TEXT:  
   
   
   
   
   
   
  Marv Breig and Matt Finch 
   
  
   
   
  - 2 - 
   
   
   
   
   
   
  By Marv Breig 
   
  Based upon the Swords & Wizardry Rules by Matthew J. Finch 
   
   
  Editors: Matt Finch, Jason Cone, Allan T. Grohe, Jr., Jerry Mapes, and Jesse 
  Rothacher 
   
  Additional Editing and Proofing: Scott Casper, fandomaniac, Eric Norred, 
  Lord Kilgore, Kuburanar, Lee Reynoldson, and the Swords & Wizardry forum 
   
  Art: Peter Fitzpatrick (Cover), Jeff Preston, Chad Thorson, Michael Shorten, 
  and Matt Finch 
   
  Contributors: Michael Shorten, Matt Finch 
   
  With special thanks to Jason Cone, Allan T. Grohe, Jr., and Jerry R. Mapes for 
  their advice, and to Jesse Rothacher for the generous donation of his time and 
  skills on the layout of prior printings of this book. 
   
  Dedicated to Dave Arneson (1947-2009), E. Gary Gygax (1938-2008) and 
  Jerry R. Mapes (1965-2009) 
   
  Published by Mythmere Games 
   
  Third Print Edition—25 November 2010 
   
  Mythmere Games ™ 
  www.swordsandwizardry.com 
   
  Copyright © 2008-2011 Matthew J. Finch 
  
   
   
  - 3 - 
  Introduction 
   
   
  SWORDS & WIZARDRY: WHITEBOX is a fantasy role-playing game. The 
  rules are extremely short compared to the multi-paged rule libraries required to 
  play most modern games. Yet, this game contains within itself the soul of 
  mythic fantasy and the kindling of wonder. The game is powerful because it’s 
  encapsulated by such a small formula—like a genie imprisoned in the small 
  compass of an unremarkable lamp. This game serves as a good introduction 
  for those learning how to play fantasy games, and is the ultimate tool for the 
  expert Referee who customizes his worlds with variant rules (as it’s always 
  easier to add rules than to untangle them away). 
   
  And remember, with SWORDS & WIZARDRY: WHITEBOX, you are free to 
  publish your own adventures, house-rules, and any other sort of materials 
  designed for this game. Guidelines and requirements are at the end of the 
  book. 
   
  – Matthew J. Finch 
   
  Like an archaeologist unearthing ancient ruins, my task was to uncover and 
  preserve the very essence of what made role-playing so great during the 
  genesis of the hobby. These rules are designed to maintain the spirit and 
  philosophy of the oldest of gaming models, back in the days where rules 
  weren’t supposed to be “complete”—because half of the fun was making up 
  your own!  
   
  I have been playing role-playing games since 1975, when I first discovered a 
  fun game in a little white box, and I enjoy giving the reader of this book the 
  opportunity to discover the flavor of what I found so many decades ago. I 
  would like to thank Matthew Finch for giving me the opportunity to do this, 
  Jason Cone for his wonderful suggestions, and, to quote Sir Isaac Newton: “If 
  I have seen further it is only by standing on the shoulders of giants.” 
   
  – Marv Breig 
   
  
   
   
  - 4 - 
  Chapter 1 
  Getting Started 
   
  SWORDS & WIZARDRY: WHITEBOX requires two kinds of participants: 
  (1) The Referee and (2) the Player. For Players, the first step in playing the 
  game is to create a Player Character (PC). This is a simple matter of rolling 
  some dice to determine your character’s strength and other basic attributes, 
  picking a character class, and buying in-game equipment. If you’re the 
  Referee, however, you’ve got a bit more preparation to do—that’s covered in 
  Chapter 7. 
   
  Rule Number One 
  The most important rule in SWORDS & WIZARDRY: WHITEBOX is that 
  the Referee always has the right to modify the rules. In fact, it’s encouraged! 
  This is your game, after all. There are gaps in the rules—holes left open on 
  purpose—because much of the fun of “old school” gaming is being able to 
  make up rules as needed. 
   
  Dice 
  Swords & Wizardry: WhiteBox uses 
  several different types of dice, and 
  they are abbreviated herein according 
  to the number of sides they have. For 
  example, a four-sided die is noted as 
  “d4.” If this text requires a player to 
  roll “3d4” that means to roll three (3) 
  four-sided dice and add the results 
  together. Other die types (six-sided, 
  eight-sided, ten-sided, twelve-sided, 
  and twenty-sided) follow in the same 
  manner.  
   
  There is no die with 100 sides. When 
  asked to roll d100, roll two (2) ten-
  sided dice, treating the first roll as the 
  “tens” and the second as the “ones.” 
  So, if one were to roll a “7” and then 
  a “3”, the result would be “73.”  
   
  The roll of two zeroes is treated as a 
  result of “100,” so you cannot roll a 
  “0” on percentile dice. The lowest 
  result possible is a “1.” 
   
   
   
   
  About the Alternate Rules 
   
  Swords & Wizardry: Whitebox is 
  very easy to learn and play. The 
  basic rules are simple and clear. As 
  you create your character and read 
  through the rules, you will see that 
  there are several “Alternate Rules” 
  described. These are for 
  customizing the game to fit the 
  way you want to play, but if you 
  are the Referee and this is your 
  first time running a game like this, 
  stick with the basic rules and 
  customize later. The alternate 
  rules, plus any new rules that you 
  and your group invent, are often 
  called “House Rules,” because 
  each gaming group will use a 
  different mix of alternate and 
  invented rules. This is a good thing 
  – eventually you’re supposed to 
  customize your game to fit what 
  you want, not to follow the 
  “official” rules forever and ever. 
   
  Don’t forget to check out the S&W 
  website:  
  www.swordsandwizardry.com 
  for more house rules. Feel free to 
  submit your own! 
  
   
   
  - 5 - 
  Character Sheets 
  A character sheet is a piece of paper designed to organize and contain any and 
  all necessary PC information, for the benefit of both the Referee and Player. 
  For WHITEBOX, the character sheet could be something as simple as a 3x5” 
  index card—with equipment and spells written on the back: 
   
   
   
  Larger and more detailed sheets can be found online at the S&W website. Feel 
  free to create and share your own designs. 
   
  Attribute Scores 
  The basic abilities are numbers which represent the Strength, Intelligence, 
  Wisdom, Constitution, Dexterity, and Charisma of a character. The standard 
  way to create attribute scores is to roll 3d6 for each attribute in the previously 
  mentioned order. Once those rolls have been made, it is often obvious which 
  type of character best fits the abilities—though, the player always has the 
  option to play any class desired. Once the player decides on a class, points 
  from other attributes may be shifted around, but only into the “Prime 
  Attribute” of that character class (Prime Attributes are discussed later). 
  Shifting points around may not lower another ability score below 9, however. 
   
  Some Referees allow more flexibility. One example is to let the players roll 
  3d6 a total of six times and arrange the rolls however they want. This allows 
  the player to put the best results into abilities that best suit the type of 
  character the player wants to be. There are several house rules that can be 
  invented for this later on, if you choose. 
  
   
   
  - 6 - 
   
   
   
   
   
  Alternate Rule: Universal Attribute Bonus 
   
  Swords & Wizardry: WhiteBox doesn’t give many bonuses for having 
  high attribute scores. You can modify the game to increase the effect that 
  these scores have. One quick way to do this is to use the table below 
  whenever you need a quick rule. Feel free to tinker with the values, if you 
  even decide to even use them at all! For example, if you prefer the 
  “average” range to be 9–12, adjust the table accordingly. 
   
