TEXT: The Blue Book of
  Dangers and
  Dweomers
  B y
  L u i g i  C a s t e l l a n i
  Based on the Swords & Wizardry: Core rules by Matthew J. Finch 
  &
   Swords & Wizardry: White box rules by Marv Breig and Matthew J. Finch
  Original System and Rules Authors: Dave Arneson and Gary Gygax
  System Reference Authors: Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman,
  Bruce R. Cordell, John D. Rateliff, Thomas Reid, and James Wyatt
  Revised—June, the 3rd,  2014
  Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  2
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Table of Contents
  What This Game Is..........................................................................5
  Starting the Game............................................................................5
  Rule Number One...........................................................................5
  The Dice..........................................................................................5
  Setting Up Your Character Sheet....................................................5
  Creating a character.........................................................................6
  Ability Scores...........................................................................6
  Strength...............................................................................6
  Intelligence.........................................................................6
  Wisdom...............................................................................6
  Constitution........................................................................6
  Dexterity.............................................................................7
  Charisma.............................................................................7
  Universal Attribute Bonus..................................................7
  Character Races........................................................................7
  Humans...............................................................................7
  Dwarfs................................................................................8
  Elves...................................................................................8
  Gnomes...............................................................................8
  Half-Elves...........................................................................9
  Half-Orcs............................................................................9
  Character Classes......................................................................9
  Restrictions on weapons and armor...................................10
  Multi-classing...................................................................10
  The Cleric.........................................................................11
  The Druid..........................................................................12
  The Fighter.......................................................................12
  The Magic-user.................................................................13
  The Rogue.........................................................................14
  Alignment...............................................................................15
  Languages...............................................................................16
  Secondary Skills......................................................................16
  Naming your character and other details.................................16
  Buying Equipment and Starting Silver....................................17
  Calculating Armor Class...................................................17
  Masterwork equipment.....................................................19
  Silver weapons..................................................................19
  Standard equipment packs.................................................19
  Vehicles............................................................................20
  Land Transportation....................................................20
  Water Transportation..................................................20
  Siege Engines....................................................................21
  The Game......................................................................................22
  Gaining Experience.................................................................22
  Time........................................................................................22
  Movement Rate.......................................................................22
  Survival...................................................................................23
  Action checks..........................................................................23
  Traps and Pits..........................................................................23
  Wilderness Encounters............................................................23
  Dungeon Encounters...............................................................25
  Encounter Reactions................................................................25
  Retainers.................................................................................26
  Hiring Assistants.....................................................................26
  Combat..........................................................................................27
  Determine Surprise.................................................................28
  Declare Spells.........................................................................28
  Declare Initiative.....................................................................28
  First Initiative Phase................................................................28
  The Attack Roll.......................................................................28
  Melee Attack.....................................................................28
  Missile Attack...................................................................28
  Unarmed Combat..............................................................28
  Critical Hits and Fumbles........................................................29
  Defending...............................................................................29
  Saving Throws........................................................................29
  Special Situations....................................................................29
  Backstabbing and Flanking...............................................29
  Coup de grace...................................................................29
  Called Shots......................................................................29
  Firearms............................................................................29
  Off-hand weapon fighting ................................................30
  Two-Weapon Fighting .....................................................30
  Charging and resisting charges.........................................30
  Invisible Opponent............................................................30
  Touch attacks....................................................................30
  Mounted Combat....................................................................30
  Dismounting riders............................................................30
  Movement within Melee.........................................................31
  Retreating..........................................................................31
  Spacing.............................................................................31
  Spears and Polearms...............................................................31
  Subdual Damage.....................................................................31
  Terrain Features......................................................................31
  Negotiation and Diplomacy.....................................................31
  Spells......................................................................................31
  Morale.....................................................................................31
  Damage and Death..................................................................32
  Healing.............................................................................32
  Exhaustion, stunning.........................................................32
  Attacking a Vehicle.................................................................32
  Repairing a Vehicle...........................................................32
  Turning the Undead................................................................32
  Energy Drain...........................................................................32
  Poison & disease.....................................................................33
  Magic ...........................................................................................34
  Magic Users............................................................................34
  Clerics (and Druids)................................................................34
  Spellcasting.............................................................................34
  Reversed Spells.......................................................................34
  Counter-spells.........................................................................34
  Multiple Spell effects..............................................................35
  Clerical Spell List....................................................................35
  Druid Spell List.......................................................................36
  Magic-user Spell List..............................................................36
  Full list of spells......................................................................38
  A.......................................................................................38
  B.......................................................................................39
  C.......................................................................................40
  D.......................................................................................43
  E.......................................................................................45
  F........................................................................................45
  G.......................................................................................47
  H.......................................................................................47
  I.........................................................................................49
  K.......................................................................................50
  L.......................................................................................50
  M......................................................................................51
  3
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  N.......................................................................................53
  O.......................................................................................53
  P........................................................................................54
  Q.......................................................................................56
  R.......................................................................................56
  S........................................................................................57
  T.......................................................................................60
  U.......................................................................................61
  W......................................................................................61
  Spell failure table..............................................................63
  Information for the Referee...........................................................64
  Designing and Running an Adventure.....................................64
  Creating a Campaign...............................................................65
  Corruption.........................................................................65
  Magic and attunement to places, items and times .............67
  Tide Magic........................................................................67
  Bloodlines.........................................................................67
  Combat options: healing and wounds................................68
  Action resolution option: there's always a chance.............68
  Monsters as character races...............................................69
  Experience Points....................................................................71
  Magical Research....................................................................71
  Higher Level Adventuring......................................................72
  Strongholds.......................................................................72
  Dominions........................................................................74
  The Planes.........................................................................75
  Transitive Planes ........................................................75
  Inner Planes ...............................................................76
  The Energy Planes......................................................77
  Outer Planes ...............................................................77
  Demiplanes ................................................................78
  Monsters........................................................................................78
  Monster “to-hit” Rolls.............................................................78
  Reading Monster Entries.........................................................78
  Undead and constructs............................................................78
  A.......................................................................................79
  B.......................................................................................80
  C.......................................................................................81
  D.......................................................................................82
  E.......................................................................................84
  G.......................................................................................86
  H.......................................................................................89
  I.........................................................................................90
  K.......................................................................................91
  L.......................................................................................91
  M......................................................................................92
  N.......................................................................................93
  O.......................................................................................94
  P........................................................................................95
  R.......................................................................................95
  S........................................................................................96
  T.......................................................................................98
  U.......................................................................................98
  V.......................................................................................99
  W......................................................................................99
  Y.....................................................................................100
  Z.....................................................................................100
  Monster list...........................................................................100
  Better Monsters.....................................................................102
  Creating Monsters.................................................................103
  Treasure......................................................................................103
  House Rule: Splitting the Take.......................................104
  “Trading” SP Value for Treasures.........................................104
  Treasure Trade Out (Example #1)...................................104
  Treasure Trade Out (Example #2)...................................104
  Using Magic Items................................................................105
  Magic Potions.......................................................................105
  Potions descriptions........................................................106
  Combining Potions..........................................................106
  Scrolls...................................................................................107
  Protection Scroll Descriptions.........................................108
  Magical Weapons and Armors..............................................108
  Magical Armor ...............................................................108
  Magical Armor Descriptions...........................................109
  Magic weapons...............................................................109
  Magic weapon descriptions.............................................110
  Wands...................................................................................111
  Wand Descriptions..........................................................111
  Rings.....................................................................................112
  Ring Descriptions............................................................112
  Staffs.....................................................................................113
  Staff Descriptions............................................................113
  Misc. Magic Item Descriptions.............................................114
  Cursed Items.........................................................................118
  Cursed Item Descriptions......................................................118
  OGL and Required Legal Notices...............................................120
  4
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  What This Game Is
  These rules are a doorway into a game like no other. You will only
  need this book, some paper and pencils, some funny-looking dice,
  and your imagination. There are no playing pieces or permanent
  game  boards.  Instead,  you  assume  the  role  of  an  imaginary
  character in a make-believe world of swords and wizardry, whether
  it be a devout priest, a nomadic warrior, a wily rogue, or a powerful
  master of sorcerous arts. 
  One player must assume the role of the Referee. The Referee
  presents a creative  world to the other players, issuing challenges
  and  puzzles  for  them  to  solve,  and  taking  on  the  role  of  its
  imaginary  inhabitants.  The  players  in  turn  explore  this  world
  through their characters, interacting with its inhabitants, creatures,
  and obstacles.
  Starting the Game
  The first step in playing the game is to create a character. This is a
  simple matter of rolling some dice to determine your character’s
  strength and other basic attributes, picking a character class, using
  your game money to buy some equipment, and then playing.
  If you’re the Referee, you’ve got a bit more preparation to do—
  that’s covered later in a section especially for the Referee.
  Rule Number One
  The most important rule is that the Referee always has the right to
  modify the rules. In fact, it’s encouraged. There are gaps in the
  rules—holes which we did not fill on purpose because much of the
  fun of “old school” gaming is being able to make rules up as you
  need them.
  This could be as simple as “um, grab some dice, roll them, and tell
  me  the  number”  or  more  complex  home-brew  charts  for  the
  smallest of details. Along the way we’ll be making suggestions,
  explanations, and giving ideas; feel free to use them or discard
  them as you like.
  This is your game, after all.
  The Dice
  THE BLUE BOOK OF DANGERS & DWEOMERS uses several
  different kinds of dice, and we abbreviate them according to how
  many sides they have. So, the four-sided die is called a d4, and if
  we’re telling you to roll 3 of them, we would say to roll 3d4. If we
  wanted to add or subtract from the total, we would say 3d4+3 or
  3d4-2. The six-sided die is a d6, the eight-sided die is a d8, the
  ten-sided die is a d10, the twelve-sided die is a d12, and the
  twenty-sided die is a d20. There is no die with 100 sides—what you
  do to roll a d100 is to roll two ten-sided dice, treating the first roll
  as the “tens” and the second roll as the “ones.” So, if you were to
  roll a 7 and then a 3, that would mean a 73. A roll of 0 and 0 means
  a result of “100”. The same goes for the three sided dice (d3), just
  roll 1d6 and halve the result rounding fractions up.
  Setting Up Your Character Sheet
  Information about your character goes on a character sheet, which
  can be as simple as an index card. You can see below what the card
  might look like, with your equipment (and maybe spells) jotted
  down on the back.
  Name:
  Strength: 
  Race:
  Base Hit Bonus:
  Dexterity:
  Alignment:
  Saving Throw:
  Constitution:
  Class:
  Hit Points:
  Intelligence:
  Level:
  Wisdom:
  Current XP:
  Charisma:
  Primary Weapon:
  Secondary Weapon:
  Armor:
  AC:
  Languages:
  Secondary Skills:
  Racial Abilities:
  Class Abilities:
  Equipment:
  Gold Pieces:
  Silver Pieces:
  Copper Pieces:
  5
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Creating a character
  Unless you’re going to be the Referee, you start by creating a
  character.  You’ll  roll  some  dice  to  determine  your  character’s
  strength and other basic attributes, pick a character class, use the
  character’s game money to buy equipment, and then start to play. If
  you’re the Referee, you’ve got a bit more preparation to do—that’s
  covered later in a section especially for you. Character creation is
  subdivided in the following steps:
  1.Roll ability scores
  2.Choose a Character Race
  3.Choose a Character Class
  4.Select/write down class abilities and Saving Throw
  5.Determine Hit Points 
  6.Select an Alignment
  7.Determine starting languages
  8.Determine secondary skills
  9.Roll starting money allowance 
  10.Buy equipment
  11.Determine encumbrance, movement rate and Armor Class 
  12.Write down attack bonus
  At this point, if you already haven't done so, name your character
  and start playing!
  Ability Scores
  The  basic attributes are  numbers which  represent  the strength,
  intelligence, wisdom, constitution, dexterity, and charisma of the
  character.
  The standard way to create ability scores is to roll 3d6 in the order
  listed above. Once those rolls have been made, it is often obvious
  which type of character best fits the stats, but a player always has
  the option to play any character class desired.
  Some Referees prefer to allow players to have more flexibility in
  their choice of class. One option would be to roll 3d6 six times and
  “arrange to taste.” This allows the player to put the best rolls on the
  attributes that best fit the character concept.
  Strength
  A high strength can give your character bonuses when attacking
  with  a  sword  or  other  hand-held  weapon  (called  a  “melee
  weapon”), and lets him carry more weight. Strength is the prime
  attribute for Fighters.
  
  The  Strength  modifier  is  added  to  melee  attack  and
  damage rolls, it also applies to damage rolls with thrown
  weapons (with a minimum of 1 point of damage).
  
  The Strength modifier is applied to saving throws made
  against attacks that try to restrict freedom of movement
  like paralysis or petrification.
  Intelligence
  Intelligence  represents  IQ,  reasoning,  and  the  ability  to  solve
  puzzles or understand difficult concepts. Intelligence is the prime
  attribute for Magic-user characters.
  
  You gain one extra language for every point above 10.
  
  Magic-users with a positive bonus get to memorize daily
  an extra spell per spell level up to the bonus number (a +3
  modifier means one spell per level up to third level). 
  They can't, however, use these extra spells to memorize
  spells  they  do  not  have  access  yet  due  to  level
  restrictions.
  
  Intelligence governs how many spells a Magic-user can
  learn (see Table below), to learn a spell the character
  must make an Intelligence Ability Check at +1.
  
  The Intelligence modifier is applied to saving throws
  made  against  attacks  that  try  to  trick  the  mind,  like
  illusions.
  Intelligence
  Maximum  Spells per Spell Level
  2-
  6
  3-5
  7
  6 -8
  8
  9 -12
  9
  13-15
  10
  16 -18
  11
  +3
  +1
  Wisdom
  Wisdom determines a character’s insight, perception, and good
  judgment. Wisdom is the prime attribute for Clerics.
  
  Clerics  (and  Druids)  with  a  positive  bonus  get  to
  memorize an additional total of extra spells in the same
  way a Magic-user does (see above).
  
  The Wisdom modifier is applied to saving throws made
  against spells and powers that try to control or manipulate
  the mind like Charm Person or Detect thoughts.
  Constitution
  Constitution is the health and endurance of the character. A high
  constitution gives your character extra hit points.
  
  The Constitution modifier is applied to each hit die up to
  9th level (with a minimum of 1 point of die).
  
  The Constitution modifier is applied to saving throws
  made  against  poisons,  diseases  and  powers  that  try
  weaken your character.
  6
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Dexterity
  Dexterity is a combination of coordination and quickness. A high
  dexterity score gives your character bonuses when attacking with a
  bow or other ranged weapon. Dexterity is the prime attribute for
  Rogues.
  
  Your  Dexterity  modifier  applies  to  all  your  “to-hit”
  number with all ranged (also called “missile”) weapons.
  It applies to damage rolls (with a minimum of 1 point of
  damage)  with  device  delivered  missiles  but  not  with
  thrown weapons. 
  
  You  can  use  your  Dexterity  bonus  to  improve  your
  Armor Class.
  
  You  can  use  your  Dexterity  bonus  to  improve  your
  Initiative roll.
  
  The Dexterity modifier is applied to saving throws made
  against attacks that can be avoided like breath weapons,
  fireballs and lightning bolts.
  Charisma
  A highly charismatic character has a better chance to talk his way
  out of trouble, and can lead more special followers than characters
  with a low charisma. 
  You can use your Charisma to modify the number of loyal NPC
  hirelings you can acquire. These hirelings include specialists and
  non-human creatures, but do not usually include basic men-at-arms.
  You can use your Charisma to modify the loyalty of those NPC
  hirelings.
  Charisma Bonus
  Charisma
  Retainers
  2-
  1
  3-5
  2
  6-8
  3
  9-12
  4
  13-15
  5
  16-18
  6
  +3
  +1
  
  The Charisma modifier is applied to reaction rolls made
  by NPCs.
  
  The Charisma modifier is applied to Morale and Loyalty
  rolls made by Hirelings and Henchmen.
  
  The Charisma modifier is applied to saving throws made
  against attacks that attack the soul like  Energy Drain,
  Magic jar or Death spells.
  The Referee may want to make a loyalty check for an NPC put into
  a dangerous situation or one who is offered a bribe to change sides
  in a conflict.
  Universal Attribute Bonus
  Each attribute has the potential to modify what you can do. The
  Universal Attribute Bonus table below gives some numbers to
  consider:
  Universal Attribute Bonus
  Attribute Roll
  Description
  Bonus
  2-
  Subhuman
  -3 
  3–5
  Inferior
  -2
  6-8
  Below Average
  -1
  9–12
  Average
  –
  13–15
  Above Average
  +1
  16-18
  Superior
  +2 
  19-21
  Superhuman
  +3
  Every +3
  --
  add +1
  Each Referee can decide how and when the Bonus is used, and
  should feel free to tinker with the table if desired.
  Character Races
  In a fantasy world, humans often aren’t alone. Elves may populate
  the great forests, Dwarfs may carve their halls and mines into the
  heart of the earth, and Gnomes may reside in the comfortable
  hill-houses of their bucolic shires. 
  Some fantasy worlds depict an isolated human race pitted against
  ancient pre-human evils and the grim, savage wilderness of worlds
  at the dawn (or dusk) of human civilization itself. 
  Other fantasy worlds, as a third example, accentuate the bizarre,
  with a wide variety of fantasy races available to the players—such
  worlds are filled with conflict and contradictions, always with a
  new wonder to be found beyond the next corner. 
  Since Demi-humans have all kinds of special abilities they have
  restrictions on the classes they have access to.
  The Referee determines what non-human races, if any, you can
  choose for your character. In fact, the Referee might permit races
  that aren’t covered here.
  Humans
  Humans constitute the baseline for all other races. They are the
  most widespread and prolific of races, and the most ingenious as
  well. Humans come in all sizes and colors.
  Versatility: Humans have access to the following classes with no
  restrictions:  Cleric,  Druid,  Fighter,  Rogue  or  Magic-User. In
  addition every class they chose is considered their Favorite Class.
  Focus:  At  the  player's  choice  a  Human  character  may  either
  improve an Ability score by 1 or take a free Secondary skill.
  7
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Dwarfs
  Dwarfs  are  a  race  of  short  stout  humanoids  that  live  in
  underground cities. Dwarfs have a love for gold, gems, metals and
  stone.  
  Dwarfs  have  the  Constitution  score  improved  by  2  and  the
  Charisma Score reduced by 2.
  Darkvision: Dwarfs have the ability to see in the dark up to 60 feet
  away.
  Stonework: Dwarfs are good at spotting traps (in particular: falling
  blocks, rigged ceilings, and tiny arrow slits designed to release
  poison gas or darts), slanting passages, moving walls and new
  construction while underground. They receive a +1 bonus to related
  Action checks.
  Hard to Hit: Being small, Dwarfs typically are awarded some
  defensive bonus in combat because they are hard to hit. (+2 to AC
  against creatures larger than man-sized.)
  Saving Throw: Dwarfs don’t use magic and as such are somewhat
  immune to it; Dwarfs get +2 on saving throws vs. magic. Since they
  are such hardy folk, Dwarfs also get +2 on saving throws against
  death, disease and poisons.
  Arcane Smith: from 9th level onwards, the dwarf is so skilled that
  he can -through a process akin to magical research- create magical
  weapons, armors and rings just like a Magic-User.
  Languages: For campaigns that give each race its own dialect,
  Dwarfs should be able to speak with gnomes, goblins, orcs, and
  kobolds.
  Weapon Restrictions: A dwarf's small size does not allow them to
  use big weapons like battle axes, two handed swords, longbows or
  polearms.
  Character Advancement: The Fighter class is their Favorite class.
  No dwarf may be a Druid.
  Elves
  Elves  are  thin  and  graceful  humanoids  with  pointed  ears  and
  slanted features. Elves have a deep connection to nature and the
  living world and a great love for arts and magic. 
  Elves have the Dexterity score improved by 2 and the Constitution
  Score reduced by 2.
  Animal Friendship:  All Elves may control animals like 1st level
  Druids. If the elf is a druid add 1 to his level.
  Fey: Elves are immune to the Charm and Sleep spell. Elves are also
  immune to paralysis caused by undead such as ghouls.
  Darkvision: Elves have the ability to see in the dark up to 60 feet
  away.
  Keen Senses: Elves are good at spotting hidden and concealed
  things and hearing noises. They have a +1 modifier to all related
  Action checks. Elves subtract 1 from enemy surprise checks. 
  Languages: For campaigns that give each race its own dialect,
  Elves should be able to speak with pixies, nixies, goblins, orcs, and
  hobgoblins.
  Character Advancement: The Druid class is their Favorite class. No
  elf may be a Cleric.
  Gnomes
  Gnomes share some characteristics of both elves and dwarfs, they
  are small and stout but quick and thin. Most of all they are not as
  dour as dwarfs and tend to live in grassy hill lands.
  Gnomes have the Charisma score improved by 2 and the Strength
  Score reduced by 2.
  Hard to Hit: Being small, Gnomes typically are awarded some
  defensive bonus in combat because they are hard to hit. (+4 to AC
  against creatures larger than man-sized.)
  Minor Illusions: Regardless of his character class and the wearing
  of armor, all gnomes can cast once per day the following spells as
  first level spell-casters: Audible Glamer, Dancing Lights.
  Near Invisibility: When not engaged in combat, Gnomes are hard to
  see and move with almost total silence, they receive a +1 to Action
  checks made to avoid detection like surprise checks. 
  Saving Throw: Gnomes are somewhat immune to illusions  and get
  a +2 on saving throws vs. illusionary magic or powers.
  Weapon Restrictions: A gnome's small size does not allow them to
  use big weapons like battle axes, two handed swords, longbows or
  polearms,  they  may  employ  medium  sized  weapons  like
  longswords with two hands.
  Character Advancement:  The Magic-user class  is their Favorite
  class, no gnome may be a Cleric.
  8
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Half-Elves
  Half-elves are mixed-race beings usually much like their elven
  parent in appearance but with the good features of each of their
  races. 
  They do not have all the abilities of the elf, nor do they have the
  flexibility of  the human.
  They  mingle  freely  with  either  race  although  in  some  of  the
  less-civilized nations, half-elves are viewed with suspicion and
  superstition.  Half-elves  do  rarely  form  communities  among
  themselves; rather, they can be found living in both elven and
  human communities or roaming free.
  Half-elves  have  the  Dexterity  score  improved  by  1  and  the
  Constitution Score reduced by 1 
  Mixed blood:  Half elves are considered both humans and elves
  rules-wise.
  Darkvision: Half-elves have the ability to see in the dark up to 60
  feet away.
  Keen Senses: Half-elves are good at spotting hidden and concealed
  things and hearing noises. They have a +1 modifier to all related
  Action checks. Half-elves subtract 1 from enemy surprise checks. 
  Saving Throw: Half-elves get a +2 bonus on on saving throws
  versus paralysis induced by ghouls and other lesser undead, Charm
  and Sleep spells.
  Languages: Half-elves speak elvish, the language of pixies and
  nixies.
  Character Advancement: Half-elves have no Favorite class but may
  pick up any class. 
  Half-Orcs
  Another example of a hybrid, half-orcs are products of human and
  orc parents. Of a height similar to half-elves, half-orcs usually
  resemble their human parent enough to pass for a human in public.
  Their skin ranges from peach to olive to deep tan, and their hair can
  be blond, red, brown, black, gray, and shades in between.
  Half-orcs have a hard time getting along with other races due to the
  general mistrust reserved to humanoids. Humans are the ones more
  likely to welcome them, and Gnomes.
  Half-orcs have the Strength and Constitution scores improved by 1
  and the Intelligence and Charisma scores reduced by 1.
  Mixed  blood:  Half  orcs  are  considered  both  humans  and  orcs
  rules-wise.
  Darkvision: Half-orcs have the ability to see in the dark up to 60
  feet away.
  Tracking scent: Half orcs have a powerful scent and can identify
  smells within 30’, double this figure for very strong smells. This
  sense is about as powerful as a dog’s. They receive a +1 to Action
  Checks made for tracking.
  Languages:  Half-orcs  should  be  able  to  speak  with  bugbears,
  goblins, orcs, and hobgoblins.
  Saving Throw: Half-orcs get +1 on saving throws vs. poison and
  disease.
  Character Advancement:  The Rogue class  is their Favorite class.
  No Half-Orc may be a Magic-user. 
  Character Classes
  There are four character classes in this game: Cleric (or Druid),
  Rogue, Fighter and Magic-user.
  Primary attributes: To pick a class as his first class a character
  needs a minimum score of 9 in the Primary attribute of the class
  (Strength for Fighters, Intelligence for Magic Users, Dexterity for
  Rogues and Wisdom for Druids and Clerics). 
  A character that can not access any character class allowed by his
  race due to poor attributes may raise a primary attribute to 9 so to
  be allowed access to a class of his or her choice.
  Level: Refers to the level of experience of the character.
  XP:  This is the number of Experience Points (XP) needed to
  advance to this level. If one of the character's classes is a favorite
  class the character receives a 20% bonus on all gained experience.
  BHB: This is the “Base Hit Bonus” added to the attack roll. (See
  Combat) 
  Hit Dice: each class has a specific type of Hit dice (1d8, 1d6 or
  1d4) used to determine hit Points. A new hit dice is rolled at each
  level up to 9th level and added to the character's maximum hit
  points
  Every time a new Hit die is rolled the Constitution modifier is
  applied to the roll, a character gains a minimum of 1 hit point per
  level.
  First  level  characters  may  be  granted  -at  the  GM's  choice-
  maximum starting hit points for their class (8, 6 or 4 respectively)
  plus the Constitution bonus.
  9
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  After ninth level Hit Dice are no more rolled and the character
  gains  a  fixed  amount  of  hit  points  at  each  level  without  the
  Constitution modifier.
  Saving Throws: A character's base Saving Throw Bonus is added
  to all Saving Throws, it is equal to one half the character's level up
  to a maximum of +10, round down. 
  Character Advancement
  Level XP
  Fighter
  BHB
  Saving Throw
  Rogue/ Cleric/
  Druid
  BHB
  Magic User
  BHB
  1
  0
  +1
  +0
  +0
  2
  1,250
  +2
  +1
  +0
  3
  2,500
  +2
  +1
  +0
  4
  5,000
  +3
  +2
  +1
  5
  10,000
  +4
  +2
  +1
  6
  20,000
  +4
  +3
  +1
  7
  40,000
  +5
  +3
  +2
  8
  60,000
  +6
  +4
  +2
  9
  90,000
  +6
  +4
  +2
  10*
  120,000
  +7
  +5
  +3
  11
  240,000
  +8
  +5
  +3
  12
  360,000
  +8
  +6
  +3
  13
  480,000
  +9
  +6
  +4
  14
  600,000
  +10
  +7
  +4
  15
  720,000
  +10
  +7
  +4
  16
  840,000
  +11
  +8
  +5
  17
  960,000
  +12
  +8
  +5
  18
  1,080,000
  +12
  +9
  +5
  19
  1,200,000
  +13
  +9
  +6
  20
  1,320,000
  +14
  +10
  +6
  * character stops rolling for hit dice and Constitution bonus thus no
  longer applies
  Restrictions on weapons and armor
  Use of restricted Armor: Any character using prohibited armor for
  its class gains an additional -2 penalty to Attack rolls, Initiative
  rolls, and any Saving throws or Action checks (including surprise)
  based on Strength, Constitution or Dexterity. 
  Magic-users can't cast any spells if wearing armor. Druids can't cast
  spells if wearing metal armor.
  Optionally the Referee may allow magic-users and druids  to cast
  spells in forbidden armor, when this happens roll 1d6. If the roll is
  equal to, or less than, the AC bonus imparted by the armor worn,
  the spell fails and spell memorization slot is expended.
  Use of restricted weapons: In some desperate cases a Magic-User
  may try to use a sword to save his life and that of his comrades. In
  the eventuality of a character wielding a prohibited weapon all
  attack rolls suffer a -3 penalty.  
  The same penalty applies to a dwarf or Gnome that tries to use a
  weapon of inadequate size. A character that tries to use a "doubly"
  inadequate weapon (like a dwarven cleric using a two handed
  sword) suffers a -6 penalty.
  Multi-classing
  When a character gains a new level he may increase the level of his
  original class or she may take a level in a second class, but the class
  he  choses  must  be  available  to  his  or  her  race  (so  no  Elven
  Fighter/Clerics...) and the character must have a Primary attribute
  score of 11 or more. Also no Cleric/druid multi-classing is possible.
  The GM may require that the players spend about 1000 Silver
  pieces in training and/or has access to a Master (9th level character
  of the class he wants to take) to instruct him or her. 
  A Cleric or Druid for example should pick up his faith at a temple,
  while a magic-user should either find a teaching wizard or spend
  some time trying to decipher a spell book. 
  This training or instruction period should be from two weeks to
  one month long. 
  No character may ever have more than two classes, in addition
  characters with two classes  suffer a -20% XP penalty.  Obviously
  this penalty cancels out if the character is receiving a Favorite class
  XP bonus.
  Character  Level  and  Class  Level:  "Character  level"  is  a
  character’s total number of levels in all classes he or she has.
  "Class level" is a character’s level in a particular class. 
  For a character whose levels are all in the same class, character
  level and class level are the same. 
  Thus a Rogue 6/ Fighter 3 is a 9th level character just like a 9th
  level cleric. 
  The character gains spells and special abilities from all of his or her
  classes at the appropriate class level and keeps a separate list for
  each class. 
  For example a multi-class Druid gets the Freedom ability at the 3rd
  Druid Class level. 
  Effects of spells and special abilities created by the character are
  determined by the specific class level. The player must keep track
  of which class’s spell list the character is casting the spell from. 
  Effects trying to affect the character that are level-dependant may
  consider his class level or character level depending on description.
  Weapons and armors, magic items: A multi-classed character can
  use proficiently all weapons, armors and magic items allowed by
  both his classes. Spell-casting in armor affects Magic-users and
  Druids as usual, regardless of proficiency. 
  10
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Hit Points: A character gains hit points from each class as his or
  her class level increases, adding the new hit points to the previous
  total.  Once a character reaches the 9th character level he no more
  accrues Hit Dice but increases by the fixed amount dependant on
  the class he or she advanced in. 
  BHB and Saving Throws: Add the base attack bonuses acquired
  for each class to get the character’s base attack bonus. The Saving
  Throw  bonus  is  determined  by  Character  Level.  Saving  throw
  bonusses by class do not sum: A Rogue Magic-User receives a +2
  -only-  to  Intelligence Saves,  and  +2  to  Dexterity and wisdom
  Saving Throws.
  Energy  Drain:  When  a  multi-class  character  gets  hit  by  an
  energy-draining attack chose which class loses a level and change
  his abilities(Saving Throw, BHB, Hit Points...)  accordingly
  The Cleric
  Clerics are armored priests who serve Law or Chaos. Most Clerics
  have a patron deity or serve a particular religion. Feel free to make
  up the details, if your Referee doesn’t use a particular mythology
  for the campaign you’re playing in. 
  Regardless of the details, you are a champion of your faith and
  moral alignment. You might be a sinister witch-hunter, an exorcist
  of demons, a shining knight of the faith, or a secret agent of the
  Temple hierarchy. Because most of a Cleric’s abilities are oriented
  toward healing and protecting, Clerics tend to play a support role
  during combat, backing up the front line.
  Class Abilities
  Hit Dice type: 1d6 plus Constitution modifiers per level up to 9th
  level, Add 2 Hit points per level afterward without Constitution
  modifiers.
  Weapon/Armor Restrictions: Because Clerics dislike the shedding
  of blood, they may only use blunt weapons (club, flail, mace,
  quarterstaff...) and the only missile weapon they are allowed is oil,
  slings and holy water. Clerics have no armor restrictions.
  Spell Casting: Clerics cast divine spells from a specific list, as per
  the Clerical Advancement Table. Each day, the Cleric prays for a
  certain set of spells, choosing any spells from the standard list.
  Clerics of specific gods might have entirely different sets of spells
  as designed by the Referee, but the standard Cleric has the standard
  list.
  Saving Throw: Clerics get +2 on saving throws based on Wisdom
  and Charisma.
  Banishing Undead: Clerics can “Turn” the undead, making them
  flee from the Cleric’s holiness (or, in the case of a Chaotic Cleric,
  bringing them to heel as servants and minions). See the Turning
  Undead Table in the Combat Chapter.
  Establish Temple (10th): At tenth level, a Cleric character who
  chooses to build  a temple to their deity of choice may attract a
  body of loyal followers who will swear fealty to him.
  Clerical Advancement
  Spell Level
  Lvl
  1
  2
  3
  4
  5
  6
  7
  1
  –
  –
  –
  –
  –
  –
  –
  2
  1
  –
  –
  –
  –
  –
  –
  3
  2
  –
  –
  –
  –
  –
  –
  4
  2
  1
  –
  –
  –
  –
  –
  5
  2
  2
  1
  –
  –
  –
  –
  6
  2
  2
  1
  1
  –
  –
  –
  7
  2
  2
  2
  1
  1
  –
  –
  8
  2
  2
  2
  2
  2
  –
  –
  9
  3
  3
  3
  2
  2
  –
  –
  10
  3
  3
  3
  3
  3
  –
  –
  11
  4
  4
  4
  3
  3
  –
  –
  12
  4
  4
  4
  4
  4
  1
  –
  13
  5
  5
  5
  4
  4
  1
  –
  14
  5
  5
  5
  5
  5
  2
  –
  15
  6
  6
  6
  5
  5
  2
  –
  16
  6
  6
  6
  6
  6
  3
  –
  17
  7
  7
  7
  6
  6
  3
  1
  18
  7
  7
  7
  7
  7
  4
  1
  19
  8
  8
  8
  7
  7
  4
  2
  20
  8
  8
  8
  8
  8
  5
  2
  Non-standard Clerics
  Not all Clerics (and not all deities) are the same. GMs may want to
  differentiate Clerics of specific deities from one another.
  First of all weapon restrictions may differ, a Cleric must have one
  of the following restrictions:
  •
  The  cleric  is  limited  to  one  weapon  type:  Slashing,
  Piercing, Blunt.
  •
  The cleric can only wear Light armor and shields.
  •
  The cleric can only wear Light and Medium armor but no
  shields.
  Additionally the GM may remove the Turn Undead power and
  substitute it according to the deities area of influence.
  You can find some suggestions for non standard Clerics:
  Deity of Crafts: the Cleric starts with an extra secondary skill
  and gets a new one every 3 levels.
  Deity of Communication/Languages: the Cleric starts with one
  extra language and learns a new language every level.
  11
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Deity of Disease: the Cleric can change any memorized spell
  to a Cause X spell of the same level at any time.
  Deity of Healing: the Cleric can change any memorized spell
  to a Cure X spell of the same level at any time.
  Deity of Hunting: the Cleric can use piercing weapons instead
  of blunt weapons and receive a +1 to surprise checks.
  Deity of Magic:  the Cleric can use magic items that only
  Magic-Users can use, also it can pray for the Read Magic spell
  (as a 1st level spell) and use it to employ magic-user scrolls.
  Deity of Treachery: the Cleric can only use piercing weapons,
  also it gets an additional +2 to hit enemies from behind and
  inflicts double damage on this occasion.
  Deity of War:  the Cleric can induce Berserk rage to allies
  within 60 feet three times per day.
  Deity of Water: the Cleric can breath water and moves at full
  ground speed when swimming, OR it can Turn any water
  creature (crabs, squids, fishes, sharks, nixies, dragon turtles...)
  as a standard Cleric turns the undead.
  The Druid
  Neutral Clerics may chose to be servants of nature instead of a
  Chaotic or Lawful deity. These specialty clerics are called Druids.
  Druids can not Turn Undead and have different powers:
  Hit Dice type: 1d6 plus Constitution modifiers per level up to 9th
  level, Add 2 Hit points per level afterward without Constitution
  modifiers.
  Weapon/Armor Restrictions:  Druids can use all weapons except
  crossbows,  longbows,  polearms,  battle  axes,  firearms  and  two
  handed swords. They can only wear padded or leather armor and
  employ wooden shields only.
  Saving Throw: Druids get +2 on saving throws based on Wisdom
  and Charisma.
  Animal friendship: Starting from 1st level druids have power over
  animals similar to that of clerics over the undead.
  Spell Casting: Druids have  their own spell list  but get spells as
  Clerics (see the Clerical advancement table above).
  Initiate Powers (2nd): At 2nd level the druid gains the following
  abilities; identify pure water, identify plants, identify animals.
  Freedom (3rd): starting from this level the druid can not be stopped
  by natural undergrowth, brushes or plants and moves at full speed
  through it.
  Languages  (4th): Druids  speak  their  own  druidic  language  in
  addition to the common tongue. At 4th level, and every level
  gained above 4th, the druid may chose an extra language from the
  following:  Pixies,  Nixies,  Dryad,  Elvish,  Treant,  Giant  (Hill),
  Centaur, Manticore, or Dragon (Green).
  Shape Change (6th): At this level, druids may take the shape of a
  mammal, reptile, or bird. The druid may shape change up to 3 times
  per day, but is limited to one type (bird, reptile, mammal) per day. 
  The druid gets the animals AC, movement and attack forms but
  retains his hit points and can not cast spells while shape-changed. If
  killed the druid will recover is natural form. The size of the animals
  the druid shape changes into ranges from as small as a raven to as
  large as a small bear. Changing from one form to another heals the
  druid of 1d6 x 10% points of damage previously sustained.
  Nature Immunity (6th): Druids at this level are immune to charm
  spells from woodland or water creatures such as nixies. Also druids
  become immune to natural poisons and diseases.
  Establish Grove (10th): At tenth level, a Druid character may
  sanctify a grove and attract a body of loyal followers who will
  swear fealty to him.
  Graceful Aging (12th): At twelfth level, a Druid becomes immune
  to  the  effects  of  age  (ability  scores  reduction)  but  will  die
  nonetheless when his natural lifetime has ended.
  The Fighter
  You are a warrior, trained in battle and in the use of armor and
  weapons. Perhaps you are a ferocious Viking raider, a roaming
  samurai,  or  a  medieval  knight.  Whatever  type  of  Fighter  you
  choose to play, you will probably end up on the front lines of your
  adventuring party, going toe-to-toe with dragons, goblins, and evil
  cultists, hacking your way through them and taking the brunt of
  their attacks. 
  The Fighter character is best equipped of all the character classes to
  dish out and absorb damage. Clerics heal, and Magic-users cast
  spells, but the down-and-dirty hack and slash work is up to you.
  You’re going to serve as the party’s sword and shield, protecting
  the weaker party members and taking down the enemies before
  you. 
  Class Abilities
  Hit Dice type: 1d8 plus Constitution modifiers per level up to 9th
  level, Add 3 Hit points per level afterward without Constitution
  modifiers.
  12
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Weapon/Armor Restrictions: Fighters are trained in warfare and as
  such have no armor or weapon restrictions.
  Saving Throw: Fighters get +2 on saving throws based on Strength
  and Constitution.
  Mastery: At first, fourth, eighth, twelfth, sixteenth  and twentieth
  level the fighter chooses one of the following abilities:
   
