TEXT: Barrows & Wights 
  Dungeoneers Guide
  by Z. S. Edwardson
  A bare-bones RPG in the classic 1970s style
  
  Barrows & Wights
  Dungeoneers Guide 
  Written and edited by Z. S. Edwardson
  Art credits
  Cover: Mohammed Agbaldi
  David Lewis Johnson:  15, 17, 20, 22
  Joyce Maureira: Page 6
  Luigi Castellani: Page 6, 8, 9, 10, 25
  Miguel Santos: Page 11, 14, 18, 23, 24
  Nate Furman: Page 22
  Unknown: 12, 13
  
  Barrows & Wights
  Dungeoneers Guide 
  Version 01
  By Z.S. Edwardson
  In your hands (or on your screen) is a game of imagination.   Role playing grew from the wargaming 
  hobby in the 1970s and soon exploded as a major form of entertainment.  Burrows & Wights goal is to 
  produce a version of those classic role playing games that is as simple as possible for online and over 
  the board play.  Boiling it down to the very basics and allow the referee and players to add whatever 
  house rules they need to give the flavor they wish.  This is not, was never intended to be a direct clone 
  of any of those great systems. 
  The Dungeoneers Guide provides the rules for play of level 1-14.  In addition, there are three additional
  publications that make up Barrows and Wights.  First is the Adventuring Guide which provides the 
  basic bare bone rules for play of level 1-5.   Second is the Referee Guide, intended to help Referees in 
  their tasks.  Last is the Barrows Guide, which provides optional material for the game. 
    
  What is a Role playing game?   Role Playing game provide a structure for group imagination.   You can
  play the heroic defeating dragons and feared undead like wights.   You can play the moody drifter who 
  comes into town to set things right, or you can play an anti-hero or even a simple tomb robber who 
  wants nothing more then gain untold wealth.   The limit is your imagination.    
  In Burrows and Wights there is a few key things to remember.  One person will be the Referee, who 
  will provide the adventure background and help adjudicate when combat or other events happen.    
  Then you have the players, who will control player characters (PCs) who will go though the adventure 
  and solve the issues presented, and hopefully return with wealth beyond measure.   While interacting 
  with Non-player characters (NPCs) run by the Referee.   Over time, as treasure is collected and 
  monsters are defeated, the PCs will gain additional power to be able to solve more difficult challenges. 
  A number of dice is used in Burrows & Wights.    Most will know of the normal six sided die (d6).   In 
  addition, 4 sided (d4), eight sided (d8), 10 sided (d10), 12 sided (d12), and 20 sided (d20) dice are 
  used.   Sometimes there will be abbreviations such as 3d6,   This is asking that you roll 3 six sided dice.
  There are also some key concepts that players and referees must understand.   The first concept is that 
  this is to have fun.    The 2nd concept is that it is expected that the Referee of your game will have 
  additional rules (called house rules) based on the game needs.   This is a key part of the charm of the 
  game that Role Playing Games are just as much art as a science.   
  However, as a player remember a few rules and you will have fun.
  1.  The Referee is always right. 
  2.  Each character has a role.
  3.  Bringing friends (henchmen), is almost always a good option.
  4.  A good game session will include humor, action, tension, and adventure in equal parts.
  5.  Sometimes your character will die.   This is a risk of adventure.   The good news is that due to the 
  simplicity of the rules, you can have a new character in five to ten minutes rejoining the action.   There 
  is also no shame in a PC buying a tavern and retiring.
  
  Attributes
  The basic attributes are numbers representing the Strength(STR), Dexterity(DEX), Intelligence(INT), 
  Wisdom(WIS), Constitution(CON), and Charisma(CHA) of a character.  Normally this is generated by 
  rolling 3d6 for each attribute in the above order.   Players can then decide what type of character it will 
  be.   Unlike more modern role playing games, the Attributes do not have as a direct impact on players 
  ability so the player has a lot of freedom to decide which type of character they wish to play.  
  Attribute Modifiers
  Barrows & Wights does not give a wide range of attribute modifiers to characters.   The following chart
  is used to determine the modifiers.
  Attribute Roll
  Description
  Modifiers
  3-6
  Low
  -1
  7-14
  Average
  0
  15-18
  High
  +1
  Table 1: Attribute Modifiers 
  Strength(STR)
  Strength represents how strong the character is.   It is used in general checks that require brute force, 
  and the attribute modifies attack and damage of melee weapons.
  Dexterity(DEX)
  Dexterity represents how quick and sure footed the character is.   It is used in general checks that 
  require speed or quickness, and the attribute modifies attack and damage of ranged weapons like bows.
  Intelligence(INT)
  Intelligence represents how book smart the character is.   It is used in general checks that require quick 
  thinking, and the attribute modifies the character armor class (AC), and helps determine what spells a 
  wizard can use.
  Wisdom(WIS)
  Wisdom represents how good the judgment and insight the character has.   It is used in general checks 
  that require judgment and self control, and the attribute modifies saving throws (ST) and what spells a 
  cleric can cast. 
  Constitution(CON)
  Constitution represents how healthy the character is.   It is used in general checks on health, and the 
  attribute modifies the number of hit points per hit die (HD) you can have.
  