  Universal Attribute Bonus Table 
   
  Attribute Roll 
   
  Description 
   
  Bonus  
   
  3-6 
   
   
  Below Average  
  -1 (or -5%) 
  7–14 
   
   
  Average  
   
  None 
  15–18 
   
   
  Above Average  
  +1 (or +5%) 
   
  Here are some examples of how the table can be used (and these are only 
  options, not rules): 
   
  Strength 
  Fighters can use their Strength Bonus to modify their “to-hit” and damage 
  results when using melee weapons. 
   
  Intelligence 
  Magic-users can use their Intelligence Bonus to improve “spell 
  effectiveness” (i.e. target suffers a loss on his saving throw). 
   
  Wisdom 
  Clerics can use their Wisdom Bonus to improve “spell effectiveness” in 
  the same way Magic-users use their Intelligence Bonus. 
   
  Dexterity 
  Dexterity can be used to modify a character’s Armor Class. This may be 
  limited to more swashbuckling campaigns or in games where armor is 
  more limited. 
   
  Be careful with this, though, unless you want to create super-hero 
  characters! 
   
  
   
   
  - 7 - 
  Experience Bonus 
  Each character gets a bonus percentage to 
  their “experience points” (XP) that will 
  increase the amount of experience points 
  gained during an adventure. All characters 
  add together the following: 5% if the 
  character’s Prime Attribute is 15+, 5% if 
  Wisdom is 15+, and 5% if Charisma is 15+.  
  A Cleric with Wisdom of 15+ gets the 5% 
  bonus twice: once because it is the Prime 
  Attribute for a Cleric, and again because it is 
  applied to all characters. The maximum 
  attainable bonus is 15%. All awards of XP 
  to the character during play will be 
  increased by the amount of the bonus (by 
  0%, 5%, 10%, or 15%, whichever it is). 
   
   
  Strength 
  Strength represents the character’s physical power. It is the Prime Attribute for 
  Fighters, so when a Fighter character has Strength of 15+, the character gets a 
  5% bonus to XP. 
   
  Intelligence 
  Intelligence represents IQ, reasoning, and the ability to solve puzzles or 
  understand difficult concepts. A high Intelligence score gives a character an 
  additional language for every point above 10. Intelligence is the Prime 
  Attribute for Magic-users, who will get a 5% bonus to XP if the character’s 
  Intelligence is 15+. 
   
  Wisdom 
  Wisdom determines a character’s insight, perception, and good judgment. 
  Wisdom is the Prime Attribute for Clerics. Any character with a Wisdom score 
  of 15+ gets a 5% bonus to XP, and a Cleric character with Wisdom 15+ gets 
  another 5% (total of 10%) because it is the Prime Attribute for the Cleric class. 
   
  Constitution 
  Constitution refers to the health and endurance of a character. A high 
  Constitution score (15+) gives the character a +1 to each hit die, and a low 
  score (6 or lower) gives a –1 penalty to each hit die. 
   
  Dexterity 
  Dexterity is a combination of coordination and quickness. A high Dexterity 
  score (15+) gives a character a bonus on “to-hit” rolls when attacking with a 
  bow or other ranged weapon, and a low score (8 or less) gives a penalty of -1 
  to such rolls. 
   
   
  An alternate method for the 
  experience point bonus is 
  simply to give the character 
  a bonus of 10% if the Prime 
  Attribute is 15+, 5% if the 
  Prime Attribute is 13-14, 
  and –10% if the Prime 
  Attribute is lower than 9. 
  There is no bonus for 
  scores between 9 and 12. If 
  you use this method, do not 
  also give the +5% bonuses 
  described in the basic rules 
  that follow: if you do it this 
  way, the maximum XP 
  bonus is 10%. 
   
  
   
   
  - 8 - 
  Charisma 
  Charisma refers to a character’s leadership ability. Any character with a 
  Charisma of 15+ receives a 5% bonus to XP. 
   
  Charisma also determines the number of Non-Player Character (NPC) 
  hirelings a character can acquire. These hirelings include specialists (ship 
  captains, assassins, etc.) and non-human creatures, but do not usually include 
  basic men-at-arms. Charisma modifies the loyalty of these NPCs (See 
  “Loyalty”). 
   
  Charisma Bonus Table 
  Charisma 
  Hirelings (Max #) 
  Loyalty 
  3–4 
  1 
  -2 
  5–6 
  2 
  -2 
  7–8 
  3 
  -1 
  9–12 
  4 
  0 
  13–15 
  5 
  +1 
  16–17 
  6 
  +2 
  18 
  7 
  +2 
   
  Hit Points 
  Hit points (HP) represent the amount of “damage” a character can take before 
  dying: they are determined by the number of hit dice (HD) the character has at 
  each level, which is found in the description of each character class later on. If 
  a player begins the game with a 1st level Fighter (1+1 HD) the player would 
  therefore roll 1 HD (1d6) and add “+1” to the end result to determine his PC’s 
  starting hit points. When the character accumulates enough XP to gain a level, 
  usually a new hit die is rolled and added to the total (sometimes a new level 
  only gives an additional hit point, though, not a whole new hit die). 
   
  Hit points are (optionally) re-rolled each time a Player Character gains a level. 
  If the re-roll results in the character having fewer hit points for the new level 
  than from the old level, the hit points remain the same. 
   
  Starting Gold 
  Roll 3d6 and multiply the result by 10. This represents the number of gold 
  pieces (gp) that a character possesses at the start of the campaign. 
   
  Alignment 
  Alignments in the game are described as Law, Chaos, and Neutrality. In 
  general, Law also corresponds to being “good,” Chaos corresponds to being 
  “evil,” and Neutrality simply means that the character is indifferent between 
  the two moral polarities. It is quite possible for the Referee to make the 
  alignment system more complex: perhaps Lawful only means that you are in 
  favor of centralized hierarchies in society, in which case you could actually be 
  Lawful Evil as well as Lawful Good. It is a matter of preference if you want to 
  make the alignment system more complex. 
  
   
   
  - 9 - 
  Character Retirement 
  If a character reaches the highest level listed on the table for that character 
  class, what happens? Does advancement stop? Does the character have to 
  retire? Each group has its own play style and a preference for a given range of 
  character levels for their games. If the Referee wants to extend the tables to 
  allow higher-level characters, then go for it! 
  
   
   
  - 10 - 
  Chapter 2 
  Character Classes 
   
  There are three character classes in the game: the Cleric, the Fighter, and the 
  Magic-user. The Referee is, of course, free to invent or allow other character 
  classes in the game. 
   
  The Cleric 
  Clerics are armored priests who serve a particular alignment, religion, or 
  patron deity. Players may make up the details if the Referee doesn’t use a 
  particular mythology for the campaign. Mythologies and other details of a 
  campaign world often come later if the Referee is just starting. 
   
  Regardless of the details, the Cleric is a champion of his faith and/or moral 
  alignment. The character might be a sinister witch-hunter, an exorcist of 
  demons, a shining knight of the faith, or a secret agent of some temple 
  hierarchy. Since many of the Cleric’s abilities are oriented toward healing and 
  protecting, they tend to play a support role during combat. However, they are 
  able to stand shoulder-to-shoulder with the party’s Fighters if need be—at 
  least for a while. Clerics must be either Lawful (good) or Chaotic (evil). There 
  are no Neutral Clerics unless the Referee decides otherwise. Chaos, Law, and 
  Neutrality are described further on. 
   