  Arcane  strike:  The  fighter's  melee  attacks  are  considered
  magical. This Mastery requires either an Intelligence, Wisdom
  or Charisma of 13 or more.
  Armor specialization: The fighter chooses an armor type, he
  only counts half the weight of the armor. 
  Berserk:Once per day the fighter gains a +2 bonus to hit and
  damage in melee for ten combat rounds, but suffers a -2
  penalty to his/her AC while berserk.
  Entering berserk rage requires one round long action.
  While berserk the character can not concentrate, use magic
  items requiring clear thought or spells.
  The berserk will attack the nearest enemy in melee, attacking
  to kill. If no enemies are in sight, the character will attack the
  nearest target available unless a Saving Throw on Wisdom is
  successful. 
  The  character  may end  prematurely  the rage  by rolling  a
  successful Wisdom based Saving Throw.
  Afterward, the character is exhausted, taking a -2 penalty to all
  actions. One hour of complete rest (no walking) eliminates the
  exhaustion.
  Combat Machine:  Whenever a fighter downs an enemy in
  melee combat (i.e. reduces it to 0 or less hit points or knock
  unconscious), he gets to execute a free melee attack against
  any target of his choice within 5 feet. 
  If  necessary,  the  fighter  is  moved  near  the  chosen  target
  without granting enemies any parting-shots. 
  The fighter can repeat this up to a number of times per round
  equal to his or her level.
  Diehard: 
  The  character  is  extremely  resistant  and
  strong-willed, it can keep moving, fighting and acting even at
  0 or less Hit Points.
  Guard:  When taking a defense action, once per round, the
  character can become the object of an attack targeting any
  character of his choice within 10 feet.
  Hunter: The character is good at fighting a specific race or
  type of monster. 
  He receives a +1 bonus to hit and damage against the chosen
  race, plus a +1 bonus to Ability checks made to trick, track, or
  know about the chosen race. 
  The character suffers a -1 reaction roll penalty when dealing
  with characters of the chosen race. Can only be chosen once.
  Intimidating Presence: All foes of the fighter within 60 feet
  that can see him suffer a -1 penalty to morale and loyalty rolls.
  Leader: All allies of the fighter within 60 feet receive a +1
  bonus to Saving Throws against Fear and to morale rolls. 
  This is not cumulative with other Leader abilities: if two
  characters with this ability are present they simply affect a
  wider area.
  Mounted Combat: when fighting from a mount the character
  receives a +1 bonus to attack rolls and Armor Class.
  Shield Master: The fighter gains an extra +1 bonus to his/her
  AC when using a shield. 
  Toughness: The character gains 1 extra hit point per level,
  including previously gained levels.
  Two weapons combat: The character can wield two medium
  sized weapons (like long swords) instead of a medium and a
  light weapon.
  Weapon specialist: The Fighter may select a weapon type of
  choice. While wielding a weapon he has specialized in, the
  Fighter gets a +1 to hit and +2 to damage. 
  Each type of weapon may be chosen only once by a character.
  A weapon specialist is considered as having two more levels
  when determining the number of attacks he gets. 
  A ranged weapon specialist increases his weapon of choice's
  base range by 10 feet.
  Establish Stronghold (9th): At ninth level, a Fighter character who
  chooses to build a castle is considered to have the rank of “Baron”
  bestowed upon him by the local ruler or monarch and may choose
  to attract a body of loyal men-at-arms who will swear fealty to him.
  The Magic-user
  The Magic-user is a mysterious figure, a student of arcane powers
  and  spell  casting.  Magic-users  can  be  devastating  opponents.
  However,  they  are  usually  physically  weaker  than  other
  adventuring classes, and are untrained in the use of armor and
  weapons. 
  As Magic-users progress in level, they generally become the most
  powerful of the character classes, but at lower levels they are quite
  vulnerable and must be protected by the other party members.
  13
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Perhaps one day, though, you will rise to such heights of power that
  you can build a mystically protected tower for your researches,
  create fabulous magic items, and scribe new formulas for hitherto
  unknown  spells.  Such  arch-mages  can  sway  the  politics  of
  kingdoms, and command respect and fear across the realms.
  Class Abilities
  Hit Dice type: 1d4 plus Constitution modifiers per level up to 9th
  level, Add 1 Hit points per level afterward without Constitution
  modifiers.
  Weapon/Armor  Restrictions:  Magic-users  tend  to  spend  their
  waking hours in study of arcane tomes and scrolls, and as such tend
  to not have much training in weapons. 
  Magic-users  may  only  use  blowguns,  burning  oil,  holy  water,
  daggers, darts, clubs, slings or staves and are not allowed the use of
  armor or shields.
  Spell Casting: Unlike the Cleric, a Magic-user owns a book of
  spells, which does not necessarily include all of the spells on the
  standard lists. 
  Reading from the book, the Magic user presses his chosen spell
  formulas into his mind, “preparing” these spells. Once a prepared
  spell is cast, it disappears from the Magic-user’s ability to cast
  (until it is prepared again). 
  It is possible to prepare a spell multiple times using the available
  “slots” in the Magic-user’s memory/capability. If the magic user
  finds scrolls of spells while adventuring, he can copy them into his
  spell book.
  At first level a Magic User knows read magic and two random first
  level spells, whenever a new spell level is gained access to, the
  magic  user  may  inscribe  in  his  spell-book  one  spell  of  the
  appropriate level for free.
  At each level after the first Magic-users may declare one spell they
  know to be a  Signature spell. Signature Spells can be cast even
  without  the necessary  material components (see  the chapter on
  magic).
  Arcane Insight: Magic-users can, at any moment, use a memorized
  spell to cast the Read Magic spell.
  Saving Throw: Magic-users get +2 on saving throws based on
  Intelligence and Wisdom.
  Magic-user 
  Advancement
  Spell Level 
  Lvl
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  1
  –
  –
  –
  –
  –
  –
  –
  –
  2
  2
  –
  –
  –
  –
  –
  –
  –
  –
  3
  3
  1
  –
  –
  –
  –
  –
  –
  –
  4
  4
  2
  –
  –
  –
  –
  –
  –
  –
  5
  4
  2
  1
  –
  –
  –
  –
  –
  –
  6
  4
  2
  2
  –
  –
  –
  –
  –
  –
  7
  4
  3
  2
  1
  –
  –
  –
  –
  –
  8
  4
  3
  3
  2
  –
  –
  –
  –
  –
  9
  4
  3
  3
  2
  1
  –
  –
  –
  –
  10
  4
  4
  3
  2
  2
  –
  –
  –
  –
  11
  4
  4
  4
  3
  3
  –
  –
  –
  –
  12
  4
  4
  4
  4
  4
  1
  –
  –
  –
  13
  5
  5
  5
  4
  4
  2
  –
  –
  –
  14
  5
  5
  5
  4
  4
  3
  1
  –
  –
  15
  5
  5
  5
  5
  4
  4
  2
  –
  –
  16
  5
  5
  5
  5
  5
  5
  2
  1
  –
  17
  6
  6
  6
  5
  5
  5
  2
  2
  –
  18
  6
  6
  6
  6
  6
  5
  2
  2
  1
  19
  7
  7
  7
  6
  6
  6
  3
  2
  2
  20
  7
  7
  7
  7
  7
  7
  3
  3
  2
  The Rogue
  The Rogue is a figure in the shadows, an expert in stealth and
  delicate tasks. As a rogue, locks, traps, and scouting are your trade;
  you are the eyes and ears of the adventuring party, the one who
  handles the perils of the dungeon itself. In many ways, you are a
  scholar of the world; in the course of your profession you pick up
  knowledge about languages and even magic. True, in combat you
  are not the equal of armored Fighters or Clerics, but they have to
  rely on your knowledge and specialized skills to get them safely
  into and out of the dangerous places where treasure is to be found.
  You are the guide; the scout; and when necessary, the deadly blade
  that strikes from the shadows without warning. In your profession,
  it takes great skill to survive – the life expectancy of most Rogues
  is very short. However, if you rise to high level, your reputation in
  the hidden community of tomb robbers and alley skulkers will
  attract followers to your side, often enough allies to place you in
  power as a guildmaster of Thieves. A high-level Rogue is a deadly
  opponent, for such an individual has learned subtlety and survival
  in the game’s most difficult profession.
  Class Abilities
  Hit Dice type: 1d6 plus Constitution modifiers per level up to 9th
  level, Add 2 Hit points per level afterward without Constitution
  modifiers.
  14
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Weapon/Armor Restrictions: Rogues have only basic training with
  weaponry: they may use all weapons but are limited to Light Armor
  and no shields.
  Saving Throw: Rogues get +2 on saving throws based on Dexterity
  and Intelligence.
  Craftiness:  A  Rogue  receives  a  number  of  special  skills  in  a
  number of fields:
  Athletics:The Rogue gets a +1 to all checks made to jump and
  tumble and to climb walls.
  Awareness:The Rogue gets a +1 to all checks made to notice
  noises, find secret doors and traps. The rogue subtract this
  modifier from enemy surprise checks.
  Mechanical Manipulation:The Rogue gets a +1 to disarm traps
  and open locks. Some kind of equipment is necessary.
  Sleight of hand:The Rogue gets a +1 to all checks made to
  pick pockets and perform little tricks.
  Stealthy:  The character receives a +1 to all checks made to
  avoid detection, including surprise.
  These abilities improve with experience, at each odd level after the
  first (3rd, 5th, 7th, 9th ... ) the Rogue gets to add an additional +1
  modifier to one of the above skills of his or her choice. No skill
  modifier may be improved above +3.
  Mastery: The Rogue may chose a Mastery at 1st level. At 3rd, 7th,
  11th, 15th and 19th level  the rogue may chose one of the following
  abilities instead of the usual +1 modifier to one of his skills:
  Backstabber:When attacking a surprised enemy from behind,
  the Rogue receives an additional +2 bonus to hit and adds
  twice its level to damage inflicted on a successful hit. 
  Dodging: So long as the rogue is wearing Light armor or no
  armor, he gains a +2 bonus to his AC. This bonus is lost if the
  rogue is surprised.
  Evade:  The character can  disengage  from combat  without
  granting an enemy the free "parting shot" if wearing Light
  armor or no armor at all.
  Initiate:  The character has a smattering of arcane or divine
  training, and may employ either Cleric, Druid or Magic User
  scrolls with a base 5% of error plus 5% per spell level. 
  May only be chosen once and requires the character to have a
  score of 10 or more in the Prime Attribute of the spell-casting
  class of choice.
  Lightning fast reflexes: the character receives a +1 bonus to
  individual initiative.
  Poison  mastery: The  fighter  gains  a  +2 bonus  to  Saving
  throws against poison. Characters victim of poisoning attempts
  on the rogue's part suffer a -2 penalty to Saving Throws.
  Quick-footed: The rogue improves its movement speed by 1,
  this applies after all calculations for armor and encumbrance
  are made.
  Secondary Skill: The rogue earns a new Secondary skill (or
  language) of his choice. 
  Secret communication:  a Rogue that shares a common language
  with another Rogue can communicate with him or her in a way that
  other listeners who are not Rogues will not understand.
  Establish Guild (9th):   At ninth level, a Rogue is well enough
  known  to  assemble  a  small  guild  of  Thieves  if  the  character
  chooses, attracting a shadowy band of sneaks, thugs, and other
  unsavory characters into his (or her) service.
  Alignment
  Alignment is a way to describe the moral bend of a character. It’s a
  simple way to identify what “side” the character or creature belongs
  to and how they interact with the world in general.  
  Lawful: A Lawful character believes in justice, civilization, and the
  needs of the many over the individual. This is the alignment of
  rulers, tyrants, soldiers and paladins. This alignment is usually
  described as "Good".
  Chaotic: A Chaotic character is free-spirited and champions the
  rights of the individual over the many and the untamed wilds. They
  care little for laws or civilization. This is the alignment for loners,
  bandits, and freedom fighters. This alignment is usually defined as
  "Evil".
  Neutral: A Neutral character has chosen not to take sides. They
  only obey laws when it is convenient or necessary and are generally
  unconcerned with the struggle between Law and Chaos, unless it
  affects their well being. This is the alignment of choice for lonely
  hermits and the profiteering merchant.
  15
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Languages
  All characters begin the game knowing their native language, a
  common trade language, eventual bonus languages due to race
  abilities  and  a  number  of  additional  languages  based  on
  Intelligence. Characters may choose to learn any other language. 
  The player may choose to leave one or more bonus language
  “slots” open, to be filled during play. Some Game Masters may
  even allow player characters to learn exotic languages such as
  Dragon;  also, “dead”  or  otherwise  archaic languages might be
  allowed  to  more  scholarly  characters.  Characters  with  an
  Intelligence of 9 or more are literate, other characters are not
  literate unless they take an appropriate secondary skill.
  Secondary Skills
  A character class just represents an archetype and does not cover all
  possible  pursuits  a  person  follows  in  its  life.  Some  minor
  knowledge of skills might belong to the player character - either
  training  from  early  years  or  incidentally  picked  up  while  the
  individual was in apprenticeship. 
  If your particular campaign is aimed at a level of play where
  secondary skills can be taken into account, then use the table below
  to assign them to player characters, or even to henchmen if you so
  desire.
  Assign a skill randomly, or select according to the background of
  your campaign. 
  When secondary skills are used, it is up to the Referee to create and
  adjudicate situations in which these skills are used or useful to the
  player character. 
  As a general rule, having a skill will give the character the ability to
  determine the general worth and soundness of an item, the ability to
  find food, make small repairs, or actually construct (crude) items.
  For example, an individual with armorer skill could tell the quality
  of normal armor, repair chain links, or perhaps fashion certain
  weapons. 
  The character will also be able to double up as an assistant to other
  blacksmiths.
  New secondary skills (or even languages) may be acquired through
  training with a mentor: this will take no less than six months and
  the teacher will usually require payment in the range of 2d6x10 sp
  per month. 
  Training in a skill must be thorough, the character must train daily
  for at least 4 hours but may take one or two days off every week.
  Training in two different skills leaves just one free day a week.
  No character may pursue training in more than two skills at a time.
  1d100
  Secondary skill
  01-04
  Animal husbandry
  05-08
  Armorer and weapon smith
  09-12
  Blacksmith 
  13-16
  Bowyer
  17-20
  Farmer
  21-24
  Fisher 
  25-28
  Forester
  29-32
  Gambler
  33-36
  Hunter
  37-40
  Jeweler
  41-44
  Leather working
  45-48
  Linguist (speak up to three extra languages)
  49-52
  Mason
  53-56
  Miner
  57-60
  Sailor 
  61-64
  Savant (chose field of expertise)
  65-68
  Shipwright 
  69-72
  Tailor
  73-76
  Teamster
  77-80
  Trader
  81-84
  Trapper/furrier
  85-88
  Woodworker
  89-95
  No skill 
  96-00
  Roll twice ignoring this result hereafter
  Naming your character and other details
  You may want to fill in the details of your character. There are
  many situations in which this information is vital or useful to
  role-playing.
  The sex and name of your character are up to you. Your character
  can be of the same sex as yourself or of the opposite sex.
  Naming a character is a momentous decision: a character's name is
  the first give away of its outlook and personality: you can bet that
  “Frund the barbarian” and “Bertram the thoughtful” are extremely
  different characters.
  There are a number of other personal characteristics your character
  has--hair and eye color, body shape, voice, noticeable features, and
  general personality. 
  There are no tables for these things add these details at your whim,
  thereby creating the type of character you want. You probably
  know  some  from  the  start  others,  especially  your  character's
  personality, will grow and take form as you play. 
  The following tables can help you determine the physical attributes
  of your character apart from Ability scores.
  All aging adjustments to Ability scores are cumulative and the
  character will die once Maximum Age is reached.
  16
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Average Height and Weight
  Race
   Height in Inches
  Weight in Pounds
  Base
  Modifier
  Base
  Modifier
  Dwarf
  43/41
  1d10
  130/105
  4d10
  Elf 
  60/58
  2d6
  110/85
  3d10
  Half-elf
  60/58
  2d6
  110/85
  3d12
  Half-orc
  60/58
  2d6
  135/95
  6d10
  Gnome
  32/30
  2d8
  52/48
  5d4
  Human
  60/59
  2d10
  140/100
  6d10
  Starting Age
  Race
  Starting Age
  Maximum Age Range
  Base Age
  Variable
   (Base+Variable)
  Dwarf
  40
  5d6
  350+2d20
  Elf
  100
  5d6
  900+1d100
  Half-elf
  15
  1d6
  180+3d20
  Half-orc
  12
  1d4
  60+1d20
  Gnome
  40
  5d6
  350+2d20
  Human
  15
  1d4
  90+2d20
  Aging Effects
  Race
   Middle Age*
  (½ Base Max.)
   Old Age**
  (2/3 Base Max.)
  Venerable***
  (Base Max.)
  Dwarf
  175 years
  235 years
  350 years
  Elf
  450 years
   600 years
  900 years
  Half-elf
  60 years
  120 years
  180 years
  Half-orc
  30 years
  40  years
  60 years
  Gnome
  175 years
  235 years
  350 years
  Human
  45 years
  60 years
  90 years
  * -1 Str/Con; +1 Int/Wis
  ** -2 Str/Dex, -1 Con; +1 Wis
  *** -2 Str/Dex/Con; +1 Int/Wis
  Buying Equipment and Starting Silver
  Roll 3d6 and multiply by 10. This represents the number of silver
  pieces (sp) that your character gets to have at the start of the
  campaign.
  One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper
  pieces (cp). Prices and weight for equipment are listed on the tables
  below.
  Twenty coins and gems weighing a pound.
  Armor
  Armor
  AC
  Weight1
  Cost
  Shield
   [+1]
  10
  10
  Light armor
  Padded Armor
   [+1]
  10
  10
  Leather
   [+2]
  25
  15
  Medium Armor
  Ring
   [+3]
  35
  20
  Chain
   [+4]
  50
  30
  Heavy armor
  Splint
   [+5]
  60
  40
  Plate
   [+6]
  75
  50
  1 Magical armor weighs half normal.
  Calculating Armor Class
  An unarmored human has an AC of 10. Armor worn, instead of
  subtracting from this total, is added—making him more difficult to
  hit. Thus, a human (base AC 10) wearing Leather Armor (+2) has
  an effective AC of 12 (10+2),  a high AC is good. 
  Melee Weapons
  Weapon
  Damage
  Type
  Weight
  Cost
  Axe, Battle1
  1d8
  S
  15
  7
  Club
  1d4
  B
  10
  –
  Dagger
  1d4 
  P
  2
  3
  Flail1
  1d8
  B
  15
  8
  Axe, Hand
  1d6
  S
  10
  3
  Halberd / Pole Arm12
  1d10
  P
  15
  7
  Mace or Warhammer
  1d6
  B
  10
  5
  Morning Star
  1d6
  B
  15
  6
  Spear2
  1d6
  P
  10
  2
  Staff1
  1d6
  B
  10
  1
  Sword
  1d8
  S
  10
  10
  Sword, Short
  1d6
  P
  5
  8
  Sword, Two-handed1
  1d10
  S
  15
  15
  1 Two-handed weapon
  2 Reaches 1 rank forward if used two-handed
  17
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Missile Weapons
  Weapon
  Damage
  Type
  Weight
  Cost
  Blowgun
  By poison
  P
  1
  5
  Blunderbuss*
  1d4
  P
  10
  200
  Bow, long
  1d8
  P
  5
  40
  Bow, short
  1d6
  P
  5
  25
  Quiver1
  –
  5
  5
  Arrows (20)
  –
  1
  5
  Arrow, silver (1)
  –
  –
  5
  Crossbow, heavy
  1d8
  P
  5
  25
  Crossbow, light
  1d6
  P
  5
  15
  Case2
  –
  –
  5
  Crossbow bolt (30)
  –
  5
  5
  Dagger
  1d4
  S
  2
  3
  Darts(10)
  1d3
  P
  1
  3
  Musket*
  1d8
  P
  10
  120
  Nets
  @
  B
  3
  3
  Sling
  1d4
  B
  1
  2
  Stones (20)
  –
  1
  1
  Pistol*
  1d6
  P
  3
  80
  Powder & Ball (10)
  -
  1
  10
  1 20 arrow capacity
  2 30 bolt capacity
  *Firearm uses powder & ball
  @ Grappling attack
  Type: B is Blunt, P is Piercing, S is Slashing
  Missile Weapons
  Weapon
  RoF
  Range1
  Blowgun
  1
  10 ft
  Blunderbuss
  ½
  20 ft
  Bow, long
  1
  70 ft
  Bow, short
  1
  50 ft
  Crossbow, heavy
  ½
  80 ft
  Crossbow, light
  1
  60 ft
  Dagger
  1
  10 ft
  Darts
  2
  10 ft
  Holy water2
  1
  10 ft
  Net
  1
  10 ft
  Musket
  ½
  100 ft
  Oil3
  1
  10 ft
  Pistol
  ½
  40 ft.
  Sling
  1
  30 ft
  1 -2 “to-hit” per increment, maximum three range increments
  2 Holy water inflicts 1d6 damage to undead for two consecutive
  rounds.
  3 Oil inflicts 1d6 fire-based damage points for two consecutive
  rounds.
  Animal
  Cost
  Boar
  10 sp
  Bull
  20 sp
  Calf
  5 sp
  Camel
  50 sp
  Capon
  1 cp
  Cat
  1 sp
  Chicken
  1 cp
  Cow
  10 sp
  Dog
  --
    Guard
  25 sp
    Hunting
  17 sp
    War
  20 sp
  Donkey, mule, or ass
  8 sp
  Elephant
  --
    Labor
  200 sp
    War
  500 sp
  Falcon (trained)
  1000 sp
  Goat
  1 sp
  Goose
  1 cp
  Hunting cat (jaguar, etc.)
  500 sp
  Ox
  15 sp
  Peacock
  5 sp
  Pig
  3 sp
  Pigeon
  1 cp
  Pigeon, homing
  10 sp
  Ram
  4 sp
  Sheep
  2 sp
  Songbird
  1 sp
  Swan
  5 cp
  Service 
  Cost
  Banquet (per person)
  10 sp
  Bath
  1 cp
  City room (month)
  6cp-20sp
  Clerk (per letter)
  2 cp
  Courtesan
  2cp-20sp
  Doctor (per call)
  3 sp
  Guide(day)
  2 sp
  Inn lodging (day)
  2cp-3sp
  Laundry (load)
  1 cp
  Meals (day)
  1cp-5 cp
  Messenger, in city (per message)
  1 cp
  Minstrel (per performance)
  3 sp
  Mourner (per funeral)
  2 sp
  Teamster w/wagon
  1 cp/mile*
  *Extra cargo space can be bought, doubling the allowed space for
  a 20% increase in the fare
  18
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Item
  Weight
  Cost
  Backpack (30 pound capacity)
  2 lbs.
  5 sp
  Barrel
  30 lbs.
  2 sp
  Bedroll
  2 lbs.
  2 cp
  Bell
  1 lbs.
  1 sp
  Block and tackle
  5 lbs.
  5 sp
  Bottle (wine), glass
  1 lbs.
  2 sp
  Candle
  1 lbs.
  1 cp
  Canvas (sq. yd)
  1 lbs.
  1 cp
  Case (map or scroll)
  0.5 lbs.
  1 sp
  Chain (10 ft)
  20 lbs.
  30 sp
  Chalk, 1 piece
  0.1 lbs.
  1 cp
  Chest
  15 lbs.
  2 sp
  Crowbar
  2 lbs.
  2 cp
  Fishing net (25 sq feet)
  2 lbs.
  4 sp
  Flask (leather)
  5 lbs.
  1 cp
  Flint & Steel
  15 lbs.
  1 sp
  Garlic (1 pound)
  1 lbs.
  1 cp
  Grappling Hook
  5 lbs.
  1 sp
  Hammer
  1 lbs.
  5 cp
  Holy Symbol, wooden
  4 lbs.
  1 sp
  Holy Symbol, silver
  4 lbs.
  25 sp
  Holy Water
  0.5 lbs.
  25 sp
  Ink (1 oz)
  0.5 lbs.
  1 sp
  Ladder (10 ft)
  1 lbs.
  3 cp
  Lamp (bronze)
  0.1 lbs.
  5 cp
  Lantern, bullseye
  20 lbs.
  12 sp
  Lantern, hooded
  10 lbs.
  7 sp
  Lock
  3 lbs.
  20+ sp
  Manacles
  2 lbs.
  15 sp
  Mirror (small steel)
  1 lbs.
  20 sp
  Musical Instrument
  1 lbs.
  5 sp
  Oil (lamp), 1 pint
  1 lbs.
  1 cp
  Parchment (sheet)
  2 lbs.
  2 cp
  Pole, 10 ft
  0.5 lbs.
  2 cp
  Pot, iron
  1-3 lbs.
  5 cp
  Rations, trail (day)
  1 lbs.
  5 cp
  Rations, dried (day)
  0.5lbs.
  1 sp
  Rope, hemp (50 ft)
  3 lbs.
  1 sp
  Rope, silk (50 ft)
  2 lbs.
  10 sp
  Sack (15 pounds capacity)
  2 lbs.
  1 sp
  Sack (30 pounds capacity)
  5 lbs.
  2 sp
  Shovel
  20 lbs.
  2 sp
  Signal Whistle
  8 lbs.
  5 cp
  Spellbook (blank)
  -
  25 sp
  Spike, iron
  0.5 lbs.
  1 cp
  Tent, Small (one man)
  2 lbs.
  10 sp
  Thieves Tools
  5 lbs.
  30 sp
  Torches (6)
  2 lbs.
  5 cp
  Waterskin
  5 lbs.
  1 sp
  Wolvesbane
  0.5 lbs.
  1 cp
  Torches burn for one hour and create a 30 ft radius of light. A pint
  of oil in a lantern burns for 4 hours.
  Normal lanterns create a 30 ft radius of light, and bulls-eye lanterns
  create a beam of light 60 ft long but only 10 ft wide.
  Transportation Type
  Cost
  Cart, Hand
  10 sp
  Horse, Riding
  40 sp
  Horse, War
  200 sp
  Mule
  20sp
  Rowboat
  20 sp
  Wagon
  50 sp
  Masterwork equipment
  Equipment of superior quality will grant a +1 bonus to all actions
  connected to its use: Masterwork weapons have a +1 bonus to hit
  and damage rolls, while masterwork armor adds an extra +1 bonus
  to AC.
  GMs should remember that all these bonuses are non magical in
  nature.
  A  masterwork  piece  of  equipment  is  rarely  available  on  the
  common market as such items are usually the work of superior
  craftsmen. Acquiring such items may require extra time in finding
  out the appropriate craftsman and giving him time to create the
  masterwork item. 
  Masterwork  items  cost  ten  times  the  cost  of  their  standard
  equivalent.
  Silver weapons
  Slashing  and  piercing  weapons  (but  also  arrows  and  firearm
  bullets) may be made out of an iron-silver alloy. Silver weapons
  cost ten times the cost of their standard equivalent. A masterwork
  silver weapon costs 100 times its base cost.
  Standard equipment packs
  Below you will find a variety of pre-selected equipment packs
  which  will  permit  players  to  quickly  equip  their  characters.
  Choosing equipment in this way replaces the standard method of
  rolling for starting money; if you use this system, do not also use
  the starting money roll.
  All characters start with the Basic Pack and a class-based pack of
  their choice. They may also spend their additional silver on the
  bonus packs, on items in the normal equipment list or to upgrade
  weapons or armor in their class pack. With the GM's approval, a
  character may swap a given weapon for one of similar power.
  Basic Pack:  Backpack; Torches (6); Flint and steel; Waterskin;
  Bedroll; Rations, dry, one week; Sack, large; Sacks, small (2);
  d6x10 silver pieces. Weight: 38.5 lbs + weight of money
  Fighter Pack 1: Chain Mail; Shield; Longsword. Weight: 70 lbs.
  Fighter Pack 2: Chain Mail; Polearm. Weight: 65 lbs.
  19
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Fighter Pack 3: Leather armor; Longsword; Short bow; Quiver; 30
  arrows. Weight: 46.5 lbs.
  Magic User Pack 1: 1 scroll of random first level spell; 2 daggers;
  Walking staff. Weight: 16 lbs.
  Magic User Pack 2: 2 daggers; Walking staff; 50sp. Weight: 17
  lbs.
  Druid Pack: Padded armor; Holy Symbol (wooden); Quarterstaff;
  Dagger. Weight: 26 lbs.
  Cleric Pack 1: Leather armor; Shield; Holy Symbol (wooden); 1
  vial Holy water; Mace. Weight: 49.5 lbs.
  Cleric Pack 2:  Leather armor; Mace; 1 vial Holy water; Holy
  Symbol (wooden); Sling; Sling bullets, 30. Weight: 42 lbs.
  Thief Pack: Leather armor; Thieves' picks and tools; Short sword;
  2 daggers; Rope, silk (50'). Weight: 41 lbs.
  Bonus pack 1 (20sp):  Chalk, small bag of 10 pieces; Grappling
  hook; Rope, hemp (2x50'); Lantern, hooded; Oil (3 flasks); Tent,
  Small (one man). Weight: 27 lbs.
  Bonus Pack 2 – Ready for anything (10sp):  Glass bottle; Iron
  Spikes, 12; Pole, 10' wooden; Map or scroll case; Mirror, small
  metal. Weight: 29 lbs.
  Vehicles
  The following tables give details of various land and sea vehicles.
  Game Masters should feel free to create their own vehicles, in
  which  case  the  table  can  be  used  for  guidance.  Some  of  the
  statistics given below are explained in detail later.
  Land Transportation
  Vehicle
  Length x width*
  Weight
  Cargo
  Movement
  SHP
  Cost (sp)
  Chariot
  15’ x 6’
  300
  750 lbs
  12
  5
  400
  Coach
  30’ x 8’
  1,000
  2,000 lbs
  6
  6
  1,500
  Wagon
  35’ x 8’
  2,000
  4,000 lbs
  4
  8
  500
  *Includes hitched horses or mules.
  Water Transportation
  Vehicle
  Length x Width
  Cargo
  Crew
  Movement
  Miles/Day
  SHP
  Cost (sp)
  Canoe
  15’ x 4’
  ½ ton
  1
  4
  30
  3
  50
  Caravel
  55’ x 15’
  75 tons
  10
  2
  45
  50
  10,000
  Carrack
  60’ x 20’
  135 tons
  20
  3
  50
  90
  20,000
  Galley, Small
  100’ x 15’
  210 tons
  90
  2
  40 / 25
  50
  15,000
  Galley, Large
  120’ x 20’
  375 tons
  160
  3
  45 / 25
  90
  30,000
  Raft/Barge
  per 10’ x 10’
  1 ton
  2
  4
  20
  9
  100
  Riverboat
  50’ x 20’
  50 tons
  10
  2
  30
  25
  3,500
  Rowboat
  15’ x 6’
  1 ton
  1
  3
  25
  6
  600
  Sailboat
  40’ x 8’
  5 tons
  1
  4
  40
  15
  2,000
  Notes Regarding Vehicles
  The Crew figure given reflects the minimum number of sailors
  and/or rowers needed to operate the ship. Officers are not counted
  among these numbers, and of course it is always a good idea to hire
  extra sailors and/or rowers to ensure that any casualties will not
  slow down the ship.
  Cargo for wagons is given in pounds, while for ships it is given in
  tons. If the ship sails night and day, each passenger requires living
  space equivalent to one ton of cargo; in addition, provisions for one
  man for one month occupy 1/10 of a ton of space.
  Movement is given separately here in feet as well as miles per day.
  The encounter movement of ships is not directly related to the
  long-distance travel rate, since the crew must work hard to make
  the ship move quickly in combat, and this level of effort cannot be
  maintained day and night.
  All vehicles have an AC of [10] and have Structural Hit Points, 5
  Hit points of damage make one S.H.P. of damage. 
  A chariot requires a single horse, generally a warhorse, to pull it.
  Both coaches and wagons require at least a pair of draft horses to
  pull them.
  A caravel is a highly maneuverable sailing ship with two or three
  masts. Though superficially similar to the larger carrack, caravels
  are capable of sailing up rivers, a task for which the larger ship is ill
  suited.
  A carrack is a large, ocean-going sailing ship with three or four
  masts.
  Galleys are equipped with both sails and oars; the second listed
  movement rate for galleys is the rowing speed. A small galley will
  have around 20 rows of oars, with each oar pulled by two men (for
  a total of 80 rowers) while a large galley will have around 35 rows
  of oars (for a total of 140 rowers). Galleys are generally much more
  20
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  maneuverable than sailing ships such as the carrack or caravel, and
  may be outfitted with rams.
  The longship commonly used by northern raiders is very similar to
  the  large  galley.  However,  where  more  civilized  nations  have
  specialist rowers, sailors, and marines, the crew of a longship is
  more generalized; every crewman is usually qualified for all of
  these tasks.
  Costs of passage on ships: First class passage costs 1 sp per mile
  travelled (minimum 3 sp) and allows for good food, a personal
  cabin and up to a 1000 pounds of cargo. Second class passage costs
  1 sp per 5 miles travelled (minimum 2 sp) and allows for good
  food, a shared cabin and up to a 500 pounds of cargo. Third class
  passage costs 1 sp per 20 miles travelled (minimum 2 sp) and
  allows for meager food, a bunk in the common room and up to a 50
  pounds of cargo. Extra cargo space can be bought, doubling the
  allowed space for a 20% increase in the fare.
  Siege Engines
  These are weapons used to attack strongholds, or sometimes ships.
  Their cost may be up to twice as high in a remote location. A siege
  engine that throws missiles (a ballista, cannon, onager or trebuchet)
  must have a trained artillerist to fire it; this is the character who
  makes the attack rolls for the weapon. Missile-throwing engines
  have  attack  penalties,  detailed  below.  Cannons,  onagers  and
  trebuchets fire in a straight line and must be maneuvered to change
  direction of fire, a crew can turn a weapon by 45 degrees in a full
  combat round. 
  Cannons,  onagers  and  trebuchets  are  considered  “grenade-like
  missiles“ with a 10’ radius effect area. Placing the missile correctly
  against a wall or open ground spot requires an attack roll against an
  AC of 15, missing the attack roll means the shot scatters 1d6x10
  feet in a random direction where it may hit other targets. 
  Each subsequent attack by that weapon, fired by that crew, at that
  same point in the wall, is made against an Armor Class one lower
  than the previous shot, to a minimum AC of 10. 
  Roll damage separately for each character in the 10’ square hit by
  the missile. Of course, the attack roll must be high enough to
  damage each one; a roll of 19 against characters having Armor
  Classes of 18 and 20 would hit the former but not the latter.
  Ballista shots cost 1 sp each, stones for onagers and trebuchets cost
  2 sp each, cannon shots and powder cost 5 sp each. 
  Ballista: This is effectively a very large crossbow that may fire a
  spear-like bolt or a large stone. It is usually mounted on a tripod or
  wagon, but may also be mounted on a ship. When firing bolts, a
  ballista cannot damage brick or stone. A ballista requires a crew of
  three to operate.
  Battering Ram: These are usually operated under a sow (a sort of
  portable roof). They require a crew of eight or more.
  Cannon: This weapon fires balls of lead with flat trajectory, it is
  usually  mounted  on  wheels  and  may  be  mounted  on  a  ship.
  Cannons require a Crew of three. Cannons need to be cleaned
  regularly by an artilleryman every ten shots fired. An unclean
  cannon will explode on a natural roll of 1 inflicting its regular
  damage to all within a 5’ radius and becoming irreparably wasted. 
  Onager: This weapon throws a stone with a fairly flat trajectory.
  An onager requires a crew of four to operate.
  Trebuchet: This mighty weapon uses a counterweight to fling a
  stone on a high, arcing path. It cannot fire at targets within 100 feet.
  If it is aimed at a target that is more than 20’ higher than the
  weapon,  there  is  an  additional  –2  attack  penalty.  A  trebuchet
  requires a crew of eight to operate.
  Weapon
  Cost(sp)
  Weight
  Rate
  of Fire
  Attack
  Penalty
  Damage
  Type
  Range1
  Ballista
  100 
  600
  1/4
  -3
  3d6
  P
  50’(-)
  Battering Ram
  200 
  800
  1/3
  +0
  3d6
  B
  N/A(N/A)
  Cannon
  2000
  900
  1/10
  -2
  6d6
  P
  40'(-)
  Onager
  300 
  1200
  1/6
  -6
  4d6
  B
  100’(-)
  Trebuchet
  400 
  2400
  1/10
  -8
  5d6
  B
  200'(100')
  1 -2 “to-hit” per increment (minimum range under which the weapon is ineffective)
  21
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  The Game
  Once you’ve got a character, the Referee will describe where the
  character is, and what he sees. The game might start in a rural
  peasant village, in a vast and teeming city spiked with towers and
  minarets, in a castle, a tavern, or at the gates of an ancient tomb.
  That’s up to the Referee. From that point on, you describe what
  your character does. Going down stairs, attacking a dragon, talking
  to the people you meet (either the characters being run by the other
  players, or non-player characters controlled by the Referee): all of
  these sorts of things are your decisions. The Referee then tells you
  what happens as a result: the stirs lead down to a huge tomb, the
  dragon attacks your character, etc. The rules below are guidelines
  for  how  to  handle  certain  events;  mainly  combat,  but  also
  experience, movement, healing, dying, and other important parts of
  the game.
  Basically, you and the Referee work together, with the Referee
  handling  the  details  of  a  dangerous  fantasy  world,  and  you
  handling what your character does in it. The epic story of your
  character’s rise to greatness (or death in the effort) is yours to
  create in the Referee’s world.
  Gaining Experience
  Characters are awarded experience points (XP) for killing monsters
  and accumulating treasure. Monsters have a set experience point
  value (in the monster descriptions), and one silver piece is equal to
  one XP. It may seem odd to award experience for treasure, but
  keep in mind that every silver piece gained by the character is an
  index of the player’s skill. Awarding experience only for killing
  monsters fails to reward a party of adventurers that successfully
  lures a dragon away from its hoard so that its treasure can be stolen
  without a fight, and it fails to reward characters that operate by
  intelligence, stealth, trickery and misdirection.
  A character may receive a bonus on gained XP if he choose his
  race's Favorite class, or suffer a penalty for Multi-classing, or both
  in which case bonus and penalty cancel out.
  If a character receives a bonus  (+20%), for example, and the
  Referee awards 1000xp to each character, that particular character
  would get 1200xp  (20% of 1000 is  200, so the character gets a
  bonus of 200xp). A penalty (-20%) means that the character earns
  only 800xp out of 1000xp.
  Time
  Sometimes the Referee will rule that “an hour passes,” or even, “a
  month passes,” in the life of our intrepid adventurers, but two
  important time measurements need a quick explanation. These are
  the “turn,” and the “combat round.” A turn represents ten minutes,
  and a combat round is about  1 minute long.
  Movement speed during a turn is ten times the movement rate per
  round.
  Movement Rate
  Base movement rate for all races is calculated, on the table below,
  in terms of tens of feet per combat round. Each Referee is advised
  to alter the units of measurement to suit their own games and
  situations.
  A character's carrying capacity is modified by its Strength Modifier
  times  10%,  a  character  with  Strength  13  would  thus  have  a
  maximum carrying capacity of 330.
  Movement Rate
  Weight 
  Carried
  Elf, human, 
  half-elf or half-orc
  Dwarf/Gnome
  0–50 lbs
  4
  3
  51–100 lbs
  3
  2
  101–150 lbs
  2
  1
  151–300 lbs
  1
  1
  Table 18: Movement Adjustment
  Movement
  Type
  Adjustment
  Careful
  Half of Average 
  Rate
  Mapping is permitted, and 
  normal chances for surprise 
  exist
  Normal
  Average Rate
  No mapping or careful  
  observation is allowed
  Running
  Double Average 
  Rate
  No mapping permitted, 
  characters are automatically 
  surprised, and have no chance 
  to surprise others. The sound of
  their running may attract 
  enemies
  No matter how little weight is carried, a character wearing medium
  armor can't move faster than it's maximum racial speed -1 (3 for
  humans and elves and half-humans; 2 for the small races), this
  becomes maximum speed -2 for wearing heavy armor (2 for the
  medium sized races, 1 for the small ones). Elven chain -remember-
  is considered as no armor.
  Overland Movement
  Speed 
  Results
  Hiking 
  Base movement ratex5 in miles/day
  Forced March 
  +50% Hiking speed/day requires  a  Strength
  action check.
  Climbing, swimming or moving across difficult terrain may reduce
  the movement rates by half or more. In some cases the Referee
  may require a dice roll to determine a character's success in this
  kind of actions.
  22
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Survival
  Normal characters must consume one day’s worth of rations (or
  equivalent food) and a minimum of one quart of water per day.
  Failure to consume enough food does not significantly affect a
  character for the first two days, after which he or she loses 1 hit
  point per day. Furthermore, at that point the character loses the
  ability to heal wounds normally, though magic will still work.
  Eating enough food for a day (over the course of about a day, not
  all at once) restores the ability to heal, and the character will
  recover lost hit points at the normal rate.
  Inadequate water affects characters more swiftly; after a single day
  without water, the character loses 1d6 hit points, and will lose an
  additional 1d6 hit points per day thereafter; healing ability is lost
  when the first die of damage is rolled.
  Action checks
  The following are few rules of thumb for resolving actions while
  running an adventure; they are guidelines for the average or normal
  situation  and  can  (and  often  should)  be  altered  to  fit  the
  circumstances or setting.
  Most actions can be resolved with a 1d6 roll. On a roll of 5 the
  action is successful. Easy actions receive a +1 modifier, difficult
  actions suffer a -1 penalty to the roll, or more.
  The  Referee may allow you to add 1 point if the character's race,
  class or background somehow helps the character in his job.
  Additionally your referee may require you to add an ability score
  modifier to this base chance if the action warrants it, like adding
  the Strength modifiers to rolls made to break down a door.
  Armor and encumbrance may apply further penalties like -1 (for
  medium armor) or -2 (for heavy armor).
  Some examples follow:
  Listening at Doors: Listening at a door is modified by wisdom,
  elves and half elves receive a +1 as noted in their description.
  Opening  doors:  Stuck  doors  (and  many  doors  in  an  ancient
  dungeon may be stuck closed) require an action check modified by
  Strength. Smashing through a door with (up to 3) characters gives
  each character a normal chance of success, but they will spill into
  the  room  and  should  automatically  lose  initiative  if  there  are
  monsters within.
  Secret Doors, Traps and pits: These are not spotted by chance
  while passing by; they must be searched for. Searching for a secret
  door or trap takes a turn (10 minutes of game time) for a 10 ft
  segment of wall and requires an Intelligence action check. Dwarfs
  receive a +1 as might Elves and half-elves.
  Traps and Pits
  Anyone passing over or through the trigger for a trap has a 2 in 6
  chance to spring the trap. It is suggested (but not required) that
  traps involve a stone trigger (such as a pressure plate) or a hole or
  gap  in  stonework  (such  as  a  falling  block  or  an  arrow-hole).
  Identifying the features of a trap does not tell the character how to
  disarm the trap (although in some cases the disarming mechanism
  might be obvious once the trap’s visible features are identified).
  Damage due to falls is 1d6 per 10 ft fallen. 
  Wilderness Encounters
  Roll d6 twice per day to check for becoming lost and/or an encounter
  Open
  Forest
  River,Coast
  Jungle,Swamp
  Hills,Mountains
  Desert
  Settled
  Lost
  1
  1-2
  1
  1-3
  1-2
  1-3
  -
  Encounter
  1
  1-2
  1-2
  1-3
  1-3
  1-2
  1
  Encounter type
  DiceRoll
  Open
  Forest
  River,Coast
  Jungle,Swamp
  Hills,Mtns
  Desert
  Settled
  1
  Dragon
  Dragon
  Dragon
  Dragon
  Dragon
  Dragon
  Undead
  2
  Monster
  Monster
  Monster
  Monster
  Monster
  Monster
  Humnd.
  3
  Animal
  Animal
  Animal
  Undead
  Animal
  Undead
  Men
  4
  Humnd.
  Animal
  Animal
  Animal
  Humnd.
  Animal
  Men
  5
  Men
  Humnd.
  Humnd.
  Humnd.
  Humnd.
  Humnd.
  Men
  6
  Men
  Men
  Men
  Men
  Men
  Men
  Humnd.
  7
  Humnd.
  Humnd.
  Animal
  Animal
  Humnd.
  Humnd.
  --
  8
  Animal
  Animal
  Animal
  Undead
  Humnd.
  Animal
  --
  9
  Monster
  Monster
  Monster
  Monster
  Animal
  Undead
  --
  10
  Lycanth.
  Lycanth.
  Lycanth.
  Lycanth.
  Giant
  Monster
  --
  23
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Men 
  Dice
  Open,Forest
  River,Coast
  Jungle,Swamp
  Hills,Mtns,Desert
  Settled
  1
  NPCs
  NPCs
  NPCs
  NPCs
  NPCs
  2
  Clerics
  Berserkers
  Mages
  Berserkers
  Bandits
  3
  Fighters
  Fighters
  Berserkers
  Fighters
  Clerics
  4
  Bandits
  Pirates
  Fighters
  Bandits
  Rogues
  5
  Commoner
  Pirates
  Bandits
  Bandits
  Commoner
  6
  Rogues
  Bandits
  Bandits
  Bandits
  Commoner
  7
  Soldiers
  Rogues
  Rogues
  Rogues
  Soldiers
  8
  Fighters
  Berserkers
  Berserkers
  Berserkers
  Soldiers
  9
  Berserkers
  Mages
  Mages
  Clerics
  Fighters
  10
  Mages
  Clerics
  Clerics
  Mages
  Mages
  Humanoid
  Dice
  Open,Forest
  River,Coast
  Jungle,Swamp
  Hills,Mtns,Desert
  Settled
  1
  Ogres
  Ogres
  Ogres
  Ogre Mage
  Goblins
  2
  Gnolls
  Gnolls
  Bugbears
  Gnolls
  Dwarfs
  3
  Hobgoblins
  Orcs
  Orcs
  Hobgoblins
  Elves
  4
  Elves
  Lizardmen
  Lizardmen
  Dwarfs
  Kobolds
  5
  Orcs
  Hobgoblins
  Lizardmen
  Kobolds
  Gnomes
  6
  Elves
  Trolls
  Kobolds
  Orcs
  Roll again
  7
  Gnomes
  --
  Hobgoblins
  Goblins
  --
  8
  Kobolds
  --
  Trolls
  Trolls
  --
  9
  Bugbears
  --
  --
  Ogres
  --
  10
  Trolls or Ettercap
  --
  --
  Minotaurs
  --
  11
  Nixies
  Troglodytes
  12
  Pixies
  Orcs
  Animal
  Dice
  Open,Forest
  River,Coast
  Jungle,Swamp
  Hills,Mtns,Desert
  1
  Worgs
  Rats
  Rats
  Snake,G
  2
  Snake,G
  Centipedes
  Snake,G
  Worgs
  3
  Bear, Black
  Bear, Black
  Scorpion
  Rats
  4
  Spiders
  Snake,G
  Spiders
  Spiders
  5
  Rats
  Beetle,G
  Centipedes
  Centipedes
  6
  Beetle,G
  Spiders
  Beetle,G
  Roll again
  7
  Centipedes
  Crocodile
  Crocodile
  --
  8
  Stag
  Roll again
  Roll again
  --
  Monsters
  Dice
  Open,Forest
  Desert
  Hills,Mtns
  Jungle,Swamp
  River,Coast
  1
  Unicorns
  Salamander
  Basilisk
  Medusa
  Sea Serpent
  2
  Dryad
  Purple Worm
  Chimerae
  Dryad
  Basilisk
  3
  Centaur
  Basilisk
  Gorgons
  Basilisk
  Chimerae
  4
  Basilisk
  Gorgons
  Griffons
  Cockatrice
  Harpies
  5
  Wererat
  Manticore
  Harpies
  Chimerae
  Medusa
  6
  Cockatrice
  Medusa
  Werewolf
  Harpies
  Pegasi
  7
  Blink Dog
  Roc
  Hippogriffs
  Stirges
  --
  8
  Werewolf
  Roll again
  Manticore
  Will-o-the-Wisps
  --
  9
  Chimerae
  --
  Medusa
  Bat, Monster 
  --
  10
  Manticore
  --
  Pegasi
  Roll again
  --
  11
  --
  --
  Roc
  --
  --
  12
  --
  --
  Wererat
  --
  --
  24
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Other types
  Dice
  Dragon
  Undead
  Giant
  1
  Dragon,Gold
  Banshee
  Efreet
  2
  Dragon,Blue
  Wraiths
  Djinn
  3
  Dragon,Black
  Shadow
  Giant,Frost
  4
  Dragon,Green
  Ghouls
  Giant,Stone
  5
  Dragon,Red
  Skeletons
  Giant,Hill
  6
  Dragon,White
  Zombies
  Giant,Storm
  7
  Wyverns
  Wights
  Giant,Fire
  8
  Hydrae
  Mummies
  Giant,Could
  9
  Pseudodragon
  Spectre
  Treants or Roll again if out of woods
  10
  Roll again
  Vampires
  Titans
  11
  --
  Liches
  --
  12
  --
  Roll again
  --
  Dungeon Encounters
  For each turn of exploration without significant encounters roll 1d6, on a roll of 1 the adventurers encounter a party of wandering
  monsters. Roll on the column appropriate  to the dungeon level. Select monsters by HDE based on the setting your adventurers are
  moving in.
  Die Roll
  Level 1
  Level 2
  Level 3
  Level 4
  Level 5
  1
  3d8 HDE<1 creatures 
  6d8 HDE <1 creatures
  12d8 HDE <1 creatures 2d100 HDE <1 creatures 3d100 HDE <1 creatures
  2
  3d6 HDE<1 creature
  6d6 HDE <1creatures
  12d6 HDE <1 creatures 1d100 HDE <1 creatures 2d100 HDE <1 creatures
  3
  2d6 HDE 1 creatures
  4d6 HDE 1 creatures
  8d6 HDE 1 creatures
  16d6 HDE 1 creatures
  32d6 HDE 1 creatures
  4
  1d6 HDE 2 creatures
  2d6 HDE 2 creatures
  4d6 HDE 2 creatures
  8d6 HDE 2 creatures
  16d6 HDE 2 creatures
  5
  1 HDE 3 creature
  1d6 HDE 3 creatures
  2d6 HDE 3 creatures
  4d6 HDE 3 creatures
  8d6 HDE 3 creatures
  6
  1 HDE 4 creature
  1 HDE 4 creature
  1d6 HDE 4 creatures
  2d6 HDE 4 creatures
  4d6 HDE 4 creatures
  7
  –
  1 HDE 5 creature
  1 HDE 5 creature
  1d6 HDE 5 creatures
  2d6 HDE 5 creatures
  8
  –
  Roll again
  1 HDE 6 creature
  1 HDE 6 creature
  1 HDE 6 creature
  9
  –
  –
  –
  1 HDE 7 creature
  1 HDE 7 creature
  10
  –
  –
  –
  Roll again
  Roll again
  Die Roll
  Level 6
  Level 7
  Level 8
  Level 9
  Level 10
  1
  16d6 HDE 3 creatures
  16d6 HDE 4 creatures
  16d6 HDE 5 creatures
  16d6 HDE 6 creatures
  16d6 HDE 7 creatures
  2
  8d6 HDE 4 creatures
  8d6 HDE 5 creatures
  8d6 HDE 6 creatures
  8d6 HDE 7 creatures
  8d6 HDE 8 creatures
  3
  4d6 HDE 5 creatures
  4d6 HDE 6 creatures
  4d6 HDE 7 creatures
  4d6 HDE 8 creatures
  4d6 HDE 9 creatures
  4
  2d6 HDE 6 creatures
  2d6 HDE 7 creatures
  2d6 HDE 8 creatures
  2d6 HDE 9 creatures
  2d6 HDE 10 creatures
  5
  1d6 HDE 7 creatures
  1d6 HDE 8 creatures
  1d6 HDE 9 creatures
  1d6 HDE 10 creatures
  1d6 HDE 11 creatures
  6
  1 HDE 8 creature
  1 HDE 9 creature
  1 HDE 10 creature
  1 HDE 11 creature
  1 HDE 12+ creature
  Encounter Reactions
  When a group of player characters meet one or more monsters, it’s
  important to know how the monsters will react to the party. In
  many cases, the reaction of the monster or monsters is obvious…
  zombies guarding a tomb will virtually always attack intruders, for
  example.
  In cases where the reaction of the monsters to the party is not
  obvious, a reaction roll may be made. The Game Master rolls 2d6,
  adding the Charisma bonus of the “lead” character (or applying his
  or her Charisma penalty) along with any other adjustments he or
  she feels are reasonable, and consults the table below:
  Adjusted Die Roll
  Result
  2 or less
  Immediate Attack
  3-7
  Unfavorable
  8-11
  Favorable
  12 or more
  Very Favorable
  A result of 2 or less means that the player characters have so
  offended  the  monsters  that  they  attack  immediately.  An
  Unfavorable result means that the monsters do not like the player
  characters,  and  will  attack  if  they  may  reasonably  do  so.  A
  Favorable result simply means  that  the  monsters  will  consider
  letting the player characters live if they choose to parley; it does not
  25
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  necessarily mean that the monsters like the player characters. A
  Very Favorable result means that the monsters (or perhaps only the
  monster leader) do, in fact, like the player characters; this does not
  mean that the monsters will just hand over their treasure, but it does
  indicate  that  they  may  choose  to  cooperate  with  the  player
  characters in mutually beneficial ways.
  As always, interpreting the results of this roll is left to the Referee,
  who may choose to alter the result if he or she believes a different
  result would be more enjoyable to play out than the one rolled.
  Retainers
  A retainer is a close associate of his employer. Retainers are hired
  for a share of treasure (typically at least 15% of the employer’s
  income) plus support costs (weapons, armor, rations, and basic
  equipment provided by the employer). Retainers are typically very
  loyal and are willing to take reasonable risks; in particular, they are
  the only sort of hireling who will generally accompany a player
  character into a dungeon, lair, or ruin.
  Hiring a retainer is more involved than hiring other NPCs. First, the
  player character must advertise for a retainer, typically by hiring a
  crier, posting notices in public places, or asking (and possibly
  paying) NPCs such as innkeepers or taverners to direct potential
  retainers to the player character. It is up to the Game Master to rule
  on what must be done, and how successful these activities are.
  If the player character is successful, one or more NPCs will present
  themselves to be interviewed. The Game Master should play out
  the interview with the player, and after all offers have been made
  and all questions asked, a reaction roll should be made. To check
  the potential retainer’s reaction, the Game Master rolls 2d6 and
  adds the player character’s Charisma modifier. In addition, the
  Game  Master  may  apply  any  adjustments  he  or  she  feels  are
  appropriate (a bonus of +1 for higher-than-average pay or the offer
  of a magic item such as a sword +1, or a penalty if the player
  character offers poor terms). The roll is read as follows:
  Adjusted Die Roll 
  Result
  2 or less 
  Refusal, -1 on further rolls
  3-5 
  Refusal
  6-8 
  Try again
  9-11 
  Acceptance
  12 or more 
  Acceptance, +1 to Loyalty rolls
  Refusal, -1 on further rolls means that all further reaction rolls
  made toward that player character in the given town or region will
  be at a penalty of -1 due to unkind words said by the NPC to his
  fellows. If the player character tries again in a different town, the
  penalty does not apply.
  If a Try again result is rolled, the potential retainer is reluctant, and
  needs more convincing; the player character must “sweeten” the
  deal in order to get an additional roll, such as by offering more pay,
  a magic item, etc. If the player character makes no better offer, treat
  Try again as a Refusal result.
  Loyalty: Retainers will have different degrees of Loyalty. Loyalty
  is checked just like Morale.
  However, the Game Master should still apply penalties when the
  player  character  instructs  the  retainer  to  do  something  which
  appears very risky, making a failed check possible.
  In addition, the Game Master should roll a Loyalty check for each
  retainer at the end of each adventure, after treasure is divided, to
  determine if the retainer will remain with the player character. The
  GM may apply adjustments to this roll, probably no more than two
  points plus or minus, if the retainer is particularly well or poorly
  paid.
  Maximum Number of Retainers: The maximum number of retainers
  a player  character  may  hire  is  determined  by  the  character’s
  Charisma. Any attempts to hire more than this number of retainers
  will be met with automatic refusals.
  Level of Retainers:  Normally, potential retainers will be one-half
  the level of the employer (or less). So, a first level character cannot
  hire retainers, second level PCs can only hire first level characters,
  and so on. Of course, there is no way for the retainers to directly
  know the level of the PC employer, nor for the employer to know
  the level of the potential retainer; but the Game Master should
  usually enforce this rule for purposes of game balance. It shouldn’t
  be surprising that first level characters can’t hire retainers, as they
  have no reputation to speak of yet.
  Experience for Retainers: Unlike other hired NPCs, retainers do
  gain experience just as other adventurers do; however, as they are
  under the command of a player character, only one-half of a share
  of XP is allocated to each retainer. 
  Hiring Assistants
  When the adventurers are just starting out, they will find it very
  beneficial to bring along a few hirelings—if they can find anyone
  willing to risk life and limb in the sorts of places adventurers go. As
  the  characters  gain  levels,  although  it  may  no  longer  be  so
  important to bring along men-at-arms or torchbearers (who likely
  wouldn’t survive in the deeper levels of dungeons), they may begin
  routinely employing spies, servants, and guards while outside of the
  dungeon, and at higher levels yet they may find themselves needing
  the services of small armies of sailors, soldiers, and servants for
  their ships, caravans, or castles.
  As  a  general  rule,  the  upkeep  for  a  single  person  in  a  rural
  community such as a castle or village is about 1sp per month and
  perhaps  twice  that  in  a  city.  This  “upkeep”  covers  food  and
  incidentals, and does not include lodging, wages, or the purchase of
  equipment. Note that for some professions the “incidental” cost can
  be quite high: blacksmiths use up a quantity of supplies just to keep
  a forge running. The cost of lodging (assuming the character does
  not  own  a  stronghold  where  he  can  house  his  servants  and
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  followers at no cost) is up to the referee, but staying in an inn, even
  in a stable, will cost at least 1 sp per night. Purchase of equipment
  should be calculated using the equipment tables, and if the hireling
  requires a great deal of initial equipment such as a forge or a
  library, the Referee will adjust the costs as needed. Wages depend
  upon the type of services being sought.
  Alchemist
  Upkeep Cost: 1,000 sp/month
  Wage: 500 sp/month if the alchemist maintains his own laboratory.
  Half that cost if the character provides one for the alchemist.
  Initial Equipment: Fully equipped lab costs 1,000 sp.
  Animal Trainer
  Upkeep Cost: 500 sp/month
  Wage: No cost if he is a part of the character’s stronghold retinue;
  20 sp/month otherwise.
  Initial Equipment: This depends on the animal.
  Armorer
  Upkeep Cost: 100 sp/month
  Wage: None, if the armorer is a follower of a character with a
  stronghold. If not, wages are 100 sp/month, over and above the cost
  of upkeep.
  Initial Equipment: A fully equipped forge costs around 100 sp.
  Assassin
  Upkeep Cost: N/A
  Wage: 2,000 per mission
  Initial Equipment: None.
  Blacksmith
  Upkeep Cost: 25 sp/month
  Wage: 10 sp/month
  Initial Equipment: A fully equipped forge costs around 100 sp.
  Man-at-Arms (Battles/War)
  Upkeep Cost: 10 sp/month in camp or castle. Standard costs of
  rations if operating in the field.
  Wage: If the man-at-arms is a part of the character’s stronghold
  retinue,  he  costs  nothing.  Mercenary  infantry  cost  around  2
  sp/month,  archers  4  sp/month,  and  calvary  costs  8  sp/month.
  Sergeants (one required for every 10 men-at-arms) cost twice as
  normal. Lieutenants (required for every 20), cost three times as
  normal, and Captains (required for every 60), cost four times as
  normal.
  Initial Equipment: Determine from equipment list.
  Man-at-Arms (Dungeon Adventuring)
  Upkeep Cost: Cost of rations.
  Wage: 2 sp/day or upwards of 5 sp/day
  Initial Equipment: Determine from equipment list.
  Sage
  Upkeep Cost: 2,000 sp/month
  Wage: N/A
  Initial Equipment: Small library costs 2,000 sp.
  Sailor
  Upkeep Cost: 10 sp/month
  Wage: 2 sp/month
  Initial Equipment: None.
  Servant (Domestic)
  Upkeep Cost: 10 sp/month
  Wage: 5 sp/month
  Initial Equipment: None.
  Ship Captain
  Upkeep Cost: 50 sp/month
  Wage: 250 sp/month
  Initial Equipment: A ship.
  Siege or Construction Engineer
  Upkeep Cost: 750 sp/month
  Wage: 250 sp/month
  Initial Equipment: None.
  Spy
  Upkeep Cost: 10 sp/month
  Wage: 500 sp per mission
  Initial Equipment: None.
  Torchbearer/Other Non-combatant
  Upkeep Cost: Cost of rations.
  Wage: 1 sp/day
  Initial Equipment: Determine from equipment list.
  Combat
  When  the  party  of  adventurers  comes  into  contact  with
  enemies, the order of events is as follows:
  
  The Referee determines if one side or the other is
  entitled  to  a  free  attack  or  move  as  a  result  of
  surprise—this is either a judgment or a die roll of
  some kind, depending on the circumstances.
  
  Declare Spells.
  
  Determine  Initiative  (d6,  highest  result  is  the
  winner). One roll is made for each side, not for each
  individual.  Modifiers  to  initiative  are  applied
  individually.
  
  Characters act in order of Initiative (casting spells,
  attacking, etc.), and results take effect.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  
  Anyone who “held” initiative acts, and results take
  effect (both sides simultaneously).
  