  Charisma(CHA)
  Charisma represents how good looking and personable the character is.   It is used in general checks 
  that interaction with others, and the attribute modifies the number of henchmen the player may have.
  Saving Throw(ST)
  Saving throws are rolls on a d20 to avoid a fate such as being poisoned or taking the full brunt of a 
  dragon breath.   
  Hit Points(HP)
  Hit points represent how much damage and injury a character can have before dying.   As a character 
  takes damage in combat, his or her hit points will be reduced.   If hit points goes under zero, the 
  character dies! If at zero, the character passes out.  (Note: some referees will have a house rule on this, 
  so please check with your referee) 
  Experience Points (XP)
  Experience Points are points given out by obtaining treasure, killing monsters, and general role playing 
  in the game.   A guideline is one XP point per gold piece of treasure collected, plus 20 XP per HD of 
  creatures defeated, plus any bonus the referee wishes to give.  However it is up to the referee on how 
  many XP will be granted.   
  Alignment
  In game, the overall forces of the nature and the god(s) is represented by three alignments, Law, Chaos,
  and Neutrality.   In general (but not always), law is viewed as “Good”, Chaos as “Evil”, and Neutrality 
  as being indifferent.   However referees may use an alignment structure that modifies, or completely 
  replaces this system.  
  Experience Bonus
  Many classes have an Experience Bonus if some conditions are met.  This allows characters to gain 
  additional XP so that they can level faster.  For example, if Rusk the fighter has a 10% XP bonus, and 
  the referee gives everyone 1000 XP for the session, Rusk will gain 1100 XP for the session.   
  Retirement of Characters
  At some point, you may have characters that reach their maximum level. There is no set rule on what 
  happens at this point.   A character might retire to a castle, may seek to be an immortal, or the referee 
  might make additional levels for the character to advance.   
  
  Character Classes
  A Class is the archetype or role that each character plays in the overall adventuring party.  In Barrows 
  & Wights there are seven classes.   These include four human classes (Cleric, Fighter, Magic User, and 
  Thief), and three non-human (or Demi-human) classes of Dwarf, Elf, and Halfling.  If the referee so 
  decides, additional classes can be created to allow more specific roles.  
  Each class has it own strong points and weak points.   A fighter can deal, (and take) more damage then 
  other classes.   However fighters are not able to use any type of magic.  A magic user is unarmored and 
  cannot take much damage, but can unleash arcane power to great effect.  There is no bad classes, and 
  each will be able to help the party explore, gain treasure, and hopefully return to town with gold and 
  tales to tell at the tavern table. 
  
  Cleric:
  Clerics are holy men and woman dedicated to the worship of a god, alignment, or religion.  Due to their
  spells being of a healing nature, many times clerics are the key support class.  However their fighting 
  ability is such that they can stand in the front lines if need be.  Clerics are restricted to blunt weapons 
  and the only ranged weapons allowed are oil and stones.   They start with 1d6 Hit Points, and start with
  a saving throw of 15.   They gain clerical spells as per the chart.  Clerics have the ability to Turn 
  Undead (See combat).  If a cleric Wisdom(WIS) score is above 15, they gain a 10% XP bonus.
  XP
  Level
  Hit dice
  Saving throw
  Spells
  H0
  0
  1
  1d6
  15
  19
  2000
  2
  2d6
  14
  1x1
  19
  4000
  3
  3d6
  13
  2x1 
  18
  8000
  4
  4d6
  12
  2x1 1x2
  18
  16000
  5
  5d6
  11
  2x1 2x2 
  17
  32000
  6
  6d6
  10
  2x1 2x2 1x3
  17
  64000
  7
  7d6
  9
  3x1 2x2 2x3 
  16
  128000
  8
  8d6
  8
  4x1 2x2 2x3 
  1x4
  16
  256000
  9
  9d6
  7
  4x1 3x2 2x3 
  2x4 
  15
  350000
  10
  9d6+1
  6
  4x1 4x2 3x3 
  2x4 1x5
  14
  450000
  11
  9d6+2
  5
  5x1 4x2 3x3 
  2x4 2x5
  13
  550000
  12
  9d6+3
  4
  6x1 4x2 4x3 
  3x4 2x5
  12
  650000
  13
  9d6+4
  4
  6x1 4x2 4x3 
  4x4 2x5 
  10
  750000
  14
  9d6+5
  4
  6x1 4x2 4x3 
  4x4 2x5 1x6
  9
  
