  spells make it hard not to be his 
  friend. His only offensive spell is 
  Staff of Striking, and he uses it only 
  when soft words and amity magic 
  have failed. His staff is a wand, which 
  he carries in his sleeve in order to 
  seem less threatening.
  13
  13
  10 
  36 pt
  JOMAPAR
  Goblin 
  Human
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  8
  Ranger Mage 
  Leather armor
  Silver dagger 
  (Manastaff, 4 mana)
  Talent: Knife (1 x 2)
  Spells: Breathe Fire, Clearheadedness, 
  Dark Vision, Far Vision, Meal, Silent 
  Movement, Speed Movement, Staff II, 
  Stalwart, Summon Scout 
  Asphodel is a magic-using ranger 
  who has often served as an army scout. 
  She is at her best when teamed with a 
  Woodsman/Naturalist who can supply 
  mundane Talents and weapon skills. By 
  enchanting a silver dagger as her staff, 
  she conceals her nature from casual 
  observation. She keeps meaning to study 
  Woodsman herself, but there are so many 
  wonderful spells to learn . . . and at IQ 
  13 she could gain Staff of Striking . . . 
  Decisions, decisions!
  12
  13 (11)
  10 
  35 pt
  ASPHODEL
  
  Orc
  Orc
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  10
  Shaman
  No Armor
  Staff 
  (Staff of Mastery, 34 mana)
  Talents: Area Knowledge (1 x 2), Detect 
  Lies (2 x 2), Orc tongue (1)
  Spells: Cleansing, Curse, Detect Enemies, 
  Diamond Flesh, Fire, Geas, Glamor, Illusion, 
  Long-Distance Telepathy, Regeneration, 
  Reveal/Conceal, Scrying, Staff V, Telepathy, 
  Trance, Ward
  Her name is a deep secret; the tribes call her 
  simply “Wise.” She usually counsels peace, 
  but with a word she could send ten thousand 
  screaming orcs against any city in the land. 
  She is said to be ancient beyond knowing. 
  Her Staff of Mastery is taller than she is, of 
  bone, topped with a small dragon skull.
  As an advanced character, Wise has spent 
  XP for more Talents and Spells than her IQ 
  suggests.
  17
  13
  8 
  38 pt
  WISE
  Orc
  Halfling 
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  10
  Apprentice
  No armor
  Staff
  Talents: Elvish tongue (1), Literacy (1), 
  Thrown Weapons (0)
  Spells: Aid, Fire, Image, Light, Magic 
  Fist, Shadow, Staff, Summon Myrmidon 
  Equipment: Two throwable silver 
  daggers, one in ankle sheath 
  Fiona is barely out of her teens and just 
  beginning her studies. She’d be a good 
  understudy for a more experienced wizard. 
  She could make one of her daggers into her 
  Staff but chooses to carry a “real” staff.
  If you need a really beginning apprentice, 
  reduce Fiona’s DX to 10, making her a 
  30-point wizard whose spells work less 
  than half the time.
  10
  12
  10 
  32 pt
  FIONA
  Orc
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  10
  Assassin Mage 
  No Armor
  Silver dagger 
  (Staff of Striking, 13 mana)
  Spells: 3-Hex Wall, Blast, Control 
  Person, Dark Vision, Drain Strength, 
  Flight, Illusion, Lock/Knock, Rope, 
  Speed Movement, Staff III, Stone 
  Flesh, Summon Gargoyle, Trailtwister
  Littlecut is not just an assassin; 
  he’s also a skilled kidnapper, and for 
  enough pay he will serve as dungeon 
  muscle. In that situation he’ll wear 
  leather armor, reducing DX to 11.
  Littlecut has spent XP for one more 
  Spell than his IQ suggests, and will 
  soon add more.
  13
  13
  12 
  38 pt
  LITTLECUT 
  Orc
  Human
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  Human
  10
  Entertainer 
  No armor
  Staff (Manastaff in ebony wand 
  form, 6 mana)
  Spells: Aid, Breathe Fire, Fire, Illusion, 
  Image, Light, Look Your Best, Magic Fist, 
  Persuasiveness, Staff II, Staff to Snake, 
  Summon Scout 
  Marvin the apprentice was 15 years old 
  when a traveling show came to town. 
  He never looked back. Since then he has 
  chosen spells to amuse and amaze his 
  audience. He affects the traditional garb of 
  the stage magician, complete with black 
  top hat, and wears lifts in his boot-heels to 
  make him seem very tall. His “Summon 
  Scout” is usually used to create songbirds, 
  cute ferrets, and a parrot who always 
  seems about to say something awful but 
  never quite does.
  12
  13
  10 
  35 pt
  THE MAGNIFICENT MARVOLIO 
  