  The round is complete; roll initiative for the next
  round if the battle has not been resolved.
  Determine Surprise
  When  one  side  of  an  encounter  is  unaware  of  another’s
  presence, they may become surprised. A surprised party can
  take no action in the first round of combat. 
  To  determine  if  a  party  surprises  the  other  roll  an  Action
  Check for each party. 
  Some races have additional modifiers to surprise: gnomes roll
  at +1, while elves in the other party impart a -1 (or more)
  modifier.
  Rogues  may  add  1  or  more  to  their  surprise  checks  and
  subtract 1 or more from enemy surprise checks.
  If the action check is a success the other party is surprised.
  Surprise is lost once the  surprising  party  attacks the  other
  party.
  Declare Spells
  Any player whose character is going to cast a spell must say
  so  before  the  initiative  roll.  Spell  casting  begins  at  the
  beginning of the round. Thus, if the enemies win the initiative
  roll and damage the spell caster, the spell’s casting may be
  disturbed.
  Declare Initiative
  At the beginning of a combat round, each side rolls initiative
  on a  d6.  Apply any  individual  initiative modifiers  such  as
  Dexterity.  All  characters  now  act  in  descending  order  of
  initiative: moving, attacking, and casting spells. 
  Initiative rolls may result in  a  tie.  When this  happens, all
  characters that rolled the same are considered to be acting
  simultaneously unless the Referee decides to allow another
  die roll to break the tie. When two -or more- characters are
  acting simultaneously, it is possible for two combatants to
  kill each other in the same round!
  First Initiative Phase
  Winners  of  the  initiative  roll  take  their  actions,  including
  moving, attacking, and anything else such as climbing onto
  tables, swinging from ropes, pushing boulders off cliffs, etc.
  Characters can move and attack in the same round.
  In  one  combat  round  each  character  should  be  allowed  to
  execute one action (typically an attack or defense) and move
  at walking speed.
  Characters should move and then act or act and then move, it
  should not be allowed to move part of your movement rate,
  act and then end your movement. 
  If the character runs it should not be able to execute any other
  action except a charging attack in melee at the movement's
  end or a defense action.
  Some  actions,  like  spell  casting,  require  all  of  a  round's
  length to be carried out and may not allow any movement or
  careful movement at best. 
  The Attack Roll
  To attack with a weapon, the player rolls a d20 and adds any
  bonuses to the result. These “to-hit” bonuses include the character’s
  Base Hit Bonus (BHB), the strength bonus for attacks with hand
  held weapons, the dexterity bonus for ranged attacks, any bonuses
  for magic weapons, and any other bonus identified as a “to-hit”
  bonus.
  If the attack roll is equal to or higher than the defender’s armor
  class, the attack hit.
  Damage rolls  for melee and  thrown weapons  are  modified by
  strength, while damage rolls with  all other ranged weapons are
  modified by dexterity.
  Melee Attack
  A melee attack is an attack with hand-held weapons such as a
  sword, spear, or dagger. A character’s strength bonuses to-hit and
  on damage are added to melee attacks. Two combatants within ten
  feet of each other are considered to be “in combat.”
  Missile Attack
  Missile  attacks  are  attacks  with  ranged  weapons  such  as  a
  crossbow, sling, or thrown axe. A character’s dexterity bonus for
  missile attacks is added to the to-hit roll when the character is using
  missile weapons. When using missiles to attack into a melee, it is
  not possible to choose which opponent (or friend) will receive the
  attack.
  In general, missile weapons are allowed a single attack per round,
  just as are melee weapons. However, crossbows are an exception,
  as reloading a crossbow between shots is time-consuming.
  A Heavy crossbow or firearm can be fired once per two rounds, and
  the user may not perform any other actions (including movement)
  during the “reloading” round.  Conversely, a character can throw
  two darts per round.
  Unarmed Combat
  Brawling attacks, such as those conducted with fist, foot or dagger
  pommel,  will  normally  inflict  1d2  points  of  damage,  plus  the
  attacker’s Strength bonus to damage (if any). If the damage from
  the attack inflicts more than half of the defender’s remaining hit
  points, the defender is stunned. Anyone who is already stunned will
  be knocked unconscious by the next successful attack for 1d6
  rounds.
  Example: A fist deals 3 hit points of damage, and the defender has
  4 hit points. The defender is stunned and suffers the penalties for
  being stunned. If the blow had only inflicted 2 points of damage
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  (exactly half), the defender would not be stunned. If the stunned
  character is hit a second time, he will be knocked unconscious.
  Attempts to wrestle an opponent to the ground and pin him down,
  or attempts to smash into an opponent and push him backward, will
  be determined by the Referee’s common sense (dragons aren’t
  easily wrestled to the ground, unlike goblins). A good rule of
  thumb is to require a successful attack roll.
  Wrestling attacks are mostly touch attacks and suffer a penalty to
  the roll if the attacker is wearing armor: -1 for light armor, -2 for
  medium armor and -5 for heavy armors.
  Attacks with nets are resolved as wrestling attacks without armor
  penalty for the attacker.
  Critical Hits and Fumbles
  There is no official system for handling critical hits or fumbles, but
  many Referees have rules that state that a “natural” roll of 20 is an
  automatic that it inflicts double damage, and that a natural roll of 1
  is an automatic miss and may result in the attacker dropping their
  weapon or suffering some other kind of problem. A strained muscle
  might give a -1 penalty to damage rolls for the rest of a combat, or
  a helmet knocked awry might cover a character’s eyes until a round
  is taken to fix it. This is up to the Referee.
  Defending
  A character may decide to defend for its turn, his AC is improved
  by its BHB +1, Weapon specialists wielding their weapon of choice
  get a further +1 to AC. 
  A character that has not yet acted may decide to burn his action by
  declaring a defense if attacked.
  Saving Throws
  In many situations both Player characters and NPCs are required to
  make a Saving Throw to resist the effects of magic or special
  powers or other kinds of Hazard.
  A saving throw is executed by rolling 1d20, if a 14 or higher is
  scored on a d20 roll, then the character has successfully negated or
  minimized the effects.
  To the base roll many modifiers are added: half of a character's
  level or monster's HD number rounded down, up to a maximum of
  +10, ability score modifiers, class or race ability modifiers ecc.
  Magic items or spells can apply additional modifiers.
  Saving throws caused by big monsters or experienced characters
  receive a  penalty based  on their level/HD  number as  reported
  below:
  Level/HD number
  Saving Throw Modifier
  1-8
  +0
  9-12
  -1
  13-15
  -2
  16-18
  -3
  19-21
  -4
  22+
  -5
  No matter how many modifiers apply to the roll, a natural 1 is
  always a failure and a natural 20 is always a success.
  Special Situations
  Backstabbing and Flanking
  The Referee will probably assign a bonus to hit for any attacks
  made from behind (+2), or assign a smaller bonus (+1) to all
  attackers who manage to place themselves on opposite sides of a
  single defender. 
  A backstabbed or flanked character's AC may not benefit of a
  shield bonus.
  Coup de grace
  A character can kill a defenseless (bound or sleeping) living (no
  constructs, undead...) enemy in a single stroke regardless of hit
  points.
  Called Shots
  Called shots are all those kind of attacks that are not dealt with the
  intent of simply dealing damage but to achieve “special effects”
  like tripping, disarming, subduing. Executing a Called shot inflicts
  a -4 to the attack roll. Here are some samples of called shots:
  Disarm: A touch attack, the attacker may chose to inflict no
  damage and simply disarm it’s enemy unless this succeeds in a
  Saving Throw.
  Subduing Damage: Attacks made with the “flat of the blade”
  for non-lethal damage.
  Hook: Instead of making a normal attack, the character may
  attempt to hook and pull down a foe. The attacker must roll to
  hit. This causes the minimum damage possible for the weapon;
  the victim must make a saving throw or fall down.
  A + 4 bonus to attack rolls applies when attacking a fallen foe.
  A fallen foe also has a -4 penalty to all saving throws and a – 2
  penalty to attack rolls while on the ground. A character can
  stand up in one round.
  Firearms
  Firearms are rare and delicate objects, exposition to water requires
  the weapon to be cleaned and dried for one full turn before it may
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  be used. Also exposition to water of gun powder makes it useless
  till dried for one full turn.
  A blunderbuss shot has a cone shaped area of effect 5 feet wide for
  each range increment: roll an attack for each character inside the
  area of effect, friends and foes alike. 
  Pistols and muskets, instead, are incredibly effective at inflicting
  penetrating damage: whenever a natural 20 is rolled, the weapon
  inflicts triple damage (or double if the referee doesn't allow critical
  hits).
  Firearms need to be cleaned regularly by a proficient user every ten
  shots fired. An unclean firearm will explode on a natural roll of 1
  inflicting  regular  firearm  damage  to  the  user  and  becoming
  irreparably wasted. Check for misfire and explosion only on the
  first attack every round.
  Off-hand weapon fighting 
  A character wielding a weapon in its off-hand suffers a -2 penalty
  to attack rolls.
  Two-Weapon Fighting 
  Using two weapons, one in each hand, grants the character to
  execute an additional attack roll per round using the second hand
  weapon. The off-hand weapon must be a dagger or similar light
  class weapon. The first hand weapon suffers a -2 penalty to the
  attack roll, while the off-hand weapon suffers a -4 to hit. A shield
  can be used as second hand weapon for 1d6-1 damage points, but
  the AC bonus is forfeit till the next round.
  A  second  hand  weapon  can  otherwise  be  used  for  parrying
  improving the AC by +1 against melee attacks.
  Charging and resisting charges
  Under some circumstances, characters or creatures may be allowed
  to attack after a running move. This is called a charge, and some
  specific limitations apply. First, the charging character or creature
  must move at least 10 feet, and may move at running speed, as
  given above. The movement must be in a more or less straight line
  toward the intended target, and the path to the target must be
  reasonably clear. Finally, the attacker must be using a weapon such
  as a spear, lance, or pole arm which is suitable for use while
  charging. Certain monsters, especially including those with horns,
  are able to use natural attacks when charging. If the attacker does
  not have line of sight to the opponent at the start of the charge, that
  opponent can’t be charged.
  The attack made after the charge is made at +2 on the attack roll.
  The charging character or creature takes a -2 penalty to Armor
  Class for the remainder of the round. If the attack hits, it does
  double damage.
  Spears, pole arms, and certain other piercing weapons deal double
  damage when “set” (braced against the ground or floor) and used
  against a charging creature. For this to be done, the character or
  creature being charged must have equal or better Initiative; this
  counts as holding an action: both attacker and defender act on the
  attacker’s Initiative number and are therefore simultaneous.
  Invisible Opponent
  An invisible opponent can only be attacked if the general location
  is known, and the attack is at -4 to-hit. Note that more powerful
  monsters (those with sensitive smell or hearing, or more than six hit
  dice) will frequently be able to detect invisible opponents; the
  Referee  should  determine  the  chance  of  this  according  to  the
  creature concerned and the situation.
  Touch attacks
  Some  attacks  may  simply  require  to  touch  the  target  without
  penetrating armor or natural defenses. In these cases the target's
  Armor Class is considered as 10 plus modifiers for dexterity, magic
  or size. No AC modifier for armor or toughness for protections is
  applied. 
  Mounted Combat
  Fighting on horseback is a lot harder than battling on solid ground.
  The fighters must deal with their mounts and fighting on horseback
  demands different tactics from foot combat.
  Mounts:  Mounts  trained  for  combat  (a  heavy  warhorse,  for
  example) present few problems. These can be used in mounted
  combat with no penalties. However, steeds not trained for combat
  are easily frightened by the noise and confusion.
  Those fighting from the back of untrained creatures suffer a -2 on
  their chance to hit, since much of their time is spent simply trying
  to keep the mount under control.
  Fighting from Horseback: A man on horseback gains a +1 bonus to
  his attack rolls against all man-sized creatures such as other men,
  but would not gain this bonus against another rider or a giant. 
  Those on foot who fight against a mounted rider, have a -1 penalty;
  this not applied to attacks against the mount, however.
  Missile fire: Only short bows, composite short bows, and light
  crossbows can be fired from horseback.
  Long  bows  and  Heavy  crossbows  require  bracing  or  greater
  freedom of movement to operate.
  If the mount is not moving, the rider can fire normally. 
  When firing while on the move, the rider's chances to hit drop by
  -2, -4 if the mount is running.
  Dismounting riders
  The other great hazard and difficulty of mounted combatants is the
  risk of being dismounted. 
  Death of the Mount: Once the horse (or other mount) is dead, the
  rider is automatically dismounted. The steed automatically falls to
  the ground.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  The character also falls to the ground and suffers 1d3 points of
  damage. The character cannot take any action that round and must
  spend another entire round gathering himself back up and getting to
  his feet.
  A Saving Throw modified by Dexterity may allow the character to
  avoid damage and losing the next round.
  Weapon Impact: Riders also can be knocked off by successful
  attacks. Any time a rider hits another mounted character or creature
  with a melee weapon for 6 or more damage points, the other
  character  is  knocked  from  the  saddle,  suffering  1d3  points  of
  damage (if from the back of a normal horse).
  Foot soldiers with long or heavy weapons greater have the same
  chance. 
  A saving throw modified by dexterity may allow the character to
  avoid falling from its mount.
  Wrestling: Finally, those on horseback (or on trees or elevated
  ground) can attempt to dive on a rider by making an attack roll.
  If the attack roll misses, the attacker falls to the ground, suffering
  1d3 points of damage (or more, at the GM's discretion).
  If the attack roll succeeds, the target must roll a successful Saving
  Throw (modified by Dexterity) to keep its balance. If this roll
  succeeds, the rider remains mounted, but the attacker is hanging on
  his side. 
  If the attack succeeds and the Saving throw fails, both characters
  fall to the ground for 1d3 damage points and have to stand up next
  round.
  Movement within Melee
  A defender effectively blocks an area about three feet to either side,
  and  enemies  cannot move  through this  area. Alternatively, the
  Referee might allow such movement but grant a free attack to the
  defender(s) who cover these areas.
  Retreating
  Most Referees allow the enemy a free attack if the character (or
  monster) moves away by more than its “Careful” movement of base
  movement rate in feet.
  Spacing
  Because most movement and combat increments are divisible by
  three, it is easiest to assume that a character “occupies” an area
  about three feet across for purposes of marching and fighting.
  Spears and Polearms
  Spears and polearms in the second rank of a battle formation can
  attack by reaching through the first rank of Fighting-men.
  Subdual Damage
  A weapon may be used to beat down, rather than kill, an opponent.
  When the player desires, damage inflicted can be composed of half
  “real” damage and half “subdual” damage that does not kill, and
  such  points  are  recovered  at  a  rate  of  1  hp  per  hour.  If  the
  opponent’s hit points, including the subdual damage, fall to zero,
  the opponent is knocked unconscious rather than killed (unless the
  real damage actually reduces real hit points to zero, in which case
  the opponent is accidentally killed).
  Not all monsters may be subdued. Generally only humanoids and
  special creatures such as dragons will be subject to such attacks.
  Terrain Features
  Characters and monsters will hide behind things, stand on things,
  lie prone, fight from higher ground, shoot arrows from within
  concealing  mists  or  tree  branches,  and  take  every  possible
  advantage of the combat terrain. The Referee will assign bonuses
  and penalties for terrain features. Most such bonuses will only be a
  +/-1 or 2, depending on the degree of cover or the benefit of higher
  ground. Trying to hit someone through an arrow slit in a castle wall
  might have a penalty of -3. Remember, however, that the penalty to
  hit an invisible opponent is only -4, so a +/- 4 is about the outside
  limit for terrain adjustments on the to-hit roll.
  Negotiation and Diplomacy
  Some  combats  can  be  averted  with  a  few  well-chosen  words
  (including lies). If the party is outmatched, or the monsters don’t
  seem likely to be carrying much in the way of loot, the party might
  elect to brazen their way through in an attempt to avoid combat (or
  at least delay it until favorable conditions arise).
  Spells
  Spell casting begins at the beginning of the round. It is possible to
  cast a spell while within melee range of an opponent (10 ft), but if
  the spell caster suffers damage while casting a spell, the spell is
  lost. Unless the spell description states otherwise, the spell takes
  effect in the caster’s initiative phase.
  Morale
  Certain monsters, such as mindless or undead creatures, are fearless
  and always fight to the death. The majority, however, will not
  continue to fight a hopeless battle, seeking to retreat, surrender or
  flee. The Referee will decide when monsters abandon the battle and
  retreat, based on the situation and the monster’s intelligence.
  The Referee may wish to make “loyalty checks” for NPCs put into
  dangerous situations or ones offered bribes to change sides during a
  conflict. When a loyalty check is made, roll 2d6 and consult the
  Loyalty table for the result.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Remember that these checks can be modified by a Player’s  or a
  leading character's Charisma score. On a roll of 7 or more the NPC
  keeps his loyalty.
  Good treatment, respect, and a fair share of treasure earned should
  garner  bonuses  to  loyalty  checks,  while  abuse,  physical  or
  otherwise,  will  bring  about  penalties,  abandonment,  or  worse.
  NPCs  should  be  treated  as  distinct  individuals,  and  not  mere
  extensions of the Player Character.
  Damage and Death
  When a character (or creature) is hit, the amount of damage is
  deducted from his hit points. When hit points reach 0, the character
  is unconscious and starts losing an additional hit point per round
  unless  another  character  binds  his  wounds.  A  character  is
  irrevocably dead when a he reaches a negative number of hit points
  equal to its Hit Dice (for monsters) or level (for characters).
  Healing
  In addition to the various magical means of restoring hit points, a
  character will recover 1 hit point per day of uninterrupted rest. This
  becomes 2 hp per day after one week of uninterrupted rest and 3 hp
  per day after two weeks of uninterrupted rest.
  Exhaustion, stunning
  An Exhausted or stunned character suffers a -4 to all Ability rolls,
  attack rolls and Saving Throws.
  Exhausted characters can’t move at running speed, while Stunned
  characters move at half speed and can not cast spells or concentrate
  in any way. Recovering from Exhaustion requires one turn of rest,
  while stunning lasts a precise number of rounds. A character that
  gets stunned or exhausted twice or stunned and exhausted falls
  unconscious.
  Attacking a Vehicle
  Attacks against vehicles (such as wagons or ships) are made against
  Armor Class 11. Each vehicle has listed Structural Hit Point values,
  each SHP is worth 5 normal Hit Points, so a damage roll of 4 would
  deal no damage to a vehicle and a damage roll of 6 to 9 would deal
  only 1. If the vehicle takes damage equal to or greater than the
  listed SHP on one side, it is reduced to half speed due to wheel
  damage  or  a  hull  breach;  if  it  takes  this  much  again,  it  is
  immobilized, and this much damage will sink a ship.
  Repairing a Vehicle
  Damage done to a vehicle may be restored at a rate of 2 structural
  hit points per crew member per hour of labor. However, a vehicle
  can only be restored to 90% of its maximum hit points by field
  repairs; a damaged ship must be put into drydock and repaired by a
  shipwright and his crew, while a wagon, cart or chariot will require
  a wagonmaker to repair them. Costs of such repairs are left to the
  Game Master to decide.
  Turning the Undead
  Clerics have the ability to turn undead, causing them to flee or even
  outright destroying them. 
  When a turning attempt is made, a 1d20 roll should be made and
  the Turning table consulted for the result. The roll is modified by
  the Cleric's Charisma. 
  Druids do the same when dealing with animals.
  Turning Undead Table
  Undead
  HD
  Clerical Level
  1
  2
  3
  4
  5
  6
  7
  8 9–1314-18 19+
  1
  10
  7
  4
  T
  D
  D
  D
  D
  D
  D
  D
  2
  13
  10
  7
  4
  T
  D
  D
  D
  D
  D
  D
  3
  16
  13
  10
  7
  4
  T
  D
  D
  D
  D
  D
  4
  19
  16
  13
  10
  7
  4
  T
  D
  D
  D
  D
  5
  20
  19
  16
  13
  10
  7
  4
  T
  D
  D
  D
  6
  –
  20
  19
  16
  13
  10
  7
  4
  T
  D
  D
  7
  –
  –
  20
  19
  16
  13
  10
  7
  4
  T
  D
  8
  –
  –
  –
  20
  19
  16
  13
  10
  7
  4
  T
  9
  –
  –
  –
  –
  20
  19
  16
  13
  10
  7
  4
  10
  –
  –
  –
  –
  –
  20
  19
  16
  13
  10
  7
  11
  –
  –
  –
  –
  –
  –
  20
  19
  16
  13
  10
  12
  –
  –
  –
  –
  –
  –
  –
  20
  19
  16
  13
  Demon
  –
  –
  –
  –
  –
  –
  –
  –
  20
  19
  16
  If the “number” on the die is equal to or greater than the number
  shown on the table, all undead creatures of the targeted type within
  40' feet are turned and will flee for 3d6 rounds, or will cower
  helplessly if they cannot flee.
  A T result means that the undead (or animals) of that Hit Die type
  within range are automatically turned.
  For Lawful Clerics, if the table indicates “D”, the undead creature
  is automatically destroyed and will crumble to dust. For Chaotic
  Clerics (and druids), a result of “D” indicates that the undead
  (animals) are forced into the Cleric’s command for a period of 24
  hours. A cleric or druid may not control more than (levelx2) Hit
  Dice of undead/animals at the same time, the priest can let go this
  control by simply willing it. 
  Energy Drain
  This is a feature of powerful undead (and other particularly nasty
  monsters). The energy drain is a horrible power, since it causes the
  loss of one or more experience levels.
  When a character is hit by an energy-draining creature, he suffers
  normal damage from the attack. 
  In addition, the character loses one or more levels (and thus Hit
  Dice and hit points). 
  32
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  When levels are lost, roll the Hit Dice appropriate to the character's
  class and subtract it from the character's maximum Hit points. 
  If the level(s) lost was one in which the character received a set
  number of hit points rather than a die roll, subtract the appropriate
  number of hit points. 
  The adjusted hit point total is now the character's maximum (i.e.,
  hit points lost by energy drain are not taken as damage but are lost
  permanently).
  The character's experience points drop to halfway between the
  minimum needed for his new (post-drain) level and the minimum
  needed for the next level above his new level.
  All powers and abilities gained by the player character by virtue of
  his former level are immediately lost, including spells. 
  The character must instantly forget any spells that are in excess of
  those allowed for his new level. 
  In addition, a magic-user loses all understanding of spells in his
  spell books that are of higher level than he can now cast. 
  Upon regaining his previous level, the spellcaster must make new
  rolls to see if he can relearn a spell, regardless of whether he knew
  it before.
  If a character is drained to 0-level but still retains hit points (i.e., he
  is still alive), that character's adventuring career is over. 
  He cannot regain levels and has lost all benefits of a character class.
  A restoration or wish spell can be used to allow the character to
  resume his adventuring career. If a 0-level character suffers another
  energy drain, he is slain instantly.
  If the character is drained to less than 0 levels (thereby slain by the
  undead), he returns as an undead of the same type as his slayer in
  2d4 days. The new undead is automatically an NPC. 
  He possesses great hatred and contempt for his former colleagues,
  weaklings who failed him in his time of need. 
  Indeed,  his  main  ambition  could  be  to  destroy  his  former
  companions or cause them as much grief as possible.
  Further, the newly undead NPC is under the total control of the
  undead who slew it. 
  If this master is slain, its undead minions of lower level or fewer
  Hit Dice gain one level or Hit Die for each level they drain from
  victims until they reach the maximum Hit Dice for their kind. 
  Upon reaching full Hit Dice, these undead are able to acquire their
  own minions by slaying characters.
  Appropriate actions on the part of the other player characters can
  prevent a drained comrade from becoming undead.
  Poison & disease
  Poisons usually kill characters instantly if they fail a Saving Throw,
  but different kinds of poison may exist: drugs that cause sleep or
  blindness (either temporary or permanent) or 1d6 damage points
  per round for ten rounds upon a failed Save. 
  Also handling poisons is a very dangerous business: a character
  fumbling an attack with a poisonous weapons might well mean that
  he or she has poisoned herself and must roll a Saving Throw.
  Diseases may be treated similarly, however diseases have an onset
  time of one to six days once contracted. 
  Keep in mind that diseases are contagious, protracted physical
  contact with an ill character may require a Saving Throw to avoid
  contracting the same disease if no precaution is taken.
  33
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Magic 
  The number of spells of each level which a Magic-User, Cleric or
  Druid may cast per day is shown on the appropriate table in the
  Characters section, above. 
  Each day, usually in the morning, spellcasters prepare spells to
  replace those they have used: Magic Users do so by studying their
  spell-books, Priests do this by praying.
  Preparation requires 15 minutes per spell memorized.
  Spells prepared but not used persist from day to day; only those
  actually cast must be replaced. A spellcaster may always choose to
  dismiss a prepared spell (without casting it) in order to prepare a
  different spell of that level.
  Spells can be taken as many times as the spellcaster wants as long
  as it has free spell slots of the appropriate level. Also, spellcasters
  may use spell slots of a higher level to memorize an extra lower
  level spell (I.e.: use a 2nd level spell slot to memorize an 1st level
  spell).
  Magic Users
  Magic-Users cast spells through the exercise of knowledge and
  will.
  They prepare spells by study of their spellbooks; each Magic-User
  has his or her own spellbook, containing the magical formulae for
  each spell the Magic-User has learned, written in a magical script
  that can only be read by the Magic-User who wrote it, or through
  the use of the first-level spell read magic.
  All Magic-Users begin play with read magic as their first spell plus
  two additional first level spells.
  Magic-Users may learn spells by being taught directly by another
  Magic-User, by studying another Magic-User’s spellbook or by
  copying a spell scroll (in this case the scroll is used up as the
  scroll's energy is “imbued” in the spellbook).
  If being taught, a spell can be learned in a single day; researching
  another Magic-User’s spellbook takes one day per spell level while
  copying from a scroll takes one hour per spell level.
  A Magician can also try to research a spell on its own as explained
  under Magical research.
  Clerics (and Druids)
  The spells of a priest, while sometimes having powers similar to
  those of the wizard, are quite different in their overall tone. The
  priest's role, more often than not, is as defender and guide for
  others.
  Unlike the wizard, the priest needs no spell book and does not roll
  to see if he learns spells. Priest spells are obtained in an entirely
  different manner. To obtain his spells, a priest must be faithful to
  the cause of his deity. If the priest feels confident in this (and most
  do), he can pray for his spells. Through prayer, the priest humbly
  and politely requests those spells he wishes to memorize. Under
  normal circumstances, these spells are then granted.
  A cleric can use any spell of a given level when he is able to cast
  spells of that level due to its experience.
  Clearly then, it behooves the priest to maintain himself in good
  standing with this power, through word and deed. Priests who slip
  in their duties, harbor indiscreet thoughts, or neglect their beliefs,
  find that their deity has an immediate method of redress.
  If the priest has failed in his duties, the deity can deny him spells as
  a clear message of dissatisfaction.
  For minor infractions, the deity can deny minor spells first and
  second level spells).
  Spellcasting
  To complete a spell successfully the caster must be able to speak,
  move his hands and brandish materials. 
  Bound, blocked or gagged spell casters can thus not use their
  powers  and  a  silence  spell  will  thus  make  impossible  any
  spell-casting in its area of effect.
  If the caster is disturbed before he has finished the ritual the spell
  slot has been used up but the spell fails.
  Material Components: Clerics of all faiths typically need just the
  holy symbol of their faith to call on their divine powers. Folklore
  and legends tell us that “historical” wizards used all weird sorts of
  material  to  cast  their  spells.  Magic  users  need  to  use  special
  material  components  to  create  their  powerful  spells:  A  pack
  material components for arcane magic costs 20 sp and weights
  about 5 pounds. Any time a magic user casts a spell he must
  consume 1 silver piece worth of spell components per level of the
  spell he or she is casting.
  If at any time the magic user has no material components with him
  or her he can not cast any spells.
  Reversed Spells
  Some spells are reversible or have multiple purposes, this means
  they can be cast in a different form from the base one.
  Magic-Users must be memorize a spell in reversed form to  cast it
  that way, while Clerics may decide on the spot which version to use
  but may be restricted by their deity and/or alignment from using a
  spell in reversed (or maybe in regular) form.
  Counter-spells
  Prepared Spells can also be used to counter the casting of the same
  spell on the part of another spell-caster.
  Using spells to counter an opponent’s spell-casting takes an action
  and the countering spell-caster must not be interrupted.
  Countering is very much like  setting  a  spear  against charging
  enemies,  the  countering  character  must  have  equal  or  better
  Initiative than the spell-caster he or she wants to counter; this
  counts as holding an action. Both casters will act on the original
  caster’s Initiative number and are therefore simultaneous.
  34
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  If the countering spell-caster finishes its counter-spell, he expends
  the spell and negates his enemy’s own spell, otherwise the spell is
  lost without countering the enemy’s.
  The chance of successfully countering a spell is a percentage based
  on the ratio of the level of the caster trying to dispel over the level
  of the caster  (or HD of the monster) who cast the original magic.
  Thus, a 6th level caster attempting to dispel a charm cast by a 12th
  level caster has a 50% chance of success (6/12 = 1/2, or, 50%). If
  the 12th level caster were dispelling the 6th level caster’s spell, the
  chance would be 200% (12/6 = 2, or, 200%).
  The Dispel Magic spell can also be used as a sort of universal
  counter-spell.
  Multiple Spell effects
  While  you  can  be  healed  twice  or  smitten  twice  by  fireballs,
  lingering magical enhancements do not stack.
  As a general rule casting multiple times the same spell on a person
  does not combine, even if cast by different persons: you can’t get to
  Fly twice as fast.
  The only effect you get from this is that the second spell will
  simply make the effect last longer.
  Different spells, on the other hand -or the effect of different magic
  items will stack successfully: a character wielding a +1 weapon
  gets to be blessed twice by different clerics.
  The character has +2 to hit (+1 weapon, +1 for bless), this drops to
  +1 as soon as the last bless spell cast on him drops.
  Clerical Spell List
  Level 1
  1.
  Augury
  2.
  Command
  3.
  Cure (Cause) Wounds I
  4.
  Detect Chaos (Law)
  5.
  Detect Magic
  6.
  Light (Dark) I
  7.
  Protection from Chaos (Law) I
  8.
  Purify (Putrefy) Food and Drink
  9.
  Remove (Cause) Fear
  10. Sanctuary
  Level 2
  1.
  Bless (Blight)
  2.
  Find Traps
  3.
  Hold Person
  4.
  Remove Paralysis
  5.
  Silence 15 ft Radius
  6.
  Slow Poison
  7.
  Snake Charm
  8.
  Speak with Animals
  Level 3
  1.
  Animate Dead
  2.
  Cure (Cause) Blindness
  3.
  Cure (Cause) Disease
  4.
  Light (Dark) II
  5.
  Locate Object
  6.
  Prayer
  7.
  Remove (Bestow) Curse
  8.
  Speak with Dead
  Level 4
  1.
  Cure (Cause) Wounds II
  2.
  Dispel Magic 
  3.
  Imbue With Spell Ability
  4.
  Neutralize Poison
  5.
  Protection from Chaos (Law) II
  6.
  Speak with Plants
  7.
  Sticks to Snakes
  8.
  Tongues (Garble Speech)
  Level 5
  1.
  Commune
  2.
  Create Food and Drink
  3.
  Dispel Chaos (Law)
  4.
  Insect Plague
  5.
  Plane Shift
  6.
  Quest
  7.
  Raise (Cause) Dead
  8.
  True Seeing
  Level 6
  1.
  Animate Object
  2.
  Blade Barrier
  3.
  Conjure Animals
  4.
  Find the Path
  5.
  Forbiddance
  6.
  Heal (Harm)
  7.
  Speak with Monsters
  8.
  Word of Recall
  Level 7
  1.
  Aerial Servant
  2.
  Astral Spell
  3.
  Control Weather
  4.
  Earthquake
  5.
  Holy Word
  6.
  Restoration
  7.
  Resurrection (Absolution)
  8.
  Symbol
  9.
  Wind Walk
  35
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Druid Spell List
  Level 1
  1.
  Charm Animal
  2.
  Detect Magic
  3.
  Detect Snares & Pits 
  4.
  Entangle 
  5.
  Faerie Fire 
  6.
  Know weather 
  7.
  Locate Animals 
  8.
  Purify (Putrefy) Food and Drink
  9.
  Sanctuary
  10. Shillelagh
  Level 2
  1.
  Cure (Cause) Wounds I
  2.
  Create Food & Drink
  3.
  Heat Metal
  4.
  Locate Plants
  5.
  Obscuring Mist
  6.
  Produce Flames
  7.
  Speak with Animals
  8.
  Warp Wood 
  Level 3
  1.
  Call Lightning
  2.
  Cure (Cause) Disease
  3.
  Hold Animal
  4.
  Neutralize Poison
  5.
  Plant Growth
  6.
  Protection from Fire 
  7.
  Pyrotechnics
  8.
  Water Breathing
  Level 4
  1.
  Conjure Animals
  2.
  Cure (Cause) Wounds II
  3.
  Dispel Magic 
  4.
  Hallucinatory Terrain
  5.
  Insect Plague
  6.
  Produce Fire 
  7.
  Protection from Lightning
  8.
  Speak With Plants
  9.
  Walk through Flora
  Level 5
  1.
  Animal Growth
  2.
  Anti-Plant Shell
  3.
  Conjure Animals II
  4.
  Commune with Nature
  5.
  Control Winds
  6.
  Hold Plant
  7.
  Pass Plant
  8.
  Sticks to Snakes
  9.
  Transform 
  10. Wall of  Defense I
  Level 6
  1.
  Conjure Animals III
  2.
  Anti-Animal Shell
  3.
  Conjure Elemental
  4.
  Find the Path
  5.
  Feeblemind
  6.
  Summon Weather
  7.
  Transport via Plant
  8.
  Turn Wood
  Level 7
  1.
  Animate Rock
  2.
  Confusion
  3.
  Control Weather
  4.
  Earthquake
  5.
  Reincarnation
  6.
  Symbol
  7.
  Transmute
  Magic-user Spell List
  Level 1
  1.
  Audible glamer
  2.
  Charm Person
  3.
  Dancing Lights
  4.
  Detect Magic
  5.
  Disguise Self
  6.
  Feather Fall
  7.
  Find Familiar
  8.
  Hold Portal
  9.
  Light (Dark) I
  10. Magic Missile
  11. Message
  12. Protection from Chaos (Law)I
  13. Read Languages
  14. Read Magic
  15. Shield
  16. Sleep
  17. Unseen Servant
  Level 2
  1.
  Detect Chaos (Law)
  2.
  Detect Invisibility
  3.
  Detect Thoughts
  4.
  Invisibility I
  5.
  Gust of wind
  6.
  Knock
  7.
  Levitate
  8.
  Light (Dark) II
  36
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  9.
  Locate Object
  10. Magic Mouth
  11. Mirror Image
  12. Phantasmal Force
  13. Pyrotechnics
  14. Strength
  15. Stinking Cloud
  16. Web
  17. Wizard Lock
  Level 3
  1.
  Alter Time
  2.
  Crystal Ball
  3.
  Dark Vision
  4.
  Dispel Magic
  5.
  Explosive Runes
  6.
  Fireball
  7.
  Fly
  8.
  Hold Person
  9.
  Invisibility II
  10. Lightning Bolt
  11. Monster Summoning I
  12. Protection from Chaos (Law) II
  13. Protection from Normal Missiles
  14. Suggestion
  15. Water Breathing
  Level 4
  1.
  Charm Monster
  2.
  Confusion
  3.
  Dimension Portal
  4.
  Hallucinatory Terrain
  5.
  Ice Storm
  6.
  Massmorph
  7.
  Mnemonic Enhancer
  8.
  Monster Summoning II
  9.
  Plant Growth
  10. Polymorph
  11. Remove Curse
  12. Stoneskin
  13. Wall of Defense I
  14. Wizard Eye
  Level 5
  1.
  Animal Growth
  2.
  Animate Dead
  3.
  Cloudkill
  4.
  Conjure Elemental
  5.
  Contact Other Plane
  6.
  Feeblemind
  7.
  Hold Monster
  8.
  Magic Jar
  9.
  Monster Summoning III
  10. Passwall
  11. Telekinesis
  12. Teleport
  13. Transform
  14. True Seeing
  15. Wall of Defense II
  Level 6
  1.
  Anti-Magic Shell
  2.
  Control Weather
  3.
  Contingency
  4.
  Death Spell
  5.
  Disintegrate
  6.
  Enchant Item
  7.
  Geas
  8.
  Guards and wards
  9.
  Invisible Stalker
  10. Legend Lore
  11. Monster Summoning IV
  12. Move Earth
  13. Project Image
  14. Stone to Flesh (Flesh to Stone)
  Level 7
  1.
  Cacodemon
  2.
  Charm Plants
  3.
  Delayed Blast Fireball
  4.
  Limited Wish
  5.
  Mass Invisibility
  6.
  Monster Summoning V
  7.
  Phase Door
  8.
  Power Word, Stun
  9.
  Simulacrum
  Level 8
  1.
  Clone
  2.
  Mass Charm
  3.
  Mind Blank
  4.
  Monster Summoning VI
  5.
  Permanency
  6.
  Symbol 
  Level 9
  1.
  Astral Spell 
  2.
  Gate
  3.
  Maze
  4.
  Meteor Swarm
  5.
  Power Word, Kill
  6.
  Prismatic Sphere
  7.
  Time Stop
  8.
  Shapechange
  37
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  9.
  Wish
  Full list of spells
  A
  Aerial Servant
  Spell Level:
  C7
  Range: 
  NA
  Duration: 
  Until completed or insanity
  This spell summons a powerful creature from the elemental planes
  of air, to fetch and return one thing (or creature) to the caster. Only
  a creature with a Strength of 18 can fight its way from the servant’s
  grasp, and even then the chance is not likely to be greater than
  50%. The servant can carry up to 500 pounds in weight. An aerial
  servant has the following attributes: HD 16, AC [16], Atk 1 (4d4),
  Move 8. If the servant is frustrated in its efforts to bring the desired
  object to the caster, it will become insane, returning and attacking
  him.
  Alter Time
  Spell Level:
  M3
  Range: 
  240 ft
  Duration: 
  30 minutes
  The caster must announce which of the two options are being cast.
  As a Haste spell, an area of radius of 60 ft around the point where
  the spell is targeted, as many as 24 creatures become able to move
  and attack at double normal speed. All targets receive a +1 bonus to
  Attack  and  initiative  rolls  and  AC.  Haste  doesn't  quicken
  spellcasting.
  As a Slow spell, an area of radius of 60 ft around the point where
  the spell is targeted, as many as 24 creatures failing a saving throw
  can only move and attack at half speed. All targets receive a +-
  penalty to Attack and initiative rolls and AC. Slow does affect
  spellcasting.
  Animal Growth
  Spell Level:
  D5, M5
  Range: 
  120 ft
  Duration: 
  2 hours
  This spell causes 1d6 normal creatures to grow immediately to
  giant size. The affected creatures receives 2 extra hit dice and
  inflicts an extra d6 of damage per attack. 
  Animate Dead
  Spell Level: 
  M5, C3
  Range: 
  60 ft
  Duration: 
  Permanent
  This spell animates skeletons or zombies from dead bodies. 1d6
  undead are animated (per level of the caster above 8th). The corpses
  remain animated until slain.
  Animate Object
  Spell Level: 
  C6
  Range: 
  60 ft
  Duration: 
  1 hour
  The Cleric “brings to life” inanimate objects such as statues, chairs,
  carpets, and tables. The objects follow the Cleric’s commands,
  attacking his foes or performing other actions on his behalf. The
  Referee must determine the combat attributes of the objects, such
  as armor class, speed, hit dice, and to-hit bonuses on the spur of the
  moment. A stone statue, as a basic example, might have AC of
  [18], attack as a creature with 7–9 HD, and inflict 2d8 points of
  damage. Wooden furniture would be considerably less dangerous.
  Animate Rock
  Spell Level:  
  D7
  Range: 
  40 ft
  Duration: 
  6 turns
  Similar as the Animate Object spell, Animate Rock affects only
  stone. The druid may animate up to 2 cubic feet of stone per druid
  level and the animated stone will move at a pace of 20' to 40' (GM's
  discretion). there is a 1-14 chance on d20 that the animated stone
  will obey the druid.
  Anti-Animal Shell
  Spell Level:  
  D6
  Range: 
  covers a 20ft  hemisphere
  Duration:
  3 + druid level turns
  Same as the Anti-Plant Shell spell, but focuses on natural or giant
  animals. While affected by this spell, those inside the shell are
  protected from all animal attacks (excluding fantastic or magical
  creatures), but are unable to attack, be it
  by normal or magical means.
  Anti-Plant Shell
  Spell Level:
  D5
  Range: 
  self
  Duration: 
  2 hours
  Similar to the magic-user spell Anti-Magic Shell but instead of
  protecting from spells, it protects against attacks from plants and
  living vegetables.
  38
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Anti-magic Shell
  Spell Level: 
  M6
  Range: 
  Caster
  Duration: 
  2 hours
  An invisible bubble of force surrounds the caster, impenetrable to
  magic. Spells and other magical effects cannot pass into or out of
  the shell.
  Astral Spell
  Spell Level: 
  C7, M9
  Range: 
  100 miles (above ground), 100 yards (below)
  Duration: 
  2 hours
  The caster projects his astral form into other places; the astral form
  is invisible to all creatures but those also traveling the astral plane
  of existence. The spell has a duration of two hours. If the caster’s
  physical body is moved more than 100 miles from its original
  location while the astral form is away, the link is sundered and the
  caster’s soul becomes lost in the beyond; and if the caster’s body is
  underground,  it  need  only  be  moved  100  yards  before  the
  connection is broken.
  The astral form is capable of casting spells, but there is a 5%
  chance per spell level that the spell will fail. Additionally, there is a
  2% chance per spell level of the attempted spell that the astral spell
  itself will falter as a result of the spell casting, and the astral form
  will return to the physical body. When traveling in astral form upon
  the earth, the astral form may travel as fast as 100 miles per hour
  per level above 18th. If the form is traveling underground, its top
  speed is much slower: 120 ft per 10-minute turn. When traveling
  into the deeper regions beyond the earth, speed and distance are
  obviously not measured in miles.
  Audible glamer
  Spell Level: 
  M1
  Range: 
  60 ft
  Duration: 
  2 rounds/level
  Audible glamer allows the caster to creates a volume of sound that
  rises, recedes, approaches, or remains at a fixed place. The caster
  chooses what type of sound he or she creates when casting the
  spell, and cannot thereafter change the sound’s basic character.
  The volume of sound created is equivalent to the noise of two
  normal humans per caster level. Thus, talking, singing, shouting,
  walking, marching, or running sounds can be created. The noise an
  audible glamer spell produces can be virtually any type of sound
  within the volume limit.
  Augury
  Spell Level: 
  C1
  Range: 
  Caster
  Duration:
  instantaneous
  An augury tells the caster whether a particular action will bring
  good or bad results in the immediate future. 
  The base chance for receiving a meaningful reply is 70% + 1% per
  caster level, to a maximum of 90%; this roll is made secretly. A
  question  may  be  so  straightforward  that  a  successful  result  is
  automatic, or so vague as to have no chance of success. If the
  augury succeeds, you get one of four results: 
  •
  Weal (if the action will probably bring good results). 
  •
  Woe (for bad results). 
  •
  Weal and woe (for both). 
  •
  Nothing (for actions that don’t have especially good or bad
  results). 
  If the spell fails, the caster gets the “nothing” result. 
  The augury can see into the future only about half an hour, so
  anything that might happen after that does not affect the result.
  Thus,  the  result  might  not  take  into  account  the  long-term
  consequences of a contemplated action. All auguries cast by the
  same person about the same topic use the same dice result as the
  first casting. 
  B
  Blade Barrier
  Spell Level:
  C6
  Range: 
  60 ft
  Duration: 
  2 hours (12 turns)
  Mystical blades, whirling and thrusting, form a lethal circle around
  the spell’s recipient, at a radius of 15 ft. The barrier inflicts 10d6
  points of damage to anyone trying to pass through.
  Bless (Blight)
  Spell Level:
  C2
  Range: 
  up to 6 targets within 40 ft
  Duration: 
  1 hour (6 turns)
  This spell of Law grants its recipient a +1 to attack rolls and Saving
  Throws (and improves morale, if the recipient is not a player
  character). The recipient cannot already be in combat when the
  spell is cast.
  The Chaotic spell is Blight and is similar to Bless except imparts a
  -1. As with Bless, the recipient cannot already be in combat when
  the spell is cast. 
  39
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  C
  Cacodemon
  Spell Level:
  M7
  Range: 
  10 ft
  Duration: 
  Until task is completed or dispelled
  This spell summons a demon or other fiend (such as a devil) from
  the lower planes of existence. The spell provides no protection
  whatsoever against the wrath of the summoned creature, and the
  magic user should be versed in the lore of pentacles and other
  magical  means  of  hedging  out  demons.  Gaining  the  demon’s
  assistance is beyond the spell’s power, coming down to a matter of
  negotiations and threats between the caster and the fiend.
  Call Lightning
  Spell Level:
  D3
  Range: 
  360 ft
  Duration: 
  1 turn per level
  In order for this spell to occur, the druid must be within 360' of
  stormy weather. The lightning bolt inflicts 8d6 + druid level points
  of damage (GMs may wish to allow a successful saving throw to
  half the damage). The caster may target anyone within the spell's
  range. The druid may call down 1 bolt of lightning per turn. This
  spell is only usable outdoors.
  Charm Animal
  Spell Level: 
  D1
  Range: 
  120 ft
  Duration: 
  Special
  This  spell  works  exactly  like  Charm  Person  but  affects
  animals instead.
  Charm Monster
  Spell Level:
  M4
  Range: 
  60 ft
  Duration: 
  Special
  This spell operates in the same manner as Charm Person, but can
  affect more powerful monsters. For monsters of fewer than 3 HD,
  up to 3d6 can be affected.
  Charm Person
  Spell Level: 
  M1
  Range: 
  120 ft
  Duration: 
  Special
  This spell affects living bipeds of human size or smaller, such as
  goblins or dryads. If the spell succeeds (saving throw allowed), the
  unfortunate creature falls under the caster’s influence. Characters of
  low intelligence (8 or less) are allowed a new Saving throw once
  every two weeks. Characters with average intelligence (9-12) are
  allowed a new Saving throw once every week. Very intelligent
  targets (Intelligence of 13 or more) get a new Saving throw once
  per day. Behavior inappropriate to a friend on the caster's part (like
  attacking the target) will either grant a new Saving throw or break
  the spell outright as decided by the Game Master.
  Charm Plants
  Spell Level: 
  M7
  Range: 
  120 ft
  Duration: 
  Until dispelled
  If the plant fails a saving throw (and it need not be intelligent), it
  will obey the caster to the extent of its ability. The spell affects one
  large tree, six man-sized plants, twelve plants three feet tall, or
  twenty-four flower-sized plants.
  Clone
  Spell Level: 
  M8
  Range: 
  Close
  Duration: 
  Permanent
  By this eerie and disturbing spell, a piece of flesh, taken from a
  living person, is grown into an exact duplicate of the person at the
  time the flesh was removed (whether this requires a laboratory and
  how much time is required to regrow the clone depend upon the
  spell formula and the Referee’s discretion). If a clone is created
  while its parent-creature still lives, the clone will seek to kill its
  original. If it fails to achieve this goal, both the clone and the
  original will become insane.
  Cloudkill
  Spell Level:
  M5
  Range: 
  Moves 6 ft per minute
  Duration: 
  1 hour
  Foul and poisonous vapors boil from the thin air, forming a cloud
  15 ft in radius. The cloud moves directly forward at a rate of 6 ft
  per minute  unless its  direction  or speed  is affected by  winds.
  Unusually strong gusts can dissipate and destroy it. Poison-laden,
  the horrid mist is heavier than air, and thus sinks down any pits or
  stairs in its path. This spell affects only creatures 5 HD or fewer.
  Command
  Spell Level:
  C1
  Range: 
  10 ft
  Duration: 
  1 round
  When a cleric casts this spell, he may give the subject a single word
  command, which it obeys to the best of its ability. The single word
  40
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  must make sense as a single command, such as approach, drop, fall,
  flee,  halt,  surrender,  sleep,  etc.  Although  a  target  could  be
  instructed to die, this will only make the target take on a comatose
  state for a single round. Note that the caster must be able to speak
  the language of the target. Any intended target who has more than 5
  HD or an INT of over 12 is entitled to a saving throw versus spells.
  This spell is ineffective against undead.
  Commune
  Spell Level:
  C5
  Range: 
  Caster
  Duration: 
  3 questions
  Higher powers grant an answer to three questions the caster poses
  to them. Higher powers don’t like constantly being interrogated by
  mere mortals, so the spell should be limited to once per week or so
  by the Referee.
  Once per year, the Referee may rule that a caster may cast a
  “double strength” Commune spell composed of six questions.
  Commune with Nature
  Spell Level:
  D 5
  Range: 
  self
  Duration: 
  3 questions
  Same as the spell Commune but must be performed outdoors and
  the answers received will only pertain to Nature.
  Confusion
  Spell Level: 
  D7, M4
  Range: 
  120 ft
  Duration: 
  2 hours
  This  spell  confuses  people  and  monsters,  making  them  act
  randomly. Roll 2d6 to determine the creature’s behavior:
  Table 22: Confusion Reaction
  Roll (d12)
  Reaction
  2–5
  Attack the caster and his allies
  6–8
  Stand baffled and inactive
  9–12
  Attack each other
  The effects of the confusion may shift every ten minutes or so, and
  the dice are rolled again to determine any change.
  The spell affects 2d6 creatures, plus an additional creature for every
  caster  level  above  8th.  Creatures  of  3  HD  or  fewer  are
  automatically affected by the spell, and it takes effect immediately.
  Creatures of 4 HD or more automatically resist the confusion effect
  until it builds up to its full power (which takes 1d12 minutes, minus
  the caster’s level), but are required to make a saving throw at this
  time.  Eventually,  these  creatures  are  likely  to  succumb  to  the
  confusion, for they must continue to make another saving throw
  every 10 minutes until the spell’s 2 hour duration has run its course.
  Contingency
  Spell Level: 
  MU6
  Range: 
  Caster
  Duration: 
  1 day/level
  The Magic-user can place another spell upon his person so that it
  comes into effect under some condition he dictates when casting
  contingency. The contingency spell and the companion spell are
  cast at the same time. 
  The spell to be brought into effect by the contingency must be one
  that affects the caster's person and be of a spell level no higher than
  one-third his level (rounded down, to a maximum 6th level). 
  The conditions needed to bring the spell into effect must be clear,
  although they can be general. 
  In all cases, the contingency immediately brings into effect the
  companion spell, the latter being “cast” instantaneously when the
  prescribed  circumstances  occur.  If  complicated  or  convoluted
  conditions  are  prescribed,  the  whole  spell  combination
  (contingency and the companion magic) may fail when called on.
  The companion spell occurs based solely on the stated conditions,
  regardless of whether you want it to. 
  Only one contingency spell can be in effect at a time; if a second is
  cast, the first one (if still active) is dispelled. 
  Conjure Animals
  Spell Level: 
  D4, C6
  Range: 
  30 ft
  Duration: 
  1 hour
  The Cleric conjures up normal animals to serve as his allies: 1
  creature larger than a man (such as an elephant), 3 animals the size
  of a man or horse (such as a lion), or 6 animals smaller than a man
  (such as a wolf). The animals obey the caster’s commands.
  Conjure Animals II
  Spell Level: 
  D5
  Range: 
  30 ft
  Duration: 
  1 hour
  Similar to the Conjure Animals except that 2 creatures larger than a
  man may be summoned, or 6 creatures the size of a man or horse,
  or 12 animals smaller than a man.
  Conjure Animals III
  Spell Level: 
  D6
  Range: 
  30 ft
  Duration: 
  1 hour
  41
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Similar to the Conjure Animals except that 4 creatures larger than a
  man may be summoned, or 12 creatures the size of a man or horse,
  or 24 animals smaller than a man.
  Conjure Elemental
  Spell Level: 
  D6, M5
  Range: 
  240 ft
  Duration: 
  Until dispelled
  The  caster  summons  a  16  HD  elemental  (any  kind)  from  the
  elemental planes of existence, and binds it to his commands.  Each
  type of elemental may only be summoned once per day.
  The elemental obeys the caster only for as long as the caster
  concentrates on it; and when the caster ceases to concentrate, even
  for a moment, the elemental is released and will attack him.
  Contact Other Plane
  Spell Level: 
  M5
  Range: 
  None
  Duration: 
  See Table
  The caster creates a mental contact with the planes, forces, powers,
  and geometries of the beyond, in order to gain affirmative or
  negative answers to the questions he contemplates. The spell’s
  effect depends on how deeply the caster delves into the planes of
  existence.
  The caster must decide how “far” into the planes of existence he
  wishes to make contact.
  Table 23: Contact Other Plane
  Plane1
  Insane2
  Right
  Wrong3
  1
  1-2
  3-11
  12-20
  2
  1-4
  4-13
  14-20
  3
  1-6
  7-16
  16-20
  4
  1-8
  9-17
  18-20
  5
  1-10
  11-18
  19-20
  6
  1-12
  13-19
  20
  1 Planes are the “depth” that he chooses to seek truth, also the
  number of Yes/No questions asked.
  2 Temporary insanity lasts for as many weeks as the “number” of
  the plane where the caster’s sanity failed.
  3 This is the chance of receiving a misinterpreted or “wrong”
  answer.
  Control Weather
  Spell Level: 
  D7, C7,M6
  Range: 
  Special 
  Duration: 
  3 turns per level
  The caster can summon or stop rainfall, create unusually high or
  low temperatures, summon or disperse a tornado, clear the sky of
  clouds, or summon clouds into being.
  Control Winds
  Spell Level: 
  D5
  Range: 
  120 ft
  Duration: 
  6 turns, plus 6 turns per level
  A druid my employ this spell to increase the force of, or calm,
  winds within 120 ft of the druid. The center-point of the spell's
  effect is the druid and follows the druid's movements. Such affected
  winds may influence flying creatures and sailing ships (forcing
  them out of the air or halting their maritime travel). A Control
  Winds spell cast upon an existing Control Winds spell will negate
  it. The spell's range is increased to 320 at 11th level, 400 at 12th
  level, and 480 at 12th druid level.
  Create Food and Drink
  Spell Level: 
  C4, D2
  Range: 
  10 ft
  Duration: 
  Immediate
  This spell creates a one-day supply of simple food and drinking
  water for 24 men (or horses, which drink the same amount as a man
  for game purposes).
  Crystal Ball
  Spell Level: 
  M3
  Range: 
  240 ft
  Duration: 
  2 hours
  The caster must announce which of the two options are being cast.
  Cast as Clairaudience, the caster can hear through solid obstacles.
  Cast as Clairvoyance the caster can  see through solid obstacles.
  Even the thinnest layer of lead blocks the spell.
  Cure (Cause) Blindness/Deafness
  Spell Level: 
         C3
  Range: 
  Touch
  Duration: 
  Immediate
  This  spell  cures  a  person  of  blindness  or  deafness,  including
  magically inflicted ones.
  The  Chaotic  spell,  Cause  Blindness/Deafness,  infects  a
  person with deafness (the character is surprised 4 times out of
  6)  or  blindness  (-4  to  all  melee  attack  rolls,  no  ranged
  attacks).
  Cure (Cause) Disease
  Spell Level: 
         C3, D3
  Range: 
  Touch
  Duration: 
  Immediate
  42
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  This spell cures a person of any diseases, including magically
  inflicted ones.
  The Chaotic spell, Cause Disease, infects a person with a disease to
  be determined by the Referee.
  Cure (Cause) Wounds I
  Spell Level: 
  C1, D2
  Range: 
  Touch
  Duration: 
  Immediate
  This spell cures 1d6+1 hit points of damage. 
  The spell of Chaotic, Cause Wounds 1, inflicts 1d6+1 hit points of
  damage.
  Cure (Cause) Wounds II
  Spell Level: 
  C4, D4
  Range: 
  Touch
  Duration: 
  Immediate
  This spell cures 3d6+3 hit points of damage. 
  The spell of Chaos, Cause Wounds II, inflicts 3d6+1 hit points of
  damage.
  D
  Dancing Lights 
  Spell Level: 
  M1
  Range: 
  120 ft
  Duration: 
  2 rds./level
  When a dancing lights spell is cast, the wizard creates, at his
  option, from one to four lights that resemble either torches or
  lanterns (and cast that amount of light), glowing spheres of light
  (such  as  evidenced  by  will-o-wisps),  or  one  faintly  glowing,
  vaguely manlike shape, somewhat similar to that of a creature from
  the  Elemental  Plane  of  Fire.  The  dancing  lights  move  as  the
  spellcaster desires, forward or back, straight or turning corners,
  without concentration upon such movement by the wizard. The
  spell cannot be used to cause blindness, and it winks out if the
  range or duration is exceeded.
  Dark I
  Spell Level:
  C1, M1
  Range: 
  60 ft
  Duration: 
  2 hours (C)  1 hour+10 min/level (M)
  The  target  person  or  object  (at  a  range  of  up  to  120  ft)  is
  enshrouded in  globe of darkness with a radius of 20 ft. A Light I
  spell or Dispel Magic can be used to counteract the darkness.
  Dark II
  Spell Level: 
  C3, M2
  Range: 
  120 ft
  Duration: 
  Permanent until dispelled
  The targeted person or object is enshrouded in  globe of darkness
  with a radius of 40 ft. A Light II spell or Dispel Magic can be used
  to counteract the darkness.
  Darkvision
  Spell Level:
   