  Fighter:
  Fighters are the front line troops of most adventuring parties, they have no restrictions on armor or 
  weapons, and start with 1d8 hit points.   They start with a saving throw of 14.   Fighters gain a 10% XP 
  bonus for being a fighter, and if their Strength(STR) is higher then 15, they gain a 20% XP bonus.   
  Fighters are unable to use spells of any kind.
  XP
  Level
  Hit Dice
  Saving Throw
  H0
  0
  1
  1d8
  14
  19
  2000
  2
  2d8
  13
  18
  4000
  3
  3d8
  12
  17
  8000
  4
  4d8
  11
  16
  16000
  5
  5d8
  10
  16
  32000
  6
  6d8
  9
  15
  64000
  7
  7d8
  8
  14
  128000
  8
  8d8
  7
  14
  256000
  9
  9d8
  6
  13
  350000
  10
  9d8+1
  5
  12
  450000
  11
  9d8+2
  4
  10
  550000
  12
  9d8+3
  4
  9
  650000
  13
  9d8+4
  4
  8
  750000
  14
  9d8+5
  4
  7
  
  Magic User:
  Magic users are the feared casters of arcane magic.  They are unable to use any armor, and weapons are
  limited to daggers and staffs.  They also only start with 1d4 hit points.   If a magic user has 
  intelligence(INT) above 15, then they receive an experience bonus of 10%  They start with a saving 
  throw of 15. 
  XP
  Level
  Hit dice
  Saving throw
  Spells
  H0
  0
  1
  1d4
  15
  1x1
  19
  2000
  2
  2d4
  14
  2x1
  19
  4000
  3
  3d4
  13
  2x1 1x2
  19
  8000
  4
  4d4
  12
  3x1 2x2
  18
  16000
  5
  5d4
  11
  3x1 2x2 1x3
  18
  32000
  6
  6d4
  10
  4x1 2x2 2x3
  18
  64000
  7
  7d4
  9
  4x1 3x2 2x3 
  1x4
  17
  128000
  8
  8d4
  8
  4x1 3x2 2x3 
  2x4
  17
  256000
  9
  9d4
  7
  4x1 4x2 3x3 
  2x4 1x5
  16
  350000
  10
  9d4+1
  6
  4x1 4x2 3x3 
  2x4 2x5
  15
  450000
  11
  9d4+2
  5
  4x1 4x2 3x3 
  3x4 2x5 1x6
  14
  550000
  12
  9d4+3
  4
  4x1 4x2 4x3 
  4x4 2x5 2s6
  13
  650000
  13
  9d4+4
  4
  5x1 5x2 4x3 
  4x4 2x5 2x6 
  1x7
  12
  750000
  14
  9d4+5
  4
  5x1 5x2 4x3 
  4x4 2x5 2x6 
  2x7
  10
  
  Thief: 
  The thief is a quick foot who not only is able to pick pockets and steal goods, but can find and disarm 
  traps, climb walls, be very silent, and hide in the dark places of the world.  They are limited to leather 
  armor without shields, and cannot use any long or two handed melee weapons.  They start with 1d6 hit 
  points, and have a saving throw starting at 16.  If the thief Dexterity is above 15, he or she gains an 
  experience bonus of 10%.  
  XP
  Level
  Hit Dice
  Saving Throw
  H0
  0
  1
  1d6
  16
  19
  2000
  2
  2d6
  15
  19
  4000
  3
  3d6
  14
  19
  8000
  4
  4d6
  13
  18
  16000
  5
  5d6
  12
  18
  32000
  6
  6d6
  11
  17
  64000
  7
  7d6
  10
  17
  128000
  8
  8d6
  9
  16
  256000
  9
  9d6
  8
  15
  350000
  10
  9d6+1
  7
  14
  450000
  11
  9d6+2
  6
  13
  550000
  12
  9d6+3
  5
  12
  650000
  13
  9d6+4
  4
  11
  750000
  14
  9d6+5
  4
  10
  