  Cleric Advancement Table 
  Spells 
  Level 
  Exp. 
  Points 
  Hit 
  Dice 
  (d6) 
  Saving 
  Throw 
  1 
  2 
  3 
  4 
  5 
  1 
  0 
  1 
  15 
  – 
  – 
  – 
  – 
  – 
  2 
  1,500 
  2 
  14 
  1 
  – 
  – 
  – 
  – 
  3 
  3,000 
  3 
  13 
  2 
  – 
  – 
  – 
  – 
  4 
  6,000 
  3+1 
  12 
  2 
  1 
  – 
  – 
  – 
  5 
  12,000 
  4 
  11 
  2 
  2 
  1 
  – 
  – 
  6 
  24,000 
  5 
  10 
  2 
  2 
  1 
  1 
  – 
  7 
  48,000 
  6 
  9 
  2 
  2 
  2 
  1 
  1 
  8 
  96,000 
  6+1 
  8 
  2 
  2 
  2 
  2 
  2 
  9 
  192,000 
  7 
  7 
  3 
  3 
  3 
  2 
  2 
  10 
  384,000 
  8 
  6 
  3 
  3 
  3 
  3 
  3 
   
  Cleric Class Abilities 
  Weapon and Armor Restrictions: Because Clerics are forbidden the shedding 
  of blood, they may only use blunt weapons (club, flail, mace, etc.) and the 
  only missile weapon they are allowed is oil. Clerics have no armor restrictions. 
   
  Spell Casting: Clerics cast divine spells from a specific spell list, as per the 
  Cleric Advancement table. Each day, the Cleric prays for a certain set of 
  spells, choosing any spells from the standard list. Clerics of specific gods 
  
   
   
  - 11 - 
  might have entirely different sets of spells as designed by the Referee, but the 
  standard Cleric uses the standard spell list. 
   
  Saving Throw: Clerics receive a +2 bonus on saving throws vs. poison and 
  paralysis (unless the alternative “Saving Throw Matrix” is used). 
   
  Banishing Undead: Clerics can use their holiness to “Turn” the undead, 
  causing them to flee (See Turning Undead, Page 22). 
   
  Establish Temple: At tenth level, a Cleric who chooses to build and dedicate a 
  temple to a deity may attract a body of loyal followers who swear fealty to the 
  character. If the Cleric changes alignment after establishing a Temple, the 
  character will lose any followers (and probably face a mutiny). 
   
  Experience Bonus for Wisdom: Wisdom is the Prime Attribute for Clerics.  
  Clerics with Wisdom of 15 or higher receive a 10% to experience, 5% as 
  normal, and 5% because it is the Prime Attribute for the class. 
   
   
   
  
   
   
  - 12 - 
  The Fighter 
   
  The Fighter is a warrior, trained in battle and in the use of armor and weapons. 
  Your character might be a ferocious Viking raider, a roaming samurai, or a 
  medieval knight. Because they are the best equipped of all the character 
  classes to dish out and absorb damage, Fighters often end up on the front lines, 
  going toe-to-toe with dragons, goblins, and evil cultists. If you are the party’s 
  Fighter, the down-and-dirty work is up to you. 
   
  Fighter Advancement Table 
  Level 
  Exp. Points 
  Hit Dice (d6) 
  Saving Throw 
  1 
  0 
  1+1 
  14 
  2 
  2,000 
  2 
  13 
  3 
  4,000 
  3 
  12 
  4 
  8,000 
  4 
  11 
  5 
  16,000 
  5 
  10 
  6 
  32,000 
  6 
  9 
  7 
  64,000 
  7 
  8 
  8 
  128,000 
  8 
  7 
  9 
  256,000 
  9 
  6 
  10 
  512,000 
  10 
  5 
   
  Fighter Class Abilities 
  Weapon and Armor Restrictions: Fighters are trained in warfare and, as such, 
  have no restrictions on the kind of weapons or armor they can use. 
   
  Combat Machine: Against foes of one hit dice (HD) or fewer, Fighters get one 
  attack per level each combat round. 
   
  Saving Throw: Fighters receive a +2 bonus on saving throws vs. death and 
  poison (unless the alternative “Saving Throw Matrix” is used). 
   
  Establish Stronghold: At ninth level, a Fighter who chooses to build a castle is 
  considered to have reached the rank of “Baron” or “Baroness,” bestowed by 
  the local ruler or monarch. The character may choose to attract a body of men-
  at-arms, who will swear their fealty as loyal followers. 
   
  Experience Bonus for Strength: Strength is the Prime Attribute for Fighters, 
  which means that a Strength score of 15+ grants an additional 5% experience. 
  
   
   
  - 13 - 
   
  The Fighter 
   
  
   
   
  - 14 - 
   
  The Magic-User 
   
  The Magic-user is a mysterious figure, a student of arcane powers and spell 
  casting. They can be devastating opponents. However, at lower levels, they are 
  quite vulnerable and must be protected by the other party members. As Magic-
  users progress, they generally become the most powerful of the character 
  classes—holding sway over the political destinies of great kingdoms and able 
  to create wondrous magical artifacts. 
   
  Magic-User Advancement Table 
  Spells 
  Level 
  Exp. 
  Points 
  Hit 
  Dice 
  (d6) 
  Saving 
  Throw 
  1 
  2 
  3 
  4 
  5 
  6 
  1 
  0 
  1 
  15 
  1 
  – 
  – 
  – 
  – 
  – 
  2 
  2,500 
  1+1 
  14 
  2 
  – 
  – 
  – 
  – 
  – 
  3 
  5,000 
  2 
  13 
  3 
  1 
  – 
  – 
  – 
  – 
  4 
  10,000 
  2+1 
  12 
  4 
  2 
  – 
  – 
  – 
  – 
  5 
  20,000 
  3 
  11 
  4 
  2 
  1 
  – 
  – 
  – 
  6 
  40,000 
  3+1 
  10 
  4 
  2 
  2 
  – 
  – 
  – 
  7 
  80,000 
  4 
  9 
  4 
  3 
  2 
  1 
  – 
  – 
  8 
  160,000 
  4+1 
  8 
  4 
  3 
  3 
  2 
  – 
  – 
  9 
  320,000 
  5 
  7 
  4 
  3 
  3 
  2 
  1 
  – 
  10 
  640,000 
  5+1 
  6 
  4 
  4 
  3 
  2 
  2 
  – 
  11 
  – 
  6 
  5 
  4 
  4 
  4 
  3 
  3 
  – 
  12 
  – 
  6+1 
  4 
  4 
  4 
  4 
  4 
  4 
  1 
  13 
  – 
  7 
  3 
  5 
  5 
  5 
  4 
  4 
  2 
  14 
  – 
  7+1 
  2 
  5 
  5 
  5 
  4 
  4 
  3 
  15 
  – 
  8 
  2 
  5 
  5 
  5 
  4 
  4 
  4 
  16 
  – 
  8+1 
  2 
  5 
  5 
  5 
  5 
  5 
  5 
   
  Magic-user Class Abilities 
  Weapon and Armor Restrictions: Magic-users tend to spend their waking 
  hours in study of arcane tomes and scrolls. As such, they have little time to 
  train with weapons or learn how to properly engage in physical combat. 
  Magic-users may only wield daggers or staves, and are not allowed the use of 
  armor. 
   