  M3
  Range: 
  Touch
  Duration: 
  1 day
  The recipient of the spell can see in total darkness for the length of
  the spell’s duration up to a range of 60 feet. 
  Death Spell 
  Spell Level:
  M6
  Range: 
  240 ft
  Duration: 
  Instantaneous
  Within a 60 ft radius, up to 2d6 creatures with fewer than 7 hit dice
  (or levels) perish.
  Delayed Blast Fireball
  Spell Level:
  M7
  Range: 
  240 ft
  Duration: 
  Up to 10 minutes, as chosen by caster
  This spell creates a normal fireball, but the blast can be delayed for
  a period of up to 10 minutes. The burst radius, per a normal fireball,
  is 20 ft, and damage is 1d6 per level of the caster. The blast shapes
  itself  to  the  available  volume  (33,000  cubic  feet),  filling  33
  ten-by-ten-by-ten cubical areas.
  Detect Chaos (Law) 
  Spell Level:
  C1, M2
  Range: 
  120 ft (C), 60 ft (M)
  Duration: 
  60 min (C), 20 min (M)
  The caster detects any creatures of Chaotic alignment, or those with
  chaotic  enchantments,  evil  intentions,  evil  thoughts,  or  chaotic
  auras within the spell’s range. Poison is not inherently evil or
  chaotic, and cannot be detected by means of this spell.
  The reverse spell, Detect Law, works the same way except that it
  detects creatures of  Law.
  43
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Detect Invisibility
  Spell Level: 
  M2
  Range: 
  10 ft per caster level
  Duration: 
  1 hour
  Caster can perceive invisible creatures and objects.
  Detect Magic
  Spell Level: 
  C1, D1, M1
  Range: 
  60 ft
  Duration: 
  20 minutes
  The caster can perceive, in places, people, or things, the presence of
  a magical spell or enchantment. As examples: magical items may
  be discovered in this fashion, as can the presence of a charm
  secretly laid upon a person.
  Detect Snares & Traps
  Spell Level:
  D1
  Range: 
  60 ft
  Duration: 
  2 hours
  This spell allows the caster to discover snares, pits, and other
  outdoor traps.
  Detect Thoughts
  Spell Level:
  M2
  Range: 
  60 ft
  Duration: 
  2 hours
  The caster can detect the thoughts of other beings. The spell cannot
  penetrate more than two feet of stone, and is blocked by even a thin
  sheet of lead.
  Dimensional Portal
  Spell Level:
  M4
  Range: 
  10 ft casting (360 ft teleport)
  Duration: 
  Immediate
  Dimensional Portal is a weak form of teleportation, a spell that can
  be  managed  by  lesser  magicians  who  cannot  yet  manage  the
  Teleportation spell. The caster can teleport himself, an object, or
  another person with perfect accuracy to the stated location, as long
  as it is within the spell’s range.
  Disguise Self
  Spell Level: 
  M1
  Range: 
  Personal
  Duration: 
  1 turn./level 
  This spell allows the magic User to look different changing his
  appearance —including clothing, armor, weapons, and equipment
  —. The caster can seem 1 foot shorter or taller, thin, fat, or in
  between. The caster can add or obscure a minor feature or look like
  an entirely different person.
  The spell  does not  provide  the abilities  or mannerisms  of the
  chosen
  form, nor does it alter the perceived tactile (touch) or audible
  (sound) properties of the appearance faked.
  Disintegrate
  Spell Level: 
  M6
  Range: 
  60 ft
  Duration: 
  Instantaneous
  The caster defines one specific target such as a door, a peasant, or a
  statue, and it disintegrates into dust.
  Magical materials are not disintegrated, and living creatures (such
  as the aforementioned peasant) are permitted a saving throw.
  Dispel Chaos (Law)
  Spell Level: 
  C5
  Range: 
  30 ft
  Duration: 
  10 minutes
  This spell is similar to the arcane spell Dispel Magic, but affects
  Chaotic magic. This spell works against items, spells, or agents of
  chaos. Unlike Dispel Magic, this spell functions against chaotic
  “sendings,”  possibly  including  spells,  dreams  or  supernatural
  hunting-beasts. 
  The reverse spell, Dispel Law, works the same way except it affects
  creatures of law instead.
  Dispel Magic
  Spell Level:
  C4, D4,  M3
  Range: 
  120 ft
  Duration: 
  10 minutes against an item
  Dispel magic can be used to completely dispel most spells and
  enchantments.
  The chance of successfully countering a spell is a percentage based
  on the ratio of the level of the caster trying to dispel over the level
  of the caster  (or HD of the monster) who cast the original magic.
  Thus, a 6th level caster attempting to dispel a charm cast by a 12th
  level caster has a 50% chance of success (6/12 = 1/2, or, 50%). If
  the 12th level caster were dispelling the 6th level caster’s spell, the
  chance would be 200% (12/6 = 2, or, 200%).
  Dispel Magic Example: The chance of successfully dispelling is a
  percentage based on the ratio of the level of the caster trying to
  dispel over the level of the caster (or HD of the monster) who
  hurled the original magic.
  Thus, a 6th level magic user attempting to dispel a charm cast by a
  12th level Magic-user has a 50% chance of success (6/12=1/2). If
  44
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  the 12th level magic user were dispelling the 6th level Magic-user’s
  charm, the dispelling caster’s chance of success would be 200%
  (12/6=2).
  E
  Earthquake
  Spell Level:
  D7, C7
  Range: 
  480 ft
  Duration: 
  Instantaneous
  In an area 60x60 ft plus an additional 10 ft (in both length and
  width) per three levels above 17th, the Cleric causes a powerful
  earthquake. The quake topples walls, causes rock-slides, and opens
  gaping fissures in the earth. Any creature caught in the quake has a
  1 in 6 chance of falling into the depths of the earth and killed. The
  earthquake’s tremors do not extend in any way beyond the spell’s
  area of effect.
  Enchant Item
  Spell Level:
  M6
  Range: 
  Touch
  Duration: 
  Permanent
  This spell is used in the creation of a magical item, in addition to
  whatever research, special ingredients, and other efforts the Referee
  may determine are necessary for the task.
  Entangle
  Spell Level:
  D1
  Range: 
  80 ft
  Duration: 
  1 turn 
  Grasses, weeds, bushes, and even trees wrap, twist, and entwine
  about  creatures  in  a  40'  diameter  area  or  those  that  enter  the
  designated area, holding them fast and causing them to become
  entangled. A creature may move half its normal movement if it
  succeeds in a saving throw.
  Explosive Runes
  Spell Level:
  M3
  Range: 
  Written parchment
  Duration: 
  Permanent until dispelled or triggered
  The magic-user scribes a rune onto parchment, vellum, or paper as
  a deadly trap. If anyone other than the caster reads the rune, the
  sigil explodes into fire, automatically dealing 4d6 points of damage
  to anyone directly in front of it. The parchment or book upon which
  the rune was scribed will also be destroyed. An explosive rune can
  be  detected,  bypassed,  and  even  removed  by  a  higher-level
  magic-user. Any magic-user more than one level higher than the
  rune’s creator has a 4 in 6 chance to detect it, a 4 in 6 chance to
  bypass it (if it is detected), and a 100% chance to remove it (if it is
  successfully detected and bypassed).
  F
  Faerie Fire
  Spell Level:
  D1
  Range: 
  60 ft
  Duration: 
  6 turns
  This spell lines the target in a luminescent glow. This makes the
  target highly visible in darkness.
  Feather Fall
  Spell Level: 
  M1
  Range: 
  30 ft
  Duration: 
  Until landing or 1 round/level
  The spell allows one human-sized creature or object per level to fall
  slowly. Feather fall instantly changes the rate at which the targets
  fall to a mere 60 feet per round (equivalent to the end of a fall from
  a few feet), and the subjects take no damage upon landing while the
  spell is in effect. However, when the spell duration expires, a
  normal rate of falling resumes.
  The spell affects one or more human-sized or smaller creatures
  (including gear and carried objects up to each creature’s maximum
  load) or objects, or the equivalent in larger creatures: A Large
  creature or object counts as two Medium creatures or objects, a
  Huge creature or object counts as two Large creatures or objects.
  This spell can be cast with an instant utterance, quickly enough to
  save yourself if you unexpectedly fall. Casting the spell is a free
  action, you may even cast this spell when it isn’t your turn.
  Feeblemind
  Spell Level:
  D6, M5
  Range: 
  240 ft
  Duration: 
  Permanent until dispelled
  Feeblemind is a spell that affects only Magic-users. The saving
  throw against the spell is made at a -4 penalty, and if the saving
  throw fails, the targeted Magic-user becomes feebleminded until
  the magic is dispelled.
  Find Familiar
  Spell Level: 
  M1
  Range: 
  Caster
  Duration: 
  permanent 
  This spell conjures a familiar to act as the caster's companion.
  Familiars are typically small creatures, such as cats, frogs, ferrets,
  crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. 
  45
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  A magic-user can have only one familiar at a time, and he has no
  control over what sort of creature answers the summoning, if any at
  all. Familiars often act as scouts and spies for their masters.
  Familiars have standard statistics for creatures of its type (AC 13,
  HD 1, Move 3 or 4,  Attacks: 1 for 1d3 if none are given) but is
  always more intelligent than others of its type, and its bond with the
  wizard confers upon it an extended lifespan. 
  The magic-user that has successfully summoned a familiar shares
  with him its heightened senses. 
  Conversely, the familiar has a number of bonus hit points equal to
  twice the caster's level. When the magic-user earns a level, the
  familiar gains 2 Hit Points.
  When the magic-user and the familiar are within 1 mile of each
  other, the magic-user can send mental commands to his or her
  servant and receive basic empathic responses from the familiar.
  The caster cannot see through the familiar's eyes or ears.
  If separated from the caster by more than 1 mile, the familiar loses
  1 hit point each day, and dies if reduced to 0 hit points. 
  While the magic-user and the familiar are within 10 feet of each
  other,  the  familiar  gains  its  master's  level-based  saving  throw
  bonus.
  If a special attack would normally cause damage, the familiar
  suffers  no  damage  if  the  saving  throw  is  successful  and  half
  damage if the saving throw is failed. 
  While the magic-user and the familiar are in physical contact, they
  can share damage points they receive with one another.
  If the familiar dies, its master must successfully roll an immediate
  Saving throw or die. Even if he survives this check, the wizard
  loses 1 point from his Constitution when the familiar dies.
  This spell is so powerful that it can be attempted only once a year
  and requires an expenditure of 500 s.p. of materials.
  The GM will always secretly the spell results, once the summoning
  is cast the familiar will arrive usually within 1d10 hours. 
  Note that familiars are not inherently magical and a dispel magic
  spell will not break the tie between a familiar and its master.
  Mistreatment,  failure  to  care  for  the  familiar,  or  continued
  unreasonable  demands  have  adverse  effects  on  the  familiar's
  relationship with its master. 
  Purposely arranging the death of one's own familiar will affect the
  master as if a Curse had been cast on him or her.
  D20 
   Roll Familiar Sensory Powers
  1-5 
  Cat, black Excellent night vision & superior hearing
  6-7
  Crow Excellent vision
  8-9 
  Hawk Very superior distance vision
  10-11 
  Owl Night vision equals human daylight vision, superior
  hearing
  12-13 
  Toad Wide-angle vision
  14-15 
  Weasel Superior hearing & very superior olfactory power
  16-19 
  No familiar available within spell range
  20 
  Special (a 1hd monster or minor devil)
  Find Traps
  Spell Level:
  C2
  Range: 
  30 ft around caster
  Duration: 
  20 minutes (2 turns)
  The caster can perceive both magical and non-magical traps at a
  distance of 30 ft.
  Find the Path
  Spell Level:
  D6, C6
  Range: 
  Caster
  Duration: 
  1 hour +1 turn per level, up to one day outdoors
  The caster perceives the fastest way out of an area, even if the area
  is designed to be difficult to navigate (such as a labyrinth). In the
  outdoors, the spell has greater power, lasting a full day.
  Fireball
  Spell Level:
  M3
  Range: 
  240 ft
  Duration: 
  Instantaneous
  A missile shoots from the caster’s finger, to explode, at the targeted
  location, in a furnace-like blast of fire. The burst radius is 20 ft, and
  damage is 1d6 per level of the caster. The blast shapes itself to the
  available volume. A successful saving throw means that the target
  only takes half damage.
  Fly
  Spell Level:
  M3
  Range: 
  Touch
  Duration: 
  1d6 turns plus 1 turn/level
  This spell grants the power of flight, with a movement rate of 4.
  The Referee secretly rolls for duration; the player does not know
  exactly how long the power of flight will last.
  Forbiddance
  Spell Level:
  C6
  Range: 
  30'
  Duration: 
  Permanent 
  This spell can be used only to secure a consecrated area 20' by 20'.
  The effect on the enchanted area is based on the alignment of those
  trying to enter it, relative to the caster’s.
  •
  Identical alignment: Cannot enter area unless password is
  known (no saving throw).
  •
  Different alignment: Save vs. Spells to enter the area; if
  failed, take 2-12 points of damage.
  •
  Opposite alignment: Save vs. Spells to enter the area; if
  failed, take 4-24 points of damage.
  46
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Once  a saving throw  is failed, a  intruder can never  enter the
  forbidden area until the dweomer ceases.
  Effects are cumulative, and multiple required saving throws are
  certainly  possible.  The  caster  is  immune  to  the  spell’s  effect.
  Intruders who enter by making saving throws will feel uneasy and
  tense, despite their success.
  G
  Gate
  Spell Level: 
  M9
  Range: 
  10ft
  Duration: 
  See below
  A gate spell creates an opening to another plane of existence, and
  summons forth a specified, tremendously powerful being from the
  other plane, including gods and demi-gods. The caster must know
  the name of the creature he is attempting to summon, or the spell
  will fail. There is a 5% chance that the wrong being may be
  summoned, and (regardless whether the summoned being is the
  right one or not) there is a 5% chance that it will lack interest in the
  situation and return through the gate. The summoned being is not
  necessarily  friendly  to  the  caster,  and  may  even  be  extremely
  annoyed.
  Geas
  Spell Level: 
  M6
  Range: 
  30 ft
  Duration: 
  Until task is completed
  If the spell succeeds (saving throw), the caster may set a task for
  the  spell’s  victim.  If  the  victim  does  not  diligently  work  at
  performing the task, he will suffer weakness (-2 to all attack and
  damage rolls, -2 to saving throws and movement reduced by 50%),
  and trying to ignore the geas causes death within 1d6 days.
  Guards and Wards 
  Spell Level: 
  M6
  Range: 
  0
  Duration: 
  1 hr./level
  This spell is primarily used to defend the wizard's stronghold.  The
  ward protects 200 square feet per caster level. The warded area can
  be as much as 20 feet high, and shaped as you desire. The caster
  can ward several stories of a stronghold by dividing the area among
  them; you must be somewhere within the area to be warded to cast
  the spell. The spell creates the following magical effects within the
  warded area. 
  1.
  Fog fills all corridors; visibility is reduced to 10 feet.
  2.
  All doors are wizard locked.
  3.
  Stairs are filled with webs from top to bottom. These act as
  the 2nd-level Web spell, except that they regrow within one
  turn if destroyed.
  4.
  Where there are choices in direction--such as a cross or side
  passage--a minor confusion-type spell functions so as to
  make it 50% probable that intruders believe they are going
  in the exact opposite direction.
  5.
  The whole area radiates magic. The normal use of the
  detect magic spell becomes impossible for those of less
  than the caster's level and difficult for others.
  6.
  One door per level of experience of the wizard is covered
  by an illusion to appear as if it was not there.
  7.
  The  wizard  can  place  one  of  the  following  additional
  magical effects:
  A. Dancing lights in four corridors.
  B. A Magic mouth in two places.
  C. A Stinking cloud in two places.
  D. A Gust of wind in one corridor or room.
  E. A Suggestion in one place.
  Dispel magic can remove one effect, at random, per casting. A
  remove curse spell will not work.
  Gust of Wind 
  Spell Level: 
  M2
  Range: 
  0
  Duration: 
  1 round.
  This spell creates a strong blast of air originating from the caster
  affecting everything in its path.
  The gust is 10 feet wide and 10 feet per level long.
  The force of this gust of wind is strong enough to extinguish
  candles, torches, and similar unprotected flames. It causes protected
  flames--such as those of lanterns--to dance wildly and has a 50%
  to extinguish even such lights. 
  It has the effects expected of any strong wind like: blowing over
  light objects, disperse most vapors, and force away gaseous or
  unsecured levitating creatures.
  Also it fans large fires, and disperse dust or papers outward for 1d6
  feet in the direction of the wind's movement. 
  It forces back small flying creatures 1d6 x 10 yards and causes
  man-sized beings to be held motionless if attempting to move
  against its force. 
  It slows larger-than-man-sized flying creatures by 50% for one
  round. 
  H
  Hallucinatory Terrain
  Spell Level: 
  D4, M4
  Range: 
  240 ft
  Duration: 
  Until  touched  (other  than  by  an  ally)  or
  dispelled
  47
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  This spell changes the appearance of the terrain into the semblance
  of what the caster desires. A hill can be made to disappear, or could
  be replaced with an illusory forest, for example.
  Heal (Harm)
  Spell Level: 
  C6
  Range: 
  touch
  Duration: 
  Permanent
  Heal enables the caster to wipe away injury and afflictions. It
  immediately ends any and all of the following adverse conditions
  affecting the target: ability damage, blindness, confusion, deafness,
  disease, exhaustion or fatigue, feeblemind, insanity, nausea, and
  poison. It also restores all but 1d4 of the target’s hit points. Heal
  does not remove negative levels or restore permanently drained
  ability score points.
  The reversed spell, harm, injures the creature touched so horribly
  that it is left with only 1d4 hit points. The caster must succeed at a
  normal attack roll in this case; failure means the spell is wasted.
  Note that, if the victim has fewer hit points remaining than the
  number rolled, he or she will take at least one point of damage (and
  this is the only case in which harm may kill a creature).
  Heat Metal
  Spell Level:
  D2
  Range: 
  30 ft
  Duration: 
  2 rounds
  Heat Metal makes metal extremely warm. This spell affects 1 metal
  item weighing ½ pound per level of the caster. A creature takes
  damage if it's holding or wearing equipment that is targeted by this
  spell. On the first round of the spell, the metal becomes searingly
  hot to the touch. Heated objects
  in contact with hands make the hand unusable for 1 day. If another
  body part, other than hands or head, is affected, the victim will
  suffer 1d2 points of damage. If the searing metal is in contact with
  the victim's head, he'll take 1 point of damage and be dizzy.
  A  victim  still  in  contact  with  the  searing  metal  for  a  second
  consecutive round will receive further damage. Hand held objects
  will render the victim's hand useless for 1d3 weeks.
  Other body parts (other than hands or head) receive an additional
  1d2+1 points of damage. A head in contact with heated metal for a
  second round receives an additional 2 points of damage and the
  creature affected is struck unconscious for 2d4 turns.
  Hold Animal
  Spell Level:
  D3
  Range: 
  120 ft
  Duration: 
  1 hour + 10 minutes per level
  Similar to the magic-user spell Hold Monster, Hold Animal affects
  1d4 mammals, reptiles, birds, and fish within range or targets a
  single creature imparting a -2 save penalty in this case.
  Hold Monster
  Spell Level: 
  M5
  Range: 
  120 ft
  Duration: 
  1 hour+10 min/level
  The caster targets 1d4 creatures (saving throw applies). The caster
  may instead target a single creature, in which case the saving throw
  is made with a penalty of -2.
  Hold Person 
  Spell Level:
  C2, M3
  Range: 
  180 ft (C), 120 ft (M)
  Duration: 
  90 minutes (C) 
  1 hour+10 minutes/level (M)
  The caster targets 1d4 persons (the same parameters as the Charm
  Person spell; saving throw applies). The caster may also target a
  single person, in which case the saving throw is made at -2.
  Hold Plant
  Spell Level:
  D5
  Range: 
  30 ft + 10 ft/druid level
  Duration: 
  6 turns + druid level
  Similar to the magic-user spell Hold Monster but affects living,
  magical or animated plants. This spell affects both treants and
  fungoid life forms.
  Hold Portal
  Spell Level:
  M1
  Range: 
  Referee’s discretion
  Duration: 
  2d6 turns
  This spell magically holds a door or gate in position for the spell’s
  duration (or until dispelled). Creatures with magic resistance can
  shatter the spell without much effort.
  Holy Word
  Spell Level:
  C7
  Range: 
  40 ft radius
  Duration: 
  Instantaneous
  The speaking of a holy word dramatically affects all those within
  the  range  of  its  divine  power.  Creatures  of  fewer  than  5  hit
  dice/levels are slain, creatures of 5 to 8 hit dice/levels are stunned
  for 3d6 turns, and creatures with 9–12 hit dice/levels are deafened
  48
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  for 1d6 turns. Creatures with 13+ hit dice/levels are unaffected but
  probably impressed.
  I
  Ice Storm
  Spell Level: 
  M4
  Range: 
  120 ft
  Duration: 
  1 round
  A whirling vortex of ice, snow, and hail forms in a cube roughly
  thirty  feet  across.  Massive  hailstones  inflict  6d6  hit  points  of
  damage (no saving throw applies) to all within the area. Movement
  in the area is impaired as is vision.
  Imbue With Spell Ability
  Spell Level: 
  C4
  Range: 
  Touch
  Duration: 
  Special
  The cleric can bestow the ability to cast a particular spell upon a
  character normally unable to cast spells. 
  The magic is only effective on fighters and rogues, nor will it
  function upon a monster or any individual with less than one full hit
  die. The spell's recipient must have a WIS score of 9 or higher.  
  The spells to be imbued in the subject must be ones that the cleric
  has currently memorized, and can only be defensive, healing or
  detection spells. An attempt to transfer any other sort of spell will
  cause the spell to fail. 
  Up to  three spells can be transferred, no spell must be of 3rd level
  or higher. 
  HD/Level  of 
  Recipient
  Spells Imbued
  2 or lower
  One 1st-level spell
  3-4
  One or two 1st-level spells
  5 or higher
  One or two 1st-level spells and one 2nd-level
  spell
  Variable spell characteristics (range, duration, area of effect, etc.)
  are based on the cleric's level, not the recipient's. 
  All other spell details (e.g., casting time, components, etc.) apply
  normally.
  When a cleric casts imbue with spell ability upon another character,
  the cleric loses that particular spell from his or her memory and
  cannot replace those spell slots until the recipient uses all of the
  spells that were transferred.
  Insect Plague
  Spell Level: 
  D4, C5
  Range: 
  480 ft
  Duration: 
  1 day
  This spell only works outdoors. A storm of insects gathers, and
  goes wherever the caster directs. The cloud is approximately 400 sq
  ft (20 ft by 20 ft, with roughly corresponding height). Any creature
  of 2 HD or fewer that is exposed to the cloud of insects flees in
  terror (no saving throw). The insects obscure vision, limiting it to
  10 feet. Spellcasting within the cloud is impossible. Creatures in the
  insect plague, regardless of Armor Class, sustain 1 point of damage
  for each round they remain within, due to the bites and stings of the
  insects. Invisibility is no protection.
  Heavy smoke drives off insects within its bounds. Fire also drives
  insects away.
  Invisibility I
  Spell Level: 
  M2
  Range: 
  240 ft
  Duration: 
  Until dispelled or an attack is made
  The object of this spell, whether a person or a thing, becomes
  invisible (to both normal vision and to darkvision). If the Referee is
  using the invisibility rules unchanged, the result is that an invisible
  creature  cannot  be  attacked  unless  its  approximate  location  is
  known, and all attacks are made at -4 to-hit. 
  If  the  invisible  creature  makes  an  attack,  the  spell  is  broken.
  Otherwise, it lasts until dispelled or removed by the caster.
  Invisibility II
  Spell Level:
  M3
  Range: 
  240 ft
  Duration: 
  Until dispelled or an attack is made
  Like the Invisibility I spell, this makes the target creature or object
  invisible to normal sight and to darkvision. It also, however, throws
  a 10 ft radius sphere of invisibility around the recipient, which
  moves with him/it. If the Referee uses the game’s invisibility rules
  unchanged, the invisible creature cannot be attacked unless its
  approximate location is known, and all attacks against him/it are
  made at -4 to-hit. If the invisible creature makes an attack, the spell
  is broken. Otherwise, it lasts until dispelled or removed by the
  caster.
  Invisible Stalker
  Spell Level:
  M6
  Range: 
  40 ft
  Duration: 
  Until mission is completed
  This spell summons (or perhaps creates) an invisible stalker, an
  invisible being with 8 HD. The stalker will perform one task as
  commanded by the caster, regardless of how long the task may take
  or how far the stalker may have to travel. The stalker cannot be
  banished by means of Dispel Magic; it must be killed in order to
  deter it from its mission.
  49
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  K
  Knock
  Spell Level: 
  M2
  Range: 
  60 ft
  Duration: 
  Immediate
  This spell unlocks and unbars all doors, gates, and portals within its
  range, including those held or locked by normal magic.
  Know Weather
  Spell Level:
  D1
  Range: 
  2 miles X 2 miles/ druid level
  Duration: 
  instantaneous
  The druid may forecast the weather in a given location (see
  range) with a chance of accuracy of 1-19 on d20.
  L
  Legend Lore
  Spell Level: 
  M6
  Range: 
  Caster
  Duration: 
  See below
  Over the course of long and arduous magical efforts (3d6 days), the
  caster gains knowledge about some legendary person, place, or
  thing. The spell’s final result may be no more than a cryptic phrase
  or riddle, or it might be quite specific.
  Levitate
  Spell Level:
  M2
  Range: 
  20 ft/level
  Duration: 
  1 turn/level
  This  spell  allows  the  magic  user  to  levitate  himself,  moving
  vertically up or down, but the spell itself provides no assistance
  with lateral movement. A wall, cliff side or ceiling could, of course,
  be used to pull along hand-over-hand. 
  Levitation allows up or downward movement at a rate of up to 6 ft
  per minute (60 ft per turn), and the caster cannot levitate more than
  20 ft per level from the ground level where the spell was cast (such
  range  being  applied  both  to  movement  into  the  air,  and  to
  downward movement into a pit or chasm).
  Light I
  Spell Level:
  C1, M1
  Range: 
  60 ft
  Duration: 
  2 hours (C)  1 hour+10 min/level (M)
  The target person or object (at a range of up to 120 ft) produces
  light about as bright as a torch, to a radius of 20 ft.
  Light II
  Spell Level: 
  C3, M2
  Range: 
  120 ft
  Duration: 
  Permanent until dispelled
  The targeted person or object produces light about as bright as a
  torch, to a radius of 120 ft. 
  Lightning Bolt
  Spell Level: 
  M3
  Range: 
  240 ft
  Duration: 
  Instantaneous
  A bolt of lightning extends 60 ft from the targeted point, almost ten
  feet wide. Anyone in its path suffers 1d6 points of damage per level
  of the caster (half with a successful saving throw). The bolt always
  extends 60 ft, even if this means that it ricochets backward from
  something that blocks its path.
  Limited Wish
  Spell Level: 
  M7
  Range: 
  Referee's discretion
  Duration: 
  Changes reality
  This spell is an extremely weak version of the “wish” spell. Limited
  wish is not even powerful enough to create or bring treasure to the
  caster, and under some circumstances only a part of the wish might
  actually be fulfilled. The spell does have the power to reach for a
  limited period of time into the past or future as well as the present.
  Locate Animals
  Spell Level: 
  D1
  Range: 
  60 ft + 10 ft per level
  Duration: 
  1 round per level
  This spell is identical to the Locate Objects  spell but deals with
  animals as opposed to objects.
  Locate Object
  Spell Level:
  C3, M2
  Range: 
  90 ft (C)  60 ft+10 ft/level (M)
  Duration: 
  1 minute/level
  This spell gives the caster the correct direction (as the crow flies)
  toward an object the casters specifies with a description. The object
  cannot be something the caster has never seen, although the spell
  can detect an object in a general class of items known to the caster:
  stairs, gold, etc.
  50
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Locate Plants
  Spell Level: 
  D2
  Range: 
  60 ft
  Duration: 
  20 minutes
  This spell is identical to the Locate Objects spell but deals with
  plants as opposed to objects.
  M
  Magic Jar
  Spell Level:
  M5
  Range: 
  See Below
  Duration: 
  See Below
  This spell relocates the caster’s life essence, intelligence, and soul
  into an object (of virtually any kind). The jar must be within 30 ft
  of the caster’s body for the transition to succeed. 
  Once within the magic jar, the caster can possess the bodies of
  other creatures and people, provided that they are within 120 ft of
  the jar and fail a saving throw. The caster can return his soul to the
  magic jar at any time, and if a body he controls is slain, his life
  essence returns immediately to the jar. If the caster’s body is
  destroyed while his soul is in the magic jar, the soul no longer has a
  home other than within the magic jar (although the disembodied
  wizard can still possess other bodies as before). If the jar itself is
  destroyed while the Magic-user’s soul is within, the soul is lost.
  The magic user can return from the jar to his own body whenever
  desired, thus ending the spell.
  Magic Missile
  Spell Level:
  M1
  Range: 
  150ft
  Duration: 
  Instantaneous
  A magical missile flies where the caster directs, with a range of 150
  ft. The missile hits automatically, doing 1d6 points of damage.
  The magic user casts an additional two missiles for every 5 levels
  of experience. Thus, at fifth level, the caster is able to hurl 3 magic
  missiles, and 5 missiles at 10th level.
  Magic Mouth
  Spell Level:
  M2
  Range: 
  Touch
  Duration: 
  Permanent until triggered or dispelled
  This enchantment is set upon an object, and the magic is triggered
  when certain conditions established by the caster are met. When
  that happens, a mouth appears in the object and speaks the message
  it has been commanded to speak. The message may be up to thirty
  words long.
  Mass Charm
  Spell Level: 
  M8
  Range: 
  120 ft
  Duration: 
  Until dispelled
  This  spell  operates  in  the  same  manner  and  with  the  same
  restrictions as Charm Person. However, it affects a total of 30 HD
  of creatures, in any combination. All saving throws are made with a
  penalty of -2.
  Mass Invisibility
  Spell Level:
  M7
  Range: 
  240 ft
  Duration: 
  See below
  This spell makes 1d3 hundred man or horse-sized creatures (or
  objects)  invisible,  as  if  they  had  been  affected  by  a  single
  invisibility spell. The spell can also affect up to 6 creatures of
  dragon size. As with the invisibility spell, the enchantment lasts
  until dispelled or until the creature makes an attack.
  Massmorph
  Spell Level:
  M4
  Range: 
  240 ft
  Duration: 
  Until negated or dispelled
  One hundred or fewer man-sized creatures are changed to appear
  like innocent trees. The illusion is so perfect that creatures moving
  through the “forest” will not detect the deception.
  Maze
  Spell Level: 
  M9
  Range: 
  60 ft
  Duration: 
  Depends on intelligence
  The targeted creature disappears into a gap in reality, where strange
  curving and branching passages conceal the way out. Creatures
  with intelligence lower than 6 require 2d4 x3 rounds (minutes) to
  escape  the  interdimensional  prison.  Creatures  with  Intelligence
  scores 7–11 require 2d4 rounds, and creatures with an intelligence
  of 12+ require only 1d4 rounds to puzzle the way back into normal
  reality.  Although  monsters  aren’t  described  with  specific
  Intelligence scores, it shouldn’t be hard to determine into which
  category any specific monster falls. Unless ruled otherwise by the
  Referee, there is no saving throw to avoid the spell.
  51
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Message
  Spell Level: 
  M1
  Range: 
  100 ft + 10ft/level
  Duration: 
  1 turn/level
  Through this spell the caster can whisper messages and receive
  whispered replies with little chance of being overheard. The caster
  can include in the network up to one creature per level. When he or
  she whispers, the whispered message is audible to all targeted
  creatures within range. Magical silence, 1 foot of stone, 1 inch of
  common metal (or a thin sheet of lead), or 3 feet of wood or dirt
  blocks the spell. The message does not have to travel in a straight
  line. It can circumvent a barrier if there is an open path between the
  caster and the subject, and the path’s entire length lies within the
  spell’s range. The creatures that receive the message can whisper a
  reply that the caster hears. The spell transmits sound, not meaning. 
  Meteor Swarm
  Spell Level: 
  M9
  Range: 
  240 ft
  Duration: 
  Instantaneous
  Tiny meteors swarm from the caster’s hands and explode into
  fireballs where he desires. The caster may hurl 4 normal fireballs
  for 10d6 damage or 8 fireballs of 10 ft diameter that inflict 5d6
  points of damage. A saving throw is permitted in order to take half
  damage.
  Mind Blank
  Spell Level:
  M8
  Range: 
  10 ft radius
  Duration: 
  24 hours
  The spell protects against all magic spying, including crystal balls,
  spells (including wish), and even magical scrying by minor deities.
  Mirror Image
  Spell Level:
  M2
  Range: 
  Caster
  Duration: 
  1 hour or until destroyed
  The  spell  creates  1d4  images  of  the  caster,  acting  in  perfect
  synchronization  with him  like  mirror images. Attackers  cannot
  distinguish the images from the caster, and may attack one of the
  images instead of the caster himself (determined randomly). When
  a hit is scored upon one of the images, it disappears.
  Mnemonic Enhancer
  Spell Level:
  M4
  Range: 
  Caster
  Duration: 
  2 turns per level 
  Casting this spell allows the caster to prepare additional spells or
  retain spells recently cast. Pick one of these two versions when the
  spell is cast. 
  Prepare: The caster prepares up to three additional levels of
  spells. The magician prepares and cast these spells normally. 
  Retain: the caster retains any spell of 3rd level or lower that he
  has cast up to 1 round before he started casting the mnemonic
  enhancer. This restores the previously cast spell to  his mind. 
  In either event, the spell or spells prepared or retained fade after 24
  hours (if not cast). 
  Monster Summoning I
  Spell Level:
  M3
  Range: 
  N/A
  Duration: 
  Six rounds
  The caster summons allies, who serve him until slain (or until the
  duration of the spell expires). The allies do not appear immediately;
  there is a delay of 1 turn (10 minutes) before they appear.
   Die Roll 
  Monster Summoned1
  1 
  1d6 Giant Rats
  2 
  1d3 Dwarfs (Goblins)
  3 
  1d3 Elves (Hobgoblins)
  4 
  1d6 Kobolds
  5 
  1d3 Orcs
  6 
  1d3 Skeletons
  1  Chaotic  casters  may  get  the  monster  in  parenthesis,  at  the
  Referee's discretion
  Monster Summoning II
  Spell Level:
  M4
  Range: 
  N/A
  Duration: 
  Six rounds
  The caster summons allies, who serve him until slain (or until the
  duration of the spell expires). The allies do not appear immediately;
  there is a delay of 1 turn (10 minutes) before they appear.
   Die Roll 
  Monster Summoned
  1 
  1d2 Hobgoblins
  2 
  1d2 Zombies
  3 
  1d2 Gnolls
  4 
  1d2 Bugbears
  5 
  1d6 Orcs
  6 
  1d6 Skeletons
  52
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Monster Summoning III
  Spell Level:
  M5
  Range: 
  N/A
  Duration: 
  Six rounds
  The caster summons allies, who serve him until slain (or until the
  duration of the spell expires). The allies do not appear immediately;
  there is a delay of 1 turn (10 minutes) before they appear.
   Die Roll 
  Monster Summoned
  1 
  1d4 Bugbears
  2 
  1d2 Harpies
  3 
  1d2 Ochre Jellies
  4 
  1d2 Were-rats
  5 
  1d2 Wights
  6 
  1d2 Wild Boars
  Monster Summoning IV
  Spell Level:
  M6
  Range: 
  N/A
  Duration: 
  Six rounds
  The caster summons allies, who serve him until slain (or until the
  duration of the spell expires). The allies do not appear immediately;
  there is a delay of 1 turn (10 minutes) before they appear.
   Die Roll 
  Monster Summoned
  1 
  1 Gargoyle
  2 
  1 Ogre
  3 
  1 Owlbear
  4 
  1 Shadow
  5 
  1 Werewolf
  6 
  1 Wraith 
  Monster Summoning V
  Spell Level:
  M7
  Range: 
  N/A
  Duration: 
  Six rounds
  The caster summons allies, who serve him until slain (or until the
  duration of the spell expires). The allies do not appear immediately;
  there is a delay of 1 turn (10 minutes) before they appear.
   Die Roll 
  Monster Summoned
  1 
  1 Cockatrice
  2 
  1 Manticore
  3 
  1 Minotaur
  4 
  1 Ogre Mage
  5 
  1 Salamander
  6 
  1 Troll
  Monster Summoning VI
  Spell Level:
  M8
  Range: 
  N/A
  Duration: 
  Six rounds
  The caster summons allies, who serve him until slain (or until the
  duration of the spell expires). The allies do not appear immediately;
  there is a delay of 1 turn (10 minutes) before they appear.
   Die Roll 
  Monster Summoned
  1 
  1 Black Dragon 
  2 
  1 Chimera
  3 
  1 Efreeti
  4 
  1 Flesh Golem
  5 
  1 Frost Giant
  6 
  1 Hill Giant
  7
  1 Hydra (7 Heads)
  8
  1 Mummy
  9
  1d2 Ogre-Mages
  10
  1 White Dragon 
  Move Earth
  Spell Level:
  M6
  Range: 
  240 ft
  Duration: 
  1 hour
  This spell allows the caster to move hills and other raised land or
  stone at a rate of 6 ft per minute (60 ft per turn).
  N
  Neutralize Poison
  Spell Level: 
  D3, C4
  Range: 
  Referee’s discretion
  Duration: 
  10 minutes
  This spell counteracts poison, but does not bring the dead back to
  life.
  O
  Obscuring Mist
  Spell Level:
  D2
  Range: 
  20 ft
  Duration: 
  1 turn per druid level
  A misty vapor arises around the druid. It is stationary once created.
  The vapor obscures all sight beyond 5 feet. The cloud covers 100
  cubic feet per druid level.
  53
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  P
  Pass Plant
  Spell Level:
  D5
  Range: 
  480 ft
  Duration: 
  10 minutes
  Use of this spell allows the druid to enter one tree and emerge from
  another of the same species. The distance traveled this way is 480
  yards.
  The tree's girth must be large enough to engulf the druid.
  Travel must be from one living tree to another. If no such tree
  exists within the range of the spell, then the spell fails and the druid
  simply re-emerges from the starting tree.
  Passwall
  Spell Level: 
  M5
  Range: 
  30 ft
  Duration: 
  30 minutes (3 turns)
  This spell creates a hole through solid rock. The hole or tunnel is up
  to 10 feet deep, and is large enough for the passage of a man.
  Permanency
  Spell Level: 
  M8
  Range: 
  See below
  Duration: 
  Permanent until dispelled by an opponent
  of twice the caster's level
  This spell makes the effect of another spell permanent—unless a
  Magic-user of twice the caster’s level dispels it. No more than one
  permanency is ordinarily possible on any one object, and no more
  than  two  upon  a  creature.  Considerable  Referee  discretion  is
  required for the use of this spell: many spells should not be subject
  to being made permanent.
  Phantasmal Force
  Spell Level: 
  M2
  Range: 
  240 ft
  Duration: 
  Until negated or dispelled
  This spell creates a realistic illusion in the sight of all who view it.
  The  illusion  disappears  when  it  is  touched,  but  if  the  viewer
  believes the illusion is real, he can take damage from it.
  Phase Door
  Spell Level: 
  M7
  Range: 
  10 ft
  Duration: 
  Seven uses
  The phase door is an invisible portal about 7 feet high, 10ft wide,
  and 10ft deep, accessible only to the caster. A barrage of dispel
  magic spells can close the passage, but only if the combined level
  of the dispelling casters is twice that of the portal’s creator.
  Plane Shift
  Spell Level:
  C5
  Range: 
  Touch
  Duration: 
  Permanent
  This spell allows the caster to move himself or some other creature
  to another plane of existence or alternate dimension. If several
  willing persons link hands in a circle, as many as eight can be
  affected by the plane shift at the same time. Note that plane shift
  transports creatures instantaneously and then ends.
  The creatures need to find other means if they are to travel back.
  An unwilling creature is entitled to a saving throw versus spells to
  negate the effects of this spell.
  Plant Growth
  Spell Level:
  D3, M4
  Range: 
  120 ft
  Duration: 
  Permanent until dispelled
  An area of 300x300 ft of ground can be affected by this spell;
  undergrowth in the area suddenly grows into an impassable forest
  of thorns and vines. The caster can decide the shape of the area to
  be enchanted. 
  Polymorph
  Spell Level:
  M4
  Range: 
  See Below
  Duration: 
  See Below
  The caster must announce which of the two options are being cast.
  The caster assumes the form of any object or creature, gaining the
  new form’s attributes (the use of wings, for example), but not its hit
  points or combat abilities. The Referee might allow the benefit of
  the new form’s armor class, if it is due to heavily armored skin. A
  great deal of the spell’s effect is left to the Referee to decide. This
  form of the spell lasts for roughly one hour plus one additional hour
  for each level of the caster.
  Alternately, this spell allows the caster to turn another being into a
  different type of creature (such as a dragon, a garden slug, and of
  course, a frog or newt). The polymorphed creature gains all the
  abilities of the new form, but retains its own mind and hit points.
  Used in this way, the range on this spell is 60 ft. This form of the
  spell lasts until dispelled.
  Power Word, Kill
  Spell Level: 
  M9
  Range: 
  120 ft
  Duration: 
  Immediate
  54
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  The caster speaks a word of power to a particular creature. If that
  creature has fewer than 50 hit points, it is slain by the word it hears;
  if it has more than 50 hit points it is not affected by the spell. No
  saving throw is permitted
  Power Word Stun
  Spell Level:
  M7
  Range: 
  120ft
  Duration: 
  Instantaneous
  The caster speaks a word of power to a particular creature. If that
  creature has fewer than 35 hit points, it is instantly stunned for 2d6
  turns; if the creature has from 36 to 70 hit points, it is stunned for
  only 1d6 turns. If the creature has more than 70 hit points it is not
  affected by the spell. No saving throw is permitted.
  Prayer
  Spell Level:
  C3
  Range: 
  30ft
  Duration: 
  Following melee round
  The prayer spell seeks short-term favor from the gods to help some
  other spell or attack to succeed. Prayer affects a 20x20 ft area,
  causing a saving throw penalty to all creatures in that area. The
  penalty is a -1, plus an additional -1 for every ten caster levels.
  Thus, a 10th level Cleric causes a saving throw penalty of -2. The
  penalty actually takes effect in the melee round following the one
  in which it was cast. 
  Prismatic Sphere
  Spell Level:
  M9
  Range: 
  10ft sphere
  Duration: 
  1hour
  A sphere of seven colors whirls about the Magic-user, with a radius
  of ten feet. The glowing colors form a layered spectrum; to destroy
  the sphere, each layer must be destroyed in turn from Red to
  Orange, to Yellow, to Blue, to Indigo, and then to the innermost
  Violet layer. Any creature of 7 or fewer hit dice that looks upon the
  sphere will be blinded for 1d6 turns. (see accompanying table for
  the effects of this spell).
  Produce Fire
  Spell Level:
  D4
  Range: 
  30 ft
  Duration: 
  1 turn
  This spell creates fire (dealing 1d4 damage points per round to
  those within) covering an area of 10 ft X 10 ft. This spell may be
  reversed to extinguish fires covering the same area.
  Produce Flame
  Spell Level :
  D2
  Range: 
  caster
  Duration: 
  2 turns per level
  This spell allows the druid to produce a small flame in the palm of
  his hand which illuminates as a small lantern. The flame may be
  hurled for 1d4 damage requiring an attack roll, it has the same base
  range of a thrown dagger and may cause inflammables to combust.
  The flame reforms 1 round later in the caster's hand.
  Project Image
  Spell Level:
  M6
  Range: 
  240ft
  Duration: 
  1 hour
  The caster projects an image of himself, to a maximum range of
  240 ft . Not only does the projected image mimic the caster’s
  sounds and gestures, but also any spells he casts will appear to
  originate from the image.
  Effects of Prismatic Sphere
  Layer 
  Effects of Color 
  Negated By
  Red 
  Causes 12 points of damage to the touch. Stops any magic arrows or missiles 
  (including the spell Magic Missile).
  Ice Storm or other cold-based attack
  Orange
  Causes 24 points of damage to the touch. Stops
  arrows and any other non-magical missile.
  Lightning Bolt or other electrical attack
  Yellow Causes 48 points of damage to the touch. Blocks all breath weapons.
  Magic Missile spell or a magical arrow
  Green 
  Causes death (saving throw allowed) to the touch. Blocks any scrying and 
  detection-type spells from seeing within.
  Passwall spell or other earth-moving magic
  Blue 
  Turns flesh to stone when touched (saving throw allowed). Blocks all divine 
  (Clerical) magic from passing through.
  Disintegrate spell (or from a wand or item)
  Indigo 
  Causes death and destroys the soul utterly when touched (saving throw allowed). Dispel Magic
  Violet 
  Causes permanent insanity when touched. Blocks all arcane (Magic-user) spells.
  Continual Light
  55
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Protection from Chaos (Law) I
  Spell Level:
  C1, M1
  Range: 
  Caster only
  Duration: 
  2 hours (C), 1 hour (M)
  Creates a magical field of protection around the caster to block out
  all chaotic monsters, who suffer a -1 penalty to-hit the caster, and
  the caster gains +1 on all saving throws against such attacks.
  The opposite spell, Protection from Law, does the same thing
  except that  lawful creatures suffer the -1 penalty. 
  Protection from Chaos (Law) II
  Spell Level:
  C4, M3
  Range: 
  10 ft radius around caster
  Duration: 
  2 hours
  The spell has the same effect as Protection from Chaos I, except
  that its effect covers an area rather than an individual.
  The opposite spell, Protection from Law II, does the same thing,
  except that it affects lawful creatures within the area. 
  Protection from Fire
  Spell Level:
  D3
  Range: 
  touch
  Duration: 
  3 turns + druid level
  This spell renders the target invulnerable to normal fire. This spell
  also  protects  from  magical  fire,  but  such  magical  flames  will
  immediately cancel the spell on the next turn.
  Protection from Lightning
  Spell Level:
  D4
  Range: 
  touch
  Duration: 
  6 turn + druid level
  This spell negates the effects of electrical attacks. The spell ceases
  after such an attack.
  Protection from Normal Missiles
  Spell Level: 
  M3
  Range: 
  30 ft
  Duration: 
  2 hours
  The recipient becomes invulnerable small non-magical missiles.
  Only those missiles projected by normal men and/or weapons are
  affected.
  Purify Food and Drink
  Spell Level: 
  C1, D1
  Range: 
  Close/Touch
  Duration: 
  Immediate
  Enough food and water for up to a dozen people is made pure,
  removing spoilage and poisons.
  Pyrotechnics
  Spell Level: 
  M2, D3
  Range: 
  240ft
  Duration: 
  1 hour
  The  caster  creates  either  fireworks  or  blinding  smoke  from  a
  normal fire source such as a torch or campfire.
  The Referee will decide exactly how much light, flame and smoke
  are produced, what effect it has, and what happens to it as it’s
  produced, but the amount of smoke and light will definitely be
  more than 20 cubic feet.
  Q
  Quest
  Spell Level:
  C5
  Range: 
  30 ft
  Duration: 
  Until completed
  If the spell succeeds (saving throw), the caster may set a task for
  the spell’s victim. 
  If the victim does not diligently work at performing the task, the
  result is a curse to be determined by the Referee.
  R
  Raise Dead
  Spell Level:
  C5
  Range: 
  Line of sight
  Duration: 
  See Below
  Raise Dead allows the Cleric to raise a corpse from the dead,
  provided it has not been dead too long. The normal time limit is 4
  days, but for every caster Level higher than 8th, the time limit
  extends another 4 days. Characters with low constitution might not
  survive the ordeal; and even for those with a strong constitution, a
  period of two weeks is required before they can function normally.
  This spell only functions on races that can be used for player
  characters (i.e., “human-like”).
  Read Languages
  Spell Level: 
  M1
  Range: 
  Reading distance
  Duration: 
  1 or two readings
  This spell allows the caster to read directions, instructions, and
  similar notations that are written in unfamiliar or even unknown
  languages. It is especially useful for treasure maps.
  56
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Read Magic
  Spell Level:
  M1
  Range: 
  Caster only
  Duration: 
  2 scrolls or other writings
  This spell allows the caster to read magical writings on items and
  scrolls. Magical writing cannot be read without the use of this spell.
  Reincarnation
  Spell Level:
  D7
  Range: 
  touch
  Duration: 
  instantaneous
  This spell brings a dead character’s soul back from the dead, but
  the soul reappears in a newly formed body. If the resulting creature
  is a normal character race, roll 1d6 to determine the character’s new
  level.
  1d20 Die Roll Reincarnated as...
  1 Bugbear
  11 Human
  2 Centaur
  12 Kobold
  3 Dog, Cat, or Wolf
  13 Lizard man
  4 Dwarf
  14 Lycanthrope (Werewolf or other)
  5 Elf
  15 Minotaur
  6 Gnoll
  16 Ogre
  7 Goblin
  17 Ogre Mage
  8 Half-orc
  18 Orc
  9 Harpy
  19 Troll
  10 Hobgoblin
  20 Wyvern
  Remove (Bestow) Curse
  Spell Level: 
  C3, M4
  Range: 
  Close/Touch
  Duration: 
  Immediate
  This spell removes or (causes) one curse from a person or object.
  Remove (Cause) Fear
  Spell Level: 
  C1
  Range: 
  Close/Touch (120 ft)
  Duration: 
  Immediate (2 turns)
  This spell will calm the creature touched. If the target creature is
  currently subject to any sort of magical fear, it is allowed a new
  save to resist that fear, at a bonus of +1 per level of the caster.
  The reverse of this spell, cause fear, causes one target creature
  within 120’ to become frightened; if the target fails to save vs.
  Spells, it flees for 2 turns. Creatures with 6 or more hit dice are
  immune to this effect.
  Remove Paralysis
  Spell Level: 
  C2
  Range:
  25 ft
  Duration:
  instantaneous 
  This spell frees one or more creatures from the effects of any
  temporary paralysis or related magical effects (like a ghoul's touch).
  Up to one creature for every three levels can be affected by the
  spell, all targets must be within range.
  Restoration
  Spell Level: 
  C7
  Range: 
  Touch
  Duration: 
  Immediate
  This spell restores levels lost to such horrible creatures as wraiths
  and shadows. A chaotic reversal of the spell allows a Chaotic Cleric
  to drain a level from his target. The “Lawful” version of the spell is
  exhausting to the caster, incapacitating him for 3d6 days. It is in the
  discretion of the Referee to allow this spell to restore lost points of
  ability scores as well as lost levels.
  Resurrection (Absolution)
  Spell Level: 
  C7
  Range: 
  Close/Touch
  Duration: 
  Immediate
  This spell (also called “Raise Dead Fully”) raises the dead back to
  life, in the same manner as the Raise Dead spell. It is, however,
  considerably more powerful: the person raised from the dead needs
  no time to recuperate from the experience of death, and suffers no
  other penalties. A chaotic reversal of the spell -Absolution- can also
  be cast, which causes death with no saving throw.
  S
  Sanctuary
  Spell Level: 
  C1, D1
  Range:
  Self
  Duration:
  2 rounds + 1/level 
  This spell forces all opponents to make a save in order to attack the
  caster. If the save isn’t made, the attacker will ignore the caster.
  The effect does not prevent effects of area attacks (fireball, ice
  storm, etc.). While under protection from the spell, the caster can’t
  perform offensive acts (GM’s discretion), but may take any other
  action.
  57
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Shape Change
  Spell Level: 
  M9
  Range: 
  Caster
  Duration: 
  1d6+10 turns (+1 turn/level)
  When the caster casts this spell upon himself, he is able to turn at
  will  into  a  variety  of  creatures.  In  each  form,  he  gains  the
  characteristics of the creature (much as with the polymorph others
  spell). Thus, turning into a dragon actually allows the caster to use
  the dragon’s breath weapon. The caster might then choose to turn
  into a raven, then a frog, and whatever other creatures he might
  choose. It is not, of course, required that the caster use more than
  one shape—if he wants to remain as a dragon for the duration of
  the spell, that’s fine.
  Shield
  Spell Level: 
  M1
  Range: 
  Caster
  Duration: 
  2 turns
  The caster conjures up an invisible shield that interposes itself in
  front of attacks. The shield improves the caster’s armor class by
  [+3]. Also, the caster may roll an unmodified Saving Throw to
  avoid taking damage from Magic Missile spell, one Saving Throw
  is required for each missile. 
  Shillelagh
  Spell Level: 
  D1
  Range: 
  Touch
  Duration: 
  1 round per level
  The caster's own non-magical club or quarterstaff becomes a +1
  weapon in regard to attack and damage rolls. These effects only
  occur when the weapon is wielded by the caster.
  Silence, 15 ft Radius
  Spell Level: 
  C2
  Range: 
  180 ft
  Duration: 
  12 turns
  Magical silence falls in an area 15 ft around the targeted creature or
  object, and moves with it. Nothing from this area can be heard
  outside, no matter how loud. No spell-casting is possible within the
  area of silence.
  Simulacrum
  Spell Level: 
  M7
  Range: 
  Touch
  Duration: 
  Permanent
  The caster creates a duplicate of himself or some other person. The
  basic form is created from snow and ice, and must then be animated
  (Animate Dead is an acceptable means). A Limited Wish (along
  with  the  actual  simulacrum  spell)  is  then  used  to  imbue  the
  animated  form  with  intelligence  and  certain  knowledge  of  the
  person being simulated. The simulacrum gains 30–60% (use a d3)
  of  the  simulated  creature’s  knowledge  and  experience.  The
  simulacrum follows its creator’s orders. It is worthy of note that the
  simulacrum is not a perfect representation of the original. Side by
  side, the differences are obvious, and the simulacrum is a magical
  creature detectable with a detect magic spell. If the original of the
  simulacrum dies, a strange effect begins: the simulacrum begins to
  gain the knowledge and experience of the dead individual at a rate
  of 1% per week (to a maximum of 90%).
  Snake Charm 
  Spell Level: 
  C2
  Range: 
  60 ft 
  Duration: 
  1d6 turns 
  One hit die (1 HD) of snakes can be charmed per level of the caster.
  The snakes obey the caster’s commands. 
  Sleep
  Spell Level: 
  M1
  Range: 
  240 ft
  Duration: 
  Referee’s discretion
  This  spell  puts  enemies  into  an  enchanted  slumber.  It  affects
  creatures based on their hit dice, a saving Throw is allowed to resist
  the effect.
  Table 25: Affected by Sleep
  Victim’s HD
  Number Affected
  Less than 1 to 1+
  2d6+3
  1+ to 2
  2d6
  3+ to 4+1
  1d6
  Slow Poison
  Spell Level: 
  C1
  Range: 
  Touch
  Duration: 
  12 turns (2 hours)
  When this spell is placed upon a poisoned individual, it greatly
  slows the effects of venom. While this spell does not neutralize the
  venom, it does prevent it from substantially harming the individual
  58
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  for the duration of its magic in the hope that, during that spell
  period, the poison can be fully cured.
  Speak with Animals
  Spell Level:
  C2, D2
  Range: 
  30 ft
  Duration: 
  6 turns
  The caster can speak with animals within range. There is a chance
  that the animals will assist him, and they will not attack him or his
  party (unless he’s got something particularly offensive to say).
  Speak with Dead
  Spell Level:
  C3
  Range: 
  10 ft
  Duration: 
  3 questions
  The caster can ask three questions to a corpse, and it will answer,
  although the answers might be cryptic. Only higher-level Clerics
  have enough spiritual power to command answers of long-dead
  corpses. Clerics lower than 8th level can only gain answers from
  bodies that have been dead 1d4 days. Clerics level 8–14 can speak
  to corpses that have been dead 1d4 months. Clerics of level 15+ can
  gain answers from a corpse of any age, including thousand-year old
  relics (as long as the body is still relatively intact). Take note that
  there’s a die roll involved here: for example, a seventh level Cleric
  attempting to speak with a 2 day old corpse might still fail—his d4
  roll might indicate that he can only speak to a 1 day old corpse with
  this attempt at the spell. 
  Speak with Monsters
  Spell Level:
  C6
  Range: 
  speaking range 
  Duration: 
  3d4 questions
  The caster can speak with any type of monster, for the duration of a
  certain number of questions. The monster is not forced to answer.
  Speak with Plants
  Spell Level:
  C4, D4
  Range: 
  30 ft
  Duration: 
  6 turns
  The caster can speak to and understand the replies of plants. Plants
  will obey his commands as far as they are able (e.g. twisting or
  bending aside to ease his passage, etc.).
  Sticks to Snakes
  Spell Level: 
  D5, C4
  Range: 
  120 ft
  Duration: 
  1 hour
  The caster may turn as many as 2d8 normal sticks into snakes, each
  one having a 50% chance of being venomous. The snakes follow
  his commands, but turn back into sticks at the end of the spell (or
  when killed).
  Stinking Cloud
  Spell Level: 
  M2
  Range: 
  30 ft
  Duration: 
  1 round/level
  This spell creates a roiling cloud of noxious vapors, 10ft in radius.
  The gas is poisonous, but not lethal; anyone in the cloud who fails a
  saving throw will be racked with nausea for 1d6 melee rounds,
  unable to act in any way. The cloud also affects those who succeed
  in making the saving throw, but they can stumble out of the cloud
  and recover after a full melee round of gasping and coughing for
  fresh air.
  Stone to Flesh
  Spell Level: 
  M6
  Range: 
  120 ft
  Duration: 
  Permanent until dispelled or reversed
  This spell transforms flesh into stone or stone into flesh, as desired
  by the caster. A saving throw is permitted to avoid being turned
  into stone, but if the spell succeeds the victim is transformed into a
  statue (until the stone-to-flesh version of the spell is cast).
  Stoneskin
  Spell Level: 
  M4
  Range: 
  touch
  Duration: 
  special 
  The spell's target becomes immune to any attack by cut, blow, or
  projectile. The spell will protect the recipient even from attacks
  such as vorpal weapons or a rock hurled by a giant etc. 
  However,  magical  spell  attacks  (like  fireball,  magic  missile,
  lightning bolt...) have their normal effects. 
  The spell's effects are not cumulative with multiple castings.
  The spell blocks 1d4 attacks, plus one attack per two levels of the
  magic-user (a stoneskin spell cast by a 9th-level MU protect against
  1d4+4 attacks).
  One protection is consumed whenever a physical or magical attack
  is aimed at the spell's target, regardless of the result (attack rolls,
  saving throws...). 
  A creature with four attacks per round, would thus consume four
  protections each round; four magic missiles would count as four
  attacks in addition to inflicting their normal damage.
  Please take note that the spell's recipient can still be wrestled,
  suffocated, poisoned or infected with disease.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Strength
  Spell Level: 
  M2
  Range: 
  Touch
  Duration: 
  1 hour
  This spell increases the target's strength score by 1d6. Creatures
  with no Strength score receive a +1 bonus to hit and damage in
  melee combat.
  Suggestion
  Spell Level: 
  M3
  Range: 
  40 ft
  Duration: 
  1 week
  The caster speaks a hypnotic suggestion to his intended victim. If
  the victim fails a saving throw, he will carry out the suggestion (as
  long as it can be performed within a week). The suggestion might
  not call for the action to be carried out immediately. A suggestion
  that the victim kill himself is only 1% likely to be obeyed.
  Summon Weather
  Spell Level:
  D6
  Range: 
  5 miles radius
  Duration: 
  varies
  Through this spell the druid may call for any weather desired,
  limited  by  the  current  season  and  climate.  Extreme  weather
  conditions,  such  as  blizzards,  heat  wave  of  +15  degrees,  hail,
  torrential rains, may only be summoned by an 11th level druid. The
  altered weather is not under the control of the druid. It takes 3 +
  5d4 - druid level turns for the altered weather to arrive, but will
  become apparent after only 3 turns.
  The duration of this spell varies according to the climactic changes
  brought about by the druid. A tornado may last a few turns, while
  torrential rains might last a few hours or day (GM's choice).
  Symbol 
  Spell Level: 
  D7, C7, M8
  Range: 
  Touch
  Duration: 
  Permanent until triggered
  A symbol spell creates a deadly magical trap, written into the shape
  of a divine or Arcane rune. The rune’s magic is activated when any
  person or creature hostile to the caster reads it, or passes over,
  under, or past it. Various different runes are known, and others may
  be possible:
  Symbol of Discord: Causes all creatures in the hostile group to
  begin arguing, and possibly fighting amongst themselves with
  lethal intent.
  Symbol of Fear: Casts a Fear spell.
  Symbol of Sleep:  Casts a Sleep spell affecting double the
  normal  number  of  creatures  and  with  double  the  normal
  duration.
  Symbol of Stunning: 150 hit dice/levels (HD) of creatures are
  affected as per a Power Word, Stun.
  Divine symbols cannot be crafted in such a way that would cause a
  permanent effect (such as insanity) upon those affected.
  Magic Users can create these additional kinds of symbols:
  Symbol of Death: Deals 80 hit points of damage
  Symbol of Insanity:  Up to 100 HD of creatures are driven
  insane by a curse.
  T
  Telekinesis
  Spell Level: 
  M5
  Range: 
  120 ft
  Duration: 
  6 turns (1 hour)
  The caster can move objects using mental power alone. The amount
  of weight he can lift and move is 20 pounds per level.
  Teleport
  Spell Level:
  M5
  Range: 
  Touch
  Duration: 
  Instantaneous
  This spell transports the caster or another person to a destination
  that the caster knows (at least knowing what it looks like from a
  painting or a map). Success depends on how well the caster knows
  the targeted location:
  If the caster has only seen the location in a picture or through a map
  (i.e., his knowledge is not based on direct experience), there is only
  a 25% chance of success, and failure means death. 
  If the caster has seen but not studied the location, there is a 20%
  chance of error. If there is an error, there is a 50% chance that the
  traveler arrives low, 1d10 x10 ft below the intended location (with
  death resulting from arrival within a solid substance). If the error is
  high (over the 50% chance for a “low” arrival), the traveler arrives
  1d10 x10 ft over the targeted location—probably resulting in a
  deadly fall. 
  If the caster is familiar with the location, or has studied it carefully,
  there is only a 5% chance of error—a 1 in 6 chance of teleporting
  low—or else high. In either case, the arrival is 1d4 x10 ft high or
  low.
  Time Stop
  Spell Level: 
  M9
  Range: 
  Caster
  Duration: 
  1d4+1 rounds
  The caster stops the passage of time in a radius about 15 ft around
  himself (the time-stopped area does not thereafter move with the
  60
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  caster. Any creatures within this area are suspended in time, unable
  to act. The caster is not stopped in time while in the area or beyond.
  Tongues (Garble Speech)
  Spell Level: 
  C4
  Range: 
  Caster
  Duration: 
  1turn
  This spell grants the caster the ability to speak and understand the
  language of any intelligent creature within a 60' diameter area,
  whether it is a racial or alignment tongue. The reverse, garble,
  makes all language incomprehensible within the affected area, or
  may  be  used  to  negate  a  tongues  spell.  No  saving  throw  is
  permitted.
  Transform
  Spell Level:
  D5, M5
  Range: 
  120 ft
  Duration: 
  3d6 days, or spell reversal
  This spell transforms rock (and any other form of earth) into mud,
  or mud to rock. An area of roughly 300x300 ft becomes a deep
  mire, reducing movement to 10% of normal.
  Transmute
  Spell Level:
  D7
  Range: 
  60 ft
  Duration: 
  permanent
  This spell allows the druid to transform 5 pounds of metal per druid
  level into wood.
  Transport Via Plant
  Spell Level:
  D6
  Range: 
  unlimited
  Duration:
  instantaneous or up to 24 hours
  A more powerful version of Pass Plant, Transport Via Plant allows
  the druid to pass from one plant to any other plant of similar
  species anywhere, as long as the druid has seen the plant at one
  time. Should the emergence fail, the druid will instead emerge from
  another plant which may be miles away.
  A druid may choose to remain inside a plant instead of transporting
  from it, and may remain so for up to 24 hours.
  While within a plant in this manner, the druid is completely aware
  of his surroundings. This spell is usable but once per day.
  True Seeing
  Spell Level: 
  C5, M5
  Range:
  touch
  Duration: 
  1 round/level
  This spell confers on the target the ability to see all things as they
  actually  are.  The  subject  sees  through  normal  and  magical
  darkness, notices secret doors, sees the exact locations of displaced
  creatures or objects, sees through normal or magical disguises, sees
  invisible creatures or objects normally, sees through illusions, and
  sees the true form of polymorphed, changed, or transmuted things.
  The range of true seeing conferred is 120 feet.
  True seeing, however, does not penetrate solid objects. It in no way
  confers  X-ray  vision  or  its  equivalent.  It  does  not  negate
  concealment, including that caused by fog and the like. In addition,
  the spell effects cannot be further enhanced with known magic, so
  one cannot use true seeing through a crystal ball or in conjunction
  with clairvoyance.
  Turn Wood
  Spell Level:
  D6
  Range: 
  20 ft x druid level
  Duration: 
  1 turn + level of the druid
  This spell creates a wall of force which moves away from the druid.
  Any wooden objects in the wall's path (weapon hafts, spear shafts,
  arrows) are pushed back, dragging back any creature holding such
  items. The length of the wall runs 60 ft to either side of the druid,
  and moves at a rate of 40 ft per turn.
  U
  Unseen Servant
  Spell Level: 
  M1
  Range: 
  40 ft
  Duration: 
  1 hour per level
  An unseen servant is an invisible, mindless, shapeless force that
  performs simple tasks at the caster's command. It can run and fetch
  things, open unstuck doors, and hold chairs, as well as clean and
  mend. The servant can perform only one activity at a time, but it
  repeats the same activity over and over again if told to do so as long
  as the caster  is  within  range. It can open  only  normal  doors,
  drawers, lids, and the like. It is very weak and can lift 20 pounds or
  drag  100  pounds.  It  can’t  perform  any  task  that  requires  a
  Secondary skill, racial or class ability. Its speed is 6 and ceases to
  exist if sent beyond the spell's range.
  The servant cannot attack in any way; and dissipates if it takes 6
  points  of  damage  from  area  attacks.  (It  gets  no  saves  against
  attacks.) 
  W
  Walk Through Flora
  Spell Level:
  D4
  Range: 
  10ft
  Duration: 
  3 turns + druid level
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  This spell allows the druid to pass through thick/dense vegetation.
  This "doorway" (3' X 6') is usable only by the caster, but another
  druid or a dryad may follow. This spell may also be used to pass
  through solid trunks. The druid may decide to stay within the truck
  for up to the duration of the spell as an effective way to hide from
  others.
  Wall of Defense I
  Spell Level:
  D5, M4
  Range: 
  60 ft
  Duration: 
  Concentration
  The caster must announce which of the two options are being cast:
  1.
  The caster conjures a wall of fire that flares into being
  and burns for as long as the caster concentrates upon it.
  Creatures with 3 or fewer hit dice cannot pass through it,
  and no creature can see through it to the other side.
  Passing through the fire inflicts 1d6 hit points of damage
  (no saving throw) and undead creatures sustain twice the
  normal  damage.  The  caster  may  choose  to  create  a
  straight wall 60 ft long and 20 ft high, or a circular wall
  with a 15 ft radius, also 20 ft high.
  2.
  The other option is that the caster conjures up a wall of
  ice, six feet thick. The caster may choose to create a
  straight wall 60 ft long and 20 ft high, or a circular wall
  with a 15 ft radius, also 20 ft high. Creatures with 3 or
  fewer hit dice cannot affect the wall, but creatures of 4+
  hit dice are able to smash through it, taking 1d6 points of
  damage  in  the  process.  Creatures  with  fire-based
  metabolisms take 2d6 instead of the normal 1d6. Fire
  spells and magical effects are negated in the vicinity of
  the wall.
  Wall of Defense II
  Spell Level:
  M5
  Range: 
  60 ft
  Duration: 
  2 hours (iron)  or Permanent (stone)
  The caster must announce which of the two options are being cast:
  1.
  The caster conjures an iron wall from thin air. The wall is
  3 inches thick, with a surface area of 1,000 sq ft.
  2.
  The other option is for the caster to conjure a wall of
  stone 2 inches thick, with a surface area of 1,000 sq ft.
  In both options, the caster might choose to make the wall 50 ft long
  (in which case it would be 20 ft tall), or 100 ft long (10 ft tall).
  Warp Wood
  Spell Level:
  D2
  Range: 
  30ft
  Duration: 
  permanent
  This spell allows the druid to cause straight wooden shafts to bend.
  This spell affects an amount of wood equal to 1 spear shaft or 6
  arrows per 2 druid levels.
  Water Breathing
  Spell Level:
  D3, M2
  Range: 
  30 ft
  Duration: 
  2 hours
  This spell grants the ability to breathe underwater until the spell’s
  duration expires.
  Web
  Spell Level:
  M2
  Range: 
  30 ft
  Duration: 
  8 hours
  Fibrous, sticky webs fill an area up to 10x10x20 ft. It is extremely
  difficult to get through the mass of strands—it takes one turn if a
  torch and sword (or a flaming sword) are used, and creatures larger
  than a horse can break through in 2 turns. Humans take longer to
  break  through—perhaps  3–4  turns  or  longer  at  the  Referee’s
  discretion. 
  Wind Walk
  Spell Level: 
  C7
  Range: 
  Touch
  Duration: 
  1 day
  The  caster  and  one  other  person  in  contact  with  him  become
  incorporeal and mist-like, able to travel through walls and other
  obstacles. The Cleric can bring this companion along, traveling at a
  speed of 16.
  62
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Wish
  Spell Level: 
  M9
  Range: 
  Unlimited
  Duration: 
  See below
  This spell is not all-powerful; it grants wishes of limited scope
  (although more powerful than a Limited Wish). The Referee’s
  discretion will rule what sort of wishes are within the spell’s power
  (one possible guideline—not official—might be that a wish can
  grant effects that would be similar in power to a spell of level 8 or
  lower, with permanent effect in many cases). After casting a wish
  spell, the Magic-user is too mentally drained to cast spells for a
  period of 1d4 days.
  Wizard Eye
  Spell Level: 
  M4
  Range: 
  240 ft
  Duration: 
  1 hour
  The caster conjures up an invisible, magical “eye,” that can move a
  maximum of 240 ft from its creator. It floats along as directed by
  the caster, at a rate of 120 ft per turn (12 ft per minute).
  Wizard Lock
  Spell Level: 
  M2
  Range: 
  Close
  Duration: 
  Permanent until dispelled
  As with a hold portal spell, but it is permanent until dispelled.
  Creatures with magic resistance can shatter the spell without effort.
  Any Magic-user three levels or higher than the caster can open the
  portal, and a Knock spell will open it as well (although the spell is
  not permanently destroyed in these cases).
  Word of Recall
  Spell Level: 
  C6
  Range: 
  Indefinite
  Duration: 
  Immediate 
  The Cleric teleports without error back to his prepared sanctuary.
  Spell failure table
  Optionally, whenever a spell fails (due to interruption, lack of skill,
  backfiring scroll or armor) the DM may want to roll on this table.
  D100
  Result
  01-03 Random spell of level 1D6 is cast on the Caster, spell is
  controlled by the GM and is of the same type (Druid, Cleric
  or Magic-user) as the one that was cast
  04-06 Caster can not cast spells for 1d6 turns
  07-09 Spell effect has 60’ radius centered on Caster , spell is
  controlled by the GM
  10-12 Caster pivots 180 degrees 
  13-15 Caster is stunned for 1d4 rounds
  16-18 Spell cannot be canceled at will by the Caster 
  19-21 Caster suffers same spell effect as target 
  22-24 Caster ages 10 years 
  25-27 Spell effect rebounds on Caster 
  28-30 Caster releases random spell of level 1D6 with 60' effect
  centered on random target, spell is controlled by the GM
  31-33 One magical item within 30’ of Caster (randomly chosen) is
  permanently drained
  34-36 One normal item within 30’ of Caster (randomly chosen)
  becomes permanently magical
  37-40 All normal doors, secret doors, portcullises, etc. (including
  those locked or barred) within 60’ of the Caster swing open
  or close (50% of each happening)
  41-43 Caster and target exchange places 
  44-46 Spell affects random target within 60’ of Caster 
  47-49 Spell fails but is not used up.
  50-52 Spell fails and memory slot is used.
  53-55 Spell coalesces in the form of a gem worth 20 s.p. per level
  within 1d6x10 feet in a random direction.
  56-59 Caster turns ethereal for 1d6 rounds
  60-62 Spell functions
  63-65 Spell effectiveness (range, duration, area of effect, damage,
  etc.) decreases by 50% 
  66-68 Spell reversed, if reverse is possible 
  69-72 Spell takes the  form of  an uncontrolled 8 HD elemental;it
  remains for the duration of the spell and its touch causes the
  spell effect 
  73-75 Spell functions; any applicable saving throw is not allowed 
  76-78 Spell appears to fail when cast, but occurs 1d4 rounds later 
  79-81 All magical items within 60’ of Caster glow for 1d6 days 
  82-84 Caster and target switch personalities for 2d6 rounds 
  85-87 Spell is cast but not erased from scroll or memory
  88-90 Target is stunned for 1d4 rounds
  91-93 Target is unable to cast spells for 1d6 turns
  94-96 Spell effect has 60’ radius centered on target (all within
  suffer the effect) 
  97-99 Target turns ethereal  for 1d6 rounds 
  00
  Spell effectiveness (range, duration, area of effect, damage,
  etc.) increase 200%
  63
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Information for the Referee
  Running  a  game  of  THE  BLUE  BOOK  OF  DANGERS  &
  DWEOMERS is a lot easier than running most other RPGs, simply
  because there aren’t many rules, and your discretion overrides them
  anyway. 
  Most situations are handled by making "common sense" decisions
  about what would happen next. If there are a bunch of zombies
  around the next corner, and the players decide to not go around that
  corner, it's up to the Referee to determine whether or not it makes
  sense for the zombies to come out and attack—or whether their
  orders are simply to stay where they are. If a player decides that his
  character is going to jump through a wall of fire, with several
  bottles of flammable oil in his backpack, it's up to the Referee to
  determine whether or not they explode. This means "making up" a
  lot of stuff on the spot. If you're not a good storyteller or if you're
  not up to doing a lot of creative thinking on the fly, it might be
  better that you try a different game—one that provides more rules
  and guidance for every little situation that might arise. But if you’re
  a  good  storyteller,  creative  and  fair,  THE  BLUE  BOOK  OF
  DANGERS & DWEOMERS’s small, spartan, rule-set frees up
  your  creativity  to  create  a  fantasy  role-playing  experience
  completely different from the type of game that depends on a
  multitude of rules.
  THE BLUE BOOK OF DANGERS & DWEOMERS also frees up
  your creativity in terms of customizing the game. You can add
  house rules wherever you want to without accidentally messing up
  something else buried in the rules of a more complex game. If your
  campaign needs a special set of rules for Asian spell casting, plug
  them in as a replacement for the normal Magic-user character class.
  If you want to use critical hits and fumbles in the game, add ‘em in.
  You won’t break anything because there’s not much to break.
  The rest of the book contains information for the following aspects
  of THE BLUE BOOK OF DANGERS & DWEOMERS game:
  