  In addition, thieves gain thieving skills per level.    Climbing Walls, Pick-pocketing (which also 
  disarms traps), hiding in shadows, open locks, and moving silently.  This is determined by rolling a 
  d20, higher the better.    
  Level
  Climbing 
  Pickpocket
  Hiding 
  Open locks
  Silent
  1
  4
  16
  18
  17
  15
  2
  3
  15
  17
  16
  14
  3
  2
  14
  16
  15
  13
  4
  1
  13
  15
  14
  12
  5
  1
  12
  14
  13
  11
  6
  1
  11
  13
  12
  10
  7
  1
  10
  12
  11
  9
  8
  1
  9
  11
  10
  8
  9
  1
  8
  10
  9
  7
  10
  1
  7
  9
  8
  6
  11
  1
  6
  8
  7
  5
  12
  1
  5
  7
  6
  4
  13
  1
  4
  6
  5
  3
  14
  1
  3
  5
  4
  2
  
  Dwarf: 
  The dwarves are an underground people who live in great cities.  Due to their underground nature, they 
  can detect slopes, rises, and slight turns in underground passages.   In addition they have Infravision.   
  They are stout fighters and able to support the front line as they are peers with fighters in fighting 
  ability.   They can use any armor or weapon.  They are limited in that armor has to be made especially 
  for their size (10% extra cost), cannot ride horses by themselves (can ride ponies or ride behind a rider).
  They obtain no XP bonus.  They are limited to Level 12.  Dwarves must have a Constitution(CON) of 
  9.  They start with 1d8 hit points.  Saving throws start at 15.
  XP
  Level
  Hit Dice
  Saving Throw
  H0
  0
  1
  1d8
  15
  19
  2000
  2
  2d8
  14
  18
  4000
  3
  3d8
  13
  18
  8000
  4
  4d8
  12
  17
  16000
  5
  5d8
  11
  17
  32000
  6
  6d8
  10
  16
  64000
  7
  7d8
  9
  15
  128000
  8
  8d8
  8
  14
  256000
  9
  9d8
  7
  13
  350000
  10
  9d8+1
  6
  12
  450000
  11
  9d8+2
  5
  11
  550000
  12
  9d8+3
  4
  10
  
  Elves: 
  While thin and fay, elves are not to be trifled with.  Combining the abilities of fighters and magic users.
  While not having the same arcane power as Magic Users, or the pure toughness of fighters, they 
  gracefully blend the two.   They have Infravision and are immune to Ghoul paralysis.   They can use 
  any weapon or armor, and do gain the abililty to cast magic user spells.   However they gain levels at a 
  slower pace then most.   If an elf has a charisma of greater then 15 then they gain an experience bonus 
  of 10%.  They have a maximum level limit of 10.  Their saving throw starts at 15, and start with 1d6 hit
  points. 
  XP
  Level
  Hit dice
  Saving throw
  Spells
  H0
  0
  1
  1d6
  15
  19
  4000
  2
  2d6
  14
  1x1
  19
  8000
  3
  3d6
  13
  2x1 
  18
  16000
  4
  4d6
  12
  2x1 1x2
  18
  32000
  5
  5d6
  11
  3x1 2x2 
  17
  64000
  6
  6d6
  10
  3x1 2x2 1x3
  17
  128000
  7
  7d6
  9
  4x1 2x2 2x3
  16
  256000
  8
  8d6
  8
  4x1 2x2 2x3 
  1x4
  15
  350000
  9
  9d6
  7
  4x1 3x2 2x3 
  2x4 
  14
  450000
  10
  9d6+1
  6
  4x1 3x2 3x3 
  2x4 1x5
  13
  