  Elf
  Elf
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  SPELLS & TALENTS
  12
  Adept 
  No armor
  Staff of Mastery (36 mana)
  Talents: Elven tongue (1), Literacy (1), 
  Mathematician (2)
  Spells: Aid, Analyze Magic, Control Elemental, 
  Control Gate, Create/Destroy Elemental, Create 
  Gate, Dissolve Enchantment, Explosive Gem, 
  Expunge, Lesser Magic Item Creation, Mage Sight, 
  Pentagram, Remove Cursed Object, Reveal/Conceal, 
  Shapeshifting, Spellsniffer, Staff V, Weapon/Armor 
  Enchantment, Write Scroll
  Larya Ithilien Emerald Tiara, Lady Brightstar, is 
  highly learned in the arts of magic item creation. 
  She occupies a suite of rooms in an upper tower of 
  the Wizards’ Guild, and often sees no one for weeks, 
  but consults with the Guildmasters on matters 
  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.
  As an advanced character, Larya has spent XP for 
  more Talents and Spells than her IQ suggests.
  18
  14
  8 
  40 pt
  LARYA 
  Elf
  ST
  DX
  IQ
  MA
  SPELLS & TALENTS
  SPELLS & TALENTS
  Elf
  12
  Mage-Thief 
  No armor
  Staff of Striking (silver saber in jeweled 
  scabbard; one jewel is a 5-point  
  Powerstone; staff has 10 mana)
  Talents: Courtly Graces (1 x 2), Elvish 
  language (1), Literacy (1 x 2), Sword (2 x 2)
  Spells: Blur, Confusion, Dark Vision, 
  Delete Writing, Detect Enemies, Detect 
  Magic, Duplicate Writing, Image, 
  Invisibility, Lock/Knock, Mage Sight, 
  Persuasiveness, Silent Movement, Staff III, 
  Summon Scout
  Cerion poses as a minor courtier and 
  scribe, and does not advertise her wizardly 
  nature. She is older and far more formidable 
  than she seems. Cerion is a thief and spy 
  in the service of her lord, who occasionally 
  requires the property of rival nobles to be 
  examined or even removed.
   As an advanced character, Cerion has 
  spent XP for more Talents and Spells than 
  her IQ suggests.
  14
  14
  10 
  38 pt
  CERION
  Human
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  10
  Budding Adept 
  No armor
  Staff of Striking (6 mana)
  Talent: Literacy (1)
  Spells: Aid, Analyze Magic, Blast, 
  Clearheadedness, Detect Magic, Mage 
  Sight, Pathfinder, Reveal/Conceal, 
  Scrying, Staff III, Telekinesis, Ward 
  P’nina knows no deep magics yet, 
  but she is learning . . . She might be 
  an apprentice to an elder adept, or a 
  “graduate student” at a Mage’s Guild.
  13
  13
  9 
  35 pt
  P’NINA 
  Human
  SPELLS & TALENTS
  ST
  DX
  IQ
  MA
  10
  Gate Wizard
  No armor
  Staff of Power (15 mana)
  Talents: Dwarven tongue (1), Elven tongue (1), 
  Literacy (1), Orc tongue (1)
  Spells: Aid, Avert, Create Gate, Detect 
  Enemies, Great Voice, Illusion, Mage Sight, 
  Pentagram, Reveal Magic, Staff III, Summon 
  Myrmidon, Telepathy, Teleport, Ward 
  Equipment: Powerstones (2, each 20 ST)* 
  Uver Uver is a Gatemaster – a specialist, 
  employed by her city to maintain and protect 
  the Gates that drive so much commerce. She has 
  trained for this post since apprenticehood. She 
  loves her job; it’s responsible, very well paid, 
  only rarely dangerous, and lets her meet beings 
  from all over Cidri.
  As an advanced character, Uver Uver has spent 
  XP for more Talents and Spells than her IQ 
  suggests.
  * The stones are town property and she carries 
  them only on the job.
  15
  14
  10 
  39 pt
  UVER UVER
  
  Notes
  The Fantasy Trip
  TM
  Here we present a variety of wizards, 
  including starting characters, deadly 
  combat monsters, and 
  peaceful, talented mages 
  suitable for town encounters 
  or NPC support. All speak 
  Common.
  These wizards could quickly 
  be made more powerful in 
  combat by giving them a magic 
  item or two, such as a charged 
  Powerstone and something to 
  provide a useful offensive or 
  defensive spell. However, most 
  wizards in combat situations are 
  accompanied by fighters – or, of 
  course, by other wizards with 
  complementary spells. 
  Some wizards with high point 
  values have more spells and 
  talents than their IQ would 
  suggest, because at around 
  36 stat points, it becomes 
  effective to buy extra 
  skills, rather than stats, 
  with earned XP.
  In all cases, you 
  can 
  use 
  the 
  basic 
  stats and spell list as 
  an inspiration and 
  change gender, race, 
  and background to 
  suit your own story.
  Wizard Cards
  Marking
  The cards are coated. China markers, 
  and most wet- and dry-erase markers, 
  will come off cleanly – to mark off hits 
  on the hexes at the bottom, for instance, 
  or to record things on the back. But 
  please experiment first to make sure your 
  markers are erasable.
  Credits
  Character illustrations by Rick Hershey.
  Graphic design by Ben Williams.
  Copyright © 2019, 2020 by 
  Steve Jackson Games Incorporated.
   Card ornamentation copyright  
  William McAusland, used with permission.
  Online
   The Fantasy Trip website is at 
  thefantasytrip.game. If you like these 
  cards and want more, or if there is 
  something else you’d like to see, tell us!
  For an unpredictable increase in the 
  potency of a randomly chosen wizard, 
  roll 2d. The mage has a:
  2, 3
  – 10-point Powerstone
  4
  – Silver sword of appropriate 
  ST, and the skill to use it
  5
  – Staff skill at a level 1 higher; 
  increase IQ to match; staff 
  is at maximum mana
  6
  – Standard wolf as a pet
  7
  – 3-point Powerstone
  8
  – Blur ring; it takes no ST
  9
  – 5-point Powerstone
  10
  – 7-point Powerstone
  11, 12 – Standard bear as a pet
  Wizard Adversary Backs
  Wizard Adversary 
  Instructions Card
  
SOURCE: textdata/thevault/The Fantasy Trip/The Fantasy Trip SJG/The Fantasy Trip SJG Decks Of Destiny/Adversary Pack/The Fantasy Trip Wizard Cards.pdf