  Designing and Running an Adventure
  
  Creating a Campaign
  
  Experience Points
  
  Magical Research
  
  Higher Level Adventuring
  
  The Planes of existence
  
  Monsters 
  
  Treasure
  Designing and Running an Adventure
  Basically, the “adventure” is just the setting for the game, usually a
  map and your notes about certain locations on the map. As the
  players tell you where their characters go and what they do, you’re
  referring to the map and your notes to describe what happens as a
  result. Don’t try to plan for all contingencies—it’s guaranteed that
  the players will do something unexpected during the adventure, and
  you’ll just have to roll with it, thinking on your feet and making up
  new things as you go. Just as you challenge the players with the
  adventure, they’ll challenge you to keep up with their collective
  creativity.
  When creating an adventure, the first question you must answer is:
  Why will your player characters risk going into this venture risking
  life and limb? Here are some possible scenarios:
  To Explore the Unknown: This is common in pulp fiction. One or
  more of the player characters has heard of some ancient site, and
  wishes to explore purely for knowledge. Possibly some of the other
  player characters are involved for other reasons.
  To Battle A Chaotic Incursion:  Goblins are raiding farms in the
  area, and the Baron has offered a reward for stopping the raids; the
  player characters are happy to help.
  To  Rescue  A  Kidnapped  Victim:  Some  friend  of  the  player
  characters has been kidnapped, and they must sneak into or storm
  the villain's tower/cave/dungeon to rescue the victim. Or, perhaps,
  the victim is the son or daughter of the local Baron or a wealthy
  merchant who offers a reward for the safe return of his or her
  offspring.
  To Fulfill A Quest: The local church, to whom the player characters
  owe a favor, would like an ancient relic recovered from a lost
  mountain fortress, and the High Priest asks them to look into it; or
  some similar task might be assigned, depending on who the player
  characters owe a favor.
  To Get Loot: This is a surprisingly common scenario (well, perhaps
  not so surprising). The dungeon is rumored to contain a hidden
  treasure of great value, and the first characters to find it will be
  rich! Of course, the treasure might not be that huge, and might be
  guarded by any number of horrific monsters…
  To Escape Confinement: The player characters have been captured
  by  an  enemy,  and  find  themselves  incarcerated  without  their
  weapons, armor, or equipment. This scenario must be used with
  care, as the GM must not be seen to be “railroading” the characters
  into the adventure.
  There  are  many  other  possible  scenarios,  and  each  has  many
  variations. Knowing the answer to this question will make the next
  questions easier to answer.
  Is the dungeon beneath a ruined fortress, or an ancient wizard's
  tower? Or perhaps it's a natural cave, which has been expanded by
  kobolds… or the tomb of an ancient barbarian warlord, guarded by
  undead monsters… 
  Or maybe your characters are in for an urban adventure in the most
  decadent town of The Old Empire, full of intrigue and magic. 
  64
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Try to detail any relevant encounter they might have. 
  There is lots of room for creativity here: a distant, unfamiliar town
  may have different laws, traditions, or currency. 
  You should also describe key NPCs and their connections to each
  other. NPCs have their own goals and plans, which may or may not
  involve the PCs, and the actions of player characters toward one
  person will often influence how others treat them. 
  Don't go overboard trying to detail every single place in your
  mind… leave some room for expansion later, after you have a feel
  for your players.
  None of the elements mentioned below are part of a magic formula.
  You can include every single one of them and still fail to capture
  that elusive old school essence. 
  These are "guidelines," not requirements. Use them more as a tool
  than as a checklist of things you must include in every adventure
  and you'll find them very useful indeed.
  1.Environmental hazards -- slippery floors, rooms that flood,
  narrow ledges over steep drops, rooms that are excessively hot
  or cold, rooms or corridors filled with poison (or otherwise
  magical) gasses, etc.
  2.Combat encounters should generally be with baseline (or
  near-baseline)  monsters  with  difficulty  enhanced  by  the
  circumstances of  the encounter  (i.e.  monsters have  set up
  ambushes, monsters forcing the PCs to fight in unfavorable
  surroundings, teams of similar (or dissimilar) monster-types
  working  together,  etc.)  rather  than  through  templates  or
  class-leveling.
  3.At least one encounter that if played as a straight combat
  will totally overmatch the party, but which can be avoided or
  circumvented by some clever means
  4.At  least  one  puzzle,  trick,  or  obstacle  that  requires  the
  players to figure it out, rather than being solvable by a die-roll
  5.At least one item, location, or creature that causes some kind
  of significant permanent effect (permanently raise/lower stats
  or  hp,  permanently  change  race,  gender,  or  alignment,
  permanently grant or take away magic items, etc.) determined
  by a random roll on a table -- with possibilities for both good
  and bad effects, depending on the roll
  6.At least one item of treasure that is cursed or has other
  detrimental side-effects on the owner/possessor
  7.Some sort of "false climax" where inattentive players will
  think they've won the adventure and either let their guard
  down  or  go  home,  while  clever  players  will  realize  this
  couldn't have really been the climax 
  8.At  least  one  disorienting  effect.  teleporter,  mirror  trap,
  [swiveling] floor, or maze like monster. up is down too.
  9.An area where resources are an issue. wet torches or wind
  blowing them out. oxygen low or having to hold your breath to
  swim [through] a tunnel.
  10.An area that has items of value. but they are too large to
  transport.  or  cause someone to have his hands full at  an
  ambush.
  11. A creature that appears to be something it is not. Some
  examples: Wolf in sheep's clothing, doppelganger, etc. 
  12.One encounter (no more, no less) that makes absolutely no
  logical sense, that the GM completely leaves up to the players'
  imagination to explain.
  For the basic dungeon adventure, draw the dungeon floor plan on
  graph paper, number the rooms (or other important locations), and
  then write yourself a “key” to remind yourself what monsters,
  treasures, traps, and tricks are found in these numbered locations.
  The traditional dungeon, which many people on the internet call a
  “megadungeon” is a vast labyrinth of underground tunnels, rooms,
  corridors, and chambers, extending many levels down beneath the
  surface. It might contain subterranean lakes, rivers, chasms, and
  cave-ins, and it is certain to contain traps for the unwary, monsters
  in  their  multitudes,  and  most  importantly:  treasure  beyond  the
  wildest dreams of the players—if they can bring it out safely. 
  Creating a Campaign
  A campaign is the world beyond the adventure, the cities and
  forests and coastlines and kingdoms of the fantasy world. 
  The players will almost certainly want their characters to explore
  wildernesses, visit cities, and do all sorts of things in the fantasy
  world. At the beginning of the game, you might want to sketch out
  a map of a single village (as a starting point) and some of the
  surrounding area. (The location of the first adventure—a dark forest
  —perhaps?)  As  players  move  their  characters  around  from
  adventure to adventure, you can expand the little map into an entire
  fantasy world—with continents, kingdoms, and great empires at
  your disposal.
  If you want to take a shortcut, you can set your entire campaign in a
  fictional world created by the author of one of your favorite fantasy
  books. Most of these have maps, and the author has already created
  the details and the feel of the world for you. The worlds of Conan’s
  Hyboria (Robert E. Howard), of Elric and the eternal champions
  (Michael Moorcock), and of the Dying Earth (Jack Vance) are
  popular fictional settings ready for gaming. Indeed, publishers have
  already  created  pre-packaged  campaigns  for  all  three  of  those
  examples.  Some  optional  rules,  mostly  regarding  magic,  for
  adapting THE BLUE BOOK OF DANGERS & DWEOMERS to
  specific campaign settings follow.
  Corruption
  Corruption represents moral decay and the physical transformation
  a character acquires while getting in touch with Corrupting powers.
  The use of Corrupting magic -or the commitment to foul deeds- ,
  can bring forth both moral and mental decay quite readily. 
  The possibility of gaining Corruption occurs whenever a character
  performs one of the following corrupt acts:
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  • Using magic in a corrupt place.
  • Using magic while in contact with a corrupt item.
  • Committing an evil action while in a corrupt place.
  • Committing an evil action while in contact with a corrupt
  item.
  • Learning, casting or inventing a Corrupting spell (no save
  allowed)
  • Being a Priest of a Corrupt deity (no save allowed) 
  • Creating a Corrupt magic item (no save allowed)
  The GM has final authority on what constitutes a corrupt act or
  corrupt magic.
  Typically Corrupting Magic are considered all “Cause” Clerical
  spells, spells made to control another creature's will, those that
  inflict  damage  or  deal  with  animating  the  dead  (typically  all
  Necromancy spells). Other kinds may include spells that bend time
  and space like summoning and teleportation spells.
  When a character commits a corrupt act, make a Saving throw
  (modified  by Charisma)  for the character  except  for the  cases
  specified. 
  Already  gained  Corruption  points  are  applied  as  an  additional
  penalty.
  A  successful  save  means  there  is  no  effect  other  than  the
  consequences of the character’s action. A failed save means the
  character acquires 1 point of Corruption.
  The maximum Corruption score is 20.
  GMs should take note that possession of spell-like abilities that
  simulate corrupting magic does not impart Corruption, using such a
  power in contact with corrupt places or items, however, does.
  Corrupt  places and items
  Places and items can become tainted with Corruption over time.
  Houses where multiple murders occurred, or Black magic has been
  used repeatedly, knives used for necromantic rituals for generations
  are all good examples of this. 
  A corrupt place or item can spread their evil to those who spend
  their time there or  use them. 
  Death in a Corrupt place will cause the victim to raise as  undead
  within 24 hours unless a Dispel Chaos spell is cast on them or they
  are resurrected from the dead.
  The character will raise as an undead with Hit Dice equal to its
  Level but not stronger than a Mummy.
  Effects of Corruption
  A  character’s  Corruption  score  applies  as  a  penalty  to  the
  character’s Constitution and Wisdom scores. Monsters will usually
  have a Wisdom of 10 (or 7+1d6) and a Constitution equal to 9 plus
  its Hit Dice number. This means a character with Constitution 10,
  Wisdom 8, and 2 points of Corruption has an effective Constitution
  8 and Wisdom 6. 
  These penalties reflect the impact of Corruption on the character’s
  physical and mental well-being. 
  The loss of Constitution and Wisdom through Corruption can not
  be halted by Restoration magic, not even Wishes.
  Only redemption can lessen the Corruption Score of a Character
  and thus restore its health.
  A character reduced to a Constitution of 0 dies and can not be
  resurrected or raised from the dead in any way, while a character
  reduced to a Wisdom Score of 0 goes irreparably mad.
  Characters that die due to Corruption  will raise as  undead within
  24 hours unless a Dispel Chaos spell is cast on them.
  The character will raise as an undead with Hit Dice equal to its
  Level but not stronger than a Mummy unless a wizard, in that case
  the character may become a Vampire or even a Lich.
  Redemption
  Eliminating Corruption takes time. Each time a character goes up
  one level without ever gaining a Corruption point, it can lessen its
  Corruption score by 1. 
  The  following  spells  can  reduce  Corruption  scores  when  cast
  outside Corrupt areas. No character can have his Corruption score
  reduced by any particular spell more than once per day. 
  Heal: This spell reduces a character’s Corruption score by 1 point
  per three caster levels, but it cannot reduce a Corruption score
  below 1. 
  Remove curse, remove disease: These spells reduce a character’s
  Corruption score by 1 point, but they cannot reduce a Corruption
  score below 1. 
  Restoration: This spell reduces a character’s Corruption score by 1
  point per four caster levels, it  can reduce a Corruption score to 0. 
  Wish:  These  spells  cannot  remove  Corruption except  by
  duplicating the effects of other spells mentioned here. 
  Embracing Corruption
  Corruption  may eventually lead to insanity or death.
  Characters exposed to its effects have to  find ways to eliminate it,
  or embrace it. Some will choose the path of the light, but some, for
  whatever reason, will not. 
  Characters Embracing corruption gain the following advantages
  and disadvantages:
  1.The character no longer suffers any Constitution or Wisdom
  penalties from accumulated Corruption.
  2.The character cannot be healed by magic unless it comes from
  a Corrupt caster or item. Magic will simply have no effect. A
  caster who has embraced Corruption can use Cure spells on
  other corrupt characters, including himself.
  3.Targets of his magic suffer a -1 to Saving Throws and -10% to
  Magic Resistance.
  4.A Cleric or Druid of a Lawful or Neutral deity loses all of its
  powers becoming a fighting man with a level comparable to its
  XP.
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  5.The corrupt character is affected by Protection from chaos
  spells and all other spells specifically targeting magical chaotic
  creatures. 
  6.Upon its death the character can not be resurrected or raised
  from the dead in any way. The character will raise as an undead
  with Hit Dice equal to its Level but not stronger than a Mummy
  unless a spell-caster, in that case the character may become a
  Vampire or even a Lich.
  7.Animals, children and extremely sensible creatures will feel
  something wrong in the character.
  8.The  character  gains  a  special  ability  and  a  special
  disfigurement connected to its base nature.
  Special ability
  Disfigurement
  Darkvision up to 60 feet
  Smells of sulfur
  Base speed of 5 if running on four 
  hands
  Red, shining eyes
  Waste food or water on touch once per
  day
  Running sores
  Speak with Animals once per day
  Color-blind
  Claws or fangs inflicting 1d4 damage Forked tongue
  +1 to saving throws against magic, 
  poison or disease, fire... whatever 
  (choose one)
  Pants like a dog
  +1 to Armor class
  Six fingered or palmed 
  hands
  5% magic resistance
  Pointed ears
  Immunity to critical hits and backstabs Scaly or furry
  Short tail
  Feet become animal hoofs
  Hunchbacked
  Blinded by light
  A  character  embarking  on  redemption  after  he  has  Embraced
  Corruption  will immediately suffer from Constitution and Wisdom
  penalties and cannot be healed by non corrupt magic.
  Still he loses the benefits of Corruption on spell casting and is not
  more affected by spells specifically targeting magical or extraplanar
  evil creatures.
  As soon as the character raises a level without gaining corruption
  points the character can finally take benefit from healing magic.
  The character also keeps the advantage and disadvantage gained by
  point  8  and  can  only  get  rid  of  it  through  a  wish  or  divine
  intervention.
  Magic and attunement to places, items and times 
  The GM can have certain places, times of the year or items attuned
  to a particular school of magic. For example, a magical forest
  which  doubles  the  range  and  duration  of  all  “Dispel”  and
  “Remove” spells cast within the forest. The GM could also have
  certain  places/items  nullify  spells  from  certain  schools,  like  a
  chamber that prevents spells like Detect Thoughts or Crystal Ball
  effects.
  The same modifiers to magic can be applied to Cleric spells of
  specific deities.
  Tide Magic
  In  some  campaign  settings  arcane  (or  priestly)  magic  may  be
  connected to the ebb and flow of mystical energies or the phases of
  the moon or the fact that the magic user is stepped in darkness (or
  light). Depending on the conditions set by the GM the targets of the
  caster's spells may have their Saving Throws and magic Resistance
  modified. Tides may change every 1d4 to 1d20 days, 
  Conditions
  Modifier
  Bright daylight/continual light- New Moon or Low Tide
  +1/+5%
  Weak daylight/dusk/light- Wanning or Waxing
  none
  Twilight/moonlight/lantern light- Full Moon or Peak Tide
  –1/-5%
  Total darkness- Conjunction
  -2/-10%
  Bloodlines
  Some campaigns will allow players and the GM the choice of a
  magical origin for their character. This choice will only be granted
  at first level, and once done is for life.
  A  character  born  from  a  magical  Bloodline  suffers  a  10%
  Experience penalty in exchange for its powers, GMs may also have
  the character meet a minimum requirement of a Charisma score of
  11 or more before he can choose a Bloodline.
  At  the  GM's  discretion,  characters  from  a  Bloodline  may  be
  considered enchanted creatures for rules effects and spells such as
  Protection from Chaos/Law and extra damage bonus from magical
  weapons.
  Aberrant
  There is a taint in your blood, your ancestors include alien creatures
  or creatures that are product of magical experiments. 
  Unusual Anatomy:  The character is immune to critical hits and
  backstabs.
  Arcane
  Magic has infected your family's blood.
  Magical gift:  Once per day you can cast a random first level
  Magic-User spell with a caster level of 1.
  Celestial
  Your bloodline is blessed by a celestial power, either through
  having a celestial relative or through divine intervention. 
  Ascension: Once per day you can cast a random first level Cleric
  spell with a caster level of 1. Otherwise you can Turn Undead as a
  level 1 Cleric, if already a Cleric add 1 to your level for turning
  purposes.
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  Demonic
  One of your ancestors fooled around with demons. Some would say
  you are possessed.
  Demon Resistances: You gain a +1 bonus on saving throws made
  against poison, disease and fire. 
  Destined
  Your family is destined for greatness in some way. Your birth
  could have been foretold in prophecy, or perhaps it occurred during
  an especially auspicious event, such as a solar eclipse. 
  It Was Meant To Be: You may re-roll any one attack roll, Saving
  Throw ability check or check made to overcome magic resistance.
  You must decide to use this ability after the first roll is made but
  before the results are revealed. You must take the second result,
  even if it is worse. You can use this ability once per day. 
  Draconic
  At some point in your family’s history, a dragon interbred with
  your bloodline, and now its ancient power flows through your
  veins.
  Breath Weapon:  You gain a breath weapon. This breath weapon
  deals 2d6 points of fire damage in a 60 feet long, 5 feet wide line.
  Those caught in the area of the breath receive a Save for half
  damage. You can use this ability once per day. 
  Elemental
  The power of the elements resides in you, and at times you can
  hardly control its fury. This influence comes from an elemental
  outsider in your family history or a time when you or your relatives
  were exposed to a powerful elemental force. Chose an Elemental
  type (water, fire, earth, air)
  Primordial essence:  According to the elemental type chosen you
  may:
  Air: Levitate once per day.
  Earth: Passwall once per day.
  Fire: Produce flame once per day.
  Water: Breath water freely and swim at full ground movement
  rate+1 or 5, whichever is higher.
  You are considered to have a caster level of 1 for the above
  spell-like abilities. Also you never lose control of elementals of
  your chosen type.
  Humanoid
  The savage blood of orcs, giants and goblinoids runs in your veins.
  Savage Fury:You can get in a Berserk fury once per day for 10
  combat rounds without getting exhausted. 
  Fey
  The capricious nature of the fey runs in your family due to some
  intermingling of fey blood or magic. 
  Fey presence:  You may become invisible (as for the magic-user
  spell) for up to one turn per day.
  Undead
  The touch of the grave runs through your family. Perhaps one of
  your ancestors became a powerful lich or vampire, or maybe you
  were born dead before suddenly returning to life.
  One of Us:  Unintelligent undead do not notice you unless you
  attack them. You receive a +2 bonus on saving throws made against
  spell-like abilities and powers used by undead.
  Verdant
  In your family a strong tie with the forces of nature is present, you
  can  feel  the  breathing  of  the  mother-earth  and  have  a  deep
  connection with all living things.
  Connected: Once per day you can cast a random first level Druid
  spell with a caster level of 1. Otherwise you may Turn Animals as a
  level 1 Druid, if already a Druid or Elf add 1 to  your level for
  turning purposes.
  Combat options: healing and wounds
  Stunned: Whenever a character or creature suffers more damage
  points than half its maximum hit points in a single blow or from a
  single source, he or she is stunned and loses its next action round.   
  Undead,  oozes,  elementals,  constructs  and  other  non-living  or
  non-material being ignore stunning.
  Death  to  Massive  Damage:  Whenever  a  character  or  creature
  suffers 40 or more damage points in a single blow or from a single
  source, and is not killed by that, he must roll a Constitution based
  Saving Throw to avoid being reduced to 0 Hit Points. 
  Undead,  oozes,  elementals,  constructs  and  other  non-living  or
  non-material being may ignore Death to massive damage at the
  GM's choice.
  Second Wind: Once per day each character may take 1 turn to rest,
  sip some water and bandage wounds. The character heals 50% of
  all the suffered damage. If this optional rule is in use Fighter
  characters may learn a new mastery: Reserve.
  Reserve:  the character may take an additional Second Wind
  action per day.
  Action resolution option: there's always a chance
  Whenever rolling the d6 for an action consider a 6 as a 5 and re-roll
  the die adding the total. Keep rolling (and adding 5 to the total) as
  long as you get a 6 on the die.
  This option gives a chance of success to character's that are greatly
  penalized or have very low ability scores.
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  Monsters as character races
  Some campaigns may allow the choice of a player character's race
  to be made from humanoid races as well. Some monsters receive
  Racial Hit Dice, the Constitution modifier is not added to these Hit
  Dice. Racial Hit Dice are always d8s.
  Also, when calculating the experience necessary to raise in level,
  add the Racial Hit Dice to the creature's current level to determine
  it's actual level. A first level bugbear fighting-man would thus need
  8000 xp to raise to second level.
  No race should be allowed in play if its Racial Hit dice total is
  higher than the actual lowest level in play. If this requirement is
  met, the monstrous character should have a class level of (lowest
  level in play minus its Racial Hit Dice).
  Bugbears
   +4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
  A Bugbear has a base land speed of 4 and Darkvision out to 90 feet.
  Racial Hit Dice: Bugbears receive 2 additional racial Hit Dice at
  first level.
  Stealthy: Bugbears  surprise,  roll  for  surprise  at  +1,  and  are
  notoriously and surprisingly stealthy for  their size.
  Languages: Bugbears speak common, goblin and hobgoblin.
  Advancement: Favorite Fighter , Forbidden Magic-user.
  Centaurs
  +8 Strength, -2 Dexterity, +4 Constitution, –2 Intelligence, +2
  Wisdom.
  A centaur has a base land speed of 6.
  Racial Hit Dice: Centaurs receive 3 additional racial Hit Dice at
  first level.
  Armor restrictions:  Centaurs may only wear armor that has been
  tailor  made  for  them,  such  armors  are  a  cross  between  horse
  barding and human armor. Centaur armor costs and weights four
  times the normal cost and weight. Due to their tough skin, Centaurs
  have a base AC of [13].
  Bad Climbers: Due to their peculiar and massive anatomy centaurs
  may not be able to climb very steep or slippery surfaces.
  Carrying capacity:  Due to their peculiar and massive anatomy
  centaurs have four times the basic carrying capacity of a human.
  Kicks:  Instead of using weapons to attack a centaur may attack
  twice with its hooves for 1d6 damage points each.
  Languages: Centaurs speak Common, centaur and the languages of
  satyrs and harpies.
  Level caps: Favorite Fighter, Forbidden Magic-user.
  Goblins
  +2 Dexterity, -2 Constitution,-2 Charisma.
  A goblin has a base land speed of 3 and Darkvision out to 90 feet.
  Hard to Hit: Being small, Goblins typically are awarded some
  defensive bonus in combat because they are hard to hit. ( +4 to AC
  against larger than man-sized creatures.)
  Weapon Restrictions: A goblin's small size does not allow them to
  use big weapons like battle axes, two handed swords, longbows or
  polearms,  they  may  employ  medium  sized  weapons  like
  longswords with two hands.
  Light sensitivity: Goblins suffer a -1 to all attack rolls, saving
  throws and ability checks while exposed to daylight.
  Miners: Goblins can detect new construction, sloping passages, and
  shifting walls as dwarfs do.
  Languages: Goblins speak common, goblin and hobgoblin.
  Level caps: Favorite Rogue, Forbidden Magic-user.
  Gnolls
  Strength +2, Constitution +2, Intelligence –2, Charisma –2.
  A gnoll has a base land speed of 4 and Darkvision out to 90 feet.
  Racial Hit Dice: Gnolls receive 1 additional racial Hit Dice at first
  level.
  Bite: Instead of using weapons to attack a gnoll may use its fangs to
  bite for 1d4 damage points.
  Tracking scent:  Gnolls have a powerful scent and can identify
  smells within 60’, double this figure for very strong smells. This
  sense is about as powerful as a dog’s.
  Languages: Gnolls speak common and gnoll.
  Level caps: Favorite Fighter, Forbidden Magic-User.
  Hobgoblins
  +2 Constitution.
  A hobgoblin has a base land speed of 4 and Darkvision out to 60
  feet.
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  Miners: Hobgoblins can detect new construction, sloping passages,
  and shifting walls as dwarfs do.
  Languages:  Hobgoblins  speak  Common,  orcish,  goblin  and
  hobgoblin.
  Level caps: Favorite Fighter, Forbidden Druid.
  Kobolds
  -2 Strength, +4Dexterity, -2 Constitution.
  A kobold has a base land speed of 3 and Darkvision out to 60 feet.
  Hard to Hit: Being small, Kobolds typically are awarded some
  defensive bonus in combat because they are hard to hit. ( +4 to AC
  against larger than man-sized creatures.)
  Weapon Restrictions: A kobold's small size does not allow them to
  use big weapons like battle axes, two handed swords, longbows or
  polearms,  they  may  employ  medium  sized  weapons  like
  longswords with two hands.
  Lightweight: Kobolds are so small they have half the carrying
  capacity of other races (0-25, 26-100, etc...).
  Light sensitivity: Kobolds suffer a -1 to all attack rolls, saving
  throws and ability checks while exposed to daylight.
  Miners: Kobolds can detect new construction, sloping passages,
  and shifting walls as dwarfs do.
  Languages: Kobolds speak Common, kobold and goblin.
  Level caps: Favorite Magic-User, Forbidden Druid.
  Lizardmen
  +2 Constitution, –2 Intelligence.
  A Lizardmen has a base land speed of 2, a swimming speed of 4
  and Darkvision out to 60 feet.
  Racial Hit Dice: Lizardmen receive 1 additional racial Hit Dice at
  first level.
  Claws: Instead of using weapons to attack a lizardmen may attack
  twice with its claws for 1d3 damage points or they may bite for
  1d6.
  Natural armor:  An unarmored lizardmen has an Armor Class of
  [12].
  Waterbreathing: A lizardmen can breath water for one hour before
  he needs fresh air.
  Languages: Lizardmen speak lizardmen and common.
  Level caps: Favorite Druid, Forbidden Magic-user.
  Ogres
  +10 Strength, –4 Dexterity, +4 Constitution, –4 Intelligence, –4
  Charisma.
  An ogre has a base land speed of 3 and Darkvision out to 60 feet.
  Racial Hit Dice: Ogres receive 3 additional racial Hit Dice at first
  level.
  Huge:  Due to their massive anatomy ogres have four times the
  basic carrying capacity of a human. However ogre-sized armor
  costs and weights four times as much.
  Weapon restrictions: Ogres have a hard time wielding human-sized
  small  weapons  as  daggers,  darts  and  shortswords.  They  may,
  however, wield two handed maces, swords and axes with a single
  hand. They may also employ giant-sized weapons with two hands,
  these deal an additional dice of damage and cost and weight four
  times the standard cost and weight.
  Tough skin: Ogres have a base Armor Class of [13].
  Languages: Ogres speak Common and ogrish.
  Level caps: Favorite Fighter, Forbidden Magic-user.
  Orcs
  +2 Strength, –2 Intelligence,–2 Charisma.
  An orc has a base land speed of 4 and Darkvision out to 60 feet.
  Light sensitivity: Orcs suffer a -1 to all attack rolls, saving throws
  and ability checks while exposed to daylight.
  Miners: Orcs can detect new construction, sloping passages, and
  shifting walls as dwarfs do.
  Tracking scent: Orcs have a powerful scent and can identify smells
  within 30’, double this figure for very strong smells. This sense is
  about as powerful as a dog’s.
  Languages: Orcs speak Common and orcish.
  Level caps: Favorite Fighter, Forbidden Magic-user.
  Troglodyte
  +2 to Constitution, –2 Intelligence and Charisma.
  A Troglodyte has a base land speed of 4 and Darkvision out to 60
  feet.
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  Racial Hit Dice: Troglodytes receive 1 additional racial Hit Dice at
  first level.
  Fangs and Claws: Instead of using weapons to attack a troglodyte
  may attack twice with its claws for 1d3 damage points or once with
  its bite for 1d4.
  Natural armor:  An unarmored troglodyte has an Armor Class of
  [15].
  Chameleon skin: Troglodyte skin is slightly chameleon-like, which
  allows them to mount very effective ambushes surprising enemies
  with a +1 to the surprise check.
  Stench: A troglodyte emits a horrible smell that weakens most other
  races. Failing a saving throw against the smell causes the victim to
  suffer a -1 penalty to all attack and damage rolls and saving throws
  for 10 rounds thereafter. 
  Languages: Troglodytes speak troglodyte only.
  Level caps: Favorite Fighter, Forbidden Magic-user.
  Monstrous characters average height and weight
  Height in Inches (M/F)
  Weight in Pounds (M/F)
  Race
  Base 
  Modifier
  Base 
  Modifier
  Bugbear
  72/68
  2d10
  210/180
  6d10
  Centaur
  84/80 
  3d12
  1000/960
  6d20
  Goblin
  43/41 
  1d10
  72/68
  5d4
  Gnoll
  84/80
  1d12
  180/160
  4d10
  Hobgoblin
  72/ 68
  1d8
  150/130
  5d10
  Kobold
  32/30 
  3d4
  52/48
  5d4
  Lizard man 
  60/60
  2d12
  170/170
  3d10
  Ogre
  96/93 
  2d12
  320/280
  3d20
  Orc
  58/56
  1d12
  130/90
  6dl0
  Troglodyte
  58/56
  1d12
  130/90
  6dl0
  Monstrous character ages
  Race
  Base
  Age
  Modifier
  Maximum age range
  (base+ Variable)
  Bugbear
  10
  1d6
  65+2d10
  Centaur
  18
  1d4
  75+2d20
  Goblin
  12 
  1d6
  40+1d20
  Gnoll
  7
  1d4
  33+1d4
  Hobgoblin
  14
  1d6
  50+1d20
  Kobold
  12
  1d4
  95+2d20
  Lizard man
  15
  1d4
  110+2d10
  Ogre
  15
  1d4
  90+2d20
  Orc
  10
  1d4
  35+1d10
  Troglodyte
  15
  1d4
  110+2d10
  Middle Age is one-half the base maximum age, Old Age is 2/3 the
  base  maximum  age  and  Venerable  Age  is  equal  to  the  base
  maximum age.
  Experience Points
  The player’s section of these rules gives some information about
  gaining XP. Most XP are awarded for Treasure and Monster kills,
  but there are more options a Referee can consider. For example:
  
  Active participation in the campaign could earn a player
  XP for each hour of real-time play.
  
  Casting a spell, finding a hidden door, disarming a trap,
  figuring out a puzzle, aiding an ally, etc.  could earn a
  player XP.
  
  A particularly clever solution or epic victory could earn
  double the normal XP amount, while an abysmal failure
  could merit half.
  Some Referees make all earned XP a part of a community total to
  be  divided  evenly,  since  not  all  characters  have  the  same
  opportunities  in  a  given  adventure.  Others  prefer  a  more
  competitive game, whereby each player earns XP according to
  individual accomplishment.
  To reduce the cash flow and imitate training some GMs allow
  experience for Silver Pieces to be gained only when the money is
  spent on training.
  This is simply a decision each individual Referee will have to make
  for their own games.
  Magical Research
  Magical research is another area in which higher-level characters
  will begin to grow beyond the scope of the rules. Even fairly
  low-level  Magic-users  may  want  to  develop  new  spells,  and
  higher-level Magic-users might become involved in all kinds of
  research  from  potion  formulae  to  creating  magical  items,  to
  creating golems, to breeding monsters.
  Clerics and Druids will be able to create magical items in line with
  their faith but should not be allowed to research new spells.
  First of all a special laboratory (or Sancta Sanctorum) is required
  (with a minimum cost of 2,000 sp).
  Spell  development  should  usually  require  about  one  week  of
  uninterrupted work and 500 sp per spell level.
  Remember that new spells should be carefully reviewed to make
  sure they aren’t too powerful—the spell’s level should reflect the
  spell’s power. If a spell turns out to be unexpectedly powerful to
  the point where it endangers the game, it is always the referee’s
  prerogative to protect the game by adjusting the level of the new
  spell.
  In addition the Magic user must pass an Intelligence action check
  on 1d6, (+1 for 1st and 2nd level spells, -1 for 5th and 6th level
  spells, -2 for 7th or higher level spells), if the roll fails time and
  money are wasted and the spell is not learned. 
  The details of item creation projects are left to the Referee: as a
  guideline the cost and time of such research should be at least equal
  to the Trade Out value of the item (see the part on Treasures): 100
  71
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  sp and 1d6 days of work for Minor Magic Items, 1,000 sp and 1d6
  weeks of work for a Medium Magic Item and 5,000 sp  and 1d6
  months of work for a Major Magic item. 
  Only spell-casters of at least 9th level should be allowed to create
  magic items like potions and scrolls and 12th level (and knowledge
  of the Enchant item spell for Magic-users) is required for more
  permanent items like wands, staffs, rings...
  Item  creation  requires  a  successful  Ability  check  modified  by
  intelligence (or wisdom if the Referee allows clerics to create
  items)  with  base  value by item type: Minor items roll at +1,
  Medium items roll at +0, Major items roll at -1.
  Some  secondary  skills  may  apply  their  modifier  to  this  roll
  depending on the kind of item created.
  All kinds of Magical research will probably involve finding books
  of lost lore (yup, in dungeons, although perhaps the Wizard has
  henchmen to retrieve them by this point), as well as hiring the
  services of an alchemist or sage and strange components ranging
  from eye of newt up to the heart of a dragon. 
  Higher Level Adventuring
  THE BLUE BOOK OF DANGERS & DWEOMERS usually isn’t
  played just once for a single adventure—it is usually a weekly or
  monthly series of sessions in which the characters continue to
  adventure, gaining experience and power. Eventually, the more
  powerful characters will begin to make a mark on the game world
  itself; they may take control of a castle, build armies, and even, if
  the game goes on long enough and the group decides not to retire
  the characters, name kingdoms after themselves or venture into
  other worlds, realms, or dimensions. Perhaps they will do battle
  with demon princes, maybe they will forge artifacts of great power
  —even unite great empires beneath their banners on the field of
  war or through diplomacy in grand courts. Later “generations” of
  characters might even be serving as henchmen for the old, retired
  greats of the game!
  The first several levels of playing the game are mainly devoted to
  the characters becoming more powerful, bringing back treasure to
  buy better equipment, finding magic items, learning spells, and
  getting more hit points as they gain levels. Often these adventures
  are expeditions into an underground dungeon complex, but might
  also be a series of voyages on a ship or any number of other
  adventures—whatever the players decide to embark upon. As the
  game  reaches  higher  level,  the  players  will  most  likely  begin
  projects that aren’t specifically covered by the rules. Perhaps the
  Magic-user wants to build an army of magically animated iron
  warriors, but needs to figure out how to do it. Maybe the Fighter
  wants to establish a small, fortified manor in the wilderness hills,
  but needs to hire some troops and clear out the area. This side of
  the game is only limited by your collective imaginations. Of course,
  as the characters become better known (or more notorious), they
  will be petitioned by all manner of people from kings to peasants
  for help, and they will hear of mysterious places and rumors far
  beyond the normal fare of less renowned adventurers.
  Strongholds
  Strongholds and (sometimes) politics begin to dominate the game
  after the characters reach 9th level or higher—assuming that the
  players don’t retire their characters at this point, which most do.
  Adventurers  can  start  building  strongholds  before  they  have
  reached name level, of course, but they don’t get the followers (or
  necessarily  the  recognition  of  other  nobles  in  the  area)  until
  reaching a level where their renown is enough to attract villagers
  and troops to their protection. 
  These followers will assist the character, but will not usually go on
  adventures away from the stronghold in most cases (especially
  dangerous dungeon adventures). 
  Among the standard followers a character also receives special
  followers: 2d6+6 first level characters of the same class as the
  player character, 1d6 second level characters of the same class and
  1d6 characters  of  level  1d6+1 (these can be also  monsters  of
  equivalent HDE for Magic-Users-).
  Followers live from the income generated by the stronghold. The
  primary sources of this income are taxes on peasants for castles,
  fees for magical services and students' tuition for towers, tithing
  from the faithful for temples, and criminal activities for hideouts. 
  A stronghold must have 200 square feet of living space for each
  follower, as well as quarters for guests, stables for horses, and so
  on.
  A player who wants to build a stronghold should draw its floor
  plan. Each story is usually 10' tall. The construction costs for the
  stronghold are determined by the square footage of its walls, floors
  and roofs, the materials used, and the thickness of the walls.
  Make sure not to double-count corners on walls that are 5' thick or
  thicker – count the length of only one face. When determining wall
  length for round walls and towers, approximate pi by 3, since the
  inner face of the wall has a shorter circumference. The table below
  gives costs in silver pieces for each 10’ square section of wall. All
  walls stand Structural Hit Points, which means that it takes 5 full hp
  of damage to inflict 1 damage point to the wall.
  Wall material
  1' thick
  5' thick
  10' thick
  15' thick
  Maximum height
  40'
  60'
  80'
  100'
  Wood 
  10
  n/a
  n/a
  n/a
  Brick
  20
  50
  n/a
  n/a
  Soft stone 
  30
  70
  200
  n/a
  Hard stone 
  40
  90
  260
  350
  A 1' thick wall is made of solid pieces of material held with mortar
  (or pegs and ropes for wooden walls); such walls may be at most
  40' tall. 
  A 5' thick wall consists of two 1’ thick walls sandwiching 3’ of
  earth and rubble; such a wall may be at most 60' tall. 
  72
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  A 10' thick wall consists of a 4’ thick outer wall and a 2’ thick inner
  wall sandwiching 4’ of earth and rubble, and may be built up to 80'
  tall. 
  A 15' thick wall consists of a 6’ thick outer wall and a 2’ thick inner
  wall sandwiching 7’ of earth and rubble; these walls may be built
  up to 100' tall. To attain the maximum height, thinner walls can be
  used on upper stories. 
  For example, an 80 ft. tower must have at least 20’ of 10’ thick
  walls at the base, but more could be used.
  The character will have to pay engineering costs for designing the
  stronghold, and tall structures are more difficult to design and to
  build. For each portion of the stronghold (wall, tower, and so on),
  each 10' of height adds 10% to the costs in both time and money.
  The  GM  should  feel  free  to  add  a  multiplier  to  reflect  the
  difficulties of building in a remote area, obtaining materials, etc.
  In particular, if materials need to be transported, they require 1 ton
  of  cargo  space  per  5  sp  of  wood  or  stone  construction.  (The
  increased  weight  of  stone  compensates  for  its  compactness
  compared to wood.)
  A building over 40’ high must have a solid foundation, and if over
  60’ high, it must rest on bedrock.
  A stronghold requires one worker-day of construction labor for
  every  sp  it  costs  to  build.  Adding  more  workers  reduces
  construction time, but the time cannot be reduced below the square
  root of the time for one worker to build the stronghold. Assume that
  there are 140 working days per year (seven months of 20 working
  days each) in temperate climates.
  Floors and thatched roofs cost as much and take as long to build as
  it would take to build the square footage of their bases of 1’ thick
  wood walls. Wood-shingled roofs cost twice this amount and take
  twice as long to build, while slate-shingled roofs cost four times as
  much and take four times as long. (You don't need to calculate the
  greater surface area of a pitched roof, since the increased height
  increases construction costs enough to cover this.)
  These costs include normal features of construction such as stairs,
  doors and windows. Interior walls are not included; they are usually
  1’ thick. Parapets, which provide cover for defenders atop castle
  walls and towers, are usually 1' thick and 5' high (so they are
  half-cost). 
  Note that hideouts are almost always built in cities and thus are
  usually built with 1’ thick exterior walls.
  Traps or secret doors cost 200 to 500 silver pieces each at the GM's
  discretion.
  For example, Molthvan, a 9th-level Fighter, desires to build a 60’
  tall square keep (50’ walls with a 10’ peaked slateshingled roof)
  that is 50’ square. The keep will have four stories and an attic, and
  the first story, which will contain the great hall, will be 20’ high.
  Sir Percy wishes his keep to be strongly built, so he tells his
  architect to build with hard stone and use 10’ thick walls for the
  first two stories and 5’ thick walls for the rest. The first and second
  floors will thus be 30’ square or 900 square feet, and the third and
  fourth floors will be 40’ square or 1,600 square feet. With a total
  floor area of 5,000 square feet, Molthvan’s keep will house him
  and up to 24 other people (or animals such as horses, which during
  an attack may be stabled in the great hall!) in acceptable comfort. 
  The first floor has 30 (= 5 [for 50’ length] x 2 [for 20’ height] x 4
  walls,  minus  8  sections  double-counted  at  the  corners  and  2
  sections for the entrance) 10’ square sections of 10’ thick hard
  stone walls, which cost 7,800 sp, and 9 10’ square sections of floor,
  which cost 90 sp, for a total cost of 7,890 sp. 
  The second floor is the same as the first, except that the walls are
  10’ high and there is no deduction for an entrance, giving a cost of
  4,250 sp. 
  The third and fourth floors each require 18 sections of 5’ thick
  hard stone walls, costing 1,620 sp, and 16 sections of floor, costing
  160 sp, for a total of 1,780 sp per floor. 
  The 50’ square roof costs 4 x 25 x 10 = 1,000 sp, and the 40'
  square attic floor adds 160 sp. 
  The design calls for a total of 770’ of 1’ thick interior walls and
  doors, which would cost 30,800 sp if made of hard stone; Molthvan
  uses wood, which costs only 7,700 sp. 
  These costs total 24,560 sp, but since the keep is 60’ high, its cost
  is increased by 60% to 39,296 sp. 
  The keep will require 39,296 workerdays.
  Molthvan  may employ up to 198 workers to build the keep, in
  which case it will take 198 working days to build, or a year and
  three months’ time. Keep in mind what might happen in this time,
  given that the area is dangerous enough to warrant building a
  castle.
  Dungeons: A stronghold may also have a dungeon excavated under
  it. A dungeon is an excellent place to store perishable supplies, a
  good shelter if the castle is overrun, and often incorporates an
  escape route if all is lost for the castle’s defenders or a secret way
  out for raids is desired. 
  Magic-Users sometimes encourage monsters to take up residence in
  their dungeons, as they provide a convenient source of supplies for
  magical research and help keep away unwanted guests. Use the
  following figures for skilled workers, such as dwarfs or goblins, to
  create dungeons; double the times for less skilled miners. 
  Material Time for one worker to excavate a 5’ cube
  Earth
  5 days (supports are required)
  Soft stone 
  10 days
  Hard stone 
  20 days
  Structural strength and breaches: A section of stronghold wall
  has as many hit points as its base cost in sp divided by 5 (for
  example, a section of 10’ thick soft stone wall has 40 structural hit
  points). 
  73
  
