ADDITIONS FOR THE ALCHEMIST'S TABLE:

MAGICAL MYSTERY POTION
One dose gives the drinker ability to see magical energies. The more power flowing thru and inherent in a magic item, curse, wizard, demon, what-have-you, the brighter it will glow in a blue-white aura. No details are provided as to Good, Evil or Function. Only the knowledge that it is magic and the estimation of Lesser, Greater or "Holy Smokes, I've been blinded" magics.
This is not a visible illumination and will not help in darkness.
Lasts 4 hours.
Requires: one black scorpion ($200), 1 dose Treasure Smelling Potion ($250), and $107 in common ingredients. Takes 4 weeks.
Price: $750.

INCREASE MAGIC (aka Furens)
One dose raises one point of Mojo (or whatever I'm calling it this version of "Enchanter" this week) for one hour. One dose per day is safe enough. Two doses in one day requires a 2 vs ST saving roll. 3 doses requires 3 vs ST and so on. If this save is failed, roll one die to the following chart:
1 or 2: no effect other than a "hangover" feeling of misery. This applies to the following results as well.
3 or 4: minus 1 adjusted ST, DX or IQ (roll one die to choose) for a day.
5 or 6: minus 1 adjusted ST, DX or IQ (roll one die to choose) for (one die roll) days.
Requires: 50 grams of dragon dung ($100), 250 ml of sea dragon bile ($100), 10 berserker mushrooms ($100) plus $119 in common ingredients. Takes 5 weeks.
Price: $550

GLAMOUR
One dose gives the ingestor a form of the Glamour spell in "Wizard" rules (P. 14). Immediately after swallowing the powder, the user concentrates on the desired disguise. Roll 3 dice vs IQ to determine how convincing the illusion is. The user has three turns before the potion solidifys. The last roll made is how the Glamour appears.
Eg. First roll is 1 point over IQ. Not so good. Second roll-turn is 1 less than IQ. Better, but...Third roll-turn is 3 over IQ. That's it. Should've stuck with the second roll.
The Glamour lasts one day. Only another dose of potion will remove it before that time is up.
Requires: 1 sapient brain (good for two doses)($200), 1 litre good wine ($10), 7 hallucinogenic mushrooms ($10 @), $254 in common ingredients. Takes 6 weeks.
Price: $800

** MAGIC FREEZE (aka Merasha, Sinkhole)
Anyone breathing or ingesting a dose of this rolls one die. This is the amount of Mojo (or whatever I'm calling it this version of "Enchanter" this week) attribute that is nullified for one hour. No effect on magic items.
Eg. Grope of the North has a Mojo of 11. One dose of Magic Freeze and he rolls one die for a 4. His adjMojo for the next hour is 7.
Requires: 1 black slime (good for 10 doses)($300), and $80 in common ingredients. Takes 1 week.
Price: $150
  ADDITIONS FOR THE CHEMIST'S TABLE:

GLOW LIQUID
A thick, viscous goo that is smeared or painted on a desired surface. Upon exposure to air, the goo will glow with a heatless light illuminating an area of 3 megahexes in diameter. Lasts four hours and turns to a dull crust. Colour dependent on local regions and ingredients. One dose covers an area about the size of a dinner plate or a man's fist. Water soluble.
Requires: 30 fireflys ($15), $30 in common ingredients and one week.
Price: $75

** DEVIL DYE
The most indelible dye known, with a special twist. The dye sparkles like a babbling brook in the sunlight. Light reflects and gleams off the stuff, making it much more noticeable. 90% of the time it is used in traps protecting valuable items to help identify thieves and other criminals. Any savvy law enforcement will stop anyone with wearing Devil Dye.
The dye and the sparkle effect is pretty much proof against all soaps and scrubbing. Like any indelible dye, it has to wear off with the passage of time and loss of skin. It's not a tattoo.
Requires: Takes 2 grams jewel dust ($40), 30 fireflys ($15) and $37 in common ingredients. Takes 1 week.
Price: $125. One dose will serve to potentially mark one person/thief. A dye bomb is needed to blanket the area, so, 5 doses.

JYDE
One dose of this elixir mirror-flips the imbiber's personality. All personality numbers switch to their opposites for one-half day. Example: An 11 Bravery becomes 3. A 5 Honesty becomes 9. Only 7's are unaffected. Bland remains bland.
Only 3 doses of Jyde can be taken per month. Each overdose requires a 4 vs ST roll. Failure means personality numbers drop or raise one point.
Requires: one dose Berserker Potion ($200), one dose Sleep Potion ($150), $95 in common ingredients and 6 weeks.
Price: $825

** BIRD POISON
One dose does 3 dice damage to any bird when breathed or ingested. Affects no other creatures.
Requires: One giant spider (good for 3 doses) $85, and $66 in common ingredients.
Price: $160

VENGEANCE (aka Dark Warning, Hellstair, Shroom)
A particularly foul poison, completing its deadly work at a step by step pace. Every five or so minutes the victim suffers a fit of violent cramps and nausea. The first seizure requires a 2 vs ST roll. Each subsequent seizure is an extra die vs ST. Failure to make the ST roll results in hits equal to the amount over. This brutal business keeps up until the victim is dead or fed an antidote.
(Eg. The sheik has 12 ST. He makes the 2 vs ST roll. He rolls 13 on 3 dice, so 13 - 12=1 hit. The 4 vs ST is a 15. 15 - 12 = 3 more hits.)
Requires: 7 poison mushrooms ($10@), 7 berserker mushrooms ($10@), 7 hallucinogenic mushrooms ($10@) and $119 in common ingredients. Takes 3 weeks.
Price: $500