  Halflings: 
  Small creatures of surprising abilities, Halfings normally reside in peaceful rural settlements staying 
  away from the poltics and issues of “Big folks”.   However when they exit their dales and shires, they 
  end up being natural fighters and can deal with many issues that thieves can (they prefer the term 
  burglar).    They can use any armor (but must be made for halflings or human children, cost 10% extra 
  to make) and any small weapon.  They cannot use longswords, longbows, crossbows, or any two 
  handed weapon.  If outdoors they have the ability to hide on a 1-3 on a d6.  In addition, they gain thief 
  skills at 2 level below their current level (so a 4th level halfling can use the 2nd level thief skills.   All 
  missile rolls are +1.  If their constitution is above 15, they get a 10% bonus in XP.  Max level is 8. 
  XP
  Level
  Hit Dice
  Saving Throw
  H0
  0
  1
  1d6
  16
  19
  2000
  2
  2d6
  15
  18
  4000
  3
  3d6
  14
  18
  8000
  4
  4d6
  13
  17
  16000
  5
  5d6
  12
  17
  32000
  6
  6d6
  11
  16
  64000
  7
  7d6
  10
  15
  128000
  8
  8d6
  9
  14
  
  Equipment
  Equipment:
  Generally most items are sold in gold pieces(GP).  The gold piece is a golden coin which has gold 
  alloyed with lesser metals, and is the main coin of society.   In addition to the gold piece there is other 
  coins, which have the following values.
  •
  Copper Pieces (CP) are the least valuable coin, and 10 CP make one silver piece.
  •
  Silver Pieces (SP) are the next value coin, and 10 SP make one gold piece. 
  •
  A Platinum Piece (PP) is worth five GP.
  •
  Referees may include other coins, one of the most common being Electrum pieces, which are 
  worth five silver pieces, or ½ a gold piece.   
  New characters start with 3d6x10 GP to equip a character.   Treasure may be found in all sorts of coins, 
  but merchants want gold pieces, and the local money changer will gladly exchange your coins for local 
  gold pieces for a 10% fee. 
  
  GENERAL ITEMS
  Item
  Cost (GP)
  Backpack (300 coin capacity)
  5
  Bedroll
  2
  Case (scroll/map)
  4
  Crowbar
  5
  Flint and Steel 
  5
  Garlic
  10
  Grappling Hook
  5
  Hammer 
  2
  Holy Symbol (wood)
  1
  Holy Symbol (Silver)
  25
  Holy Water
  25
  Lantern
  10
  Lantern (Hooded) 
  30
  Lantern Oil
  1
  Mirror (small steel) 
  5
  Pole 10’
  1
  Rations regular (Day)
  1
  Rations, Iron (Day) 
  5
  Rope (Hemp) 50 foot
  1
  Rope (Silk) 50 foot
  10
  Sack (300 coin capacity) 
  1
  Sack (600 coin capacity)
  2
  Shovel
  1
  Spellbook (Blank 100 pages)
  200
  Spikes (iron)
  5
  Torches (6)
  1
  Waterskin
  1
  Wolfsbane
  10
  
  TRANSPORTATION ITEMS
  Saddle bag
  10
  Rowboat
  100
  Cart
  80
  Galley (Large)
  30,000
  Galley (Small)
  10,000
  Horse, draft
  30
  Horse, riding
  50
  Horse, warhorse
  500
  Mule
  20
  Raft
  40
  Ship (sailing)
  20,000
  Riverboat
  5000
  Wagon
  160
  Rickshaw 
  300
  Saddle
  25
  
  WEAPONS, MELEE
  Weapon
  Damage
  Cost
  Battle Ax*
  1d8
  7
  Hand Ax**
  1d6
  5
  Short Sword
  1d6-1
  3
  Dagger
  1d4
  3
  Long Sword
  1d6
  10
  Bastard Sword
  1d6/2d4 (if two handed)
  15
  Spear**
  1d6
  5
  Club
  1d6-1
  -
  Morning Star
  1d6
  5
  Mace
  1d6
  4
  Warhammer
  1d6
  8
  Two handed sword*
  1d8
  25
  Staff*
  1d6
  4
  Flail
  1d6
  4
  Polearm*
  1d8
  15
  *Two handed weapon
  ** can be used as a melee or Ranged weapon
  