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  Stone and brick walls only take damage from crushing blows, while
  wood walls are also affected by fire and chopping attacks. 
  If a given section of wall loses all of its hit points, it is breached,
  allowing attackers to pass through. If a breach occurs on a lower
  course of wall, there is a 40% chance that the 10’ section above it
  will be breached by collapse, and a 20% chance that the section
  below it will be breached. 
  These secondary breaches have the same chances of affecting the
  next 10’ section above or below them, and so on until the top or
  bottom course of wall is reached. If a breach occurs on a right or
  acute corner (90 degrees or less), the chances of breaches double in
  each direction.
  Attacking a Castle: Siege engines are difficult to aim, but as
  castles don't dodge around, each successive shot by a given siege
  engine with a given crew has an increasing chance of hitting. To
  reflect this, the first attack on a castle's walls is made against Armor
  Class 15; each subsequent attack by that weapon, fired by that
  crew, at that same point in the wall, is made against an Armor Class
  one lower than the previous shot, to a minimum AC of 10.
  Attacks on a castle's defenders are at -4 on the attack roll if they are
  standing on the parapets, and at -10 if they are behind arrow slits.
  Since characters defending the castle do move around, the odds of
  hitting them with a siege engine do not improve from shot to shot.
  There is an additional -2 on the attack roll for missile attacks if the
  defenders are more than 20' higher than the attackers; this is not
  specifically due to altitude, but rather because the defenders can use
  more of the wall for cover. The defenders can take advantage of
  their height by dropping objects on attackers near the castle's base;
  these missiles do 3d6 points of damage, but they have a -2 attack
  penalty if dropped from a height of 30' or more. 
  Siege engines can damage several adjacent characters; roll damage
  separately for each character in the 10' square hit by the missile. Of
  course, the attack roll must be high enough to damage each one; a
  roll of 19 against characters having Armor Classes of 18 and 20
  would hit the former but not the latter.
  A castle may also be attacked by mining. This method of attack
  involves tunneling under the castle wall, then setting fire to the
  supports of the tunnel to cause the wall to collapse. It is also slow,
  and if the castle has a moat, the tunnel must avoid it, which requires
  that it be dug deeper, requiring twice the time. A mine is dug like a
  dungeon,  and  once  its  supports  are  fired,  the  wall  above  is
  breached; if the mine is only 5’ wide, there is only a 50% chance of
  causing a breach.
  Finally, a screw may be used to attack a stronghold. This device,
  which costs 200 sp, is used to bore through castle walls. A crew of
  at least eight is required to operate it. It is only used at the base of a
  wall, and it is usually operated under a sow, or portable roof, as it is
  slow. (A sow typically costs about 100 sp.) The device does 1d6
  points of structural damage per turn. A breach caused by a screw is
  small, so it has only half the usual chance of spreading to the next
  course of wall, unless widened by miners. 
  Dominions
  Characters may become rulers of land in their own right, dominions
  can range from small towers on an acre of land, to sprawling
  kingdoms with thousands of citizens.
  Most  dominions  are  part  of  larger  territories;  the  ruler  of  the
  dominion typically swears an oath of service and fealty to a greater
  ruler.
  Dominions are subdivided in smaller areas measuring 400 square
  miles. Wilderness areas are usually less populous than Civilized
  ones, but consider each area to be populated by 10 to 5000 families.
  Rulers of small dominions are usually called Barons or Counts,
  larger rulers of larger dominions have titles like Duke or Marquis.
  To claim the title of Prince, King or Emperor one is expected to
  have a really huge dominion, and not to pay homage to any other
  Liege.
  Ruling  and duties
  Tax rates, laws and the peasant population are all under control of
  the local ruler to be set as desired. The ruler is thus both judge,
  lawmaker and accountant to its dominion.
  Rulers are expected to hold courts of law so to settle disputes and
  judge criminals.
  In the same way rulers are expected to be present at festivities and
  be personal host when a ruler from another dominion -or his liege-
  comes visiting.
  Lieges rarely interfere with local matters unless the local situation
  is getting out of hand and risks of meddling national affairs.
  Also, all rulers are expected to give full military support to their
  own liege in case of war.
  Beware that failure to attend to a visiting ruler is considered an
  insult, while failure to attend to your own liege (or paying taxes to
  him) is treason.
  In absence of the dominion's ruler a seneschal or a council of
  nobles may be appointed take on the ruler's role.
  Income and benefits
  A ruler receives income -on a monthly basis- in three different
  ways: Goods, Taxes and Services.
  Taxes are paid by each family in the dominion, the usual rate is 1
  silver piece per family, the exact rate is set by the ruler but higher
  rates may cause malcontent. This money is cash and goes to the
  dominion's treasury.
  Goods are equal to 2 silver pieces per family: beware these are not
  cash money. GM's should consider these as food, weapons, items,
  ships,  books  or  any  other  kind  of  object  or  commodity.  For
  example all -or part of- the money necessary to build a stronghold
  could be taken from this income.
  Services represent the work force generated by each family and is
  rated at 10 silver pieces per family. As for Goods this does not
  represent cash. This kind of income could be used to pay for
  building strongholds and roads or to generate a militia (using the
  74
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  costs for mercenaries above as a guideline), a dominion may not
  generate a militia greater than two men per family.
  Costs 
  The basic costs for a dominion take four forms: Upkeep, Taxes,
  Army, Holidays.
  Upkeep is required for all strongholds and works of engineering
  like dams, temples, towers, roads and bridges.
  Upkeep of each item is paid separately and the cost is equal to 10%
  of the building cost. For each month without upkeep there is a
  cumulative 1% that the building will collapse.
  Taxes should usually be paid: 20% of all income (Goods, Taxes
  and Services) must go every month to the to the ruler's liege. Not
  paying taxes to your liege lord may result in open war, You Have
  Been Warned. Usually 5 to 10% of all income goes to the local
  temples (or Magic user guild) as well, not paying for the temples'
  (or Guild) upkeep may bring the Clerics (or Magic Users) to retire
  their services to the ruler and/or the populace.
  Armies may be made up either by a local militia (see above) or
  mercenaries, the cost for mercenaries is indicated above.
  Holidays are more an occasional kind of expense, they happen
  when the ruler's liege comes to visit the dominion or the ruler needs
  to keep his subjects happy: the costs of such events range from 100
  silver pieces per day -for small festivities- to 2000 or more silver
  pieces.
  The Planes
  The following description of the major planes of existence is only
  one possible scheme or interpretation.  
  The referee should feel free to use this as written, alter it, or
  disregard it completely depending on the needs of the milieu. 
  Material Plane :  The material plane is the plane most campaign
  worlds are on. There are an infinite number of material planes, each
  of which may be wildly or subtly different from one another, and
  each one may operate under different magical or physical laws.
  Each material plane consists of its own universe, with the planet the
  characters are from, a sun, a solar system, and so on. 
  Transitive Planes 
  These three planes are used to get from one place to another. The
  astral plane is a conduit to all other planes, while the ethereal plane
  and the plane of shadow both serve as means of transportation
  within the material plane they're connected to. 
  These  planes  have  the  strongest  regular  interaction  with  the
  material plane and are often accessed by using various spells. They
  have native inhabitants as well. 
  Astral Plane: The astral plane is the space between the planes. It is
  a great, endless sphere of clear silvery sky, both above and below.
  Occasional bits of solid matter can be found here, but most of the
  astral plane is an endless, open domain. 
  This plane serves as a connector between the different realities. It
  links the various Planes to each other (one travels from one Plane to
  another by crossing the Astral plane).
  The astral Plane is invested in an eternal twilight as the cascading
  light of Positive Energy from above tries to break the darkness of
  Negative Energy below.
  The Astral plane is a barren place with only rare bits of solid
  matter. Indeed, the most common feature is the silver cords of
  travelers  in  the  plane.  These  cords  are  the  lifelines  that  keep
  travelers of the Plane from becoming lost, stretching all the way
  back to the traveler's point of origin.
  The plane is timeless:  Age, hunger, thirst, poison, and natural
  healing don’t function in the Astral Plane, though they resume
  functioning when the traveler leaves the Astral Plane.
  The Astral Plane has no real gravity  each individual chooses the
  direction  of  gravity’s  pull.  Such  a  plane  has  no  gravity  for
  unattended objects and nonsentient creatures. 
  Characters on this plane can move normally along a solid surface
  by imagining “down” near their feet. If suspended in midair, a
  character  “flies”  by  merely  choosing  a  “down”  direction  and
  “falling” that way. 
  Ethereal Plane: The ethereal plane is coexistent with the material
  plane and often other planes as well. The material plane itself is
  visible from the ethereal plane, but it appears muted and indistinct,
  its colors blurring into each other and its edges turning fuzzy. Each
  plane's ethereal plane is usually the door to the Astral plane, but
  some spells allow powerful casters to skip it. The ethereal planes
  can also hide little demi-planes, small pockets of matter. These
  demi-planes are sometimes the creations of extremely powerful
  wizards, technologists, or demi-gods.
  In an ethereal plane time passes at the same rate of the Prime plane
  it is attached to. 
  While it is possible to see into the material plane from the ethereal
  plane, the ethereal plane is usually invisible to those on the material
  plane. However, the gray fog of the Ether may be dense or thin,
  varying by what is nearby on the Prime Plane. Nearby rock, earth
  and wood as thicker ether. Fire on the nearby Prime Plane appears
  as bright Ether. Normally, creatures on the ethereal plane cannot
  attack creatures on the material plane, and viceversa. A traveler on
  the ethereal plane is invisible, incorporeal, and utterly silent to
  someone on the material plane. 
  The ethereal plane is mostly empty of structures and impediments.
  However, the plane has its own inhabitants. Some of these are other
  ethereal travelers, but the ghosts found here pose a particular peril
  to those who walk the fog. 
  Plane of Shadow: The plane of shadow is a dimly lit dimension
  that is both coterminous to and coexistent with the material plane. It
  overlaps the material plane much as the ethereal plane does, so a
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  planar traveler can use the plane of shadow to cover great distances
  quickly. This plane is also coterminous to other planes. 
  The plane of shadow is a world of black and white; color itself has
  been bleached from the environment. It otherwise appears similar
  to the material plane. Despite the lack of light sources, various
  plants, animals, and humanoids call the Plane of Shadow home.
  All light sources have their ranges halved on the Plane of Shadow.
  Parts of this plane continually flow onto other planes: as a result,
  creating a precise map of the plane is next to impossible, despite
  the presence of landmarks.
  Spells that make use of shadows have range and duration doubled
  on this plane, while spells that use or generate light or fire may
  fizzle when cast on the Plane of Shadow. The GM may allow an
  Ability check to cast the spell with success. If the check fails the
  spell is lost.
  Despite the dark nature of the Plane of Shadow, spells that produce,
  use, or manipulate darkness are unaffected by the plane.
  Inner Planes 
  These four planes are manifestations of the basic building blocks of
  the universe. Each is made up of a single type of energy or element
  that overwhelms all others. The natives of a particular Inner plane
  are made of the same energy or element as the plane itself. 
  Where  the  elemental  planes  touch  each  other  there  arise  the
  para-elemental planes—Smoke, Ice, Ooze, and Magma. 
  The quasi-elemental planes exist where the elemental planes touch
  the Energy planes (see below)—Lightning, Steam, Minerals, and
  Radiance around the Positive Energy plane, and Salt, Vacuum,
  Ash, and Dust around the Negative Energy plane. 
  Elemental Plane of Air:  The elemental plane of air is an empty
  plane, consisting of sky above and sky below. The elemental plane
  of air is the most comfortable and survivable of the Inner planes,
  and it is the home of all manner of airborne creatures. 
  Indeed, flying creatures find themselves at a great advantage on this
  plane. While travelers without flight can survive easily here, they
  are at a disadvantage. 
  Mostly open space, this plane has a breathable atmosphere, though
  it may include clouds of acidic or toxic gas. Creatures connected to
  the earth elementals are uncomfortable this plane because they have
  little or no natural earth to connect with. They take no actual
  damage, however.
  Unlike other Elemental Planes, the Elemental Plane of Air has
  subjective directional gravity like the Astral Plane. Inhabitants of
  the plane determine their own “down” direction. Objects not under
  the motive force of others do not move.
  Spells and spell-like abilities that use, manipulate, or create air have
  twice the basic range and duration.
  Spells and spell-like abilities that use or create earth require the
  caster to pass an Ability check to actually work.  If the check fails
  the spell is lost.
  Elemental Plane of Earth: The elemental plane of earth is a solid
  place made of rock, soil, and stone. An unwary and unprepared
  traveler may find himself entombed within this vast solidity of
  material and have his life crushed into nothingness, his powdered
  remains a warning to any foolish enough to follow. 
  Despite its solid, unyielding nature, the elemental plane of earth is
  varied in its consistency, ranging from relatively soft soil to veins
  of heavier and more valuable metal. 
  Travelers who arrive run the risk of suffocation if they don’t reach
  a cavern or other pocket within the earth. Worse yet, individuals
  without the ability to burrow are entombed in the earth and must
  dig their way out (5 feet per turn). Creatures connected to the air
  elementals are uncomfortable on earth dominant planes because
  these planes are tight and claustrophobic to them. But they suffer
  no inconvenience beyond having difficulty moving.
  Spells and spell-like abilities that use, manipulate, or create earth
  have twice the basic range and duration.
  Spells and spell-like abilities that use or create air require the caster
  to pass an Ability check to actually work. If the check fails the spell
  is lost.
  Elemental Plane of Fire:  Everything is alight on the elemental
  plane of fire. The ground is nothing more than great, ever shifting
  plates  of  compressed  flame.  The  air  ripples  with  the  heat  of
  continual firestorms, and the most common liquid is magma, not
  water. The oceans are made of liquid flame, and the mountains
  ooze with molten lava. fire survives here without need for fuel or
  air, but flammables brought onto the plane are consumed readily. 
  The plane is  composed of flames that continually burn without
  consuming their fuel source. 
  Unprotected wood, paper, cloth, and other flammable materials
  catch  fire  almost  immediately,  and  those  wearing  unprotected
  flammable clothing catch on fire. In addition, individuals take 3d6
  points of fire damage every round. 
  Creatures  connected  to  the  water  elementals  are  extremely
  uncomfortable on the plane of fire. Those that are made of water
  take double damage each round.
  Spells and spell-like abilities that use, manipulate, or create fire
  have twice the basic range and duration.
  Spells and spell-like abilities that use or create water require require
  the caster to pass an Ability check to actually work. If the check
  fails the spell is lost.
  Elemental Plane of Water: The elemental plane of water is a sea
  without a floor or a surface, an entirely fluid environment lit by a
  diffuse glow. It is one of the more hospitable of the Inner planes
  once a traveler gets past the problem of breathing the local medium.
  The eternal oceans of this plane vary between ice cold and boiling
  hot, between saline and fresh. They are perpetually in motion,
  wracked by currents and tides. The plane's permanent settlements
  form around bits of flotsam and jetsam  suspended  within  this
  76
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  endless liquid. These settlements drift on the tides of the elemental
  plane of Water. 
  Visitors who can’t breathe water or reach a pocket of air will likely
  drown. Creatures connected to the fire elementals are extremely
  uncomfortable on water-dominant planes. Those made of fire take
  3d6 points of damage each round.
  Spells and spell-like abilities that use, manipulate, or create water
  have twice the basic range and duration.
  Spells and spell-like abilities that use or create fire require the
  caster to pass an Ability check to actually work. If the check fails
  the spell is lost.
  The Energy Planes
  The Energy planes are the Positive Energy plane (also called the
  Plane of Life, “up and above” the upper planes) and the Negative
  Energy plane (the source of entropy, “down and below” the lower
  planes). The light seeping from the Plane of Life illuminates the
  darkness of the Plane of Entropy, the twilight in between these
  planes is the Astral space in which all other planes float.
  The energy planes have no real gravity each individual chooses the
  direction  of  gravity’s  pull.  Such  a  plane  has  no  gravity  for
  unattended objects and nonsentient creatures. 
  Characters on one of these planes can move normally along a solid
  surface  by  imagining  “down”  near  their  feet.  If  suspended  in
  midair, a character “flies” by merely choosing a “down” direction
  and “falling” that way. 
  Negative Energy Plane: To an observer, there's little to see on the
  negative energy plane. It is a dark, empty place, an eternal pit
  where a traveler can fall until the plane itself steals away all light
  and life. The negative energy plane is the most hostile of the Inner
  planes, and the most uncaring and intolerant of life. 
  Only creatures immune to its life-draining energies can survive
  there. 
  On this plane living creatures take 1d6 points of damage per round
  unless somehow protected by magic. When a character dies here, it
  crumbles into ash and can not be raised from the dead.
  Spells or abilities that drain energy or use negative energy(cause
  wounds, blindness, finger of death) are saved at -5 on this plane.
  Using spells and powers that use positive energy (all cure spells,
  regeneration, restoration, raise dead...) produce no effect most of
  the time. The GM may allow an Ability check to cast the spell with
  success. If the check fails the spell is lost.
  The plane is timeless: no aging, natural healing and hunger exist. 
  Positive Energy Plane: The positive energy plane has no surface
  and is akin to the elemental plane of air with its wide-open nature.
  However, every bit of this plane glows brightly with innate power.
  This power is dangerous to mortal forms, which are not made to
  handle it. Despite the beneficial effects of the plane, it is one of the
  most hostile of the inner planes. An unprotected character on this
  plane swells with power as positive energy is force-fed into her.
  Then, her mortal frame unable to contain that power, she immolates
  as if she were a small planet caught at the edge of a supernova.
  Visits to the Positive Energy plane are brief, and even then travelers
  must be heavily protected. 
  The plane is timeless: no aging, natural healing and hunger exist.
  A creature on a major positive-dominant plane must make a Saving
  Throw to avoid being blinded for 10 rounds by the brilliance of the
  surroundings. Simply being on the plane grants regeneration at a
  rate of 2 points per round. 
  In addition, those at full hit points gain 2 additional temporary hit
  points per round. These temporary hit points fade 1d20 rounds after
  the creature leaves the major positive- dominant plane. However, a
  creature  must  make  a  Constitution  save  each  round  that  its
  temporary hit points exceed its normal hit point total. Failing the
  saving throw results in the creature exploding in a riot of energy,
  killing it.
  Spells or abilities that use positive energy (cure wounds, blindness,
  raise) have double duration, range and always have the maximum
  possible effect.
  Using spells and powers that use negative energy (all cause wounds
  spells, finger of death, energy drain...) on this plane often produces
  no effect whatsoever o this plane. The GM may allow an Ability
  check to cast the spell with success. If the check fails the spell is
  lost.
  Outer Planes 
  The deities live on the outer planes, as do creatures such as demons.
  Each of the outer planes has an alignment, representing a particular
  moral or ethical outlook, and the natives of each plane tend to
  behave in agreement with that plane's alignment. The outer planes
  are also the final resting place of souls from the material plane,
  whether that final rest takes the form of calm introspection or
  eternal damnation. 
  Name
  Alignment
  Description
  Elysium
  Law
  The plane of peace and 
  unadulterated goodness  where all 
  live in harmony.
  Arborea
  Neutral
  Fey realm of passion, abundance and
  nature's caprice.
  Ysgard
  Chaotic
  The eternal battleground where true
  heroes prove their valor.
  Limbo
  Chaotic 
  An
   
  alien,
   
  anarchistic
   
  and
  unpredictable plane.
  Pandemonium Chaotic 
  An infinite network of pitch-black
  catacombs,  with  winds  that  drive
  men mad. Liars, cheats and traitors
  are  imprisoned  here  by  their  own
  deceptions.
  Mechanus
  Lawful
  This clockwork plane is the ultimate
  in order; scholars and constructs live
  here.
  The Outlands
  Neutral
  The plane between all other outer
  planes.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Demiplanes 
  This category covers all extradimensional spaces that function like
  planes but have measurable size and limited access. Other kinds of
  planes are theoretically infinite in size, but a demiplane might be
  only a few hundred feet across. Any demiplane could have the
  characteristics  of  any  other  plane.  Demiplanes  can  be  found
  "floating" freely within the astral or ethereal planes. 
  Monsters
  Some creatures may have “magic resistance.” The given percentage
  chance is the likelihood that any magic used against the creature
  (other than weapon bonuses) will fail to take effect. Roll a d100,
  and the magic will fail if the result is less than the given percentage.
  Add one to the d100 roll per level of the spell caster above 10, also
  add its Wisdom (for Clerics and Druids) or Intelligence (for Magic
  Users) bonus
  There’s not a lot of detail given about the monsters, because the
  more detail given, the more your own mental image of the fantasy
  world is going to be locked into a single track. We’re not going to
  say that giant ants are red, nocturnal, three feet long, and fond of
  eating Elves. Because in your mind, they might be blue, diurnal,
  five feet long, and eat only plants unless they’re attacked. Details
  about monsters toss roadblocks in front of your imagination. Yes,
  details can also inspire the imagination, but we’re making the
  assumption that if you’re interested in fantasy gaming in the first
  place, you’ve got a good imagination that doesn’t need details
  about the size of a giant ant.
  Monster “to-hit” Rolls
  Monsters roll a d20 to attack, add their Hit Dice to the number
  (maximum bonus of +15), and if the result is equal to or higher than
  the defender’s AC, the attack hits and does damage.
  Reading Monster Entries
  Armor Class: See the section on Combat. This lists the armor wor
  -if any- by the monster and its unarmored AC
  Hit Dice: This is the number of dice (d8) rolled to determine an
  individual creature’s hit points. If there is a plus or minus next to
  the number, you add or subtract that number from the total, only
  once. For a creature with 4+1 hit dice, you’d roll 4d8, and then add
  one more HP.
  A monster's carrying capacity is based on its Hit Dice, a monster
  with less than 1 hit dice has a base carrying capacity of 40 pounds,
  bigger monsters have a base carrying capacity of 50 pounds per hit
  dice.
  Weight carried
  Movement (minimum 1)
  Base carrying capacity
  +0
  Up to base cc x2
  -1
  Up to base cc x3
  -2
  Up to base cc x6
  -3
  Total Hit Bonus: This is the number the monster adds to its attack
  roll to see if it scores a hit. It is exactly the same as the creature’s
  hit dice up to a maximum of 15. 
  Attacks:  This  entry  shows  you  the  number  of  attacks  and  the
  damage they inflict. Most monsters have 1 attack and inflict 1d6
  damage—but there are exceptions.
  Saving Throw Bonus: This is the number the monster adds to its
  Saving Throws to see if it avoids peril. It is half  creature’s hit dice
  rounded down  up to a maximum of +10. 
  Special: This is just a “flag” for the Referee to remind him that the
  monster has a special ability. Darkvision always has a range of 60
  feet unless otherwise noted.
  Move:  This  number  is  the  monster’s  movement  rate,  and  it’s
  handled just as movement rates are handled for characters. 
  Alignment:  This  is  the  typical  alignment  of  the  monster.  The
  Referee may change this if desired.
  Hit Dice Equivalent (HDE): This is used to separate the monsters
  into “difficulty levels,” so that when you’re creating an adventure
  you’ve got some guidelines about what the characters can handle.
  XP tells you how many experience points the adventuring party
  gains as a result of killing the creature.
  Some monsters have multiple saving throws and HDE's listed. This
  is because certain monsters have a range of hit dice. Order is
  always from lowest HD to highest HD.
  Skills,  weapons  and  armor: Unintelligent  monsters  have  no
  secondary skills, and are not proficient with any kind of weapon or
  armor. Intelligent monsters will posses any secondary skills as
  determined by the Referee and are usually considered proficient
  with all armors and weapons unless they are described as being part
  of a character class (Cleric, Magic User...) in that case they usually
  abide by class restrictions for weapons and armor. All intelligent
  monsters know how to speak common and their native language.
  Undead and constructs
  Undead and constructs (golems and other machine like creatures)
  are not actual living beings, they do not need to breath, eat, drink or
  sleep. 
  They are immune to poison, disease and mind affecting spells like
  Detect Thoughts, Hold Person, Charm person or Sleep.
  Healing  magic  has  no  effect  on  constructs  and  Cure  (Cause)
  wounds spells affect undead in reverse fashion. 
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  Extra-planar creatures like angels, demons and elementals may
  share some of these immunities as well as the GM sees fit..
  A
  Aboleth
  Armor Class: [16]
  Hit Dice: 
  9
  Attacks:
  4 tentacles (1d6 + slime)
  Special: 
  Charm monster (3/day), Phantasmal force (3/day), 
  Mucus cloud in water (save or cannot breathe air for 
  3 hours), special disease upon successful hit (save or
  must be immersed in water every hour).
  Move: 
  3 (Swim 4)
  Alignment: 
  Chaotic
  HDE/XP: 
  12/2000
  The  aboleth  is  a  revolting  fish-like  amphibian,  primarily
  subterranean,  roughly  the  size  of  a  killer  whale.   It  vaguely
  resembles a catfish, but has four long tentacles and four orifices
  along its belly.  The tentacles can be used to drag its bulk across
  dry land.  These horrid abominations are extremely intelligent: an
  aboleth can cast charm monster three times per day, and create a
  phantasmal force three times per day.  In the water, an aboleth
  surrounds itself with a cloud of mucus that requires anyone inhaling
  it to make a saving throw or become unable to breathe air for 3
  hours.  Finally, the slime on an aboleth’s tentacles causes disease if
  a saving throw fails.  Those afflicted suffer a change to their skin,
  which must be immersed in water every hour, or the victim suffers
  1d6 points of damage.
  Angels
  Angels inhabit the  upper planes of existence, but they  may be
  encountered almost everywhere as they are often sent on a mission
  by the deities they serve. 
  Angel, Messenger
  Armor Class: 
  [20]
  Hit Dice:
  7
  Attacks:
  sword (1d10+2) 
  Special:
  See Below, darkvision, immune to non-magical
  weapons
  Move:
  4 (8 when flying)
  Alignment:
  Lawful
  HDE/XP:
  11/1700
  The  least  powerful  of  all  angels,  messenger  angels  appear  as
  beautiful androgynous humans with a single pair of peacock wings
  dressed in flowing robes and surrounded by a halo of light. 
  They  have  50%  magic  resistance  immune  and  are  immune  to
  non-magical weapons. 
  A Messenger Angel can cast spells and Turn undead as a 7th level
  Cleric, and if forced to fight materializes a flaming sword.
  Ankheg
  Armor Class: [17], underside [15]
  Hit Dice: 
  6
  Attacks: 
  bite (3d6)
  Special: 
  spits acid (5d6 1/day, save for half damage)
  Move: 
  4 (2 if Burrowing)
  Alignment: 
  Neutral 
  HDE/XP: 
  7/600
  Ankhegs are huge insects, 10 to 20ft long, resembling grasshoppers
  with vicious mandibles. They burrow through the ground, often in
  farmlands as well as in caverns. Once per day, an ankheg can squirt
  digestive acids for 5d6 points of damage (save for half), but this is a
  defense not used in normal hunting.  
  Ants, Giant (Worker)
  Armor Class: [16]
  Hit Dice: 
  2
  Attacks:
  Bite (1d6 + poison)
  Special: 
  None
  Move: 
  6
  Alignment: 
  Neutral 
  HDE/XP: 
  2/30
  Giant ants live in vast subterranean hives tunneled through soil and
  even  stone.  A  hive  can  hold  as  many  as  100  ants,  in  a
  worker-to-warrior ratio of 1:5.
  Ants, Giant (Warrior)
  Armor Class: [16]
  Hit Dice: 
  3
  Attacks: 
  Bite (1d6 + poison)
  Special:
  None
  Move: 
  6
  Alignment: 
  Neutral 
  HDE/XP: 
  2/30
  Giant ants live in vast subterranean hives tunneled through soil and
  even  stone.  A  hive  can  hold  as  many  as  100  ants,  in  a
  worker-to-warrior ratio of 1:5. The poison of a warrior ant does 2d6
  points of damage if a saving throw is failed, 1d6 points of damage
  if the saving throw succeeds.
  Ants, Giant (Queen)
  Armor Class: 
  [16]
  Hit Dice: 
  10
  Attacks: 
  Bite (1d6)
  Special: 
  None
  Move: 
  1
  79
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Alignment: 
  Neutral 
  HDE/XP:
   
  8/800
  Giant ants live in vast subterranean hives tunneled through soil and
  even stone. The queen of a giant ant colony is larger, tougher, and
  slower than the average giant ant.
  B
  Badgers, Giant
  Armor Class: [15]
  Hit Dice: 
  3
  Attacks: 
  2 claws (1d3), bite (1d6)
  Special: 
  None
  Move: 
  2
  Alignment: 
  Neutral 
  HDE/XP: 
  3/120
  These subterranean predators are the size of a full-grown human,
  and quite aggressive when defending their territory.
  Banshees
  Armor Class:  
  [20]
  Hit Dice:
  7
  Attacks:
  claw (1d6)
  Special:
  See Below
  Move:
  4
  Alignment:
  Chaotic
  HDE/XP:
  11/1700
  Banshees are horrid fey (or undead) creatures that live in swamps
  and other desolate places. They can only be harmed by magical or
  silver weapons. Banshees have a 49% resistance to magic, and they
  are  immune  to  enchantments.  Their  shriek  (once  per  day)
  necessitates a saving throw versus death or the hearer will die in
  2d6 rounds. They can travel over water and other terrain as if it
  were land, but crossing running water causes it to lose its magic
  resistance for 3d6 hours. They look like gaunt humans with long,
  stringy hair and glowing yellow eyes. They often wear hooded
  cloaks. At the Referee’s discretion, such creatures might be undead
  rather  than  faerie-folk,  and  are  considered  Type  9  undead  for
  turning purposes.
  Basilisks
  Armor Class:  
  [15]
  Hit Dice:
  6
  Attacks:
  bite (2d6)
  Special:
  Petrifying gaze
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  8/800
  Basilisks  are  great  lizards  whose  gaze  turns  to  stone  anyone
  meeting its eye (one way of resolving this: fighting without looking
  incurs a -4 penalty to-hit). If the basilisk’s own gaze is reflected
  back at it, it has a 10% chance to force the basilisk into a saving
  throw against being turned to stone itself.
  Bat Monster
  Armor Class:  
  [13]
  Hit Dice: 
  8
  Attacks: 
  Bite (2d8), claws (1d6)
  Special: 
  None
  Move: 
  1/6 (when flying)
  Alignment: 
  Neutral 
  HDE/XP: 
  9/1,100
  These creatures attack with claws as well as a bite. They are twice
  the size of a man, with a tremendous wingspan. Fearful peasants
  might even mistake them for small dragons when they fly by at
  night.
  Bear, Black
  Armor Class:  
  [12]
  Hit Dice:
  4+1
  Attacks:
  2 claws (1d3), bite (1d6)
  Special:
  Bear hug
  Move:
  3
  Alignment:
  Neutral
  HDE/XP:
  4/120
  If a black bear hits with both claws, it hugs for an additional
  1d6 hit points of damage.
  Beetles, Giant Fire
  Armor Class:  
  [15]
  Hit Dice:
  1+3
  Attacks:
  bite (1d4+2)
  Special:
  None
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  1/15
  A giant fire beetle’s oily light-glands glow reddishly, and continue
  to give off light for 1d6 days after they are removed (shedding light
  in a 10 ft radius).
  Black Puddings
  Armor Class: 
   [13]
  Hit Dice:
  10
  Attacks:
  strike (3d8)
  Special:
  Acidic
  Move:
  2
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Alignment:
  Neutral
  HDE/XP:
  11/1700
  Black puddings are amorphous globs with an acidic surface. They
  are subterranean predators and scavengers. Any weapon or armor
  contacting a black pudding will be eaten away by the acid as
  follows: weapon (1 hit by weapon), chainmail or lesser armor (1 hit
  by pudding), plate mail (2 hits by pudding). If a weapon or armor is
  magical, it can take an additional hit per +1 before being dissolved.
  They are immune to cold, and divide when attacked by lightning.
  Blink Dogs
  Armor Class:  
  [14]
  Hit Dice:
  6
  Attacks:
  bite (1d6)
  Special:
  Teleport
  Move:
  4
  Alignment:
  Lawful
  HDE/XP:
  4/240
  Blink dogs are pack hunters, intelligent and usually friendly to
  those who are not of evil intent. They can teleport short distances
  (without error) and attack in the same turn—in most cases (75%) a
  blink dog will be able to teleport behind an opponent and attack
  from the rear (with bonuses).
  Boars, Wild 
  Armor Class:  
  [12]
  Hit Dice:
  3+3
  Attacks:
  gore (3d4)
  Special:
  Continues attacking 2 rounds after death
  Move:
  5
  Alignment:
  Neutral 
  HDE/XP:
  4/240
  Boars continue to attack for two rounds after they are actually
  killed before they drop dead. These stats might also be used for
  your  “blue  tusken-hogs  of  the  Ymar  Plains”  or  whatever’s
  appropriate for your campaign.
  Bugbears
  Armor Class:  
   [14]- Ring mail and shield [10]
  Hit Dice:
  3+1
  Attacks:
  weapon (+1 for strength)
  Special:
  Surprise opponents (+1), darkvision
  Move:
  3 (4 unarmored)
  Alignment:
  Chaotic
  HDE/XP:
  3/120
  These large, hairy, goblin-like humanoids are stealthier than their
  size would suggest, almost always getting the chance to surprise
  even alert opponents rolling their surprise check at +1.
  C
  Centaurs
  Armor Class: 
   [14] – leather [12]
  Hit Dice:
  4
  Attacks:
  2 kicks (1d6) or weapon (+2 for strength)
  Special:
  None
  Move:
  6
  Alignment:
  Neutral
  HDE/XP:
  5/240
  Half man, half horse, centaurs are fierce warriors and well-known
  creatures of mythology. The Referee may choose any “version” of
  the centaur from myth or folklore for his campaign: some are evil,
  some aloof, and some are soothsayers.
  Centipedes, Giant
  Listings are for: small, medium, and large
  Armor Class: 
  [10],  [14],  [20]
  Hit Dice:
  (1d2 HP), 2, 4
  Attacks:
  bite: 0, 1d8, 2d8
  Special:
  Poison (save): +4, +6, +4
  Move:
  4,5,6
  Alignment:
  Neutral
  HDE/XP:
  2/30, 4/240, 6/400
  Small: Giant lethal centipedes of the small size inflict a lethal
  amount of poison with a +4 modifier to opponent’s saving throw,
  but inflict no damage if the saving throw is successful.
  Medium: This man-sized giant centipede is a deadly predator with
  armored segments, a deadly bite, and a lethal (though relatively
  weak) poison.
  Large: A twenty-foot long horror of chitin, multiple legs, and
  clashing pincers dripping with venom.
  Chimera
  Listings are for: goat, lion, dragon
  Armor Class: 
   [13],  [14],  [17]
  Hit Dice:
  9
  Attacks:
  2 claws (1d3), 2 goat horns (1d4), 1 lion bite 
  (2d4), and 1 dragon bite (3d4)
  Special:
  Breathes fire, flies
  Move:
  3 (6 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  11/1700
  The chimera has three heads; one is the head of a goat, one the head
  of a lion, and one the head of a dragon. Great wings rise from its
  lion-like body. The dragon head can breathe fire (3 times per day)
  with a range of 50 ft, causing 3d6 damage to anyone caught within
  the fiery blast (saving throw for half damage).
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Cockatrices
  Armor Class:  
  [13]
  Hit Dice:
  5
  Attacks:
  bite (1d3+special)
  Special:
  Bite turns bitten into stone
  Move:
  2 (6 when flying)
  Alignment:
  Neutral
  HDE/XP:
  7/600
  Resembles a bat-winged rooster with a long, serpentine tail. Its bite
  turns enemies to stone unless a successful saving throw is made.
  Crocodile
  Armor Class:  
  [15]
  Hit Dice:
  3
  Attacks:
  bite (1d6)
  Special:
  None
  Move:
  2 (4 when swimming)
  Alignment:
  Neutral
  HDE/XP:
  3/60
  Some normal crocodiles are man-eaters; all are dangerous and can
  conceal themselves well.
  D
  Demons
  Demons are creatures of the lower planes of existence, but they are
  occasionally encountered in places where they have been enslaved
  to serve as guardians by powerful Magic-users or Chaotic priests.
  The  more  intelligent  varieties  might  also  be  interrupted  while
  carrying out plots of their own. There is no meaningful game
  distinction between demons and devils; all are creatures of the
  lower planes.
  Demon, Baalrogs
  Armor Class: 
   [17]
  Hit Dice:
  9
  Attacks:
  sword (1d10+2) and whip
  Special:
  See Below, darkvision, immune to non-magical
  weapons
  Move:
  2 (5 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  10/1400
  The  Baalrog’s  name  means,  roughly,  the  Bull  of  Baal:  the
  Baal-aurochs (the aurochs was a bull that stood twelve feet tall at
  the shoulder, and Baal is an ancient and evil pagan deity). These
  powerful demons somewhat resemble vast minotaurs with great,
  spreading  bat-wings;  they  burn  with  the  fires  of  hell  and  are
  wreathed in flame. They are 75% immune to all spells and to
  non-magical weapons. In combat, a baalrog uses whip and sword;
  the whip can be used to reach great distances—on a successful hit
  the victim is pulled close to the baalrog and burned by the fires of
  the demon’s body (3d6 hit points). Baalrogs are sometimes referred
  to in ancient texts as Balor or Baalor, which may be the name of a
  single demon rather than a term for all of them. A baalrog could be
  forced or tricked into the service of a powerful wizard, but the risk
  would be immense.
  Demon, Lemure
  Armor Class:  
  [17]
  Hit Dice:
  3
  Attacks:
  claw (1d3)
  Special:
  Regenerate (1 HP/round), darkvision
  Move:
  1
  Alignment:
  Chaotic
  HDE/XP:
  4/120
  Lemures are vaguely humanoid, but their flesh is mud-like, shifting
  and soft upon their horrible bodies. Like manes and wretches,
  lemures are lower forms of demons, the fleshly manifestations of
  damned souls. These demons can only be permanently destroyed by
  sprinkling their disgusting bodies with holy water.
  Demon, Quasit
  Armor Class:  
  [17]
  Hit Dice:
  3
  Attacks:
  2 claws (1d2 + non-lethal poison), 1 bite (1d3)
  Special:
  Regenerate (1 HP/round), poison, magic 
  resistance, magic 
  Move:
  3
  Alignment:
  Chaotic 
  HDE/XP:
  7/600
  Quasits are demon familiars, much like imps but without wings and
  with a less human-like shape. A quasit can polymorph into two
  other forms (commonly a giant centipede and a bat).  These demons
  are  25%  resistant  to  magic,  regenerate  at  1hp  per  round,  can
  become invisible at will, and once per day can cast a Fear spell.
  Their claws are  laden  with  poison  that  reduces an opponent’s
  dexterity by 1 point (saving throw applies, lasts for 2d6 rounds).
  Djinn
  Armor Class:  
  [15]
  Hit Dice:
  7+3
  Attacks:
  fist (1d6) or weapon (1d10)
  Special:
  Flight, magic, whirlwind
  Move:
  3 (8 when flying)
  Alignment:
  Neutral
  HDE/XP:
  9/1100
  Djinn are one of the genies of folklore, creatures of the air (and
  possibly of the elemental planes). They can carry 700 pounds of
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  weight, and have a number of magical powers. A djinni can create
  food and water of high quality, as well as wooden and cloth objects.
  They can also create objects of metal (including coins), but all such
  magically  created  metals  disappear  in  time.  Djinn  can  call  up
  illusions, and although these are quite excellent they disappear
  when  touched.  Djinni  can  turn  themselves  into  gaseous  form
  (cannot attack or be attacked, can enter any area that is not airtight),
  and can become invisible at will. Finally, a djinni can turn itself
  into a whirlwind much like an air elemental, sweeping away any
  creature with one or fewer hit dice (the diameter of the whirlwind is
  10 ft. More powerful types of djinn might be capable of granting
  limited wishes or even true wishes.
  Doppelgangers
  Armor Class: 
   [14]
  Hit Dice:
  4
  Attacks:
  claw (1d6)
  Special:
  See Below, darkvision
  Move:
  3
  Alignment:
  Chaotic
  HDE/XP:
  5/240
  A  doppelganger  can change its form to resemble  the  physical
  appearance (including clothing and gear) of any person. These
  creatures are immune to sleep and charm, and are considered magic
  resistant for purposes such as breaking through wizard locks and
  similar spells. They have a very good saving throw (+5) against
  magic of all kinds.
  Dragons
  All dragons have a breath weapon of some kind, which can be used
  three times in a day. The Referee chooses when a dragon will use
  the breath weapon, or may roll a 50% chance in any given round.
  All dragons have darkvision with a 120 feet range and can spot the
  presence of invisible beings within 120 by smell.
  Creatures with than 3 levels or Hit Dice in sight of a dragon must
  make a Saving Throw modified by wisdom or flee for 3d6 rounds.
  If cornered these creatures will fight with a -1 modifier to all attack
  rolls.
  Do not roll hit points for dragons as normal. Instead, determine the
  age category of the dragon, and that will tell you both the dragon’s
  hit points per die and how many points of damage per hit die the
  dragon’s breath inflicts:
  
  Very young dragon: 1 hit point per hit die, 1 hit point per
  die inflicted by breath weapon.
  
  Young: 2 hit points per hit die, 2 hit points per die
  inflicted by breath weapon.
  
  Immature: 3 hit points per hit die, 3 hit points per die
  inflicted by breath weapon.
  
  Adult: 4 hit points per hit die, 4 hit points per die inflicted
  by breath weapon.
  
  Old: 5 hit points per hit die, 5 hit points per die inflicted
  by breath weapon.
  
  Very Old (100+ years old): 6 hit points per hit die, 6 hit
  points per die inflicted by breath weapon.
  
  Aged (101-400 years old): 7 hit points per die; 7 hit
  points per die inflicted by breath weapon.
  
  Ancient (401+ years old): 8 hit points per die; 8 hit points
  per die inflicted by breath weapon.
  Note that dragons, while they are dangerous opponents, are not by
  any means invincible. In a medieval-type fantasy world, dragons
  are a common problem rather than a godlike creature of legend—so
  the statistics for dragons reflect a deadly but not mythical foe. The
  Referee is, of course, free to create stats for a more “mythical”
  conception  of  dragons.  Since  dice  aren’t  rolled  for  dragon  hit
  points, it is possible for a truly mythical dragon to have more
  “numbers” per die than it’s actually possible to roll on a hit die.
  Breath weapons come in three different types: 
  1.
  A cloud-shape for gaseous exhalations.
  2.
  A cone shape for fiery-type breath.
  3.
  A line for spitting dragons. The dimensions of a dragon’s
  breath differ according to the dragon’s type.
  Dragon, Black
  Armor Class: 
   [17]
  Hit Dice:
  6–8
  Attacks:
  bite (3d6), 2 claws (1d4) , or tail (1d4)
  Special:
  Spits acid
  Move:
  4 (8 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  8/800, 9/1100, 10/1400
  Black dragons spit a deadly, corrosive acid rather than breathing
  fire. The acid covers everything in a line 5 ft wide and 60 ft long.
  Dragon, Blue
  Armor Class: 
   [17]
  Hit Dice:
  8–10
  Attacks:
  bite (3d6), 2 claws (1d6) , or tail (1d6)
  Special:
  Spits lightning
  Move:
  4 (8 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  10/1400, 11/1700, 12/2000
  Blue dragons spit a blast of electric lightning in a line 5 ft wide and
  100  ft  long,  affecting  everything  in  its  path.  A  saving  throw
  indicates half damage.
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  Dragon, Gold
  Armor Class: 
   [17]
  Hit Dice: 
  10–12
  Attacks: 
  bite (2d10), 2 claws (1d8) , or tail (1d6)
  Special: 
  Breathes poisonous gas or fire
  Move: 
  4 (8 when flying)
  Alignment:
  Lawful
  HDE/XP: 
  12/2000, 13/2300, 14/2600 
  Gold dragons are of lawful nature, can always speak, and cast
  spells as if they were a Magic-user of equal level to hp per die of
  their age category (so that very old Gold Dragons are 6th level
  Magic-users). They can choose to either breathe fire in a cone 90 ft
  long and roughly 30 ft wide at the base, or breathe chlorine gas in a
  cloud 50 ft long, 40 ft wide, and 30 ft high.
  Dragon, Green
  Armor Class: 
   [17]
  Hit Dice:
  7–9
  Attacks:
  bite (2d10), 2 claws (1d6) , or tail (1d6)
  Special:
  Breathes poisonous gas
  Move:
  4 (8 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  9/1100, 10/1400, 11/1700
  Green dragons breathe a cloud of poisonous gas, 50 ft in diameter.
  A successful saving throw indicates half damage.
  Dragon, Red
  Armor Class:  
  [17]
  Hit Dice:
  9–11
  Attacks:
  bite (3d10), 2 claws (1d8) , or tail (1d6)
  Special:
  Breathes fire
  Move:
  4 (8 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  11/1700, 12/2000, 13/2300
  Red dragons are the fire-breathing wyrms of legend. They breathe
  fire in a cone-shape 90 ft long and roughly 30 ft wide at the base.
  Dragon, White
  Armor Class:  
  [17]
  Hit Dice:
  5–7
  Attacks:
  bite (2d8), 2 claws (1d4) , or tail (1d4)
  Special:
  Breathes cold
  Move:
  4 (8 when flying)
  Alignment:
  Neutral
  HDE/XP:
  7/600, 8/800, 9/1100
  White dragons are usually found in cold regions, where they can
  camouflage themselves in ice and snow, lying in wait for prey.
  They breathe a cone of intensely cold air and frost, with a length of
  70 ft and a base of 30 ft.
  Dryads
  Armor Class: 
  [10]
  Hit Dice:
  2
  Attacks:
  wooden dagger (1d3)
  Special:
  Charm Person
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  3/60
  Dryads are beautiful female tree spirits, and do not venture far from
  their home trees. They can cast (as a native magical power) a strong
  charm that operates as a charm person spell with a -2 saving throw.
  Those who are charmed seldom return, or might be kept for a
  hundred years and a day within the dryad’s tree.
  Dwarfs
  Armor Class: 
   [15] – Chain mail and shield [10]
  Hit Dice:
  1+1
  Attacks:
  By weapon
  Special:
  Stonework insight, darkvision and hardiness
  Move:
  2 (3 unarmored)
  Alignment:
  Any (usually Neutral or Lawful)
  HDE/XP:
  1/15
  Dwarfs have 60 feet darkvision and receive a +2 bonus to Saving
  Throws versus magic, poison and disease.
  The above abilities are those of standard dwarf warrior, dwarf
  leaders are usually high level Fighters or Clerics.
  E
  Efreet
  Armor Class:  
   [17]
  Hit Dice:
  10
  Attacks:
  fist (1d6) or sword (1d10)
  Special:
  Wall of Fire
  Move:
  3 (8 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  12/2000
  Efreet are a type of genie, associated with fire (unlike the djinn,
  who have powers over the air). Efreet can carry up to a thousand
  pounds of weight, and under the right circumstances they can be
  forced  to  serve  as  a  slave  (until  they  figure  out  how  to  free
  themselves). An efreeti can cast Wall of Fire (per the spell Wall of
  Defense I). They appear as giant humans with cruel features, their
  skin flickering with flames.
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  Elementals
  Elementals are living manifestations of the basic forms of matter;
  earth, air, fire, and water. They are usually summoned from their
  native planes of existence to do the bidding of a powerful wizard.
  These beings can also be “chained” within objects or structures to
  give  the  objects  magical  properties.  Elementals  are  barely
  intelligent at all, but they are as powerful as the forces of nature
  that they actually are.
  Elemental, Air
  Armor Class:  
  [17]
  Hit Dice:
  8, 12, 16
  Attacks:
  strike (2d8)
  Special:
  Whirlwind
  Move:
  12 (Flight)
  Alignment:
  Neutral
  HDE/XP:
  9/1100, 13/2300, 17/3400
  Air elementals can turn into a whirlwind of air with a diameter of
  30 ft, hurling any creature of 1 HD or less for great distances
  (almost  certainly  killing  them).  Elemental  whirlwinds  are
  approximately 100 ft high.
  Elemental, Earth
  Armor Class:  
  [17]
  Hit Dice:
  8, 12, 16
  Attacks:
  fist (3d6)
  Special:
  Tear down stone
  Move:
  2
  Alignment:
  Neutral
  HDE/XP:
  9/1100, 13/2300, 17/3400
  Earth elementals are hulking man-shapes of rock and earth. They
  batter opponents with their great fists, although damage is reduced
  by 1d6 if the opponent is not standing upon earth or rock. Earth
  elementals can tear apart stone structures, able to rip down even a
  castle wall in a matter of 1d4+4 minutes.
  Elemental, Fire
  Armor Class:  
   [17]
  Hit Dice:
  8, 12, 16
  Attacks:
  strike (2d6)
  Special:
  Ignite materials
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  9/1100, 13/2300, 17/3400
  Fire  elementals  are  formless  masses  of  flame,  perhaps  with  a
  vaguely human shape. Their attacks cause flammable materials to
  ignite if the material fails a saving throw (as determined by the
  Referee).
  Elemental, Water
  Armor Class: 
   [17]
  Hit Dice:
  8, 12, 16
  Attacks:
  strike (3d6)
  Special:
  Can overturn ships
  Move:
  2 (6 when swimming)
  Alignment:
  Neutral
  HDE/XP:
  9/1100, 13/2300, 17/3400
  Water elementals cannot move more than 60 ft from a large body of
  water, and their damage is reduced by 1d6 if the opponent is not
  standing in water (or swimming, etc). These powerful beings can
  overturn small boats,  and can overturn a ship if given 1d4+4
  minutes to work at it. On water, they can attack ships, battering
  them to pieces within one hour if not prevented or distracted.
  Elves
  Armor Class:  
  [14] -Leather and shield [11]
  Hit Dice:
  1
  Attacks:
  sword or longbow
  Special:
  Darkvision, turn animal, fey, alert
  Move:
  4
  Alignment:
  Any (usually Neutral or Chaotic)
  HDE/XP:
  1/15
  The example above is for a typical elf warrior; elven leaders are
  usually high level druids.
  All Elves have 60 feet darkvision, can use the Animal Friendship
  special ability of Druids at level 1 and are surprised only 1 time out
  of 6.
  Furthermore elves are immune to Charm person and Sleep spells
  plus the paralyzing effects induced by a ghoul's touch.
  Ettercap
  Armor Class:  
  [13]
  Hit Dice:
  5
  Attacks:
  2 claws (1d3) or bite (1d6+poison)
  Special:
  Poison, traps, web 
  Move:
  4
  Alignment:
  Chaotic
  HDE/XP:
  6/400
  Ettercaps are a strange race of spindly, long-armed bipeds about
  seven feet tall. They have spider-like spinnerets, and are often
  found in the company of giant spiders. Ettercaps are flesh-eating
  predators who use their spinnerets to create traps of various kinds
  such as web-filled pits or deadfall traps with silken ropes.
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  G
  Gargoyles
  Armor Class: 
   [14]
  Hit Dice:
  4+4
  Attacks:
  2 claws (1d3), 1 bite (1d4), 1 horn (1d6)
  Special:
  Flight, darkvision
  Move:
  3 (5 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  6/400
  Gargoyles  are  winged  creatures  resembling  the  carven
  monstrosities  that  bedeck  the  walls  of  cathedrals  and  many
  subterranean dungeons. They can be vicious predators.
  Gelatinous Cubes
  Armor Class: 
  [11]
  Hit Dice:
  4
  Attacks:
  attack (2d4)
  Special:
  Paralysis, lighting and cold immunity
  Move:
  2
  Alignment:
  Neutral
  HDE/XP:
  5/240
  Gelatinous cubes are semi-transparent cubes that slosh through
  subterranean passages, engulfing debris and carrion to digest. Their
  entire substance is acidic: if the cube hits successfully, the victim
  must make a saving throw or become paralyzed (6 turns) for the
  cube to devour. Most gelatinous cubes contain various metallic
  treasures or gems that they have engulfed but not yet digested.
  Ghouls
  Armor Class: 
   [13]
  Hit Dice:
  2
  Attacks:
  2 claws (1d3), bite (1d4)
  Special:
  Immunities, paralysis, darkvision
  Move:
  3
  Alignment:
  Chaotic
  HDE/XP:
  3/60
  Ghouls are pack-hunting undead, corpse eaters. They are immune,
  like most undead, to charms and sleep spells. The most dangerous
  feature of these horrid, cunning creatures is their paralyzing touch:
  any hit from a ghoul requires a saving throw or the victim becomes
  paralyzed for 3d6 turns.
  Giants
  Giants are a staple of fantasy gaming, huge and dangerous creatures
  that often have a taste for human flesh. Most are not particularly
  intelligent.
  Giant, Cloud
  Armor Class:  
  [17] – plate mail [11]
  Hit Dice:
  13
  Attacks:
  weapon (6d6) or fist (1d6)
  Special:
  Hurl boulders
  Move:
  5 (7 unarmored)
  Alignment:
  Neutral
  HDE/XP:
  13/2300
  Cloud giants are cunning beasts, often living in cloud-castles in the
  sky (hence their name). They throw rocks for 5d6 hit points of
  damage. Cloud giants are famous for their ability to smell out food,
  enemies, and Englishmen.
  Giant, Fire
  Armor Class: 
   [16] – splinted armor [11]
  Hit Dice:
  12
  Attacks:
  weapon (5d6) or fist (1d6)
  Special:
  Hurl boulders, immune to fire
  Move:
  4 (6 unarmored)
  Alignment:
  Chaotic
  HDE/XP:
  12/2000
  Fire giants are usually found near volcanic mountains, in great
  castles of basalt or even iron. They throw boulders for 4d6 hit
  points.
  Giant, Frost
  Armor Class:  
  [15] – chain mail [11]
  Hit Dice:
  11
  Attacks:
  weapon (4d6) or fist (1d6)
  Special:
  Hurl boulders, immune to cold
  Move:
  4 (5 unarmored)
  Alignment:
  Chaotic
  HDE/XP:
  12/2000
  Frost giants dwell in cold regions, where they build (or conquer)
  castles in remote places of ice and snow. They throw boulders or
  great chunks of ice for 4d6 points of damage.
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  Giant, Hill
  Armor Class:  
  [15] – leather [13]
  Hit Dice:
  8+2
  Attacks:
  weapon (2d8) or fist (1d4)
  Special:
  Hurl boulders
  Move:
  4
  Alignment:
  Chaotic
  HDE/XP:
  9/1100
  Hill  giants  are  the  least  of  the  giant  races;  most  are  brutish
  cave-dwellers who dress in pelts and uncured hides. They throw
  rocks for 2d8 points of damage.
  Giant, Stone
  Armor Class:
   [20]
  Hit Dice:
  9+3
  Attacks:
  club (3d6) or fist (1d6)
  Special:
  Hurl boulders
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  10/1400
  Stone giants dwell in caves, isolated in the mountain fastnesses.
  They throw rocks for 3d6 points of damage, and can be quite crafty
  in setting up ambushes in their native mountains—travelers who
  wander into the territory of stone giants seldom return.
  Giant, Storm
  Armor Class: 
  [18] – plate mail [12]
  Hit Dice:
  16
  Attacks:
  weapon (7d6) or fist (1d6)
  Special:
  Hurl boulders, control weather
  Move:
  5 (7 unarmored)
  Alignment:
  Lawful
  HDE/XP:
  16/3200
  Storm giants are the largest of giants, the most intelligent, the most
  magical, and the most likely to talk with humans rather than simply
  devour them. Storm giants can live in underwater sea-castles as
  well as on the heights of mountains. They throw boulders for 7d6
  points of damage, and have the power to control weather (as per the
  spell).
  Gibbering mouther
  Armor Class:  
  [18]
  Hit Dice:
  4+4
  Attacks:
  6 bites (1 point)
  Special:
  Gibbering, spit, pull prey underneath.
  Move:
  1
  Alignment:
  Neutral 
  HDE/XP:
  6/400
  Gibbering  mothers  are  amorphous  blobs  of  flesh  with
  multiple eyes and mouths appearing and disappearing from
  the  quivering  mass  of  the  body  as  it  moves  along.   The
  mouths  gibber  and  babble  meaningless,  speech-like  noises;
  the monster is perpetually accompanied by this disturbing and
  inhuman sound except when it is waiting to ambush prey, in
  which case the eyes and mouths are all kept closed, and the
  monster  appears  to  be  nothing  more  than  an  oozy  pile  of
  earth.  When  the  mouther  spots  prey,  it  begins  gibbering
  loudly, causing anyone within 60ft to make a saving throw or
  become confused (per the spell). Each round spent listening
  to the mouther requires another saving throw.  In any given
  round, the mouther will have six mouths available either to
  spit or to bite. The creature’s spittle flashes brightly upon
  impact with most surfaces, causing anyone nearby to make a
  saving  throw  or  be  blinded  for  one  round.  The  mouther’s
  bites are  not particularly  deadly  in  and of themselves,  but
  once a mouth hits it fastens on and continues to do automatic
  damage thereafter. Also, if a character has 3 or more mouths
  fastened to him, there is a risk of slipping and being covered
  by the mouther (which allows the mouther to attack with 12
  additional mouths on its underside). The chance of slipping is
  5%,  and  if  more  than  3  mouths  are  attached  the  chance
  increases by 5% per additional mouth. The ground around a
  gibbering  mouther,  in  a  radius  of  5ft,  will  be  soft  and
  mud-like,  for  the  mouther  changes  the  consistency  of  the
  ground beneath itself.
  Gnolls
  Armor Class:  
  [14] -ring mail and shield [10]
  Hit Dice:
  2
  Attacks:
  bite (1d4) or weapon
  Special:
  Darkvision, tracking scent
  Move:
  3 (4 unarmored)
  Alignment:
  Chaotic
  HDE/XP:
  2/30
  Gnolls are tall humanoids with hyena-like heads. They may be
  found both above ground and in subterranean caverns. They form
  into loosely organized clans, often ranging far from home to steal
  and kill with rapacious ferocity.
  Gnome
  Armor Class: 
  [12] -leather armor [10]
  Hit Dice:
  1
  Attacks:
  weapon (1d6)
  Special:
  Illusionism, stealthy
  Move:
  3
  Alignment:
  Neutral 
  HDE/XP:
  1/15
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Gnomes are small rural humanoids. Gnomes are natural illusionists
  gaining a +2 bonus to saving Throws against illusion magic and
  powers. All gnomes can cast once per day Audible Glamer and
  Dancing Lights as first level magic-users, also gnomes roll for
  surprise at +1.
  Goblins
  Armor Class:  
  [12] -padded and shield [10]
  Hit Dice:
  1d6 hit points
  Attacks:
  weapon (1d6)
  Special:
  -1 “to-hit” in sunlight, darkvision
  Move:
  3
  Alignment:
  Chaotic
  HDE/XP:
  < 1/10
  Goblins are small creatures (4 ft tall or so) that inhabit dark woods,
  underground caverns, and (possibly) the otherworldly realms of the
  fey. They attack at -1 in the full sunlight and are gifted with 90 feet
  darkvision.
  Golems
  Golems  are  man-shaped  creatures  built  to  serve  their  masters,
  usually powerful wizards or high priests. They are often used as
  guardians. Golems cannot be hit with non-magical weapons, and
  are immune to the sorts of spells used to create them (iron golems
  being immune to fire, for instance). You can find the details in the
  specific monster descriptions.
  Golem, Flesh
  Armor Class: 
  [10]
  Hit Dice:
  12
  Attacks:
  fist (2d8)
  Special:
  See Below
  Move:
  3
  Alignment:
  Neutral
  HDE/XP:
  12/2000
  A creation stitched together from human limbs and other parts, like
  a Frankenstein monster. Damage inflicted by lightning heals the
  golem, and it is slowed by fire and cold spells. No other type of
  spell than lightning, fire, or cold affects a flesh golem. Only +1 or
  better magic weapons can harm a flesh golem.
  Golem, Iron
  Armor Class: 
   [16]
  Hit Dice:
  13
  Attacks:
  weapon or fist (4d10)
  Special:
  See Below
  Move:
  2
  Alignment:
  Neutral
  HDE/XP:
  17/3500
  Iron golems are huge moving statues of iron. They can breathe a 10
  ft radius cloud of poison gas as well as attacking with great power.
  Weapons of +2 or less do not affect them. These hulking statues are
  slowed by lightning spells, but fire-based spells actually restore hit
  points to them. No other type of spell affects them.
  Golem, Stone
  Armor Class: 
   [14]
  Hit Dice:
  16
  Attacks:
  fist (3d8)
  Special:
  See Below
  Move:
  2
  Alignment:
  Neutral
  HDE/XP:
  16/3200
  Stone golems are massive stone statues animated by very powerful
  magics (much more than just animate object, in other words). They
  are slowed by fire spells, and damaged/healed by rock to mud
  spells and the reverse. Spells that affect rock (and fire spells) are
  the only magic that affects them. They can only be hit by +2 or
  better weapons.
  Gorgons
  Armor Class:  
  [17]
  Hit Dice:
  8
  Attacks:
  gore (2d6)
  Special:
  Breath turns to stone
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  10/1400 
  Gorgons  are  bull-like  creatures  with  dragon-like  scales.  Their
  breath turns people to stone (60 ft range, saving throw applies).
  Grey Oozes
  Armor Class: 
  [12]
  Hit Dice:
  3+3
  Attacks:
  strike (2d6)
  Special:
  Acid, immunities
  Move:
  1
  Alignment:
  Neutral
  HDE/XP:
  5/240
  Grey ooze is almost identical to wet rock, but is a slimy, formless
  substance that devours prey and carrion with its acidic secretions,
  lashing forward to strike enemies. Grey ooze is immune to spells,
  heat, and cold damage. Metal (but not stone or wood) must make a
  saving throw vs. acid when exposed to grey ooze (even if the
  contact is as brief as the strike of a sword) or be rotted through.
  When the grey ooze hits a character in metal armor, the armor must
  make an item saving throw. Only cutting and piercing damages a
  grey ooze—it is impervious to blunt or crushing attacks.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Green Slime
  Green  slime  isn’t  technically  a  monster,  just  an  extremely
  dangerous hazard in underground tombs and other such places. Any
  metal or organic substance it touches begins to turn to green slime
  (saving throw). It can be killed with fire or extreme cold, and the
  transformation process can be arrested by the use of a Cure Disease
  spell.
  Griffons
  Armor Class: 
   [16]
  Hit Dice:
  7
  Attacks:
  2 claws (1d4) plus 1 bite (2d8)
  Special:
  Flight
  Move:
  4 (9 when flying)
  Alignment:
  Neutral
  HDE/XP:
  8/800
  Griffons  have  the  body  of  a  lion,  with  the  wings,  head,  and
  fore-talons of an eagle. These creatures can be tamed and ridden as
  mounts. They usually nest in high mountain aeries, where they lay
  their eggs and hunt their prey. Because the fledglings can be tamed,
  young griffons and griffon eggs command a very high price in the
  marketplaces of the great cities, or to barons and wizards.
  H
  Harpies
  Armor Class:
  [12]
  Hit Dice:
  3
  Attacks:
  2 talons (1d3) or weapon 
  Special:
  Flight, siren song
  Move:
  2 (6 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  4/120
  Harpies have the upper body of a human female and the lower body
  and wings of a vulture. Their song is a charm that draws its victims
  to the harpy (saving throw applies), and the harpy’s touch casts the
  equivalent of a charm person spell (again, saving throw applies).
  Hell Hounds
  Armor Class:  
  [15]
  Hit Dice:
  4–7
  Attacks:
  bite (1d6)
  Special:
  Breathes fire, darkvision
  Move:
  4
  Alignment:
  Chaotic
  HDE/XP:
  5/240, 6/400, 7/600, 8/800
  Hell hounds are fire-breathing dogs of the underworlds or lower
  planes. In addition to biting, they can breathe fire each round,
  inflicting 2 HP damage per hit die (10 ft range, saving throw for
  half damage).
  Hippogriffs
  Armor Class: 
   [14]
  Hit Dice:
  3+3
  Attacks:
  2 claws (1d6) plus 1 bite (1d10)
  Special:
  Flight
  Move:
  4 (9 when flying)
  Alignment:
  Neutral
  HDE/XP:
  3/60
  The hippogriff is similar to a griffon, having the head, foreclaws,
  and wings of an eagle, but instead of the body of a lion, it has the
  body of a horse. The poem Orlando Furioso (written in 1516)
  suggests that the hippogriff is the offspring of a griffon and a horse
  —but  they  are  apparently  an  independent  breed,  for  folkloric
  tradition  holds  that  griffons  frequently  attack  hippogriffs.
  Hippogriffs are not as hard to train as griffons.
  Hobgoblins
  Armor Class:  
  [14] – ring mail and shield [10]
  Hit Dice:
  1+1
  Attacks:
  weapon
  Special:
  Darkvision
  Move:
  3 (4 unarmored)
  Alignment:
  Chaotic
  HDE/XP:
  1/15
  Hobgoblins are simply large goblins, possibly a separate breed
  living  apart  from  their  smaller  cousins.  As  a  matter  of  the
  campaign’s  flavoring,  the  Referee  might  choose  to  make
  hobgoblins the “fey” goblins of Irish legend, while regular goblins
  are the more Tolkien-style underground-dwellers.
  Horses
  Horses are AC [12], riding horses have 2 HD while warhorses have
  3 HD and 2 hoof attacks (1d4). Horses move at a speed of 6.
  Humans
  Humans are such a versatile race that any number of “monsters”
  and NPCs can be made from them. Berserker warriors, tribesmen,
  cavemen, princesses, chaotic high priests, captains of the guard,
  foot-soldiers,  and  tavern-keepers  are  all  different  human
  “monsters.” 
  Don’t try to build your non-player characters according to the rules
  for player characters. Here are some samples, otherwise just make
  up their stats and abilities as you see fit.
  89
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Human, Bandit
  Armor Class: 
  [12] – leather [10]
  Hit Dice:
  1
  Attacks:
  weapon
  Special:
  None
  Move:
  4
  Alignment:
  Neutral or Chaotic
  HDE/XP:
  1/15
  Bandits are roving groups of thieves, sometimes organized into
  small armies led by more powerful bandit chiefs and captains with
  higher hit dice.
  Human, Commoner
  Armor Class: 
  [10] – None
  Hit Dice:
  1d4 Hit Points
  Attacks:
  weapon
  Special:
  None
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  <1/10
  Commoners are everyday people with jobs and families: farmers,
  blacksmiths, scribners...
  Human, Berserker
  Armor Class: 
  [12] – leather [10]
  Hit Dice:
  1+2
  Attacks:
  weapon
  Special:
  Berserking
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  2/30
  Berserkers  are  normal  humans,  but  they  fight  with  astounding
  ferocity. A bonus of +2 is added to their attack rolls. They do not
  wear armor heavier than leather armor.
  Human, Sergeant-at-Arms
  Armor Class:  
   [14] – ring mail and shield [10]
  Hit Dice:
  3
  Attacks:
  weapon
  Special:
  None
  Move:
  3 (4 unarmored)
  Alignment:
  Any
  HDE/XP:
  3/60
  Human sergeants are normally found in command of 1d6+5 human
  soldiers. These are the leaders of city guard units and other small
  military groups in castles and armies.
  Human, Soldier
  Armor Class: 
  [12] – leather [10]
  Hit Dice:
  1
  Attacks:
  weapon 
  Special:
  None
  Move:
  4
  Alignment:
  Any
  HDE/XP:
  1/15
  Human  soldiers  serve  as  city  guardsmen,  mercenaries,  and
  men-at-arms.  They are generally armed with leather armor and a
  mace, sword, or spear. For every five guardsmen there is usually a
  sergeant.
  Hydrae
  Armor Class: 
   [14]
  Hit Dice:
  5–12 (equals # of heads)
  Attacks:
  5–12 bites (1d6 each)
  Special:
  None
  Move:
  3
  Alignment:
  Neutral
  HDE/XP:
  7/600, 8/800, 9/1100, 10/1400
  11/1700, 12/2000
  Hydrae  are  great  lizard-like  or  snake-like  creatures  with  5–12
  heads. Each head has one hit die of its own, and when the head is
  killed, that head dies. The body has as many hit dice as the total of
  the heads, so it is a matter of good strategy for adventurers to focus
  either on killing heads (when all the heads are dead the body dies)
  or killing the creature by attacking the body (in which case the
  heads die, too). Hydrae that breathe fire or regenerate their heads
  are also known to exist.
  I
  Invisible Stalkers
  Armor Class:  
  [16]
  Hit Dice:
  8
  Attacks:
  bite (4d4)
  Special:
  Invisible, flight
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  9/1100
  Invisible  stalkers  are  magical  servants  summoned  by  powerful
  Magic-users. They are invisible flying beings created to follow a
  single command made by the caster.
  90
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  K
  Kobolds
  Armor Class: 
  [13] – leather and shield [10]
  Hit Dice:
  1d4 hit points
  Attacks:
  weapon (1d6-1)
  Special:
  Darkvision
  Move:
  2
  Alignment:
  Chaotic
  HDE/XP:
  < 1/10
  Kobolds are subterranean, vaguely goblin-like humanoids. They
  have a -1 penalty when fighting above ground. Many use slings or
  short bows, and they fight with short swords or spiked clubs in
  melee combat.
  L
  Liches
  Armor Class:  
  [20]
  Hit Dice:
  12–18
  Attacks:
  touch (1d6+paralysis)
  Special:
  See Below, darkvision
  Move:
  2
  Alignment:
  Chaotic 
  HDE/XP:
  15/2900. 16/3200, 17/3500, 
  18/3800, 19/4100, 20/4400, 
  21/4700
  Liches are the undead remnants of wizards, either made undead by
  their own deliberate acts during life, or as the result of other
  magical forces (possibly including their own magics gone awry). A
  liche has the same spell-casting powers as the original Magic-user
  (the same level as the liche’s hit dice). A liche’s touch causes
  paralysis with no saving throw, and the very sight of one of these
  dread creatures causes paralysis in any being of 4 HD or below.
  Liches are highly malign and intelligent.
  Lions
  Armor Class:  
  [13]
  Hit Dice: 
  5+2
  Attacks: 
  2 claws (1d4), 1 bite (1d8)
  Special: 
  None
  Move: 
  4
  Alignment: 
  Neutral 
  HDE/XP: 
  5/240
  Male lions are noticeably larger than their female counterparts, and
  easily identified by their manes. They are usually solitary beasts,
  found  leading  a  pride  only  in  their  prime.  The  lioness,  while
  smaller and having an AC of [12], is an indisputably skillful hunter
  —far faster and agile than the male lion. Lionesses often coordinate
  with others in their pride to bring down prey.  
  Lizardmen
  Armor Class: 
  [14] – leather [12]
  Hit Dice:
  2+1
  Attacks:
  2 claws (1d3) or 1 bite (1d6) or 1 weapon
  Special:
  Underwater
  Move:
  2 (4 when swimming)
  Alignment:
  Neutral
  HDE/XP:
  2/30
  Lizardmen are reptilian humanoids, usually living in tribal villages
  in the depths of fetid swamps. Some can hold their breath for long
  durations  (an  hour  or  more),  while  other  can  actually  breathe
  underwater.
  Some lizardmen wield a wicked sword made of sharp bone.
  Lycanthropes
  Lycanthropes are were-creatures, particularly those in whom the
  disease permits assumption of a hybrid form of the human and
  animal. They can be hit by normal weapons, but silver weapons
  might inflict additional damage. If any character is brought low
  50% hit points by a lycanthrope, the character will become a
  lycanthrope himself.
  Lycanthrope, Werebear
  Armor Class:  
  [17]
  Hit Dice:
  7+3
  Attacks:
  bite (2d4) plus 2 claws (1d3)
  Special:
  Lycanthropy
  Move:
  3
  Alignment:
  Lawful
  HDE/XP:
  8/800
  Werebears are mostly found in wilderness areas.
  Lycanthrope, Wererat
  Armor Class: 
  [13]
  Hit Dice:
  3
  Attacks:
  bite (1d3) or weapon (1d6)
  Special:
  Lycanthropy, control rats
  Move:
  4
  Alignment:
  Chaotic
  HDE/XP:
  4/120
  Wererats are mostly found in cities, lurking in shadowy alleyways.
  Wererats can control rats, and are extremely stealthy (surprising
  opponents on 1–4 on a d6).
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  Lycanthrope, Werewolf
  Armor Class:  
  [14]
  Hit Dice:
  3
  Attacks:
  bite (2d4)
  Special:
  Lycanthropy, control rats
  Move:
  4
  Alignment:
  Chaotic
  HDE/XP:
  4/120
  Werewolves are the traditional Lycanthropes seen in horror movies.
  They are often only affected by silver or magical weapons, often
  are humanoid except for during a full moon, and so on.
  M
  Manticores
  Armor Class:  
  [15]
  Hit Dice:
  6+4
  Attacks:
  1d6 tailspikes (1d6 damage each)
  Special:
  Flight
  Move:
  4 (3 when swimming)
  Alignment:
  Chaotic
  HDE/XP:
  8/800
  A horrid monster with bat wings, the face of a feral human, the
  body of a lion, and a tail tipped with 24 iron spikes. The manticore
  can hurl up to 6 of the iron spikes from its tail per round, at a
  maximum range of 180 ft.
  Medusa
  Armor Class: 
  [14]
  Hit Dice:
  6
  Attacks:
  weapon
  Special:
  Petrifying gaze
  Move:
  3
  Alignment:
  Chaotic
  HDE/XP:
  8/800
  Medusae are horrid creatures from Greek mythology with a female
  face but hair of writhing snakes; they have no legs, but the body of
  a serpent. The gaze of a medusa turns anyone looking upon it into
  stone. In addition to the medusa’s relatively weak melee-weapon
  attack, the snake-hair makes one attack per round, causing no
  damage but lethally poisonous with a successful hit (saving throw
  applies).
  Mind Eaters
  Armor Class: 
  [15]
  Hit Dice:
  8
  Attacks:
  4 tentacles (2hp) or weapon
  Special:
  Magic resistance (90%), Mind blast, mental 
  powers, eat brains
  Move:
  4
  Alignment:
  Chaotic
  HDE/XP:
  12/2000
  Mind eaters are a deep-dwelling, chthonic race of ancient and very
  evil beings.  They have a tentacled, cephalopodic head upon a tall
  but  human-like  body  coated  in  protective  slime.   This  race
  considers all other intelligent races as nothing more than a source
  of slaves and of the mind eaters’ food source – brains.  Mind eaters
  attack with their four face-tentacles.  If even one of these hits, it
  worms its way toward the victim’s brain, yanking it forth from the
  skull in 1d6-1 rounds. In addition, the mind eater uses a powerful
  mental blast, a 60ft cone 5ft wide at the point of emanation and 20ft
  wide at the end.  This power can be used once per day (see effects
  below).  Mind eaters have magic resistance of 90%, and their
  mental powers allow them to evoke the effects of the following
  spells: Levitate, Charm Monster, Detect Thoughts, and Astral Spell.
  Effect of Mental Blast:
  1-2 creatures in area: Natural 1 on saving throw = death,
  Failed save = stunned 3d6 turns, Successful save = panic for
  1d10 rounds.
  3-4 creatures in area: Natural 1 on saving throw = stunned 3d6
  turns, Failed save = panic for 3d6 turns, Successful save =
  confused for 1d10 rounds.
  5+ creatures in area: Natural 1 on saving throw = panicked for
  3d6 turns, Failed save = confused for 1d6 turns, Successful
  save = confused for 1d6 rounds.
  Minotaurs
  Armor Class: 
  [13]
  Hit Dice:
  6+4
  Attacks:
  weapon (+2 for strength)
  Special:
  Never lost in labyrinths, darkvision
  Move:
  4
  Alignment:
  Chaotic
  HDE/XP:
  6/400
  The minotaur is a man-eating predator from Greek mythology, with
  the head of a bull and the body of a massive human, covered in
  shaggy  hair.  Sometimes  they  wield  large  axes.  Most  are  not
  particularly intelligent.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Mummies
  Armor Class:  
  [16]
  Hit Dice:
  6+4
  Attacks:
  touch (1d6+special)
  Special:
  Rot, hit only by magic weapons
  Move:
  2
  Alignment:
  Chaotic
  HDE/XP:
  7/600
  Mummies cannot be hit by normal weapons, and even magical
  weapons inflict only half damage against them. Their touch also
  inflicts a rotting disease which prevents magical healing and causes
  wounds to heal at one-tenth of the normal rate. A Cure Disease
  spell can increase healing rate to half normal, but a Remove Curse
  spell is required to completely lift the mummy’s curse.
  N
  Nagas
  “Naga”  is  the  Sanskrit  word  for  dragon  or  snake.   In
  mythology,  the  naga  are  benevolent  and  very  powerful,
  equivalent to Asian dragons. The nagas portrayed here are
  more serpentine and less powerful; all have the body of a
  snake, although the head is not necessarily that of a serpent.
  All  kinds  of  interesting  abilities  could  be  added  to
  “customized” nagas, from breathing fire to moving in and out
  of strange planes of existence.
  Guardian Naga
  Armor Class: 
  [16]
  Hit Dice:
  11
  Attacks:
  1 bite (1d6 + poison), 1 constrict (1d6+1), 1 
  spit (poison)
  Special:
  Poison, constriction, spells.
  Move:
  6
  Alignment:
  Lawful
  HDE/XP:
  13/2300
  The largest and noblest of the naga, guardian nagas are from
  20  to  25ft  in  length.  They  do  not  necessarily  have  a
  human-like head, but some characteristic (a flowing mane of
  hair, for instance) will immediately set their appearance apart
  from  normal  serpents.   They  can  bite  or  spit  with  lethal
  poison,  and  if  they  hit  with  their  coils  they  automatically
  cause  1d6+1  points  of  constriction  damage  per  round
  thereafter.  Guardian nagas cast clerical spells (2/2/1/1).  
  Naga, Spirit
  Armor Class: 
  [15]
  Hit Dice:
  9
  Attacks:
  1 bite (1d3 + poison)
  Special:
  Poison, charm gaze, spells.
  Move:
  4
  Alignment:
  Chaotic
  HDE/XP:
  13/2300
  Spirit nagas are malicious, evil creatures.  Their gaze has the effect
  of a charm person spell, their bite is poison, and they cast both
  magic user spells (4/2/1) and cleric spells (2/1).  Such nagas are
  from 10 to 20ft in length, and have a human head.
  Naga, Water
  Armor Class: 
  [14]
  Hit Dice:
  7
  Attacks:
  Bite (1d4 +poison)
  Special:
  Poison, spells
  Move:
  4 (Swim 6)
  Alignment:
  Neutral 
  HDE/XP:
  10/1400
  Water nagas might be of any alignment. They do not ordinarily
  have human heads, but like the guardian nagas they will have some
  physical attributes separating them clearly from normal serpents.
  In the case of water nagas, this might be the color of the scales or
  the presence of flowing beard-like fins, perhaps.  Water nagas are
  from 10 to 15ft long.  Water nagas cast magic-user spells (4/2/1). 
  Night Hag
  Armor Class: 
  [11]
  Hit Dice:
  8
  Attacks:
  Bite (2d6)
  Special:
  Magic, Magic resistance (65%), requires magic
  weapons to hit
  Move:
  3
  Alignment:
  Chaotic
  HDE/XP:
  11/1700
  Night  hags  come  from  beyond  the  material  plane:  perhaps
  from the realms of dream, perhaps from the demonic pits of
  the underworlds. These creatures prey upon the souls of those
  who are Chaotic: they can cause enchanted sleep once against
  such individuals (saving throw, affects up to 12 th level), or
  visit the victim’s dreams nightly (no saving throw) to leech
  away  a  point  of  constitution  per  night  until  the  attribute
  reaches 0 and the hag can steal away the soul.  In combat,
  night hags can magically weaken an opponent to half normal
  strength (saving throw) three times per day; additionally, they
  can  use  a  spell  that  automatically  inflicts  2d6  points  of
  damage  against  a single opponent.  Both of these abilities
  have a range of 100ft.  A hag can also also become ethereal
  93
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  and incorporeal at will, summon a demon ally once per day
  (with only a 50% chance of success), and cannot be hit by
  non-magical weapons. They are highly resistant to magic, as
  well.
  Nightmare
  Armor Class: 
  [23]
  Hit Dice:
  7
  Attacks:
  Bite (1d8), 2 hooves (1d6)
  Special:
  Become incorporeal, breath smoke 
  Move:
  6 ( 12 flying)
  Alignment:
  Chaotic 
  HDE/XP:
  10/1400
  Nightmares are the steeds of night hags and other demons; black
  horses with flaming hoofs and mane.  Their breath is a cloud of
  brimstone smoke, which causes any nearby opponent to attack at –2
  (saving throw).  These horrible creatures can become incorporeal
  and travel between the planes of existence bearing their chaotic
  riders.
  Nixie
  Armor Class: 
  [12]
  Hit Dice:
  1d4 hit points
  Attacks:
  Weapon (1d6)
  Special:
  Charm
  Move:
  2 (4 when swimming)
  Alignment:
  Neutral
  HDE/XP:
  <1/10
  Nixies are weak water fey creatures. One in ten of them has the
  power to cast a powerful Charm Person (-2 on saving throw) that
  causes the victim to walk into the water and join the nixies as their
  slave (1 year). Casting Dispel Magic against the curse has only a
  75% chance of success, and once the victim is actually in the water
  the chance drops to 25%. Nixies are ordinarily friendly, but they
  are capricious.
  O
  Ochre Jelly
  Armor Class: 
  [11]
  Hit Dice:
  6
  Attacks:
  acid strike (3d4)
  Special:
  Lightning divides creature
  Move:
  1
  Alignment:
  Neutral
  HDE/XP:
  6/400
  Ochre jellies are amorphous oozes that damage opponents with
  their  acidic  surface.  They  dissolve  any  adventurers  they  kill,
  making a raise dead spell impossible.
  Ogres
  Armor Class:  
  [14] – leather [12]
  Hit Dice:
  4+1
  Attacks:
  weapon (+2 for strength)
  Special:
  Darkvision
  Move:
  3
  Alignment:
  Chaotic
  HDE/XP:
  4/120
  Ogres are normally quite stupid, but more intelligent versions might
  be encountered here and there. Sometimes Ogres are mistaken for
  trolls.
  Ogre Mages
  Armor Class: 
  [15]
  Hit Dice:
  5+4
  Attacks:
  weapon (+2 for strength)
  Special:
  Magic use, darkvision
  Move:
  4 (6 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  7/600
  The ogre mage is an ogre with magic powers, based on Japanese
  legend. An ogre mage can fly, turn invisible (per the spell), create a
  10 ft radius circle of magical darkness, change into human form,
  cast sleep and charm person once per day, and cast a cone of frost
  with a range of 60 ft to a base of 30 ft, causing 8d6 damage to any
  caught  within  (saving  throw  applies).  Western  folklore  also
  contains many examples of shape-shifting, magical ogres (the most
  famous example being the one in Puss-in-Boots), so there might be
  many different interpretations of magical ogres whether or not they
  are called “ogre mage.”
  Orcs
  Armor Class:  
  [13] – leather and shield [10]
  Hit Dice:
  1
  Attacks:
  weapon
  Special:
  Darkvision
  Move:
  4
  Alignment:
  Chaotic
  HDE/XP:
  1/15
  Orcs are stupid, brutish humanoids that gather in tribes of hundreds.
  Most are subterranean dwellers, and fight with a penalty of -1 in
  sunlight. Occasionally, war-bands or even entire tribes of orcs issue
  forth from their caverns to raid and pillage by night. Orcish leaders
  are great brutes with additional hit dice, and magic-using shamans
  may also be found in the larger tribes. Orcish tribes hate each other,
  and will fight savagely unless restrained by a powerful and feared
  commander, such as a Chaotic high priest or a mystic sorcerer.
  94
  