  Spell Casting: Unlike the Cleric, the Magic-user owns a book of spells—
  which does not necessarily include all of the spells on the standard lists. 
  Reading from this book, the Magic-user presses a select spell formula into his 
  mind, effectively “preparing” it to be cast.  Once a prepared spell is cast, the 
  spell formulae disappears from the Magic-user’s mind, and must be prepared 
  again before another attempt can be made to cast it. However, it is possible to 
  prepare a spell multiple times using the available “slots” in the Magic-user’s 
  
   
   
  - 15 - 
  memory. If the Magic-user finds spell scrolls during an adventure, he can copy 
  them into his spell book. 
   
  Saving Throw: Magic-users receive a +2 bonus on saving throws vs. spells—
  including those cast from wands and staves (unless the Alternate “Saving 
  Throw Matrix” is used). 
   
  Experience Bonus for Intelligence: Intelligence is the Prime Attribute for 
  Magic-users, which means that an Intelligence score of 15+ grants them an 
  additional 5% to all experience points awarded. 
   
  
   
   
  - 16 - 
  Chapter 3 
  Character Races 
   
  In a fantasy world, humans often aren’t alone. Elves may populate the great 
  forests, Dwarves may carve their halls and mines into the heart of the earth, 
  and Halflings may reside in the comfortable hill-houses of their bucolic shires. 
  By contrast, 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. Some 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. The Referee determines what 
  non-human races, if any, you can choose for your character. 
   
  The Dwarf 
   
  Dwarves tend to grow up in underground cities. As such, Dwarves easily take 
  note of certain features of stonework: sloping corridors, moving walls, and 
  traps made of stone (in particular: falling blocks, rigged ceilings, and tiny slits 
  designed to release arrows, darts, or poison gas). There are no established rules 
  or die roll for making use of these abilities; exactly what the Dwarf does or 
  does not perceive is for the Referee to decide. 
   
  Dwarven Race Abilities 
  Character Advancement: The only character class available to Dwarves is that 
  of the Fighter, and they are typically allowed to advance only as high as 6th 
  level.   
   
  Weapon and Armor Restrictions: Like human Fighters, Dwarves have been 
  trained in warfare and have no restrictions on the weapons or armor they may 
  use. 
   
  Fighting Giants: Giants, ogres, and similar giant-type creatures such as trolls 
  are not good at fighting dwarves, and only inflict half the normal damage 
  against them. 
   
  Keen Detection: Dwarves are good at spotting traps, slanting passages, and 
  construction while underground. 
   
  Saving Throw: Dwarves do not use magic and, as such, are somewhat immune 
  to its effects; they receive a +4 bonus on saving throws vs. magic (whether or 
  not the alternate “Saving Throw Matrix” is used).  
   
  Languages: For campaigns that give each race its own dialect, Dwarves should 
  be able to speak with gnomes, goblins, orcs, and kobolds. 
  
   
   
  - 17 - 
   
   
  The Elf 
   
  The Referee can interpret Elves in many different ways. Are they faerie-folk of 
  Irish legend, the Vanir of Norse mythology, or perhaps something more akin 
  to the Elves of Tolkien’s imagination?  
   
  As a baseline, most Elves are associated with magic as well as being skilled 
  with the sword and bow. The Elven adventurer may choose, on any given 
  day—perhaps when the moon rises—whether to use the capabilities of the 
  Fighter or Magic-user. As a result, the Elf has two alternate advancement paths 
  (experience points, hit dice, saving throws, “to-hit” bonuses, etc.) depending 
  upon whether he donned steel that day or summoned up the power to cast 
  spells.  
   
  Elves must use a spell book to prepare spells, just as a Magic-user. Spells 
  disappear from his casting capability once they are cast, until prepared again. 
   
  Elven Race Abilities 
  Character Advancement: Elves may use either the Fighter or Magic-user class 
  advancement charts, to be announced at the start of an adventure. They are 
  typically allowed to progress only to 4th level as Fighters and 8th as Magic-
  users. 
  
   
   
  - 18 - 
  Weapon and Armor Restrictions: When an Elf adventures as a Magic-user, the 
  character has the same weapon and armor limitations as a Magic-user. The 
  exception to this would be magic armor, which may still be worn even when 
  the Elf is acting as a Magic-user. 
   
  Hereditary Foes: Elves gain an extra +1 (“to-hit” or to damage) when fighting 
  goblins, orcs, intelligent undead, and lycanthropes. Elves are also immune to 
  paralysis caused by undead such as ghouls. 
   
  Keen Detection: Elves are good at spotting hidden and concealed doors (1-4 
  on a d6 when searching, 1-2 on a d6 if just passing by). 
   
  Languages: For campaigns that give each race its own dialect, Elves should be 
  able to speak with gnolls, goblins, orcs, and hobgoblins. 
   
  The Elf (Variant) 
  Some Referees may want to allow the Elf to advance as a blend of Fighter and 
  Magic-user instead of switching back and forth. In that model, the following 
  advancement table might be used instead. Aside from Character Advancement 
  and Weapon and Armor Restrictions, Elven Race Abilities remain the same. 
   
  Elf (Variant) Advancement Table 
  Spells 
  Level 
  Exp. 
  Points 
  Hit Dice 
  (d6) 
  Saving 
  Throw 
  1 
  2 
  3 
  1 
  0 
  1+1 
  14 
  – 
  – 
  – 
  2 
  5,000 
  2 
  13 
  1 
  – 
  – 
  3 
  10,000 
  2+1 
  12 
  2 
  – 
  – 
  4 
  20,000 
  3 
  11 
  2 
  1 
  – 
  5 
  40,000 
  3+1 
  10 
  3 
  2 
  – 
  6 
  80,000 
  4 
  9 
  4 
  2 
  – 
  7 
  160,000 
  4+1 
  8 
  4 
  2 
  1 
  8 
  320,000 
  5 
  7 
  4 
  2 
  2 
   
  Elven Race Abilities (Variant) 
  Weapon and Armor Restrictions: Elves would have the advantage of both 
  magic and armor at the same time, so the Referee may limit the Elf to chain 
  mail. Elves may not use two-handed weapons (two-handed sword, polearms, 
  etc.) or shields while casting spells. 
   
  
   
   
  - 19 - 
  The Halfling 
   
  Halflings are short, often stout, and live in shires, rustic communities that are 
  usually remote from those of larger folk. A few of them have a mildly 
  adventurous spirit, enough to venture forth for a while at least, exploring the 
  world beyond the farms and fields of the local shire. 
   
  Halfling Race Abilities 
  Character Advancement: The only character class available to Halflings is that 
  of the Fighter, and they are typically allowed to advance only as high as 4th 
  level.   
   
  Weapon and Armor Restrictions: Like human Fighters, the Halfling has no 
  weapon or armor restrictions. 
   
  Fighting Giants: Giants, ogres, and similar giant-type creatures such as trolls 
  are not good at fighting small creatures such as halflings and dwarves, and 
  only inflict half the normal damage against them. 
   
  Deadly Accuracy with Missiles: Halflings receive a +2 “to-hit” when firing 
  missile weapons in combat. 
   
  Near Invisibility: When not engaged in combat, Halflings can be quite 
  stealthy, making themselves hard to spot and moving in almost total silence. 
   
  Saving Throw: Halflings are somewhat immune to magic, and receive +4 on 
  saving throws vs. magic (even if the “Saving Throw Matrix” is used). 
   
  Languages: For campaigns that give each race its own dialect, Halflings 
  should be able to speak with creatures that fit the style of the Referee’s 
  campaign. 
   
  
   
   
  - 20 - 
  Chapter 4 
  Items and Equipment 
   
  Each character starts with some gold pieces (3d6x10) at the beginning of the 
  game, used to buy equipment. One gold piece (gp) is worth 10 silver pieces 
  (sp) or 100 copper pieces (cp). Prices for equipment are listed on the tables 
  below in amount of gold pieces. The Referee is encouraged to include 
  additional items and equipment. 
   