BORRACHO (aka troll, grasseye)
A potent narcotic and mild hallucinogenic. Gives the user vivid feelings of potency, vigour and energy. How real this rush of power may actually be is open to debate. The user 's attention span is severely reduced and is easily distracted, so it is hard to determine if they are performing better at a task. The duration depends on the user's body mass, their general usage and tolerance. Somewhere between one to six hours. A successful 3 vs ST roll at the end means a feeling of apathy and lack of appetite. A failed 3 vs ST means a great hammer headache as well.
A green powder. Regular use (it is addictive) gradually builds up a green tinge to the white of the eyes and a green stain around the lips.
Requires: 1 green slime ($100)(good for ten doses), 1/2 kilo of Mirage Plant ($30) and $27 in common ingredients. Takes one week.
Price: $100

     

POLE WEAPONS - An Alteration:
- The wielder of a pole weapon must now choose if he wishes to employ the damage bonuses as stated in the rules.  If he does use the double damage potential, then the following combat turn he must choose Defend or some entirely new option.  He may not attack with that pole weapon.
- If he chooses to forgo the double damage bonus, he can use his pole weapon like any standard weapon.
- Rationale/Precedence:  Pulling-unsticking-freeing the long weapon.  See Hymenopteran Phlanxes.


RAINBOW SLIME
One hex. ST: 12-20. DX: 1. IQ: 2. MA: 2. This slime dissolves and consumes organic material at the rate of one hit per turn when in physical contact with a victim. A rainbow slime is vulnerable only to cuts and blows.
The rainbow slime's claim to notoriety is its chameleon colour changing. It doesn't do this with any guile or thought, it just randomly, very slowly, changes colour for reasons unknown. So, the explanation why fire isn't hurting that "green slime" or acid isn't dissolving that "brown slime" is probably because it is a rainbow oozing over your friend.
3 dice vs IQ for a Naturalist to spot the deception

BLACK SLIME:
One hex. ST: 15-25. DX: 10. IQ: 6. MA: 6. Another pseudo-slime, like the Silver Slime. Black Slimes live day to day off the ambient manna field of the planet. To reproduce they need a more concentrated hit of magic. These concentrations are found in Enchanters and magic items. Their goal therefore is to establish physical contact with the focus of manna.
Each turn a Black Slime is in contact with an Enchanter it absorbs 1 die of Mojo. It also does 1 hit of smothering damage per turn. When the Enchanter's current reserve is at zero, it leaves. Effects of a Black Slime on magic items or power items depends on how long it sucks on them. A Game Master judgement call. Lose a turn of duration and/or a hex of range and/or a little less powerful or it could be rendered useless.
A Black Slime is immune to magic. Getting hit by a spell just saves it the trouble of making physical contact with the caster. When it absorbs Mojo equal to its current ST, it splits into two. Black Slimes are vulnerable to natural fire.


DEATH - HANGING ON BY A THREAD
- ST 2 or 3: you're reeling. -3 adjDX.

- ST 1: you're unconscious.

- ST from 0 to twice your ST: You're hanging on by a thread. Roll each turn versus your ST (raw vitality) or IQ (mind over matter) as you wish. First turn, the roll is 1 die. The second turn, the roll is 2 dice. Then 3 dice and so on until you fail or help arrives.
If you fail the Thread Roll, you're dead. New strategies must considered accordingly.

A Physicker rolls 4 dice vs IQ to "stabilize" you. A Master Physicker rolls 3 dice vs IQ. Lower these rolls by one die if the medic applies Healing Potion. Lower these rolls by one die if the medic uses a Genesis Spell.

Veterinarian or Scholar talents may roll 5 vs IQ as above.
99% of the time, these talents and dice rolls are the only ways to bring you back from the brink.

Failure on any of these rolls means they can't help you and the escalating Thread Rolls will soon snap.

Success means you're stabilized. You're at ST 1 and unconscious. It's up to natural regeneration now, unless more magic healing is available. However, such is the shock of this close brush that even magic can only heal you to half your normal Strength. A full recovery will need proper rest and two days per hit

- Damage greater than twice your ST: you're too badly broken, burned, sliced and/or mulched.



AFTERWORD...


There are many other notes and scribblings thru my TFT rules, but most of them seem to be common alterations, listed in other TFT sites.  Most of my notes are of no interest to other folks because they depend on the biggest change I made to the Fantasy Trip system. 

I don't use "TFT:  Wizard".

After publishing "MELEE" as a Microgame,  Metagaming took forever to come out with the companion magic system.  They hinted and apologized and talked about "WIZARD" in "Space Gamer", but the publication date was constantly delayed.  Unable to wait, I fiddled together a crude little set of rules I called "ENCHANTER".  This seemed to suit me and my friends while we waited.

Then "WIZARD" came out.  I was hugely disappointed.  I thought it sucked back then and even today I think it sucks.  My friends and players might not have felt as strongly, but they neither did they think "WIZARD" worth defending.  To cut a long story short, by the time the years of really active TFT campaigning and GMing were winding down, I had reached "Enchanter 5". 

LATE-BREAKING NEWS: Two (2) TFT campaigns!! Wowzer!  Enchanter 8.0 finished!  What a strange combination of "blast from the past" and "modern gaming".