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  Owlbears
  Armor Class:  
  [14]
  Hit Dice:
  5+1
  Attacks:
  2 claws (1d6),  1 bite (2d6)
  Special:
  Hugs for 2d8 damage on attack of 18+
  Move:
  4
  Alignment:
  Neutral 
  HDE/XP:
  5/240
  Owlbears have the body of a bear, but the beak of an owl (with
  some feathers on the head and places on the body as well). On an
  attack roll of 18+ (natural roll), the owlbear grabs its victim and
  hugs it for an additional 2d8 points of damage.
  P
  Pegasus
  Armor Class: 
  [13]
  Hit Dice:
  4
  Attacks:
  2 hooves (1d6)
  Special:
  Flight
  Move:
  8 (16 when flying)
  Alignment:
  Lawful
  HDE/XP:
  4/120
  Pegasus  was  the  winged  horse  from  Greek  mythology.  Other
  Pegasus creatures might have bat wings, some might be Chaotic;
  such choices are left to the Referee.
  Pixie
  Armor Class:  
  [14]
  Hit Dice:
  1d4 hit points
  Attacks:
  1 dagger (1d4), arrow or Magic 
  Special:
  Magic 
  Move:
  2 (5 when flying)
  Alignment:
  Neutral 
  HDE/XP:
  5/240
  Pixies are nasty, treacherous creatures of the fey, resembling tiny,
  winged people.  They attack with a +4 bonus to hit with arrows.  A
  pixie speeds each arrow on its way with a charm, which reduces
  rate of fire to one arrow per round, but enchants the arrow in one of
  three ways.  A pixie arrow, at the pixie’s choice, (1) is enchanted
  with a +1 to hit and damage, for 1d4+1 points; (2) causes sleep for
  3d6 turns (saving throw); (3) causes total amnesia (saving throw).
  Pixies are magic resistant (25%), can polymorph themselves as
  many times per day as they desire, can become invisible at will, can
  cast dancing lights at will, can dispel magic once per day, and can
  cause permanent Confusion once per day with a successful hit
  (saving throw).
  Pseudodragon
  Armor Class:  
  [17]
  Hit Dice:
  2
  Attacks:
  bite (1d3) or tail sting (1d3+poison)
  Special:
  Poison sting, chameleon, Magic resistance
  Move:
  2 (8 flying)
  Alignment:
  Neutral
  HDE/XP:
  5/240
  Pseudo-dragons are tiny relatives of dragons or wyverns, less than
  2ft long.  Like wyverns, they have a tail stinger: the poison is not
  lethal in 75% of cases, but it induces catalepsy for 1d4 days (saving
  throw).  When they desire, pseudo-dragons can become almost
  invisible (80% chance not to be seen).  They are somewhat resistant
  to magic (25%), and this resistance extends to any human touching
  the creature (if the pseudo-dragon desires).
  Purple Worms
  Armor Class:  
  [13]
  Hit Dice:
  15
  Attacks:
  bite (2d12) or sting (1d8)
  Special:
  Poison sting, swallow
  Move:
  3
  Alignment:
  Neutral
  HDE/XP:
  17/3500
  Purple worms are massive annelids that grow 40 ft and more in
  length,  and  sometimes  exceed  ten  feet  in  width.  They  are
  subterranean, chewing tunnels in rock (or through sand, in deserts,
  where they are a tan color). These beasts swallow their prey whole
  on a roll 4 higher than the needed number, or if the worm rolls
  double the number required to-hit. They can swallow anything the
  size of a horse or smaller. In addition to the worm’s dreaded bite, it
  has a poison stinger on its tail, the length of a sword and just as
  deadly even from the piercing wound it inflicts. The poison injected
  by the stinger is lethal if the victim fails a saving throw. What prey
  the purple worms once hunted (or perhaps still do, in deep places)
  with  such  natural  weapons  must  have  been  terrifying  indeed.
  Aquatic versions of the purple worm might also exist.
  R
  Rats, Giant
  Armor Class:  
  [12]
  Hit Dice:
  1-1
  Attacks:
  bite (1d3)
  Special:
  5% are diseased
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  < 1/10
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  Giant rats are often found in dungeons, and are about the size of a
  cat or a lynx. The bite of some (1 in 20) giant rats causes disease. A
  saving throw vs. poison is allowed. The effects of the disease are
  decided by the Referee.
  Rocs
  Armor Class:  
  [15]
  Hit Dice:
  12
  Attacks:
  Bite (3d12), 2 claws (3d6)
  Special:
  None
  Move:
  1 (10 when flying)
  Alignment:
  Neutral
  HDE/XP:
  12/2000
  Rocs are the mythological great birds of legend, large enough to
  prey upon elephants. They can be trained as fledglings to serve as
  steeds, so roc eggs or fledglings would be a prize indeed, worth
  great sums of gold. Rocs might grow as large as 18 HD, with
  commensurately increased statistics.
  S
  Salamanders
  Armor Class:  
  [14],  [16]
  Hit Dice:
  7
  Attacks:
  constrict (2d8+1d6) or weapon
  Special:
  Heat, constrict
  Move:
  3
  Alignment:
  Chaotic
  HDE/XP:
  8/800
  Salamanders are intelligent creatures of the elemental planes of fire.
  They have the upper body of a human (AC  [14]) and the lower
  body of a snake (AC  [16]), and give off tremendous, intense heat.
  The very touch of a salamander deals 1d6 hit points of fire damage,
  and they wrap their tails around foes to cause an additional 2d8
  points  of  crushing  damage  per  round.  Salamanders  cannot  be
  enslaved in the same manner djinn and efreet might be.
  Sea Serpents
  Armor Class:  
  [17]
  Hit Dice:
  30
  Attacks:
  bite (4d10)
  Special:
  Swallow
  Move:
  6 (Swim)
  Alignment:
  Neutral
  HDE/XP:
  30/8400
  The size and nature of sea serpents is a matter for the Referee to
  determine. The sea serpent depicted here would be about middle
  size, about sixty feet in length, with smaller ones being half that
  size (with adjusted statistics, of course), and large ones being about
  50% larger than the one described here. A sea serpent would
  undoubtedly be capable of swallowing a human whole, probably on
  a natural attack roll of no more than 14. A character swallowed
  whole would be digested within, perhaps, three hours.
  Shadows
  Armor Class:  
  [12]
  Hit Dice:
  3+3
  Attacks:
  touch (1d4+strength drain)
  Special:
  See Below, double range darkvision
  Move:
  4
  Alignment:
  Chaotic
  HDE/XP:
  4/130
  Shadows may or may not be undead creatures: they are immune to
  sleep and charm, but the Referee may decide whether they are
  undead  creatures  subject  to  turning  or  whether  they  are  some
  horrible “other” thing, a manifestation perhaps, or a creature from
  another  dimension.  Shadows  are  dark  and  resemble  shadows,
  though they may be darker. They are not corporeal, and can only be
  harmed with magical weapons or by spells. Their chill touch drains
  one point of strength with a successful hit, and if a victim is
  brought to a strength of 0, he becomes a shadow. Strength points
  return after 90 minutes (9 turns).
  Skeletons
  Armor Class: 
  [11], [12] with shield
  Hit Dice:
  1
  Attacks:
  weapon or strike (1d4)
  Special:
  Darkvision
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  1/15
  Skeletons are animated bones of the dead, usually under the control
  of some evil master.
  Snake
  Armor Class: 
  [14]
  Hit Dice:
  1d4 hit points
  Attacks:
  bite (1d3+poison)
  Special:
  poison (+2 to save)
  Move:
  4
  Alignment:
  Neutral
  HDE/XP:
  2/30
  Normal  snakes  are  not  particularly  dangerous,  with  these
  exceptions.  Vipers are highly poisonous, and about a foot or two in
  length.  Their poison is lethal, but the saving throw is at a bonus of
  +2. 
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  Snake, Giant
  Listings are for: poisonous, constrictor, and spitting
  Armor Class: 
  [14],  [14],  [14]
  Hit Dice:
  4, 6, 4
  Attacks:
  bite: 1d3+poison, bite: 1d3 or constrict: 1d6,  
  bite: 1d3+poison
  Special:
  Poison ,Constrict, Poison bite or spit
  Move:
  4,4,4
  Alignment:
  Neutral
  HDE/XP:
  6/400, 7/600, 6/400
  This  entry  covers  three  kinds  of  giant  snakes:  giant
  vipers/cobras, giant constrictor snakes, and the giant spitting
  snake (similar to the spitting cobra). Giant vipers and cobras
  are about ten feet long, giant constrictors are twenty to thirty
  feet long, and giant spitting snakes are about ten feet long
  (these are identical to regular giant poisonous snakes, with
  the  exception  of  the  poison  spit).  The  constrictors  do
  automatic  constriction  damage  after  hitting,  and  may  also
  manage to pinion an arm or leg (1 in 6 chance). The spitting
  snakes have a range of 40ft, aiming at one target with the
  poison.  There are aquatic versions of each of these (except
  the spitting snake); aquatic varieties swim at 1.5 times the
  speed noted for land movement.
  Slug, Giant
  Armor Class: 
  [11]
  Hit Dice:
  12
  Attacks:
  bite (1d6)
  Special:
  Spits acid for 6d6 damage
  Move:
  2
  Alignment:
  Neutral
  HDE/XP:
  13/2300
  These  tremendously  large  masses  of  slimy,  rubbery  flesh  are
  completely immune to blunt weapons. In addition to their powerful
  bite, giant slugs can spit their acidic saliva (one target at a time).
  The base range for spitting is 20 ft,
  Specters
  Armor Class:  
  [17]
  Hit Dice:
  7
  Attacks:
  touch (1d6+level drain)
  Special:
  Drains 2 levels per hit, double range darkvision
  Move:
  5 (10 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  9/1100
  Specters are wraith-like undead creatures without corporeal bodies.
  When a specter hits an opponent, either with hand or weapon, the
  touch drains two levels from the victim. Only magical weapons can
  damage a specter. In some cases, these terrifying creatures may be
  mounted upon living beasts, if the beasts have been trained to
  tolerate proximity to the undead. Any being killed (or drained
  below level 0) by a specter becomes a specter himself—a pitiful
  thrall to its creator.
  Spiders, Giant
  Armor Class:  
  [13]
  Hit Dice:
  2+2
  Attacks:
  bite (1d6+poison)
  Special:
  Surprise, webs, poison
  Move:
  6
  Alignment:
  Chaotic 
  HDE/XP:
  5/240
  Giant spiders are aggressive hunters. Only the greater giant spiders
  are web builders. Giant spider webs require a saving throw to avoid
  becoming stuck. Those who make their saving throw can fight and
  move (5 ft per round) in the webs. Giant spiders surprise enemies
  very easily, rolling for surprise at +2, being able to hide well in
  shadows. A spider’s bite is very poisonous, adding +1 to save vs.
  poison.
  Stag
  Armor Class:  
  [12]
  Hit Dice:
  2
  Attacks: 
  Antlers (1d8) 
  Special: 
  None
  Move: 
  6
  Alignment:
  Neutral
  HDE/XP: 
  2/30
  The largest stags stand up to 7ft at the shoulder, and have antlers
  spreading 6ft across. Elven lords typically ride such ponderous
  beasts in battle. 
  Stirges
  Armor Class:  
  [12]
  Hit Dice:
  1+1
  Attacks: 
  Sting  (1d3 + blood drain)
  Special: 
  Drain blood 1d3/round
  Move: 
  1/6 (when flying)
  Alignment:
  Neutral
  HDE/XP: 
  1/15
  Resembling  small,  feathered,  winged  anteaters,  stirges  have  a
  proboscis which they jab into their prey to drain blood. After a
  stirge’s first hit, it drains blood automatically at a rate of 1d3 per
  round.
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  T
  Ticks, Giant
  Armor Class: 
  [15]
  Hit Dice: 
  3
  Attacks: 
  Bite (1d4)
  Special: 
  Drains blood
  Move: 
  1
  Alignment: 
  Neutral 
  HDE/XP: 
  3/60
  Giant ticks drain blood at a rate of 4 hit points per round after
  a successful hit. Their bite causes disease, which will kill the
  victim  in  1d6  days  (Cure  Disease  spells  will  remove  the
  infection). A giant tick can be forced off a victim by fire as
  well as by killing the beast.
  Titans
  Armor Class:  
  [17-22]
  Hit Dice:
  17–22
  Attacks:
  1 weapon (2d8) or fist (1d6)
  Special:
  Spells
  Move:
  5
  Alignment:
  any
  HDE/XP:
  19/4100, 20/4400, 21/4700, 22/5100, 23/5400, 
  24/5700
  Titans are incredibly powerful beings, almost as powerful as the
  gods (and possibly they are older than the gods themselves).  A
  titan has 2 spells of each spell level from first level magic user
  spells to 7th level magic user spells, and 2 clerical spells of each
  spell level from first to 7th.  The GM might choose to substitute
  other magical abilities for spells – these creatures vary considerably
  in powers and personalities from one to the next.
  Treants
  Armor Class:  
  [17]
  Hit Dice:
  7–12
  Attacks:
  strike (2d6, 3d6, 4d6)
  Special:
  Control trees
  Move:
  4
  Alignment:
  Lawful
  HDE/XP:
  7/600, 8/800, 9/1100, 10/1400
  11/1700, 12/2000
  Treants are tree-like protectors and “shepherds” of forest trees.
  Depending upon their size, they have different hit dice and damage;
  treants of 7 to 8 hit dice inflict 2d6 points of damage with each
  strike of their branch-like hands, treants of 9–10 hit dice inflict 3d6
  points, and treants of 11–12 hit dice inflict 4d6 points. All treants
  can “wake” trees within 60 ft, allowing them to walk at a rate of 1,
  and possibly to attack (no more than two trees at a time can be
  awake at the behest of a single treant).
  Troglodyte
  Armor Class: 
  [15]
  Hit Dice:
  2
  Attacks: 
  2 claws  (1d3)  or weapon (1d6) or bite (1d4) 
  Special: 
  Stench, Chameleon skin
  Move: 
  4
  Alignment:
  Neutral
  HDE/XP: 
  3/60
  Troglodytes are subterranean reptile-people. In battle, they emit a
  horrible smell that weakens most other races. Failing a saving
  throw against the smell causes the victim to suffer a -1 penalty to
  all  attack  and  damage  rolls  and  saving  throws  for  10  rounds
  thereafter. Troglodyte skin is slightly chameleon-like, which allows
  them to mount very effective ambushes surprising enemies 1-3
  times in 6. Troglodytes despise the civilized races and seek to
  annihilate them, but different clans do not ordinarily work well
  together.  Troglodytes have 60' darkvision.
  Trolls
  Armor Class:  
  [15]
  Hit Dice:
  6+3
  Attacks:
  1bite (1d8) and 2 claws (1d4)
  Special:
  Regenerates, darkvision
  Move:
  4
  Alignment:
  Chaotic 
  HDE/XP:
  8/800
  Trolls are as tall as ogres and just as strong. Unlike ogres, however,
  they  attack  with  claws  and  teeth  instead  of  weapons.  Trolls
  regenerate, which is to say that any damage inflicted upon them
  heals within minutes (3 hit points per round). The only way to
  utterly kill a troll is to submerse it in acid or burn it. Trolls can even
  re-grow lopped-off heads and limbs.
  U
  Unicorns
  Armor Class: 
   [17]
  Hit Dice:
  4+1
  Attacks:
  2 hooves (1d6) or horn (1d8)
  Special:
  See Below
  Move:
  8
  Alignment:
  Lawful
  HDE/XP:
  5/240
  Unicorns are generally shy and benevolent creatures, who will only
  allow a chaste maiden to approach them. They can teleport once per
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  day to a distance of 360 ft, with a rider. When they charge, their
  horn can deal double damage. Unicorns are 25% resistant to magic.
  The unicorn’s horn has healing properties according to legend (the
  details of this, if any, are left to the Referee). There is considerable
  room to create variant sorts of unicorns: evil ones, flying ones, etc.
  V
  Vampires
  Armor Class:  
  [17]
  Hit Dice:
  7–9
  Attacks:
  bite (1d6+level drain)
  Special:
  See Below, darkvision
  Move:
  4 (6 when flying)
  Alignment:
  Chaotic
  HDE/XP:
  9/1100, 10/1400, 11/1700
  Vampires are some of the most powerful of undead creatures. They
  can only be hit with magic weapons, and when “killed” in this way
  they change into a gaseous form, returning to their coffins.
  They regenerate at a rate of 3 hit points per round, can turn into
  gaseous form or into a giant bat at will, and can summon a horde of
  bats or 3d6 wolves out from the night. Looking into a vampire’s
  eyes necessitates a saving throw at -2, or the character is charmed
  (as per the spell Charm Person). Most terrifyingly, a vampire’s bite
  drains two levels from the victim. 
  Fortunately, vampires have some weaknesses. They can be killed
  (these are the only known methods) by immersing them in running
  water,  exposing  them  to  sunlight,  or  driving  a  wooden  stake
  through the heart. They retreat from the smell of garlic, the sight of
  a mirror, or the sight of Lawful holy symbols. Any human killed by
  a vampire becomes a vampire under the control of its creator. This
  description will be recognized easily as the “Dracula” type of
  vampire. 
  Many other possibilities for vampires exist in folklore: those who
  drink blood rather than level drain (Nosferatu), those vampires
  more  feral  than  intelligent.  Plus,  other  cultural  templates  with
  different attributes could be created—how about an ancient Aztec
  vampire?
  W
  Wights
  Armor Class: 
  [14]
  Hit Dice:
  3
  Attacks:
  claw (1 HP+level drain)
  Special:
  See Below, darkvision
  Move:
  3
  Alignment:
  Chaotic
  HDE/XP:
  5/240
  Wights live in tombs, graveyards, and burial mounds (barrows).
  They are undead, and thus not affected by sleep or charm spells.
  Wights are immune to all non-magical weapons, with the exception
  of silver weapons. Any human killed or completely drained of
  levels (1 level per hit) by a wight becomes a wight.
  Will-o-the-Wisps
  Armor Class: 
  [27]
  Hit Dice: 
  9
  Attacks: 
  Shock (2d6)
  Special: 
  None
  Move: 
  6
  Alignment: 
  Chaotic
  HDE/XP: 
  10/1400
  Will o’ the wisps are phantom-like shapes of eerie light, creatures
  that  live  in  dangerous  places  and  try  to  lure  travelers  into
  quicksand, off the edges of cliffs, etc. They usually inhabit swamps
  or high moors. They can brighten or dim their own luminescence,
  and change their shapes as well, to appear as a group of lights, a
  wisp of light, or in the glowing wraithlike shape of a human (often
  female). They will generally depart if the attempt to lead victims
  into  danger  fails,  but  if  they  are  attacked  they  can  defend
  themselves  with  violent  shocks  of  lightning-like  power.  These
  creatures are intelligent, and can be forced to reveal the location of
  their treasure hoards.
  Wolf, Winter
  Armor Class: 
  [14]
  Hit Dice: 
  5
  Attacks: 
  Bite (1d6+1)
  Special: 
  Icy breath weapon 1/turn
  Move: 
  6
  Alignment:
  Neutral 
  HDE/XP: 
  6/400
  Winter wolves are as intelligent as humans, and many packs
  or their leaders are not friendly to humankind.  Some, indeed,
  are actively malevolent and hostile, hunting humans as prey
  and stalking arctic villages for lone victims.  Winter wolves
  can breathe frost at a range of 10ft, blasting anything in front
  of them in a wide area for 4d6 points of damage (save for
  half). This ability can only be used once per turn (10 rounds).
  Winter wolf pelts are very valuable (1d6 x1000sp).
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  Wolves
  Armor Class: 
  [12]
  Hit Dice: 
  2+2
  Attacks: 
  Bite (1d4+1)
  Special: 
  None
  Move: 
  6
  Alignment:
  Neutral 
  HDE/XP: 
  2/30
  Wolves are pack hunters, and may be found in large numbers. Male
  wolves weigh from 80 to 100 pounds.
  Worgs
  Armor Class: 
  [13]
  Hit Dice:
  4
  Attacks:
  bite (1d6+1)
  Special:
  None
  Move:
  6
  Alignment:
  Chaotic
  HDE/XP:
  4/120
  Worgs  are  large,  intelligent,  and  evil  wolves.  They  may  have
  supernatural origins.
  Wraiths
  Armor Class:  
  [16]
  Hit Dice:
  4
  Attacks:
  touch (1d6+level drain)
  Special:
  See Below, darkvision
  Move:
  3
  Alignment:
  Chaotic
  HDE/XP:
  6/400
  Wraiths are powerful wights, immune to all non-magical weapons
  other than silver ones (which inflict only half damage). Arrows are
  particularly ineffective against them, for even magical and silver
  arrows inflict only one hit point of damage per hit. They drain 1
  level per hit. Wraiths can be found riding well-trained battle steeds
  or more unusual mounts that will tolerate their presence.
  Wyverns
  Armor Class:  
  [16]
  Hit Dice:
  8
  Attacks:
  bite (2d8) or sting (1d6)
  Special:
  Poison, sting, flight
  Move:
  2 (8 when flying)
  Alignment:
  Neutral
  HDE/XP:
  9/1100
  A wyvern is the two-legged form of dragon, and these creatures are
  smaller and less intelligent than true four-legged dragons, not to
  mention that they do not have a breath weapon. Wyverns have a
  poisonous sting at the end of their tails, but they are not coordinated
  enough to attack with both bite and sting in a single round. In any
  given round, the wyvern is 60% likely to use its tail, which can lash
  out to the creature’s front even farther than its head can reach.
  Y
  Yellow Mold
  Armor Class: 
  n/a
  Hit Dice:
  n/a
  Attacks:
  1d6 damage if touched
  Special:
  Poisonous spores
  Move:
  0
  Alignment:
  Neutral
  HDE/XP:
  3/60
  Yellow mold is a subterranean fungus; it neither moves nor attacks.
  However, if it is poked or struck, it may (50% chance) release a
  cloud of poisonous spores, roughly 10 ft in diameter. Failing a
  saving throw against the spores means that the character dies a
  rather horrible death. Touching yellow mold causes 1d6 points of
  acid damage. These growths can be destroyed with fire.
  Z
  Zombies
  Armor Class:  
  [11]
  Hit Dice:
  2
  Attacks:
  weapon or strike (1d6)
  Special:
  Darkvision
  Move:
  2
  Alignment:
  Neutral
  HDE/XP:
  2/30
  Zombies  are  mindless  creatures,  the  walking  dead.  These  are
  merely  animated  corpses,  not  carriers  of  any  sort  of  undead
  contagion as ghouls are. If their undeath is contagious, they should
  be worth a few more experience points than described here, and if a
  single hit from a zombie causes contagion or any other sort of
  disease  they  should  be  worth  considerably  more  experience.
  However, the standard zombie is simply a corpse animated to do its
  creator’s bidding.
  Monster list
  HDE <1
  Goblins
  Kobolds 
  Nixie
  Rats, Giant 
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  HDE 1
  Beetles, Giant (Fire)
  Centipedes, Giant (Small, non-lethal)
  Dwarfs
  Elves
  Gnomes
  Hobgoblins
  Human, Bandit
  Human, Soldier
  Orcs
  Skeletons
  Stirges
  HDE 2
  Ants, Giant (Worker)
  Centipedes, Giant
  Gnolls
  Human, Beserker
  Lizardmen
  Snake
  Wolves
  Zombies
  HDE 3
  Badgers, Giant
  Bugbears
  Dryads
  Ghouls
  Human, Sergeant
  Stag
  Ticks, Giant
  Troglodyte 
  Yellow Mold
  HDE 4
  Ants,Giant (Warrior)
  Bear, Black
  Blink Dogs
  Boars, Wild
  Centipedes, Giant 
  Demon, Lemures
  Harpies
  Hippogriffs
  Lycanthrope, Wererat
  Ogres
  Pegasi
  Shadows
  HDE  5
  Centaurs
  Dopplegangers
  Gelatinous Cubes
  Grey Oozes
  Hell Hounds
  Lions
  Lycanthrope, Werewolf
  Owlbears
  Pixie
  Pseudodragon
  Spiders, Giant 
  Unicorns
  Wights
  HDE 6
  Centipedes, Giant 
  Ettercap
  Gargoyles
  Gibbering mouther
  Hell Hounds
  Lycanthrope, Wereboar
  Minotaurs
  Ochre Jelly
  Snake, Giant poisonous
  Wolf, Winter
  Wraiths
  HDE 7
  Ankheg
  Cockatrices
  Demon, Quasit
  Dragon, White
  Hell Hounds
  Hydrae
  Lycanthrope, Weretiger
  Mummies
  Naga, water
  Ogre Mages
  Snake, Giant constrictor 
  Treant
  HDE 8
  Ants, Giant (Queen)
  Basilisks
  Dragon, Black 
  Dragon, White
  Griffons
  Hell Hounds
  Hydrae
  Lycanthrope, Werebear
  Manticores
  Medusae
  Salamanders
  Treants
  Trolls
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  HDE 9
  Bat Monster
  Djinn
  Dragon, Black
  Dragon, Green
  Dragon, White
  Elemental, Air
  Elemental, Earth
  Elemental, Fire
  Elemental, Water
  Giant, Hill
  Hydrae
  Invisible Stalkers
  Specters
  Treants
  Vampires
  Wyverns
  HDE 10
  Demon, Baalrochs
  Dragon, Black
  Dragon, Blue
  Dragon, Green
  Giant, Stone
  Gorgons
  Hydrae
  Nightmare
  Treants
  Vampires
  Will-o-the-Wisps
  HDE 11
  Angel, MessengerBanshees
  Black Puddings
  Chimerae
  Dragon, Blue
  Dragon, Green
  Dragon, Red
  Giant, Frost
  Hydrae
  Night Hag
  Treants
  Vampires
  HDE 12
  Aboleth
  Dragon, Blue
  Dragon, Gold
  Dragon, Red
  Efreet
  Giant, Fire
  Golem, Flesh
  Hydrae
  Mind Eater
  Rocs
  Treants
  HDE 13
  Dragon, Gold
  Dragon, Red
  Elemental, Air
  Elemental, Earth
  Elemental, Fire
  Elemental, Water
  Giant, Cloud
  Hydrae
  Naga, guardian
  Naga, spirit 
  Slug, Giant
  HDE 14–16
  Dragon, Gold
  Giant, Storm
  Golem, Stone
  Hydrae
  Liches
  HDE  17+
  Elemental, Air
  Elemental, Earth
  Elemental, Fire
  Elemental, Water
  Golem, Iron
  Liches
  Purple Worms
  Sea Serpents
  Titans
  Better Monsters
  There is really no limit as to how high monsters can go, and often
  it’s fun to trick the players by throwing uber-monsters at them. The
  Referee should feel free to adjust AC, HD, or other factors to make
  monsters more challenging.
  Also, feel free to try new options like a super strain of orcs, goblin
  spider-riders, or fire-resistant mummies just to keep the players on
  their toes.
  Groups of most intelligent monster types can be lead by heroic
  types  not  dissimilar  to  player  characters,  such  extraordinary
  individuals will usually have up to 3 HD more than the usual
  specimen and a +1 or +2 to damage rolls.
  Monster leaders will also wear better armor than their followers,
  raising AC by one or two points.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  It's not uncommon for run-of-the-mill monsters to roll for Morale at
  +1 or +2 in presence of such heroic individuals.
  Very large groups of monstrous humanoids under the leadership of
  a King will probably include one or more monstrous spell casters
  called Warlocks, Shamans or Witch Doctors. 
  These have the same abilities of a Cleric, Druid or Magic-User with
  1d6 Levels: add to the standard monster's HD, ST and BHB those
  due to class levels, subtracting 1 form the number of HD and ST if
  they are more than 1. Otherwise refer to the GM's section on
  creating campaigns for a more detailed solution.
  Creating Monsters
  The HDE Modifications table contains guidelines for how many
  additional HDE to add to a monster’s hit dice, based on special
  abilities if you really need guidelines.
  Monsters are not player characters, and their abilities are not at all
  determined by the rules for player characters—not even the stats for
  races that can have player characters, such as Dwarfs. A monster’s
  abilities are determined by the Referee, not by any rules! 
  Feel free to add wings, breath weapons, extra hit dice, wounded
  versions, or whatever suits your adventure and your campaign.
  Toggle and tweak, imagine and invent! 
  You are responsible for the quality of the swords and sorcery in
  your game, not the rules. So don’t try to create monsters according
  to any sort of power formula. 
  Create monsters based on how they feel and how they play at the
  gaming table. 
  Create challenges for the players, not headaches for yourself.
  Your job is to imagine and create, not to slave at rulebooks
  finding out what you’re “allowed” to do. 
  HDE Modifications
  4+ attacks per round (minimum d6 or saving  throw each) +1 HD
  AC 20 or higher 
  +1 HD
  Automatic damage after hit
  +1 HD
  Breath weapon 25 points max or below
  +1 HD
  Breath Weapon 26 points max or more
  +1 HD
  Disease
  +1 HD
  Drains level with no save
  +3 HD
  Drains level with save
  +2 HD
  Flies, or breathes water
  +1 HD
  Greater than human intelligence
  +1 HD
  Immune to blunt/piercing (including half damage)
  +1 HD
  Immune to energy type (acid, fire, etc)
  +1 HD
  Immune to non-magic weapons
  +1 HD
  Magic resistance 50% or below
  +1 HD
  Magic resistance higher than 50%
  +2 HD
  Massive attack for 20+ hps
  +1 HD
  Paralysis, swallows whole, immobilizes enemies (web, 
  etc)
  +1 HD
  Petrifaction, poison, or death magic
  +2 HD
  Regenerates
  +1 HD
  Undead or construct (subject to banishment but immune to
  sleep, charm, hold)
  +0 HD
  Uses a spell-like power level 3 equivalent or above
  +2 HD
  Uses multiple spells level 2 or lower
  +1 HD
  Uses multiple spells level 3 or above
  +2 HD
  Uses multiple spells level 5 or higher
  +3 HD
  Poison
  +1 HD
  Miscellaneous other
  +1 HD
  HD
  THB/ST
  XP Given
  < 1
  +0/0
  10
  1
  +1/0
  15
  2
  +2/1
  30
  3
  +3/1
  60
  4
  +4/2
  120
  5
  +5/2
  240
  6
  +6/3
  400
  7
  +7/3
  600
  8
  +8/4
  800
  9
  +9/4
  1100
  10
  +10/5
  1400
  11
  +11/5
  1700
  12
  +12/6
  2000
  13
  +13/6
  2300
  14
  +14/7
  2600
  15
  +15/7
  2900
  +1
  + 0.5 to ST(max +10)
  +300/HD 
  Treasure
  The amount of treasure a monster owns or guards is usually related
  to the monster’s HDE. That’s not necessarily realistic, but keep in
  mind that treasure is one of the ways the game reflects what a
  character has done: it’s used in awarding experience points. Too
  many large treasures  and  the  characters will become  powerful
  without actually having done very much. Too many monsters with
  small treasures and the characters won’t gain levels to reflect their
  achievements.
  As a general guideline, the monetary value of a treasure ought to be
  about 2–3 times the monster’s value in experience points, and keep
  in mind that hunting and patrolling monsters likely won’t be carting
  their treasure around with them. Here is a possible table a Referee
  can use as a guideline:
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Treasure Values
  Roll
  Possible SP Value for 
  Treasure
  CP
  SP
  GP
  1
  1x XP value of the monsters
  50%
  40%
  10%
  2–3
  2x XP value of the monsters
  20%
  60%
  20%
  4–5
  3x XP value of the monsters
  10%
  50%
  40%
  6
  4x XP value of the monsters
  -
  35%
  65%
  If the characters can’t find the monster’s lair, they may get none of
  the treasure. Also, it obviously doesn’t make sense for every wild
  boar and wolf to have a cache of treasure hidden away somewhere.
  Averaging the treasure out over several of the monsters in an
  adventure is a good way of making sure the characters get the right
  amount of experience points from treasure. Perhaps the goblin
  treasure hoard contains some “extra” treasure to account for the
  wolves in the area. If the characters avoid the wolves and kill the
  goblins, so much the better. If they have to fight the wolves and
  never find the goblins, that’s the breaks. 
  You can’t make the game perfectly fair.
  House Rule: Splitting the Take
  Once the monsters are slain and the wounds are bound, it’s time to
  divide up the treasure.
  It is suggested that the total sp value of the loot is totaled and
  divided  up  among  the  participants  with  each  getting  an  equal
  “share.”
  Many Referees rule that treasure must be shared with NPCs getting
  either a full or half share, depending upon their level.
  It is also customary for fallen (dead) comrades to still get a share of
  the take to be given to their next of kin.
  “Trading” SP Value for Treasures
  In addition to coins, treasures might contain gems, jewelry, and
  magical items. Treasures have got to be interesting: endless series
  of “another treasure worth 100 sp in total” is a surefire recipe for
  boring your players.
  
  For every 100 sp in value, there is a 10% chance of a 100
  sp trade-out.
  
  For every 1,000 sp in value, there is a 10% chance of a
  1,000 sp trade-out.
  