  WEAPONS, RANGED
  Weapon
  Damage
  Range
  Cost
  Arrows (20)
  -
  -
  5
  Bolts (20) 
  -
  -
  5
  Hand Ax
  1d6
  10
  5
  Longbow
  1d6
  70
  40
  Shortbow
  1d6-1
  40
  25
  Crossbow (heavy)
  1d6+1 
  80
  25
  Crossbow (light)
  1d6-1
  60
  15
  Spear
  1d6
  20
  5
  Javlin
  1d4
  30
  1
  Sling
  1d6
  30
  2
  Silver arrow/bolt
  -
  5
  Stones (20)
  -
  1
  Pouch (stones)
  -
  1
  Quiver/Case
  -
  20
  Note: Bows shoot twice in around.  Light crossbow shoots 1 time a round.  Heavy crossbow shoots 
  every other round. 
  ARMOR
  Armor
  AC adjustment
  Cost
  Leather Armor
  -2
  15
  Chain Mail
  -4
  30
  Plate Mail
  -6
  60
  Shield
  -1
  10
  Calculating AC
  Base armor class is 9, and goes down as it improves.   Those with high intelligence (15-18) subtract an 
  additional point.   Thus a PC with chain mail, a shield, and high intelligence would have a AC of 3.  (-4
  from the chain mail, - 1 from the shield, and -1 from high intelligence.  
  
  Combat
  As the party explores the wilderness or dungeons, on occasion they will meet up with foes.  Combat is 
  not always the answer, but is always an option.   Sometimes it might be best to talk to them, or to sneak
  away.   Sometimes you will run away like the proverbial Monty Python knights from the holy grail. 
  And sometimes, you just want to put your ax in the enemy. 
  Combat has three stages:
  •
  rolling for surprise
  •
  rolling for initiative
  •
  carrying out combat.  
  
  Surprise:  
  If the referee deems that surprise check is needed, roll a 1d6.  On a 1 you are surprised.   Referee is 
  allowed to alter that roll if the other side is quiet or set an ambush.   Sometimes you will surprise the 
  enemy. It is also possible (and quite humorous) when BOTH side are surprised.  
  If one side is surprised, the other side gets a free round of action.   If both are surprised, they stare at 
  each other for a round.
  Initiative: 
  All players roll a 1d10.   This is the order of combat from lowest to highest.  Anyone using a two 
  handed weapon (both melee or ranged) goes at the end of the combat round.   If tied, they are 
  simultaneous.  All henchmen go on a single roll, and all monsters do, unless the referee deems one a 
  “hero” monster who gets an independent roll.  Once combat initiative is set, it is not altered. 
  Carrying out combat:
  At each player turn (as determined by initiative) the player decides what they wish to do.  Some of the 
  common actions are
  •
  Striking a foe with a weapon
  •
  Casting a spell
  •
  Using a magical item like a potion
  •
  Switching a weapon
  •
  changing position for an advantage
  This is no way a complete list.
  To hit and roll for damage:
   
  To hit: 
  To hit is calculated by each character Hit Zero score by the following.
  (H0) - (armor class of target) + adjustments
  For example – if a fighter has a H0 of 15, and the target AC is 5, then the fighter will hit on a 10 or 
  better.   
  A 1 on a d20 is always a miss.  A 20 is always a hit.   
  Note:  Men at arms and unclassed humans have a H0 of 20. 
  Damage: 
  Roll for damage based on the weapon.   The Referee will tell you of any adjustments needed.
  A natural 20 always does max damage. 
  
  Spells and Combat:
  Spell-casters can cast spells in combat.  At the start of the combat round, the player will announce that 
  they will cast a spell.  The spell will go off at their initiative.  
  For example:  If Tomas the Mage wants to cast a spell magic missile, he will say at the start of the 
  round that he is casting magic missile.  
  To cast a spell, a spell caster must be able to speak and not have his or her hands bound.  In addition, 
  the spell caster must not have been hit or otherwise disturbed in that combat round.   If a spell caster is 
  disturbed while casting the spell, the spell fails and is lost without it being cast. Needless to say, 
  making sure enemy spell casters are hit each round (and keeping your spell casters from being hit)  is a 
  key tactic in combat.  
  Spells cast from devices (such as wands, rods, and staffs) cannot be cast by a spell caster that has been 
  hit, but will not be wasted.  Scrolls however will be wasted if disturbed. 
  