  Equipment Weight 
  A “normal” level of miscellaneous equipment is assumed to weigh 10 pounds. 
  If treasure is added to this, each coin and gem is assumed to weigh 0.1 pound. 
   
  Adventuring Gear 
  Item 
  Cost (gp) 
  Backpack (30 lb. capacity) 
  5 
  Bedroll 
  2 
  Belladonna, bunch 
  10 
  Bottle (wine), glass 
  1 
  Case (map or scroll) 
  3 
  Crowbar 
  5 
  Flint and Steel 
  5 
  Garlic (1 lb.) 
  10 
  Grappling Hook 
  5 
  Hammer 
  2 
  Helmet 
  10 
  Holy Symbol, wooden 
  2 
  Holy Symbol, silver 
  25 
  Holy Water, small vial 
  25 
  Lantern 
  10 
  Mirror (small), steel 
  5 
  Oil (lamp), 1 pint 
  2 
  Pole, 10 ft. 
  1 
  Rations, trail (day) 
  1 
  Rations, dried (day) 
  3 
  Rope (50 ft.), hemp 
  1 
  Rope (50 ft.), silk 
  5 
  Sack (15 lb. capacity) 
  1 
  Sack (30 lb. capacity) 
  2 
  Shovel 
  5 
  Spellbook (blank) 
  100 
  Spikes (12), iron 
  1 
  Stakes (12), wooden 
  1 
  Tent 
  20 
  Torches (6) 
  1 
  Waterskin 
  1 
  Wolfsbane, bunch 
  10 
   
  
   
   
  - 21 - 
  Transportation 
  Type 
  Cost (gp) 
  Armor, horse (barding) 
  320 
  Bags, saddle 
  10 
  Boat 
  100 
  Cart 
  80 
  Galley, large 
  30,000 
  Galley, small 
  10,000 
  Horse, draft 
  30 
  Horse, light riding 
  40 
  Mule 
  20 
  Raft 
  40 
  Saddle 
  25 
  Ship, sailing (large) 
  20,000 
  Ship, sailing (small) 
  5,000 
  Wagon, small 
  160 
  Warhorse, heavy 
  200 
  Warhorse, medium 
  100 
  Mule 
  20 
   
   
   
   
   
  
   
   
  - 22 - 
  Melee Weapons 
  Weapon 
  Damage 
  Weight (lb.) 
  Cost (gp) 
  Axe, battle* 
  1d6+1 
  15 
  7 
  Axe, hand‡ 
  1d6 
  5 
  3 
  Club 
  1d6 
  10 
  – 
  Dagger 
  1d6-1 
  2 
  3 
  Flail 
  1d6 
  15 
  8 
  Mace 
  1d6 
  10 
  5 
  Morning Star 
  1d6 
  15 
  6 
  Polearm (bardiche, 
  halberd, etc.)* 
  1d6+1 
  15 
  7 
  Spear†‡ 
  1d6 
  10 
  2 
  Staff* 
  1d6 
  10 
  1 
  Sword, long 
  1d6 
  10 
  10 
  Sword, short 
  1d6-1 
  5 
  8 
  Sword, two-
  handed* 
  1d6+1 
  15 
  15 
  Warhammer 
  1d6 
  10 
  5 
  * Two-handed weapon 
  † Can be used as either a one-handed or two-handed weapon 
  ‡ Can be used as either a melee or missile weapon 
   
   
   
   
  
   
   
  - 23 - 
  Missile Weapons 
  Weapon 
  Damage 
  Rate of 
  Fire* 
  Range 
  Weight 
  (lb.) 
  Cost 
  (gp) 
  Arrows (20) 
  – 
  – 
  – 
  1 
  5 
  Arrow, 
  silver 
  – 
  – 
  – 
  1 
  5 
  Axe, hand 
  1d6 
  1 
  10 ft. 
  10 
  3 
  Bolt, 
  crossbow 
  (30) 
  – 
  – 
  – 
  5 
  5 
  Bow, long 
  1d6 
  2 
  70 ft. 
  5 
  40 
  Bow, short 
  1d6-1 
  2 
  50 ft. 
  5 
  25 
  Case (30 
  bolt 
  capacity) 
  – 
  – 
  – 
  1 
  5 
  Crossbow, 
  heavy 
  1d6+1 
  1/2 
  80 ft. 
  5 
  25 
  Crossbow, 
  light 
  1d6-1 
  1 
  60 ft. 
  5 
  15 
  Pouch (20 
  stone 
  capacity) 
  – 
  – 
  – 
  1 
  1 
  Quiver (20 
  arrow 
  capacity) 
  – 
  – 
  – 
  1 
  5 
  Sling 
  – 
  1 
  30 ft. 
  1 
  2 
  Spear 
  1d6 
  1 
  20 ft. 
  10 
  2 
  Stones (20) 
  1d6 
  – 
  – 
  1 
  1 
  * Rate of Fire is the number of projectiles than can be fired per combat round 
  † There is a +2 “to-hit” bonus for missile weapons utilized at short range (x1), 
  a +1 “to-hit” bonus at medium range (x2), and no bonus or penalty for long 
  range (x3) attacks 
   
   
   
  Note 
   
  In the Original Game, all weapons did 1d6 damage, regardless of type. Swords 
  & Wizardry WhiteBox provides some slight variation. To play the Original 
  Game as it was written, simply ignore all variations in weapon damage – they 
  all inflict 1d6 damage regardless of whether the weapon is a two-handed 
  sword or a dagger. 
   
   
   
   
  
   
   
  - 24 - 
  Armor 
  Armor 
  Effect on AC 
  [AAC] 
  Weight (lb.)* 
  Cost 
  Chain mail 
  -4 [+4] 
  50 
  30 
  Leather 
  -2 [+2] 
  25 
  15 
  Plate mail 
  -6 [+6] 
  75 
  50 
  Shield 
  -1 [+1] 
  10 
  10 
   
  * At the Referee’s discretion, magical armor weighs either half of its normal 
  weight or nothing at all 
   
  Calculating Armor Class 
  To calculate a character’s Armor Class, you must decide which system to use. 
  The two systems have the same numbers, but in one of them a high armor 
  class is better, and in one a low armor class is worse. Just decide which you 
  prefer: 
   
  Descending AC System 
  In this system, an unarmored human has an 
  AC of 9. The armor you buy lowers your 
  AC and the lower the AC, the harder you are 
  to hit. To calculate your Armor Class, look 
  at the Armor table above, in the “Effect 
  on…” column. For whatever type of armor 
  you bought, subtract the number shown 
  from your base AC of 9. That’s your new 
  Armor Class. 
   
  Ascending AC System 
  For the ascending system, an unarmored 
  person has an AAC of [10]. AAC means 
  “ascending armor class,” and it is used in 
  brackets as a reminder of which system is in 
  use. Your armor adds to your AAC, so the 
  higher your AAC, the harder it is for your 
  enemies to hit you. To calculate your Ascending Armor Class, look at the 
  Armor table on the previous page, in the “Effect on…” column. For whatever 
  type of armor you bought, add the number shown in brackets to your base 
  AAC of [10]. That’s your new Armor Class. 
   
  Converting Armor Class Systems 
  To translate between the Ascending and Descending AC systems, the 
  ascending armor class (AAC) and descending armor class (AC) values should 
  add up to 19. Thus, AC 7 is the same as AAC [12] (19-7=12). 
   