  For every 5,000 sp in value, there is a 10% chance of a
  5,000 sp trade-out.
  It is suggested that the Referee begin with the major sp values first
  and work down to the lesser ones. “Jewelry” refers to a single item
  of jewelry.
  Also, always trade gold pieces first, then silver and last copper.
  Treasure Trade Out (Example #1)
  If you populate an area with 5 skeletons, their total XP value would
  be 75. If you were to roll against the Treasure Values table and get
  a 4, the total treasure value for that encounter would be (rounded
  down): 9 gp, 112 sp, and 250 cp. There is a 10% chance of trading
  out 100 sp of that treasure for one minor item. If, on a d100, you
  roll under 10%, then the treasure value of that encounter would be,
  102 sp, 250  cp,  and one  minor item (as  rolled on  the Minor
  Gem/Jewelry or Minor Magic table).
  Treasure Trade Out (Example #2)
  You place a fearsome minotaur in a locked dungeon room for a
  total of 400 XP. Rolling against the Treasure Values table, if you
  were to roll a 6, the total treasure value for this encounter would be:
  104 gp and 560 sp. There is a 10% chance of trading out 1,000 sp
  of that treasure for one medium item. If, on a d100, you roll under
  10%, then the treasure value on that encounter would be 4 gp, 560
  sp, and one medium item (as rolled on the Medium Gem/Jewelry or
  Medium Magic table). With the remaining silver, there could either
  be a 60% chance to trade out 600 sp for one minor item, six 10%
  chances to trade out 600 sp for a total of six minor items, or some
  other variant like one 10% chance to trade out 100 sp for one minor
  item (keeping the remaining 500 sp).
  5,000 SP Trade Out
  A roll of 1–19 on a d20 means a roll on the Major Gem/Jewelry
  table. A roll of 20 results in rolling on the Major Magic Item table.
  Table 28: Major Gem/Jewelry
  Roll Possible SP Value for Treasure
  1
  Gem or jewelry worth 1d1000 sp
  2–3
  Gem or jewelry worth 1d1000 x8 sp
  4–5
  Gem or jewelry worth 1d1000 x12 sp
  6
  Gem or jewelry worth 1d1000 x20 sp
  Table 29: Major Magic Item
  Roll Possible SP Value for Treasure
  1
  Roll six times on the potions table
  2–3
  Roll 1d6+12 on the scrolls table
  4–5
  Roll 1d6+12 on the weapons and armor table
  6
  Roll 1d20+40 on the miscellaneous table (includes rings and
  staffs)
  1,000 SP Trade Out
  A roll of 1–19 on a d20 means a roll on the Medium Gem/Jewelry
  table. A roll of 20 results in rolling on the Medium Magic Item
  table.
  104
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Table 30: Medium Gem/Jewelry
  Roll Possible SP Value for Treasure
  1
  Gem or jewelry worth 1d100 sp
  2–3
  Gem or jewelry worth 1d1000 + 250 sp
  4–5
  Gem or jewelry worth 1d1000 + 750 sp
  6
  Gem or jewelry worth 1d10,000 sp
  Table 31: Medium Magic Item
  Roll Possible SP Value for Treasure
  1
  Roll three times on the potions table
  2–3 Roll 1d6 +6 on the scrolls table
  4–5 Roll 1d6 +6 on the weapons and armor table
  6
  Roll 1d20 +20 on the miscellaneous table (includes rings and
  staffs)
  100 SP Trade Out
  A roll of 1–19 on a d20 means a roll on the Minor Gem/Jewelry
  table. A roll of 20 results in rolling on the Minor Magic Item table.
  Table 32: Minor Gem/Jewelry
  Roll
  Possible SP Value for Treasure
  1
  Gem or jewelry worth 1d6 sp
  2–3
  Gem or jewelry worth 1d100 +25 sp
  4–5
  Gem or jewelry worth 1d100 +75 sp
  6
  Gem or jewelry worth 1d1000 sp
  Table 33: Minor Magic Item
  Roll Possible SP Value for Treasure
  1
  Roll 1d12 on the potions table
  2–3
  Roll 1d6 on the scrolls table
  4–5
  Roll 1d6 on the weapons and armor table
  6
  Roll 1d20 on the miscellaneous table (includes rings and
  staffs)
  Using Magic Items
  To be used, magic items, must be activated. 
  Some items like rings or cloaks, once donned, function constantly.
  Some  items  are  activated  just  by  using  them.  For  instance,  a
  character has to drink a potion, swing a sword, interpose a shield to
  deflect a blow in combat, wear a ring, or don a cloak.
  Using such a magic item, does not automatically confer knowledge
  of its powers, as some of its powers may require that the character
  knows (or guesses) them and wills them active (as in the case of
  cloaks of invisibility). 
  If  no activation  method  is suggested  either in  the magic item
  description or by the nature of the item, assume that a command
  word is needed to activate it. 
  Command word activation means that a character speaks the word
  and the item activates. No other special knowledge is needed.
  The command word is usually some seemingly nonsensical word,
  or a word or phrase from an ancient or dead language.
  Learning the command word for an item may be easy (sometimes
  the word is actually inscribed on the item) or it may be difficult,
  requiring the services of a powerful wizard or sage, or some other
  means of discovery.
  Only the character holding or wearing a magic item may activate it.
  A character that has been gagged or silenced may not activate a
  magic item which requires a command word.
  Articles of magic armor, clothing or jewelry (including rings) have
  a special power they can adjust themselves for wearers from as
  small as Gnomes to as large as Humans.
  Only one magical item of a given type may be worn at the same
  time (one suit of armor, one necklace, one shield, a pair of boots at
  a time and so on). However, a character may wear one magical ring
  per hand. 
  If a character wears more items of a given type, the items will
  usually fail to function due to interference with one another; for
  instance, wearing two rings on the same hand normally results in
  both rings failing to operate. 
  This limitation can not be used to disable cursed magic items. 
  For example, wearing a cursed ring would prevent another magic
  ring from being worn and used on that hand, but the curse would
  not be lifted by donning a second magic ring.
  Any  item  (potion,  scroll,  ring...)  capable  of  casting  spells  is
  considered to be a spell caster of the minimum required level to
  cast the spell unless specified otherwise.
  When considering class restrictions for magic items, treat Druids as
  Clerics. However Druids can't use Cleric scrolls nor Clerics can use
  Druid scrolls.
  Magic Potions
  A potion is an elixir concocted with a spell-like effect that affects
  only  the  drinker.  Unless  otherwise  noted,  a  potion  grants  its
  benefits for 1d6+1 turns (even if the duration of an associated spell
  is longer or shorter). 
  Potions can be used by all classes.
  Table 34: Magic Potions
  105
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Roll
  Magic Potion1
  1–3
  Animal Control
  4–6
  Clairaudience
  7–9
  Clairvoyance 
  10–12
  Diminution
  13–15
  Dragon Control
  16–18
  Ethereality 
  19–21
  Fire Resistance
  22–24
  Flying
  25–27
  Gaseous Form
  28–30
  Giant Strength 
  31–33
  Growth 
  34–36
  Heroism 
  37–39
  Invisibility 
  40–42
  Invulnerability
  43–45
  Levitation 
  46–48
  Plant Control 
  49–55
  Poison 
  56–58
  Slipperiness 
  59–61
  Treasure Finding
  62–64
  Undead Control 
  65–75
  Extra Healing 
  76–00
  Healing 
  Potions descriptions
  Animal Control: Results as per the spell.
  Clairaudience: Results as per the spell Crystal Ball.
  Clairvoyance: Results as per the spell Crystal Ball.
  Diminution: Imbiber shrinks to 6 inches tall for 2d6 hours.
  Dragon Control: 1d6/2 dragons of a specific type (determined
  randomly by the Referee) are affected as per the spell Charm
  Monster.
  Ethereality: The imbiber of this potion can move through solid
  objects but cannot attack. Equipment also becomes ethereal.
  Extra Healing: Cures 3d6+3 HP of damage.
  Fire Resistance: Grants immunity to normal fire, +2 saving throws
  against fire attacks, half damage to magic fire attacks that do not
  permit saving throws.
  Flying: Results as per the spell.
  Gaseous Form: The user’s body turns to a mist that he controls,
  allowing him to access any place that isn’t airtight.  Equipment is
  left behind; only the body becomes gaseous.
  Giant Strength: Character gains a Strength score of 30 (+6 bonus)
  in place of his own.
  Growth: Character grows to 30 ft in height.
  Healing: Cures 1d6+1 HP of damage.
  Heroism: +2 to attacks and damage.
  Invisibility: Results as per the spell.
  Invulnerability: +2 saving throws, opponents attack at -2.
  Levitation: Results as per the spell.
  Plant Control: Results as per the spell.
  Poison: Save or die.
  Slipperiness: Except for the soles of the feet and the palms of the
  hands, the character has a virtually frictionless surface.
  Treasure Finding: Character can detect hoards of treasure within
  400 ft.
  Undead  Control:  1d6+1  undead  of  fewer  than  4  HD  and
  1d6-1(minimum 1) undead of 4+ hit dice fall under the imbiber’s
  control as per the control animals spell.
  Combining Potions
  Whenever two potions are mixed, or a potion is consumed by a
  creature while another potion, already consumed, is in effect the
  GM must test for compatibility of the liquids.
  Secretly roll 1d20 for potion compatibility, giving no clues until
  necessary. The effects of combining specific potions can be pre-set
  as a plot device, at the GM's  option, but the PCs can never foretell
  the outcome of mixing potions due to different fabrication methods,
  and the quality of components employed by different mages. 
  106
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Table: Potion Compatibility
  D20
  Roll
  Result
  1
  Explosion: If two or more potions are swallowed together,
  internal damage is 10d6 hit points. Anyone within a 5-foot
  radius takes 2d6 points of damage. If the potions are mixed
  externally, all within a 10-foot radius suffer 4d6 points of
  damage, no saving throw.
  2
  Poisoning:  Imbiber  dies  by  poisoning   unless  a  Saving
  Throw is made. If externally mixed, a poison gas cloud of
  10-foot  diameter  results.  All  within  the  cloud  must  roll
  successful saving throws or die.
  3
  Poisoning: Mild poison causes nausea and the loss of 1 point
  each of Strength and Dexterity, no saving throw. One potion
  is canceled and the other is at half strength and duration.
  (Determine randomly which potion is canceled).
  4
  Potions can't be mixed, one cancels the other.
  5-6
  One  potion  is  canceled,  but  the  other  remains  normal
  (random selection).
  7-9
  Both potions function at half normal efficacy.
  10-18 Potions can be mixed and work normally, unless their effects
  are contradictory.
  19
  One  potion  (randomly  selected)  has  150%  its  normal
  efficacy. The GM can rule that only the duration of the
  augmented potion is extended.
  20
  The mixing of the potions creates a special effect—only one
  of the potions will function, but its effects upon the imbiber
  are permanent. (Note that some harmful side effects could
  well result from this, at the GM's discretion.)
  Scrolls
  Most scrolls contain some sort of magic which is activated when
  read, and which may only be used once; the characters burn away
  as the words are read.
  Table 35: Scrolls
  Roll
  Scroll (Roll 1d6 :1-3 Arcane, 4-5 Clerical, 6  Druidical)
  1
  1 spell, level 1
  2
  1 spell, level 1d3
  3
  2 spells, level 1d2 each
  4
  3 spells, level 1 each
  5
  Cursed Scroll
  6
  Protection Scroll (normal duration)
  7
  2 spells, level 1d4
  8
  2 spells, level 1d6-1 each (minimum of 1)
  9
  1 spell level 1d3+2
  10
  5 spells, level 1d3 each
  11
  Cursed scroll
  12
  Protection Scroll (double duration)
  13
  5 spells, level 1d6-1 each (minimum of 1)
  14
  6 spells, level 1d6-1 each (minimum of 1)
  15
  7 spells, level 1d6-1 each (minimum of 1)
  16
  8 spells, level 1d6 each 
  17
  Cursed scroll
  18
  Protection  Scroll  (triple  duration  and  double  effect  if
  applicable)
  Table 36: Protection Scrolls
  Roll
  Scroll
  1
  Demons
  2
  Drowning
  3
  Elementals
  4
  Magic
  5
  Metal
  6
  Poison
  7
  Undead
  8
  Were-creatures
  Spell Scrolls are enchanted with one or more Cleric or Magic-User
  spells (never both sorts on the same scroll).
  One Cleric scroll out of 6 is actually a Druid scroll.
  Each spell can be used just once, though of course the same spell
  may appear multiple times on a single scroll. 
  Only a Cleric can use a Clerical scroll, only a Druid may use a
  Druid scroll and only a Magic-User can use a Magic-User scroll.
  Magic-Users must cast read magic on a spell scroll before being
  able to use or copy it; each scroll needs to be treated in this way
  just once, and the effect lasts indefinitely thereafter.
  If a Magic-User attempts to cast a spell from a scroll, and he or she
  does not know that spell, there is a 5% chance the spell will fail. If
  a spell on a scroll is of higher level than the highest level spell the
  Magic-User can cast, for each spell level of difference, add 5% to
  the chance of failure.
  For example, Aura  the  3rd level  Magic-User attempts to  cast
  Polymorph from a scroll. Aura is able to cast, at most, 2nd level
  spells. Polymorph is a 4th level spell, so Aura has a chance of
  failure of 5% (she doesn’t know the spell) plus 10% (2nd level
  maximum vs. 4th level spell), for a total of 15%. 
  A Magic-User may copy spells from a scroll to its spellbook, this
  takes hour per spell level. The procedure effectively erases the spell
  from the scroll.
  Clerical and Druidic scrolls are written in a normal language (being
  just specially enchanted prayers), so the Cleric merely needs to
  know the language in which the scroll is written in order to use it.
  Clerics  and  Druids  suffer  the  same  chance  of  failure  as  do
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Magic-Users, save that the 5% penalty assigned for not knowing
  the spell does not apply.
  A Cursed Scroll inflicts some curse upon whoever reads it. It need
  not be read completely; in fact, merely glancing at the text is
  enough to inflict the curse. A saving throw may or may not be
  allowed,  as  determined  by  the  Referee  (though  a  save  should
  usually be allowed). The Referee is encouraged to be creative when
  creating curses; the following list can be used for inspiration, but
  cursed scrolls can contain more powerful or inventive curses at the
  Referee’s discretion.
  •Bad luck (-1 on attacks and saving throws).
  •The character is teleported away from the rest of the party.
  • Random monster appears and attacks.
  •The character is polymorphed into a mouse.
  •The character shrinks to half his normal size.
  •The character is stricken with weakness, halving his Strength
  score.
  •The character falls into a deep sleep from which he can't be
  roused.
  •The character develops an uncontrollable appetite.
  •The  character  must  always  talk  in  rhyme  (preventing
  spellcasting).
  •The character is stricken with cowardice and must make a
  saving throw or flee every time a monster is encountered.
  •The character suffers amnesia.
  •The  character  feels  compelled  to  give  away  all  his
  belongings.
  •The character must save vs. paralyzation or petrification.
  Protection Scrolls can be read by any character class, assuming the
  character can read the language the scroll is written in (see the
  notes under Language in the Character section for details). When
  read, a protection scroll creates a 10’ radius protective circle around
  the reader; preventing the warded creatures from entering. The
  circle moves with the reader. Any creature other than the sort the
  scroll  wards  may  enter,  including  of  course  the  allies  of  the
  scroll-reader, who are themselves protected so long as they remain
  entirely within the circle. If any creature within the circle performs
  a melee attack against any of the warded creatures, the circle is
  broken and the warded creatures may freely attack. 
  Protection Scroll Descriptions
  Demons: All within a 10 ft radius around the reader are protected
  from the attacks of 1 demon per round for a period of 40 minutes.
  Drowning: All within a 10 ft radius of the reader gain the ability to
  breathe underwater for 1 full day.
  Elementals: This scroll protects against a single elemental, and lasts
  for a duration of 40 minutes.
  Magic: Anti-magic shell surrounds and moves with the reader,
  having a radius of 10 ft. Spells cannot pass in or out of the shell.
  Duration: 1 hour.
  Metal: Metal cannot harm the reader for a duration of 1 hour.
  Poison: Poison cannot harm the reader for a period of 6 hours, and
  any poison in his system is removed.
  Undead: All within a 10 ft radius of the reader are protected against
  undead, but only to a limited degree. In any given round, 2d12
  undead with HD fewer than 4, and 2d6 undead with hit dice 4–5,
  and 1d6 undead with hit dice of 6+ are foiled by the protection of
  the scroll. Thus, the scroll is effective against all but a true horde of
  undead.
  Were-creatures: All within a 10 ft radius around the reader, for a
  duration of one hour, are protected from lycanthropes.
  Magical Weapons and Armors
  Table 37: Magical Weapons and Armor
  Roll
  Magical Weapon/Armor
  1
  Cursed armor or shield
  2
  +1 missile weapon(s)
  3
  +1 shield
  4
  +1 melee weapon
  5
  +1 armor
  6
  Cursed weapon
  7
  +2 missile weapon(s)
  8
  +2 shield
  9
  +2 melee weapon
  10
  +2 armor
  11
  +2 melee weapon
  12
  +1 melee weapon with minor ability
  13
  +3 missile weapon(s)
  14
  +3 melee weapon
  15
  +3 shield
  16
  +3 armor
  17
  Unusual weapon 
  18
  Unusual armor 
  Magical Armor 
  Magic  armor  (including  shields)  offers  improved,  magical
  protection to the wearer. In general, magic armor grants the normal
  Armor Class for its type, plus the magical armor bonus, as rolled on
  the Magic Armor table; for example, Plate Mail +2 provides an
  Armor Class bonus of 8.
  There are different varieties of cursed armor: Cursed Armor that
  imparts penalties to AC, Cursed Armor that attracts attacks or that
  force a certain behavior.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Cursed armor cannot be removed from the wearer once the curse is
  proven, that is, once the wearer is hit in combat. Once the curse has
  taken effect, only a remove curse spell, or some more powerful
  magic (such as a wish), will enable the wearer to remove it. 
  The armor will detect as magical, like any other magic armor; the
  curse cannot be detected by any means other than wearing the
  armor in combat.
  Table 38: Cursed Armors and Shields
  Roll
  Cursed Armor/Shield1
  1
  -1 weapon or armor
  2
  -2 weapon or armor
  3
  -3 weapon or armor
  4
  Attracts missiles 
  5
  Causes wearer to run away from combat
  6
  Causes wearer to charge into combat
  1 Cannot be put down without remove curse.
  Table 43: Unusual Armor 
  Roll
  Unusual Armor
  1-2
  Armor of Arrow Deflection
  3
  Demonic Armor 
  4
  Elven Chain
  5
  Ethereal armor
  6
  Fiery armor
  Table 38A: Magical Armor Type
  Die Roll (1d20)
  Armor type 
  1-6
  Padded
  7-10
  Leather
  11-14
  Ring mail
  15-17
  Chain mail
  18-19
  Splint mail
  20
  Plate mail
  Magical Armor Descriptions
  Armor of Arrow Deflection: +2 AC against missile fire.
  Attracts missiles: This item attracts missile fire (even those fired at
  others nearby), and grants +1 to-hit on such missiles.
  Demonic Armor: Possessed by a spirit or demon, Roll 1d3 for its
  AC bonus. There is a 10% chance that such an armor may have the
  ability to cast a spell once per day. Such armors generally can
  communicate with their bearers, and often (25% chance) can speak
  audibly.
  Elven Chain mail: This is magical armor so fine and light that it
  can be worn under normal clothing without revealing its presence.
  Elven Chain mail weighs nothing and is encumbering as wearing
  no armor at all for what regards movement rates and Ability check
  or  movement  modifiers.  All  character  classes  are  considered
  proficient with Elven chain mail. Magic-Users and Druids can cast
  spells without problems while wearing Elven Chain mail.
  Ethereal  armor:  +3  plate  mail  that  also  allows  the  wearer  to
  become insubstantial and incorporeal 50 times, at which time it
  reverts to normal +3 plate mail. In ethereal form, the wearer cannot
  be hit and cannot attack (unless the opponent is also ethereal).
  Fiery Armor: +1 armor that is surrounded by flames. These flames
  deal 1d3 damage to melee attackers.
  Magic weapons
  Magic weapons are created with a variety of powers and will
  usually aid the wielder in combat. A magical weapon’s bonus is
  applied to all attack and damage rolls made with the weapon.
  Table 39: Melee Weapons
  Roll
  Melee Weapon
  1
  Axe, Battle
  2-3
  Axe, Hand
  4
  Club
  5-7
  Dagger
  8
  Flail
  9
  Warhammer
  10
  Halberd/Polearm
  11
  Mace
  12
  Morningstar
  13-14
  Spear
  15
  Staff
  16-18
  Sword, Long
  19
  Sword, Short
  20
  Sword, Two-handed
  Table 40: Missile Weapons
  Die Roll Magic Missile Weapon
  1
  Firearm (1d6: 1-2 Blunderbuss, 3-4 Musket, 5-6 Pistol)
  2–6
  Short bow
  7-8
  Long bow
  9–10
  Sling
  11
  javelin
  12–14
  2d4 darts
  15–17
  Light crossbow 
  18-19
  Heavy Crossbow
  20
  Missiles (roll below)
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Table 40A: Missile Projectiles
  Roll
  Missile Weapon
  1–10
  2d6 arrows
  11–15
  1d10 sling stones
  16-19
  2d6 crossbow bolts
  20
  2d6 bullets
  Table 41: Minor Abilities for Melee Weapons
  Roll
  Melee Weapon
  1–4
  Additional damage (+1)
  5
  Sheds light, 15 ft radius
  6
  Sheds light, 30 ft radius
  Table 42: Unusual Weapons 
  Die Roll 
  Unusual Weapon
  1
  +1 blunt weapon that destroys undead
  2
  +1 thrown weapon that returns to hand
  3
  +1 weapon, extra attack
  4
  +1, +4 vs. particular type of foe
  5
  +2, +3 vs. particular type of foe
  6
  +4 weapon
  7
  +5 weapon
  8
  Flaming weapon
  9-12
  +1, +2 vs. particular type of foe
  13
  Freezing Weapon
  14
  Dancing Weapon
  15
  Defending Weapon
  16
  Holy/Unholy Weapon
  17
  Intelligent Weapon
  18
  Lifestealer Weapon 
  19
  Vorpal Weapon
  20
  Wounding Weapon
  Magic weapon descriptions
  +1 Blunt weapon that destroys undead: Can be a mace, hammer,
  sling, or staff (determine type randomly). Lesser types of undead
  don’t get a saving throw, though more powerful types do.
  +1 thrown weapon that returns to hand: This axe, javelin, or
  hammer (determine type randomly) will eventually return to the
  throwers hand.
  +1 weapon, extra attack: This weapon grants 1 additional attack
  for the user once per day.
  +1, +2 vs. particular type of foe: This weapon provides +1, +2 vs.
  a  particular  type  of  foe  (were-creatures,  undead,  giants,  orcs,
  dragons, etc.) to be determined randomly.
  +1, +4 vs. particular type of foe: This weapon provides +1, +2 vs.
  a  particular  type  of  foe  (were-creatures,  undead,  giants,  orcs,
  dragons, etc.) to be determined randomly.
  +2, +3 vs. particular type of foe: This weapon provides +1, +2 vs.
  a  particular  type  of  foe  (were-creatures,  undead,  giants,  orcs,
  dragons, etc.) to be determined randomly.
  Flaming Weapon: This weapon flames for additional 1d6 points of
  damage. Roll 1d6-1 for its to-hit bonus.
  Freezing  Weapon:  This  weapon  is  freezing  cold,  inflicting  an
  additional 1d6 points of damage. Roll 1d6-1 for its to-hit bonus.
  Dancing Weapon: This dancing weapon fights beside its owner in
  the air after 3 rounds as a +1d3 weapon.
  Defending weapon: This +4 weapon allows the wielder to use all,
  some, or none of its magical bonus to improve his Armor Class
  instead of his attack rolls. For example, the wielder can opt to have
  +2 to AC and +2 to attack rolls or +4 to AC and +0 to attack and
  damage rolls and any possible combination. The wielder can move
  its bonus each round.
  Holy/unholy weapon:  In the hands of any character other than a
  cleric of the appropriate deity, this weapon is a normal +2 magical
  weapon.  In the  right hands it  will create  a 5-foot  radius  area
  covered by 50% magic resistance and will dispel magic at will as a
  caster of the same level as the wielder. In addition, against all
  followers and servants of deities opposed to the one to whom the
  weapon is sacred it inflicts a +10 points of bonus damage. The
  weapon  inflicts  2d6  damage  points  without  save  against  such
  characters if they touch it.
  Lifestealer: This +2 weapon will drain one level of experience (or
  Hit Die) and accompanying hit points and abilities when it strikes
  any opponent on a natural roll of 20. This function is the same as
  the level-draining ability of certain undead creatures. The weapon's
  wielder can gain as many hit points as an opponent loses to this
  function of the weapon, up to the maximum number of hit points
  the character is allowed (i.e., only a character who has suffered loss
  of hit points can benefit from the function).
  Intelligent Weapon: Roll 1d3 for its to-hit bonus. There is a 10%
  chance that such a weapon may have the ability to cast a spell once
  per  day.  Such  swords  generally  can  communicate  with  their
  bearers, and often (25% chance) can speak audibly.
  Vorpal weapon: This +3 slashing weapon will sever an extremity—
  arm, leg, neck, tail, tentacle on any natural attack roll of 19-if
  enough to hit the target- or the head on a roll of 20 -always if
  enough to hit the target-. Note that many creatures are headless,
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  limbless or can shapechange and thus cannot suffer decapitation or
  the severing of limbs. There are also creatures that have heads but
  will not necessarily be killed by decapitation (like golems, trolls or
  the undead).
  Wounding weapon: This is a +1 slashing weapon (sword, dagger,
  axe...). Wounds inflicted by this kind of weapon cannot be healed
  by regeneration, magic or potions of any kind. Damage from a
  wounding weapon can only be healed through rest and time. In
  subsequent rounds, the opponent so wounded loses one additional
  hit point for each wound inflicted by the sword. Successive wounds
  will damage in the same manner as the first. Loss of the extra point
  stops only when the creature so wounded bandages its wound or
  after 10 melee rounds (one turn). Undead, constructs, oozes, plant
  creatures and other immaterial or non-living creatures are immune
  to this weapon's special power.
  Cursed Weapons: inflict a penalty to the wielder’s attack rolls, of
  1d3.  The curse causes the afflicted character to be unable to get rid
  of the weapon. There are two possible forms the curse may take:
  Obsession and Affliction. The GM may decide which to use at his
  or her option.
  Obsession: Regardless of how severe the penalty is, the character
  wielding the weapon will believe it is a bonus and refuse to use any
  other weapon in combat. A remove curse spell is the only way to
  rid a character of such a weapon; but as he or she will believe the
  weapon is the best magical weapon ever, the character receives a
  saving throw vs. Spells to resist.
  Affliction: The character knows the weapon is cursed as soon as he
  or she uses it in combat; however, any attempt to throw it away
  fails, as the weapon magically appears back in the character’s hand
  whenever he or she tries to draw any other weapon. In this case, the
  remove curse spell needed to rid the character of the weapon will
  be unopposed (i.e. no saving throw).
  Table 44: Miscellaneous Items
  Roll
  Miscellaneous Item
  1
  Lesser Wand
  2
  Lesser Ring
  3-20
  Misc. Lesser Magical Item
  21-22
  Lesser Wand
  23
  Greater Wand
  24-25
  Lesser Ring
  26
  Greater Ring
  27-40
  Misc. Medium Magical Item
  41-42
  Greater Wand
  43-44
  Greater Ring
  45
  Staff
  46-60
  Misc. Greater Magical Item
  Wands
  A wand is a short stick, generally 12 to 18 inches long, imbued
  with the power to cast a specific spell or spell-like effect.
  If a wand generates an effect equivalent to a spell, assume the spell
  functions as if cast by a 6th level caster, or the lowest level caster
  who could cast that spell (whichever is higher), unless otherwise
  noted.
  Wands become useless when they reach zero charges, but can be
  recharged by casting the spell into the wand. Each such recharge,
  where a spell is cast into the wand, has a 5% chance of destroying
  the wand irrevocably. In some cases, a non-rechargeable wand
  might be found with a large number of charges (e.g., 100).
  Table 45: Lesser Wands
  Roll
  Lesser Wand
  1–2
  Spell, level 1, holds 10 charges
  3–4
  Spell, level 2, holds 5 charges
  5–6
  Spell, level 3, holds 2 charges
  Table 46: Greater Wands
  Roll
  Greater Wand
  1
  Spell, level 3, holds 10 charges
  2
  Spell, level 4, holds 10 charges
  3
  Wand of Detection, enemies
  4
  Wand of Detection, metal
  5
  Wand of Detection, magic
  6
  Wand of Detection, traps and secret doors
  7
  Wand of Polymorph
  8
  Wand of Fear
  9
  Wand of Cold
  10
  Wand of Paralyzing
  Wand Descriptions
  Wand of Detection, enemies: Detects enemies in a radius of 60 ft,
  provided that the enemies are actually thinking hostile thoughts.
  Always active when held, does not use charges.
  Usable by: All Classes.
  Wand of Detection, metal: Detects large caches of metal, with a
  range of 20 ft. The wand’s user also gets a vague sense of the
  metal’s type. Always active when held, does not use charges.
  Usable by: All Classes.
  Wand of Detection, magic: Functions as a detect magic spell with a
  range of 20 ft. The wand’s user gets a vague sense of what sort of
  magic is being detected. Always active when held, does not use
  charges.
  Usable by: All Classes.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Wand of Detection, traps and secret doors: Detects traps and secret
  doors with a range of 20 ft. Always active when held, does not use
  charges.
  Usable by: All Classes.
  Wand of Polymorph: Casts either polymorph self or polymorph
  other, carries 10 charges. 
  Usable by: Magic-Users.
  Wand of Fear: Causes creatures in a cone-shaped path to flee
  (saving throw). There is a 60% chance that they will drop whatever
  they are holding. The cone extends 60 ft to a base 30 ft across.
  Holds 25 charges (cannot be recharged).
  Usable by: All Classes.
  Wand of Cold: Casts a cone of cold 60 ft to a base 30 ft across.
  Creatures in the cone take 6d6 damage (saving throw for half
  damage). Holds 25 charges (cannot be recharged). 
  Usable by: Magic-Users.
  Wand of Paralyzing: Casts a cone of paralysis 60 ft to a base 30 ft
  across. Creatures in the cone are paralyzed for 3d6 turns. Holds 25
  charges (cannot be recharged).
  Usable by: All Classes.
  Wand of Spell:  Casts random spell of determined level. Holds
  variable amount of charges (cannot be recharged). 
  Usable by: Magic-Users.
  Rings
  No more than two magic rings may be worn at a time (one on each
  hand) without unpredictable and potentially dire consequences.
  Table 47: Lesser Rings
  Roll
  Lesser Ring
  1
  Protection, +1
  2
  Protection, +2
  3
  Invisibility
  4
  Mammal control
  5
  Fire Resistance
  6
  Poison Resistance
  Table 48: Greater Rings
  Roll
  Greater Ring
  1
  Human Control
  2
  Three Wishes
  3
  Regeneration
  4
  Djinni Summoning
  5
  Shooting Stars
  6
  X-ray vision
  7
  Telekinesis
  8
  Spell Turning
  9
  Spell Storing, arcane
  10
  Spell Storing, Clerical
  Ring Descriptions
  Djinni Summoning: The wearer of the ring can summon a djinni,
  who will do his bidding.
  Usable by: All Classes.
  Fire Resistance: +5 to saving throws versus magical fire, immune
  to normal fire.
  Usable by: All Classes.
  Human Control: Allows the wearer to cast Charm Person once per
  day, and maintain the charm on up to 3 individuals at a time.
  Usable by: All Classes.
  Poison Resistance: +5 to saving throws versus poison.
  Usable by: All Classes.
  Regeneration: The wearer regenerates one hit point per combat
  round, and thus cannot die unless the ring is removed or his body is
  burned.
  Usable by: All Classes.
  Shooting Stars: Once per day this ring can summon d6 flaming
  meteors from the depths of space. Each meteor can target a separate
  enemy and does 3d6 damage. If used underground or indoors the
  meteors will strike whatever is directly above their target.
  Usable by: All Classes.
  Spell Storing, arcane: The ring contains 1d6 magic-user spells. Roll
  1d6 for each spell to determine the spell level. The wearer (if he is
  a  magic-user)  can  cast  these  spells  as  if  they  were  his  own
  memorized and prepared spells. Once the spell is cast, it cannot be
  cast a second time until the wearer has rested for 8 hours. 
  Usable by: Magic-Users.
  Spell Storing, clerical: The ring contains 1d6 clerical spells. Roll
  1d6 for each spell to determine the spell level. The wearer (if he is
  a cleric) can cast these spells as if they were his own memorized
  and prepared spells. Once the spell is cast, it cannot be cast a
  112
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  second time until the wearer has rested for 8 hours. One ring out of
  six is destined to Druids. Usable by: Clerics or Druids.
  Spell Turning: Any spell (other than from a wand or other item)
  directly aimed at the wearer of the ring is partially reflected back at
  the caster. Roll a percentile die to see how much of the spell’s
  power bounces back; the exact determination of what happens is up
  to the referee.
  Usable by: All Classes.
  Telekinesis: The wearer can mentally lift and move 200 pounds of
  weight at a range of 120 ft.
  Usable by: All Classes.
  Three  Wishes:  Grants  the  wearer  three  wishes.  Beware  of
  outrageous wishes; they backfire.
  Usable by: All Classes.
  Staffs
  Like wands, most staffs operate by using up charges. 
  Spell effects generated by a staff operate at 8th level, or the lowest
  caster level the spell could be cast by, whichever is higher, unless
  otherwise stated.
  However,  staffs  are  not  as  easily  rechargeable  as  wands.
  Magic-users will have to figure out how it’s done, or hire a wizard
  to do it (if even they know how). Most staffs carry 200 charges.
  Table 49: Staffs
  Roll
  Staff
  1
  Healing
  2
  Command
  3
  Snake, the
  4
  Striking
  5
  Withering
  6
  Power
  7
  Wizardry
  8
  Beguiling
  9
  Absorption
  10
  Lordly Might
  Staff Descriptions
  Absorption: Absorbs spells cast directly at the wielder, and allows
  the wielder to cast a spell from his own memory using that power
  (and thus not losing the spell from memory). Once the staff has
  absorbed 50 levels of spells (whether or not the power has been cast
  back out again), it no longer absorbs spells.
  Usable by: Magic-Users, Clerics, Druids.
  Beguiling: Casts Charm Person in a radius of 20ft from the wielder
  (uses one charge). The duration of the charm is one hour.
  Usable by: All Classes.
  Command: A charge can be used to control humans (as per Charm
  Person), plants, or animals.
  Usable by: All Classes.
  Healing: Cures 1d6+1 hit points of damage per charge. 
  Usable by: Clerics and Druids.
  Power: Casts Light (no charge used), casts Fireball (6d6 damage),
  cold as a Wand of Cold, Lightning Bolts (6d6 damage), acts as a
  ring of Telekinesis (costs one charge) and hits for 2d6 damage (no
  charge used). 
  Usable by: Magic-Users.
  Lordly Might: These staffs only carry 10 charges, but a charge may
  be used to cast Raise Dead. 
  Usable by: Clerics and Druids.
  Snake, the: +1 to hit and +1 damage. When commanded (by using a
  charge) the staff coils around the target with a successful hit and
  pinions the victim for 1d4 x10 minutes. The victim must be about
  the size of a human or smaller to use this power. The staff will
  slither back to its owner afterwards at a speed of 24. Only clerics
  can employ a Staff of the Snake. 
  Usable by: Magic-Users, Clerics and Druids.
  Striking: Inflicts 2d6 points of damage with a successful hit (does
  not use charges) 
  Usable by: Clerics and Druids.
  Withering: Adds ten years of physical aging with a successful hit.
  Usable by: Magic-Users, Clerics and Druids.
  Wizardry: The most powerful of staffs. It is a staff of power with
  additional abilities. At the cost of one charge, it allows invisibility,
  summoning elementals (calling 1d4 at a time), Hold Person, a Wall
  of Fire (See Wall of Defense I), Passwall, a Web spell, or Fly.
  Usable by: Magic-Users.
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  Table 50: Misc. Magic Items (Lesser Items)
  Roll
  Lesser Magic Item
  1
  Arrow of Direction
  2
  Bag of Holding
  3
  Boots of Elvenkind
  4
  Boots of Speed or Boots of Leaping (50%)
  5
  Bracers of Defense, AC  [13]
  6
  Chime of Opening
  7
  Cloak of Elvenkind
  8
  Cloak of Protection, +1
  9
  Cursed Item
  10
  Decanter of Endless Water
  11
  Dust of Appearance or Disappearance (50%)
  12
  Dust of Sneezing and Choking
  13
  Gauntlets of Swimming and Climbing
  14
  Horseshoes of Speed
  15
  Luckstone (+1 saving throws and attack rolls)
  16
  Manual of Beneficial Exercise
  17
  Pipes of the Sewers
  18
  Rope of Climbing
  19
  Rope of Entanglement
  20
  Spade of Excavation
  Table 51: Misc. Magic Items (Medium Items)
  Roll
  Medium Magic Item
  1
  Amulet Against Scrying
  2
  Boots of Flying
  3
  Bracers of Defense
  4
  Carpet of Flying
  5
  Cloak of Displacement
  6
  Cloak of Protection, +2 or +3
  7
  Deck of Many Things
  8
  Figurine of the Onyx Dog
  9
  Gauntlets of Ogre Power
  10
  Helm of Reading Magic and Languages
  11
  Hole, Portable
  12
  Horn of Valhalla, Bronze
  13
  Horn of Valhalla, Silver
  14
  Jug of Alchemy
  15
  Manual of Quickness
  16
  Medallion of ESP
  17
  Mirror of Mental Scrying
  18
  Robe of Blending
  19
  Robe of Eyes
  20
  Robe of Wizardry
  Table 52: Misc. Magic Items (Greater Items)
  Roll
  Greater Magic Item
  1
  Amulet of Demon Control
  2
  Beaker of Potions
  3
  Censer, Bowl, Brazier, or Stone of Controlling Elementals
  4
  Crystal Ball
  5
  Efreeti Bottle
  6
  Figurine of the Golden Lions
  7
  Gauntlets of Dexterity
  8
  Gem of Seeing
  9
  Girdle of Giant Strength
  10
  Helm of Fiery Brilliance
  11
  Helm of Teleportation
  12
  Horn of Blasting
  13
  Horn of Valhalla, Iron
  14
  Lenses of Charming
  15
  Libram, Magical (level gain) 
  16
  Manual of Golems
  17
  Manual of Intelligence
  18
  Manual of Wisdom
  19
  Necklace of Fireballs
  20
  Symbol-scarab of Insanity
  Misc. Magic Item Descriptions
  The following descriptions are in alphabetical order:
  Amulet Against Scrying: Protects the wearer from all scrying, such
  as Detect Thoughts or being viewed through a crystal ball. 
  Usable by: All Classes.
  Amulet of Demon Control: Functions as a Protection From Chaos
  spell, and allows the wearer to attempt to “Charm Monster” upon a
  demon. Success means that the demon is enslaved for 1d6 weeks,
  whereupon it becomes free. 
  Usable by: Magic-users and Clerics.
  Arrow of Direction: Points the direction of whatever the owner
  requests. Cannot be used more than seven times in a single week.
  Usable by: All Classes.
  Bag of Holding: The inside of this bag is larger than the outside.
  The inside dimensions are roughly 10x5x3 ft, but the bag cannot
  carry more than 1,000 pounds of weight. If it is not empty, the bag
  weighs 50 pounds, no matter how much weight it actually contains.
  Usable by: All Classes.
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  Beaker of Potions: This small jug fills itself with the requested
  potion, out of the 1d4+1 potions it knows how to produce. The jug
  can be used as many times per week as the number of different
  potions it can produce. 
  Usable by: All Classes.
  Boots  of  Elvenkind:  The  wearer  moves  with  complete  silence.
  Usable by: All Classes.
  Boots of Levitation: These boots allow the wearer to levitate as per
  the spell, with unlimited duration. 
  Usable by: All Classes.
  Boots of Speed or Boots of Leaping (50%): Boots of speed double
  the wearer’s movement rate, but require complete rest for a period
  of time equivalent to the amount of time they were used. Boots of
  Leaping allow the wearer to make prodigious leaps 10 ft high and
  up to 30 ft horizontally. These boots also double movement rates,
  but outdoors only. They do not require the wearer to rest after using
  them. 
  Usable by: All Classes.
  Bracers of Defense, AC  [15] or AC  [17] (50% chance): These
  bracers improve the wearer’s armor class (whatever part of it is due
  to actual armor) to the stated level—there is no effect if the wearer
  is already armored to the same or higher degree. The armor class
  granted by the bracers can be increased by magical rings or other
  protective magics. 
  Usable by: All Classes.
  Bracers of Defense, AC  [13]: These bracers improve the wearer’s
  armor class (whatever part of it is due to actual armor) to the stated
  level—there is no effect if the wearer is already armored to the
  same or higher degree. The armor class granted by the bracers can
  be increased by magical rings or other protective magics. 
  Usable by: All Classes.
  Carpet of Flying: the carpet can carry as many as three people, and
  travels at a speed of 6 when it has more than one passenger. With
  only one rider, the carpet moves at a rate of 10. 
  Usable by: All Classes.
  Censer, Bowl, Brazier, or Stone of Controlling Elementals: Censers
  control  air  elementals,  Bowls  (when  filled)  control  water
  elementals,  braziers control  fire elementals,  and Stones  control
  earth elementals. These items can be used to summon a 12 HD
  elemental of the appropriate type. Generally, it takes 10 minutes to
  prepare the object for use. 
  Usable by: Magic-users.
  Chime of Opening: Sounding this small chime opens any door,
  even if the door is barred or wizard locked. 
  Usable by: All Classes.
  Cloak of Displacement: The wearer appears to be in a slightly
  different location than he really is. His armor class improves by 2,
  and he gains a +2 bonus saving throw against any targeted attack
  upon him. 
  Usable by: All Classes.
  Cloak of Elvenkind: The wearer is almost, but not quite, invisible.
  Usable by: All Classes.
  Cloak of Protection, +1: This cloak improves the wearer’s armor
  class by 1, and grants a bonus of +1 on saving throws. 
  Usable by: All Classes.
  Cloak of Protection, +2 or +3 (50%): This cloak improves the
  wearer’s armor class by 2 (or 3), and grants a bonus of +2 (or +3)
  on saving throws. 
  Usable by: All Classes.
  Crystal Ball: Allows the user to see what he desires to see, over a
  considerable distance. A crystal ball may not be used more than
  thrice per day, or the user will be driven mad. Certain spells and
  other precautions may be used to prevent being seen through a
  crystal  ball.  Some  crystal  balls  communicate  sound  or  even
  thoughts from the area being scryed, although these are rare. 
  Usable by: Magic-users.
  Cursed Item: (See Cursed Items at the end of this section.)
  Decanter of Endless Water: This jug pours out one gallon of water
  per minute when unstoppered. 
  Usable by: All Classes.
  Deck of Many Things: An ordinary-seeming deck of hand-painted
  cards, this item bears tremendous and varied enchantments, one per
  placard in the deck. The deck contains all the aces and face cards,
  plus one Joker (the Fool). A character may draw as many cards as
  he likes (with the deck re-shuffled each time), but once he stops
  drawing cards, the deck disappears in a sound of faintly malevolent
  laughter. The results of the cards are as follows:
  The Hearts ()
  Ace: Gain 50,000 XP.
  King: Gain magic item from the Misc. Greater Magical Items
  Table.
  Queen: Gain 1d3 wishes.
  Jack: Gain the ability to summon an 8 HD warrior with +3
  weapon, shield, and sword, to serve for a total of 1 hour.
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  The Clubs ()
  Ace: The character’s alignment is changed. If the game does
  not use alignment, the character receives a dangerous Quest
  (per the spell).
  King: The character’s most powerful magic item is sucked
  into the void and disappears.
  Queen:  The character is instantly turned to stone, a look of
  great surprise upon his face.
  Jack: The character loses one point from his Prime Attribute.
  The Spades ()
  Ace: Lose a level of experience.
  King: A warrior with 9 HD, a +4 weapon, +4 shield, and +4
  armor appears and attacks. When he is killed, his body and all
  his possessions disappear again.
  Queen: The character dies instantly.
  Jack: The party is attacked by a random monster, with 1d4+6
  HD. The monster gains one round of surprise, for it appears
  from thin air.
  The Diamonds ()
  Ace: Gain a map to a significant treasure.
  King: Gain 5d6 items of jewelry.
  Queen: Gain a scroll of seven spells, all 2nd level or higher.
  Jack: Add one point to a single attribute of the player’s choice.
  The Joker: Gain 25,000 XP or choose to draw two more cards.
  Usable by: All Classes.
  Dust of Appearance or Disappearance (50%): Dust of Appearance
  is tossed in a radius of 10 ft around the user, and makes any
  invisible,  astral,  displaced,  out-of-phase,  or  dimensional  thing
  completely visible. The dust generally comes in a pouch, with
  enough  for  20–30  uses.  Dust  of  Disappearance  works  in  the
  opposite way: when it is sprinkled in a 10 ft radius, everything
  therein becomes invisible for 5d6 turns. Normal means of detecting
  invisibility  (such  as  a  Detect  Invisibility  spell)  are  not  strong
  enough to work against the dust’s powerful enchantment. 
  Usable by: All Classes.
  Dust  of  Sneezing  and  Choking:  Pouches  containing  this  dust
  ordinarily contain only enough for one “dose.” When scattered in a
  radius of 10 ft, the dust causes all in the area to make a saving
  throw or die. If the nature of the dust is identified before it is
  experimented with, it can be used as a devastating thrown weapon.
  Usable by: All Classes.
  Efreeti Bottle: The efreeti of the bottle will serve the bottle’s owner
  for  a  year  and  a  day  unless  it  is  accidentally  released  from
  servitude. 
  Usable by: All Classes.
  Figurine  of  the  Golden  Lions:  A  small  stone  figurine  that
  transforms into a lion when the command word is spoken, fighting
  at  the  owner’s  orders.  If  they  are  slain,  they  turn  back  into
  figurines, but may be used again. The figurine may be used once
  per week, and no more. 
  Usable by: All Classes.
  Figurine of the Onyx Dog: This stone figure transforms into a
  living hound of stone when its command word is spoken. It will
  seek whatever the owner tells it to find, without stopping until it
  succeeds or is killed. It has a 75% chance to detect objects that are
  invisible  or  hidden  (and  of  course  its  sense  of  smell  detects
  invisible and hidden creatures with almost perfect success). For
  purposes of defense and attack, the stone dog is treated as a wolf. It
  may  be  used  twelve  times  before  the  statuette  becomes
  non-magical. 
  Usable by: All Classes.
  Gauntlets of Dexterity: When worn, these gloves grant a bonus of
  +2 to the wearer’s dexterity (to a maximum of 18). 
  Usable by: All Classes.
  Gauntlets  of  Ogre  Power:  These  gauntlets  raise  the  wearer’s
  Strength to 19 (+3 bonus not cumulative with the wearer’s existing
  strength bonus, if any). 
  Usable by: all but Magic-users.
  Gauntlets of Swimming and Climbing: These gloves permit the
  wearer to swim at a rate of 18, and climb sheer walls with a 95%
  chance of success per ten feet of climbing. 
  Usable by: all but Magic-users.
  Gem of Seeing: A gem of seeing is used as a lens, and shows the
  truth of what it sees, cutting through illusions of all kinds, even
  very powerful ones.
  Usable by: All Classes.
  Girdle  of  Giant  Strength:  This  wide  belt  grants  the  wearer  a
  Strength of 30 (+6 strength bonus, not cumulative with any existing
  strength bonuses). 
  Usable by: All but Magic-Users.
  Helm of Fiery Brilliance: This prodigiously powerful helm grants
  many benefits to the wearer. He gains a +10 on saving throws
  against fire damage, and can create a wall of fire himself (as per the
  spell Wall of Defense I). Fighters or Rogues wearing the helm may
  command a weapon in hand to flame (+1d6 damage). Magic-users
  wearing the helm can add +1 to each die of damage inflicted by a
  fireball or delayed blast fireball spell. Clerics wearing the helm can
  ignite objects within 30 ft at will, and may cast two light or
  continual light spells for each one actually prepared. The wearer of
  this ring is likely to be attacked by any air elemental creatures, but
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  fire  elemental  types  (such  as  efreet  or  salamanders)  will  be
  favorably disposed toward the wearer. 
  Usable by: All Classes.
  Helm of Reading Magic and Languages: The wearer can read all
  languages, including magic script. 
  Usable by: All Classes.
  Helm of Teleportation: When the wearer casts a teleportation spell
  on  himself,  while  wearing  the  helm,  he  may  teleport  himself
  without error, anywhere he desires. The helm does not permit the
  casting of a teleportation spell on anyone other than the wearer.
  Usable by: Magic-users.
  Hole, Portable: A piece of dark cloth about five feet in diameter. It
  is actually the mouth of an inter-dimensional hole 10 ft deep—
  items and people can fall through it or climb down into it once it is
  placed on the ground. The piece of cloth can actually be pulled in
  from the inside to close the hole off entirely, although there is no
  source of fresh air within, and staying inside will asphyxiate the
  inhabitant in a short time. The piece of cloth can be picked up and
  carried off whenever desired—hence the name “portable.” 
  Usable by: All Classes.
  Horn of Blasting: This horn, when blown, has the same effect on
  structures  as  a  catapult,  and  causes  2d6  points  of  damage  to
  creatures, deafening them for 10 minutes as well. The cone of
  sound is 100 ft long, and widens to a base of 20 ft (the “point” of
  the cone, at the horn’s mouth, is 10 ft wide). After use, roll 1d6: if
  the result is lower than the number of times the horn has been
  blown today, it explodes causing its usual effects on the blower and
  within 20 feet of him or her. 
  Usable by: All Classes.
  Horn of Valhalla, Bronze: Once per week summons 2d4 berserk
  warriors (3 HD) to assist the one who winded the horn. 
  Usable by: Fighters, Rogues and Clerics.
  Horn of Valhalla, Iron: Once per week summons 2d4 berserk
  warriors (4 HD) to assist the one who winded the horn. 
  Usable by: Fighters.
  Horn of Valhalla, Silver: Once per week summons 2d4 berserk
  warriors (2 HD) to assist the one who winded the horn. 
  Usable by: All Classes.
  Horseshoes  of  Speed:  These  double  a  horse’s  movement  rate.
  Usable by: horses.
  Jug of Alchemy: This jug produces whatever liquid is desired, in a
  commonly used large quantity (e.g., 10 gallons of water, but only
  five gallons of wine). It may be used no more than seven times per
  day, and will only produce the liquid first requested in that day. It
  does not produce magical liquids. 
  Usable by: All Classes.
  Lenses of Charming: These lenses, when placed over the eyes, give
  the wearer the ability to charm those who look into his eyes (as per
  the spell Charm Person). The saving throw against the power of the
  lenses is made at-2. 
  Usable by: All Classes.
  Libram, Magical (level gain): Magical librams grant a level of
  experience  to  the  reader,  if  the  reader  is  of  the  right  class.
  Randomly determine the class for which the libram is written.
  Usable by: varies.
  Luckstone: This stone grants +1 to saving throws and attack rolls.
  Usable by: All Classes.
  Manual of Beneficial Exercise: Reading this tome increases the
  reader’s strength by 1 point (to a maximum of 18). 
  Usable by: All Classes.
  Manual of Golems: This book contains the basic instructions and
  formulae  for  creating  a  single  type  of  golem.  The  process  is
  expensive, and the creator must have achieved a certain level of
  magical expertise in order to use the book, but these are priceless
  repositories of forgotten lore. Such books are often warded, by the
  original owner, from the touch of anyone not of the Magic-user
  class, enchanted to inflict damage or even the loss of a level.
  Usable by: Magic-users.
  Manual of Intelligence: Reading this tome increases the reader’s
  intelligence by 1 point (to a maximum of 18). 
  Usable by: All Classes.
  Manual of Quickness: Reading this tome increases the reader’s
  dexterity by 1 point (to a maximum of 18). 
  Usable by: All Classes.
  Manual  of  Wisdom:  Reading  this  tome  increases  the  reader’s
  wisdom by 1 point (to a maximum of 18). 
  Usable by: All Classes.
  Medallion of ESP: Functions as a Detect thoughts spell within 30 ft
  (75%) or 90 ft (25%). 
  Usable by: All Classes.
  Mirror of Mental Scrying: This hand-mirror (it might also be found
  as a smaller mirror on a necklace) allows the user to cast Crystal
  Ball, with the normal range, but for an unlimited time. The mirror
  will also answer a question about what it portrays (the answer is
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  likely to be cryptic), but only one question per week is possible.
  Usable by: All Classes.
  Necklace of Firebaubles: This necklace is hung with 3d4 little
  baubles. When thrown, the baubles explode into 6d6 fireballs (per
  the spell). 
  Usable by: All Classes.
  Pipes of the Sewers: These pipes summon 10d6 giant rats. The
  piper does not need to concentrate once the rats arrive (which takes
  1d6x5 minutes), but it is wise to do so. When the rats arrive, there
  is a 5% chance that they will not obey him, and if he ceases to
  concentrate on his tune there is a 10% chance that he will lose
  control of them. Every subsequent round in which he fails to
  concentrate there is another chance to lose control, and the chance
  increases by 10% each time it is made (first round, 10%, second
  round 20%, etc.). 
  Usable by: All Classes.
  Robe of Blending: These robes make the wearer appear to be a part
  of his surroundings, including the ability to appear as another one
  of a group of nearby creatures. He will appear to be a small tree
  when in forest surroundings, a sand formation in the desert, etc.
  Creatures with 10+ hit dice (or levels of experience) have a 1 in 6
  chance per level (or HD) above 9th to perceive the wearer as a
  robed figure rather than a part of the surroundings. 
  Usable by: All Classes.
  Robe of Eyes: Hundreds of eyes are woven and embroidered into
  the fabric of these magical robes, granting the wearer tremendous
  powers of supernatural perception. In a radius of 240 ft, anything
  he looks upon is seen for what it is: he sees invisible creatures, he
  perceives illusions, and his sight even extends into the astral plane.
  He cannot be ambushed or otherwise taken by surprise, and he can
  follow the trail of anything that has passed by within the last day.
  Usable by: Magic-users only.
  Robe of Wizardry: This robe grants the wearer the ability to cast
  Charm Person, Polymorph, and Hold Person once er day each. The
  robes may be tied to specific alignments. 
  Usable by: Magic-users only.
  Rope of Climbing: A 50 ft length of rope that leaps magically
  upward and can tie and untie itself upon command. 
  Usable by: All Classes.
  Rope  of  Entanglement:  This  rope,  on  command,  twines  itself
  around as many as 1d6+1 human-sized foes. The rope cannot be hit
  except with a natural roll of 20 (it is magical), and can sustain 20
  hit points of damage before fraying and becoming useless. 
  Usable by: All Classes.
  Spade of Excavation: This ordinary-looking spade digs by itself
  when commanded, shoveling out one cubic yard (27 cu ft.) per ten
  minutes (1 turn). 
  Usable by: Fighters and Rogues only.
  Symbol—Scarab of Insanity: This is a carving of a scarab-beetle, or
  perhaps the petrified remains of a real one. When the scarab is
  displayed, all creatures with 9 or fewer hit dice, within a radius of
  30 ft, fall into temporary insanity lasting for 2 hours. Creatures with
  10+ hit dice still do not receive a saving throw, but have a 25%
  chance to overcome the scarab’s insidious influence. The scarab
  may be used 12 times, after which it crumbles to dust. At the option
  of the Referee, it might be recharged using a Symbol of Insanity
  spell, but with a 5% chance per charge that the item will be
  destroyed. 
  Usable by: All Classes.
  Cursed Items
  Cursed items come in many shapes and forms—most likely they
  are ancient magical items whose magic has deteriorated or changed
  with age, although some of them were clearly fashioned to serve as
  traps  for  the  unwary  (or  for  the  maker’s  enemies,  perhaps).
  Characters of all classes and races are affected by Cursed Items.
  Note that cursed items cannot usually be dropped or removed
  without the assistance of a Remove Curse spell. Although the
  Referee is encouraged to create his own cursed items, the samples
  on the following page should prove useful guidance:
  Table 53: Cursed Items
  Roll
  Cursed Item
  1
  Bag of Devouring
  2
  Censer of Hostile Elementals
  3
  Cloak of Poison
  4
  Crystal Ball of Suggestion
  5
  Dancing Boots
  6
  Flask of Stoppered Curses
  7
  Horn of Collapse
  8
  Medallion of Projecting Thoughts
  9
  Mirror of Opposition
  10
  Robe of Feeblemindedness 
  Cursed Item Descriptions
  Bag of Devouring: Functions as a bag of holding, but devours any
  item placed into it within 1d6 hours.
  Censer of Hostile Elementals: A censer (or brazier, bowl, or stone)
  that summons elementals—but the elementals are hostile instead of
  under the summoner’s control.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  Cloak of Poison: Upon donning this cloak, the wearer’s body is
  suffused with magical poisons of many kinds, and dies instantly,
  without the chance of a saving throw.
  Crystal Ball of Suggestion: Does not function as a crystal ball, but
  implants a suggestion in the viewer’s mind. Powerful versions of
  this item might even implant a Quest.
  Dancing Boots: These boots function as boots of Elvenkind or
  speed, until the wearer is in combat or fleeing. Suddenly at that
  point he will begin to dance a jig, or perhaps a stately waltz.
  Flask of Stoppered Curses: This flask releases a curse of some kind
  when its seal is broken.
  Horn of Collapse: When sounded, this horn causes a blast of
  destruction straight upwards, destroying any ceiling overhead and
  causing it to collapse.
  Medallion of Projecting Thoughts: The wearer’s thoughts can be
  “heard” by all nearby.
  Mirror of Opposition: All persons looking into this mirror are
  attacked by Chaotic (or Lawful if the gazer is Chaotic) versions of
  themselves,  exact  duplicates  including  spells  and  magic  items.
  When the mirror-opposites are slain, their bodies and equipment
  disappear into mist, and return to the mirror.
  Robe of Feeblemindedness: Anyone donning this cloak has his
  intelligence reduced to that of a garden snail.
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  THE BLUE BOOK OF DANGERS & DWEOMERS
  OGL and Required Legal Notices
  THE BLUE BOOK OF DANGERS & DWEOMERS is based on Swords &
  Wizardry by Matt Finch, Basic Fantasy role-playing by Chris Gonnermann
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  of Matthew J. Finch, Copyright © 2008  - 2012 Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  Basic  Fantasy  Role-Playing Game Copyright  ©  2006-2008  Chris
  Gonnerman.
  White Box Heroes Copyright © 2009 Salvatore Macrì.
  Pathfinder Roleplaying Game Beta playtest edition. Copyright 2008,
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  Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy
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  120
  
  THE BLUE BOOK OF DANGERS & DWEOMERS
  Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary
  Gygax and Dave Arneson.
  Swords & Wizardry, S&W, and Mythmere Games are the trademarks of
  Matthew J. Finch, Copyright © 2008 -2012 Matthew J. Finch
  Monster Compendium: 0e, Copyright 2008, Matthew J. Finch
  Basic  Fantasy  Role-Playing  Game Copyright  ©  2006-2008  Chris
  Gonnerman.
  White Box Heroes Copyright © 2009 Salvatore Macrì.
  Pathfinder Roleplaying Game Beta playtest edition. Copyright 2008, Paizo
  Publishing, LLC; Author: Jason Bulmahn
  Unearthed Arcana Copyright  2004,  Wizards  of  the  Coast,  Inc.;  Andy
  Collins, Jesse Decker, David Noonan, Rich Redman. 
  END OF LICENSE 
  121
  
SOURCE: textdata/thevault/OSR(ic)/S+W/Swords + Wizardry/Swords + Wizardry Supplemental/Blue Book of Dangers & Dweomers (OSR).pdf