  Turning Undead:   
  Clerics can use a holy symbol to attempt to turn the undead that are visible and within 100 feet.   The 
  player rolls 2d6 and references this chart.  
  Level 
  of 
  Cleric
  <1 
  HD
  1 
  HD
  2 
  HD
  3 
  HD 
  4 
  HD
  5 
  HD
  6 
  HD
  7 
  HD
  8-9 
  HD
  10-15 
  HD
  15+ 
  HD
  Demons and 
  Specials
  1
  5
  7
  9
  11
  -
  -
  -
  -
  -
  -
  -
  -
  2
  T
  5
  7
  9
  11
  -
  -
  -
  -
  -
  -
  -
  3
  T
  T
  5
  7
  9
  11
  -
  -
  -
  -
  -
  -
  4
  T
  T
  T
  5
  7
  9
  11
  -
  -
  -
  -
  -
  5
  D
  T
  T
  T
  5
  7
  9
  11
  -
  -
  -
  -
  6
  D
  D
  T
  T
  T
  5
  7
  9
  11
  -
  -
  -
  7
  D
  D
  D
  T
  T
  T
  5
  7
  9
  11
  -
  -
  8
  D
  D
  D
  D
  T
  T
  T
  5
  7
  9
  11
  -
  9-13
  D
  D
  D
  D
  D
  T
  T
  T
  5
  7
  9
  11
  14
  D
  D
  D
  D
  D
  D
  T
  T
  T
  5
  7
  9
  Number – roll higher to turn creatures
  T – 2d6 HD of creatures are turned
  D – 2d6 HD of creatures crumble to dust
  If a turn undead is successful, the referee will roll
  2d6 to determine how many hit dice of undead 
  are turned.  At least one undead will be turned, 
  even if it exceeds the HD rolled to turn.  Once a 
  turn attempt on a creature has been made, the 
  cleric cannot attempt to turn that creature again 
  in that session.  
  
  Encumbrance and movement:
  Base Speed is in 5 slots 
  160/120/90/60/30 feet per turn.  
  Unencumbered Characters go 160 feet per turn. 
  •
  Dwarves and Halfings move down one slot.
  •
  Leather armor drops you one slot
  •
  Chain Mail drops you 2 slots.
  •
  Plate mail drops you 3 slots. 
  In addition
  •
  Speed doubles if you are in an area that does
  not need mapping.  
  •
  Speed triples if you are running.  
  •
  Having more then 600 coin worth of 
  treasure will drop you a slot.  
  •
  Maximum treasure weight is 1800 coin, if 
  the back and both arms are used.
  Hirelings:
  Hirelings are highly recommended.   Characters 
  with a Charisma of 15+ can have 3 hirelings.   
  Character with Charisma under 7 can have 1 
  hireling.  All other characters can have 2 hirelings.
  Most hirelings will start as level zero men at arms.   
  They will ask for 1/2 of a share of the treasure.   
  They are normally armed with a weapon, leather or 
  chain armor, and sometimes a shield.   After earning
  500 xp, or defeating a monster or doing a great deed
  the referee may raise the hireling to a 1st level 
  character.   Eventually once they reach 1st level they
  will ask for a full share.  
  You can hire hirelings to also carry stuff and not 
  fight, they will ask for ¼ of a share. 
  Quick rules: 
  •
  Fall damage is 1d6 per 10 foot of falling.
  •
  Most characters have a 1 in six (1 on a d6) 
  chance of finding secret doors.   Thieves and
  Dwarves find them in a 2 in six (1-2 on a 
  d6) chance.
  •
  If a starting Magic User cannot afford a 100 
  page blank spell-book, smaller spell books 
  can be found.
  
  Spells
  Spells are the stuff of magic.  By the gods, or deep research in things that ought not be known, the spell
  caster learns how to channel arcane (magic users, elves), or divine (cleric) energies for their bidding.  
  Clerics cannot cast arcane magic, and magic users and elves cannot cast clerical spells.  (Note: referee 
  is always right).
  Most clerics can only do 5th level spells, clerics with a WIS of 15+ can do 6th level spells once they gain
  the needed level.   Clerics with a WIS of below 7 can only do 4th level spells.
  Most Magic users can only do 6th level spells.  Magic Users with a INT of 15+ can do 7th level spells 
  once they gain needed levels.    Magic Users with a INT of under 7 can only do 5th level spells.. 
  Gaining spells:
  Clerical spells come from the gods, and thus they need just pray for them at rest and they will gain the 
  spells as per allowed by their level.
  Magic Users and Elves rest and memorize spells from spell books.
  Obtaining Spells (Magic Users and Elves):
  Magic Users and elves can copy a spell found on a scroll or spell book into their own spell books, 
  which will use up the spell in that spell book or scroll.   Spells unable to be cast can be inscribed into a 
  spell book.  Memorizing a spell from a spell book does not use up the spell.  It takes 1 blank page per 
  spell level to inscribe a spell into a spell book.   Magic users and Elves can inscribe a spell from 
  memory into a spell book but will need to rememorize the spell. 
  