   
  Important 
   
  The Referee must decide 
  which of the two armor class 
  systems to use. In the 
  “Descending” armor class 
  system, a lower AC means 
  you are harder to hit. In the 
  “Ascending” armor class 
  system, it is a higher armor 
  class that is harder to hit. 
   
  Numbers for the “Ascending” 
  armor class system always 
  appear in brackets [like this]. 
  
   
   
  - 25 - 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Hiring Assistants 
  Many characters, particularly when first starting an adventuring career, are in 
  need of hirelings to assist in carrying loot or fighting monsters. Characters are 
  free to create advertisements and inquire at local establishments to find 
  available hirelings. The table below assumes that a typical adventure lasts 
  roughly one week. Prices are in gold pieces. 
   
  Hiring Assistants 
  Hireling Type 
  Cost 
  Alchemist 
  250 
  Animal Trainer 
  125 
  Armorer 
  25 
  Assassin 
  500 
  Blacksmith 
  5 
  Captain, Ship 
  75 
  Engineer 
  200 
  Horseman 
  3 
  Non-combatant (servant, torch bearer) 
  2 
  Sage 
  500 
  Sailor 
  3 
  Soldier 
  5 
  Spy 
  125 
   
  These rates are for humans only. Demi-humans cost more to hire—and it may 
  take more than just the promise of gold coins. 
  
   
   
  - 26 - 
  Chapter 5 
  Playing the Game 
   
  Once characters have been created, the Referee will describe where the 
  characters are and what they can see. The game might start in a rural peasant 
  village, a vast and teeming city spiked with towers and minarets, a castle, a 
  tavern, or at the gates of an ancient tomb. From that point on, Players describe 
  what their characters do. Going down stairs, attacking a dragon, talking to 
  other Player Characters (PCs) or Non-Player Characters (NPCs) controlled by 
  the Referee —all of these kinds of actions are decided by the players. The 
  Referee then describes what happens as a result:  the stairs lead down to a 
  huge tomb, the dragon attacks the characters, etc. The rules below are 
  guidelines handling events like combat, gaining 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 set Experience Point values in their 
  descriptions, and one gold piece acquired is equal to one XP. Experience is 
  awarded for accumulating treasure because every gold piece gained by a 
  character is an index of his 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— it fails 
  to reward characters that operate by intelligence, stealth, trickery, and 
  misdirection. 
   
  Each character class has a Prime Attribute listed in its description, and the 
  character creation process details how to determine the character’s total XP 
  bonus. There are two different ways of doing it, but each one results in a 
  percent bonus. If a character’s bonus is 10%, for example, and the Referee 
  awards 1000xp to each character, that particular character would get 1100xp 
  (10% of 1000 is 100, so the character gets a bonus of 100xp). 
   
  Time 
  The Referee will be required to make general rulings on the passage of time 
  during the course of a campaign (e.g. “A few hours later...”) and should be 
  governed by common sense. There are, however, two important time 
  measurements that merit brief definitions--the “turn” and “combat round.” A 
  turn (lasting ten minutes) is used to track and measure actions, movement and 
  resources when our intrepid adventurers are in dangerous places. The shorter 
  combat round (lasting one minute) is used in the midst of battle to allow for a 
  faster blow-by-blow account of the action. 
  
   
   
  - 27 - 
   
  Movement 
  Base movement rate for all races is calculated on the table below in tens of 
  feet per turn, allowing for two moves per turn. 
   
  Movement Rate 
  Weight Carried (lb.) 
  Elf/Human 
  Dwarf/Halfling 
  0–75 
  12 
  9 
  76–100 
  9 
  6 
  101–150 
  6 
  3 
  151–300 
  3 
  3 
   
  Movement Rate Adjustments 
  Movement Type 
  Adjustment 
  Careful 
  Half of Average Rate 
  Normal 
  Average Rate 
  Running 
  Double Average Rate 
   
   
   
   
   
   
   
   
  Combat 
   
  When the party of adventurers comes into contact with enemies, the order of 
  events in the combat round is as follows:  
   
  1) 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 judgement or a die roll of some 
  kind, depending on the circumstances. Normally, anyone is surprised if they 
  roll a 1 or a 2 on a d6. 
   
  2) Determine initiative. One roll is made for each side, not for each individual 
  in combat. 
  • 
  Party with initiative acts first (missile fire, casting spells, movement, 
  melee attacks, etc.) and results take effect. 
  • 
  Party that lost initiative acts; results take effect. 
  • 
  The round is complete; keep turn order for the next round if the battle 
  has not been resolved. 
  
   
   
  - 28 - 
  How Initiative Works 
  At the beginning of the first combat round, each side rolls initiative on a d6—
  high roll wins. The winning side acts first, casting spells, moving, and 
  attacking. The other side takes damage and casualties, and then has its turn. 
   
  Initiative rolls may result in a tie. When 
  this happens, both sides are considered to 
  be acting simultaneously. The Referee 
  may handle this situation in any way he 
  chooses—with one caveat. The damage 
  inflicted by the combatants during any 
  simultaneous initiative is inflicted even if 
  one of the combatants dies during the 
  round. It is possible for two combatants to 
  kill each other in this situation. If you 
  want to play things more simply, just re-
  roll initiative if there is a tie until one side 
  or the other wins the initiative. 
   
   
  Alternate Combat Sequence 
   
  The sequence of battle is one of the most commonly house-ruled parts of the 
  game. Here is one possibility, also based on the Original Game: 
   
  1) Roll for surprise. Anyone not surprised gets a free round of combat in the 
  normal order (see below). If neither side, or both sides, are surprised, move on 
  to the next step. 
   
  2) Roll for initiative (one roll for each whole side), and follow the sequence 
  described:  
   
  First, any “prepared” spells are cast. It takes a full combat round to prepare a 
  spell, but one can be prepared ahead of time. Spellcasters who won the 
  initiative cast their spells first. They may then start preparing a spell for the 
  next round, if desired. 
   
  Next, missile weapons are fired (if the bow was already in the character’s 
  hands and ready to go). This also happens in order of initiative.  
   
  Then melee combat takes place, in order of initiative. Finally, movement takes 
  place, in order of initiative. 
   
  If it is important to find out which character in the party goes before another 
  one, just compare their Dexterity scores to see which is higher. 
  Intent 
  Some Referees prefer to 
  have all parties make a 
  “statement of intent” 
  before they roll initiative in 
  order to force players to 
  decide what they’re doing 
  before they know who 
  goes first.  
  
   
   
  - 29 - 
  The Attack Roll 
  The most important rule to understand about combat is the attack roll. 
   
  To attack with a weapon, the player rolls a d20 and adds any bonuses to the 
  result. These “to-hit” bonuses may include a strength bonus (for attacks with 
  hand held weapons), a dexterity bonus (for attacks with missile weapons), and 
  any bonuses for magic weapons. The player then subtracts any “to-hit” 
  penalties they might have from their roll. 
   
  The attack roll is then compared to a table to see if the attack hits. If the attack 
  roll is equal to or higher than the number on the table, the attack hits. If you 
  are using the Ascending AC system, rather than refer to these tables, there is a 
  quick formula presented at the end of this chapter that you can use (See 
  Ascending AC Combat, Page 23). The Referee decides which will be used. 
   
  If an attack hits, it inflicts damage (as determined by the weapon’s damage 
  die). The damage is subtracted from the defender’s hit point total (See 
  “Damage and Death”). 
   