  Spells must be cast from a device (such as a wand), from memory, or from a scroll.  
  Magic scrolls can be read by Magic Users and Elves
  Clerical scrolls can be read by Clerics
  Both types of scrolls can be read by thieves of level 10 or greater. 
  There is no rule that prohibits a magic user or elf creating a backup spellbook. 
  Spell Lists:  The referee can add any spell that he or she so desires into the game. The following is a 
  basic spell list.  Please note that magic is a mysterious thing and your referee will have more exact 
  wording on what each spell does.   The Barrows Guide includes optional quick descriptions if the 
  referee does not have access to one of the many spell descriptions that have been produced.
  Clerical Spells:
  1st level spells
  1. Cure Light Wounds* 2. Detect Evil 3. Detect Magic 4. Light*
  5. Protection from Evil 6. Purify Food and Water 7. Remove Fear* 8. Resist Cold
  2nd level spells
  1. Bless* 2. Find Traps 3. Know Alignment 4. Hold Person
  5. Resist Fire 6. Silence 15' radius 7. Snake Charm 8. Speak with Animal
  3rd level spells
  1. Continual Light* 2. Cure Disease* 3. Growth of Animals
  4. Locate Object 5. Remove Curse* 6. Striking
  4th level spells
  1. Create Water 2. Cure Serious Wounds * 3. Neutralize Poison
  4. Protection/Evil 10' radius 5. Speak with Plants 6. Sticks to Snakes
  5th level spells
  1. Commune 2. Create Food 3. Dispel Evil
  4. Insect Plague 5. Quest* 6. Raise Dead*
  6th level spells
  1. Animate Objects 2.  Create Undead* 3. Find the Path 4. Heal* 5.  Word of Recall
   
  
  Magic User and Elf Spells:
  1st level spells
  1. Charm Person 2. Detect Magic 3. Floating Disc 4. Hold Portal 5. Light* 6. Magic Missile
  7. Protection from Evil 8. Read Languages 9. Read Magic 10. Shield 11. Sleep 12. Ventriloquism
  2nd level spells
  1. Continual Light * 2. Detect Evil 3. Detect Invisible 4. ESP 5. Invisibility 6. Knock
  7. Levitate 8. Locate Object 9. Mirror Image 10. Phantasmal Force 11. Web 12. Wizard Lock
  3rd level spells 
  1. Clairvoyance 2. Dispel Magic 3. Fire Ball 4. Fly 5. Haste 6. Hold Person
  7. Infravision 8. Invisibility 10'radius 9. Lightning Bolt 10. Protection/Evil 10' radius 11. 
  Protection/Normal Missiles 12. Water Breathing
  4th level spells
  1. Charm Monster 2. Confusion 3. Dimension Door 4. Growth of Plants 5. Hallucinatory Terrain 6. 
  Massmorph 7. Polymorph Others 8. Polymorph Self 9. Remove Curse * 10. Wall of Fire 11. Wall of Ice
  12. Wizard Eye
  5th level spells
  1. Animate Dead 2. Cloudkill 3. Conjure Elemental 4. Contact Higher Plane 5. Feeblemind 6. Hold 
  Monster 7. Magic Jar 8. Pass-Wall 9. Telekinesis 10. Teleport 11. Transmute Rock to Mud * 12. Wall of
  Stone
  6th level spells
  1. Anti-Magic Shell 2. Control Weather 3. Death Spell 4. Disintegrate 5. Geas* 6. Invisible Stalker
  7. Lower Water 8. Move Earth 9. Part Water 10. Projected Image 11. Reincarnation 12. Stone to Flesh*
  7th level spells
  1.  Banishment 2. Finger of Death 3. Hold Person, Mass 4. Phase door 5. Plane Shift 6. Prismatic Spray
  7. Projected Image 8. Spell Turning 
  *reversible
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.;
  Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave 
  Arneson.
  System Reference Document Copyright 2000-2003, Wizards of the Coast,Inc.;
   Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, 
  Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.;
   Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher 
  
  Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, 
  Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  
SOURCE: textdata/thevault/Barrows & Wights/Barrows & Wights Dungeoneers Guide (final).pdf