  Cleric Attack Rolls 
  Target Armor Class or [Target’s Ascending Armor Class] 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
   
  [10] 
  [11] 
  [12] 
  [13] 
  [14] 
  [15] 
  [16] 
  [17] 
  [18] 
  [19] 
  [20] 
  [21] 
  Level 
  Attack Roll (d20) Required to hit Opponent’s Armor Class 
  1–3 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  4–5 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  6–7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  8 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  9 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  10 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
   
  Fighter Attack Rolls 
  Target Armor Class or [Target’s Ascending Armor Class] 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
   
  [10] 
  [11] 
  [12] 
  [13] 
  [14] 
  [15] 
  [16] 
  [17] 
  [18] 
  [19] 
  [20] 
  [21] 
  Level 
  Attack Roll (d20) Required to hit Opponent’s Armor Class 
  1 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  2 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  3–4 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  5 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  6–7 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  8 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  9–10 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
   
   
  
   
   
  - 30 - 
   Magic-user Attack Rolls 
  Target Armor Class or [Target’s Ascending Armor Class] 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
   
  [10] 
  [11] 
  [12] 
  [13] 
  [14] 
  [15] 
  [16] 
  [17] 
  [18] 
  [19] 
  [20] 
  [21] 
  Level 
  Attack Roll (d20) Required to hit Opponent’s Armor Class 
  1–4 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  5–6 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  7–8 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  9–10 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  11–
  12 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  13–
  14 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  15–
  16 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
   
  Specific Situations 
  The following are a compilation of guidelines and instructions for handling 
  certain, specific situations that might arise during combat. 
   
  Damage and Death 
  When a character (or creature) is hit, the amount of damage taken is deducted 
  from his hit points. When hit points reach 0, the character dies. 
   
  A Less Harsh Method 
  Referees have different ideas concerning how lethal a game should be. For this 
  reason, many allow characters to become “unconscious” at 0 HP, with death 
  staved off until the character reaches some predetermined negative number. 
   
  For example, many Referees employ a house rule which allows a character’s 
  HP to fall below 0 by as many points as their level before the character dies; a 
  4th level character might die only if he falls below -4 HP. Generally, though, a 
  character with fewer than 0 HP is considered to be bleeding to death at 1 HP 
  per round until the wounds are bound up. 
   
  Healing 
  In addition to the various magical means of restoring HP, a character will 
  recover 1 full Hit point per day of uninterrupted rest. Four weeks of rest will 
  restore all of a character’s HP—regardless of how many the character lost. 
   
  Binding Wounds 
  Referees can allow characters to bind 1d4 HP worth of wounds following a 
  battle. This is of particular use in low-magic campaigns or in adventures where 
  none of the Players has chosen to run a Cleric. 
   
  Note that the character can only recover HP lost during this particular battle. 
  Recovered HP cannot cause a character to have more hit points than normal.  
   
  
   
   
  - 31 - 
  Invisible Opponents 
  An invisible opponent can only be attacked if its general location is known, 
  and the attack suffers a -4 penalty “to-hit.” Note that more powerful monsters 
  (those with sensitive smell, hearing, or those with more than 6 HD) will 
  frequently be able to detect invisible opponents; the Referee should determine 
  the chance of this based on the creature and the situation. 
   
  Melee Attack 
  A melee attack is an attack with a hand-held weapon such as a sword, spear, or 
  dagger. Two combatants within ten feet of each other are considered to be “in 
  melee.” 
   
  Missile Attack 
  Missile attacks are attacks with ranged weapons such as crossbows, slings, or 
  thrown axes. When using missiles to fire into melee, it is not possible to 
  choose which opponent (or friend!) will receive the brunt of the attack. 
   
  Morale 
  Certain monsters, such as mindless or undead creatures, are fearless and will 
  always fight to the death. The majority, however, will not continue to fight a 
  hopeless battle and will seek to retreat, surrender, or flee. The Referee will 
  decide when monsters abandon battle and retreat, based upon the situation and 
  the monster’s intelligence. Referees should also use morale to determine the 
  actions and loyalty of hirelings or other companion NPCs. 
   
  Negotiation and Diplomacy 
  Some combats can be averted with a few well chosen words (even 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 more favorable conditions arise. 
   
  Spells 
  Spell casting begins at the start of the combat round. It is possible to prepare a 
  spell while within melee range of an opponent (10 feet) but if the caster suffers 
  damage while preparing a spell, the spell is lost. Unless stated otherwise, the 
  spell is cast (takes effect) in the caster’s initiative phase. Note that in the 
  Alternative Sequence of Combat (described above), spell casting works 
  differently. In that system, it takes a full round to prepare a spell, the spell is 
  cast at the beginning of the round before anything else happens, and the caster 
  may spend the rest of the round preparing a new spell (or doing something else 
  such as moving or even fighting). 
   
  
   
   
  - 32 - 
  Loyalty 
  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 3d6 and consult the Loyalty table for the result. 
  Remember that these checks can be modified by a Player’s Charisma score. 
   
  Loyalty Table 
  Roll (3d6) 
  Loyalty 
  3 
  Traitor 
  4–5 
  -2 on next loyalty check 
  6–8 
  -1 on next loyalty check 
  9–12 
  Average 
  13–15 
  +1 on next loyalty check 
  16–17 
  +2 on next loyalty check 
  18 
  Loyalist 
   
  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. 
   
   
  Saving Throws 
  From time to time, a spell or some other kind of hazard requires you to make a 
  "saving throw." A successful saving throw means that the character avoids a 
  threat or lessens its effect. Each character class has a saving throw target 
  number which gets lower and lower as the character gains levels. To make a 
  saving throw, roll a d20. If the result is equal to or greater than the character's 
  saving throw target number, the saving throw is successful. Monsters can also 
  make saving throws (their saving throw target number is their HD subtracted 
  from 19). 
   
  
   
   
  - 33 - 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Alternate Rule: The Saving Throw Matrix 
   
  The Swords & Wizardry saving throw system is an adaptation of the 
  original, which had several categories of different risks instead of a single 
  basic saving throw as used here. The original version had the following 
  categories and target numbers: 
   
  Saving Throw Categories (Alternate Method) 
   
  Death 
  Rays and 
  Poison 
  Wands 
  (all) 
  Turned to 
  Stone 
  Dragon’s 
  Breath 
  Spells and 
  Staffs 
  Clerics 
   
  Level 1: 11 
  Level 5: 9 
  Level 9: 6 
  Level 13: 3 
  Level 1: 12 
  Level 5: 10 
  Level 9: 7 
  Level 13: 5 
  Level 1: 14 
  Level 5: 12 
  Level 9: 9 
  Level 13: 7 
  Level 1: 16 
  Level 5: 14 
  Level 9: 11 
  Level 13: 8 
  Level 1: 15 
  Level 5: 12 
  Level 9: 9 
  Level 13: 7 
  Fighters 
   
  Level 1: 12 
  Level 4: 10 
  Level 7: 8 
  Level 10: 6 
  Level 13: 4 
  Level 1: 13 
  Level 4: 11 
  Level 7: 9 
  Level 10: 7 
  Level 13: 5 
  Level 1: 14 
  Level 4: 12 
  Level 7: 10 
  Level 10: 8 
  Level 13: 5 
  Level 1: 15 
  Level 4: 13 
  Level 7: 10 
  Level 10: 8 
  Level 13: 5 
  Level 1: 16 
  Level 4: 14 
  Level 7: 12 
  Level 10: 
  10 
  Level 13: 8 
  Magic-
  Users 
  Level 1: 13 
  Level 6: 11 
  Level 11: 8 
  Level 16: 5 
  Level 1: 14 
  Level 6: 12 
  Level 11: 9 
  Level 16: 6 
  Level 1: 13 
  Level 6: 11 
  Level 11: 8 
  Level 16: 5 
  Level 1: 16 
  Level 6: 14 
  Level 11: 11 
  Level 16: 8 
  Level 1: 15 
  Level 6: 12 
  Level 11: 8 
  Level 16: 3 
   
  This table does not integrate directly into Swords & Wizardry: if you were to 
  house-rule it in, you would have to eliminate the Swords & Wizardry class 
  bonuses on saving throws (i.e., the bonuses listed for each class in the class 
  description but not racial bonuses for non-humans). 
   
  *Legal Note: The information in this sidebar is provided for purposes of comparison, 
  and is not to be construed as an indication respecting compatibility with any 
  trademark. 
  
   
   
  - 34 - 
  Turning the Undead 
  Lawful clerics (only) have the ability to “turn” the undead, causing them to 
  flee or destroying them outright. When a turning attempt is made, roll 3d6 and 
  consult the Turning Undead table (see below) for the result. 
   
  If the result on the dice is equal to or greater than the number shown on the 
  table, all undead creatures of the targeted type are turned and will flee for 3d6 
  rounds (or cower helplessly if they are unable to flee). 
   
  For Lawfully aligned Clerics, if the table indicates a “D” then the undead 
  creature is destroyed automatically and will crumble to dust.  
   
  Turning Undead Table 
  Clerical Level 
  Undead 
  HD 
  Examples 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 -
  13 
  14+ 
  1 
  Skeleton 
  10 
  7 
  4 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  2 
  Zombie 
  13 
  10 
  7 
  4 
  D 
  D 
  D 
  D 
  D 
  D 
  3 
  Wight 
  15 
  13 
  10 
  7 
  4 
  D 
  D 
  D 
  D 
  D 
  4 
  Wraith 
  17 
  15 
  13 
  10 
  7 
  4 
  D 
  D 
  D 
  D 
  5 
   
  – 
  17 
  15 
  13 
  10 
  7 
  4 
  D 
  D 
  D 
  6 
  Mummy 
  – 
  – 
  17 
  15 
  13 
  10 
  7 
  4 
  D 
  D 
  7 
  Spectre 
  – 
  – 
  – 
  17 
  15 
  13 
  10 
  7 
  4 
  D 
  8 
  Vampire 
  – 
  – 
  – 
  – 
  17 
  15 
  13 
  10 
  7 
  4 
  9–11 
   
  – 
  – 
  – 
  – 
  – 
  17 
  15 
  13 
  10 
  7 
  12–18 
  Lich 
  – 
  – 
  – 
  – 
  – 
  – 
  17 
  15 
  13 
  10 
  varies 
  Demon 
  – 
  – 
  – 
  – 
  – 
  – 
  – 
  17 
  15 
  13 
   
  Turn Undead (Variant) 
  Referees who wish to limit the use of the Turn Undead ability might try to 
  count this as merely a 1st level Cleric spell. 
   
   
   
  Chaotic Clerics and the Undead 
   
  Many Referees allow Chaotic clerics as well as Lawful clerics to turn the 
  Undead. If Chaotic clerics are allowed to turn the undead, treat a result of 
  “D” on the table a bit differently; instead of destroying the undead creature, 
  the Chaotic cleric has forced it into servitude. It will follow the character’s 
  commands, although the Referee will decide the limitations on this power. 
  Perhaps the cleric can only keep a certain number of undead under control 
  at one time (or a certain number of hit dice) – the cleric’s level is a good 
  number to use for this limit, whether it stands for a maximum number of 
  Undead creatures or for a maximum number of total hit dice. 
   
  
   
   
  - 35 - 
  Ascending AC Combat – Quick Method 
  If you’re using the Ascending AC system, it may be easier to calculate your 
  “to-hit” rolls according to a simple formula. The numbers are the same as the 
  Descending AC tables—this is just a different way of calculating the results. 
  Here’s how it’s done: 
   
  To attack with a weapon, the player rolls a d20 and adds any bonuses to the 
  result. These “to-hit” bonuses now include the character’s Base “to-hit” 
  Bonus, as shown on the table below, and may include a strength bonus (for 
  attacks with handheld weapons), a dexterity bonus (for attacks with missile 
  weapons), and any bonuses for magic weapons. The player then subtracts any 
  “to-hit” penalties they might have from their roll. If the result is equal to or 
  greater than the opponent’s Ascending AC, the attack hits. 
   
  Ascending AC Combat Table (Quick Method) 
  Level 
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  Class 
  Base “to hit” Bonus 
  Cleric 
  0 
  0 
  0 
  1 
  1 
  2 
  2 
  3 
  4 
  5 
  – 
  – 
  – 
  – 
  – 
  – 
  Fighter 
  0 
  1 
  2 
  2 
  3 
  4 
  4 
  5 
  6 
  6 
  – 
  – 
  – 
  – 
  – 
  – 
  Magic-
  user 
  0 
  0 
  0 
  0 
  1 
  1 
  2 
  2 
  3 
  3 
  4 
  4 
  5 
  5 
  6 
  6 
   
  Note: This quick system only works for the ascending AC system. 
   
  In order to use this system, you’ll need to write down your Base “to-hit” 
  Bonus, and adjust it as you gain levels, but after doing that, you won’t have to 
  check the table to see if you score a hit. All you need to know is whether the 
  total result was equal to or higher than the target’s armor class. 
   
  Gameplay Example 
   
  A Fighter, Arnold the Lion, is fighting three goblins in a dark alley of the 
  Glittering City of Semoulia. We eavesdrop just as the encounter begins: 
   
  Arnold’s player: “I draw myself up to full height and inform them that I’m a 
  captain of the guard. My soldiers are right behind me, and these vermin better 
  disperse or I’ll have them brought in for interrogation.” 
   
  Referee: “Um, no. They’re not buying it. You’re covered in filth from that 
  garbage pit.” 
   
  Arnold’s player: “Oh, yeah. I forgot that.” 
   
  Referee: “Roll initiative.” (Secretly rolls a d6 and gets a result of 6.) 
   
  Arnold’s player: “I rolled a 2.” 
  
   
   
  - 36 - 
   
  Referee: “The goblins attack first. They’re all more than ten feet from you, and 
  they move forward with their clubs at the ready.” 
   
  Arnold’s player: “They don’t charge?” 
   
  Referee: “Nope.” 
   
  Arnold’s player: “They don’t get an attack because they closed in. It’s my turn 
  to attack, right?” 
   
  Referee: “Yes.” 
   
  Arnold’s player: (Rolls a d20.) “16—sweet! Adding my base to-hit bonus and 
  Strength bonus gives me a total ‘to-hit’ roll of 18!” 
   
  Referee: (Notes that goblins have an Armor Class of 14, using the ascending 
  AC rules.) “You swing your sword into the leading goblin. Roll for damage.” 
   
  Arnold’s player: (Rolls a d6.) “2 points, but I’ve got a +1 damage bonus, so 
  that’s a total of 3 damage.” 
   
  Referee: (That’s enough to kill it. The goblin had only 2 hit points.) “Okay, so 
  as it’s moving forward, the goblin slips a little bit in a puddle on the stones of 
  the narrow alley where you’re fighting, and skids right onto your sword. As 
  you yank out the blade, the goblin falls dead to the ground. The other two are 
  still attacking, but they look nervous now—obviously starting to reconsider 
  this whole thing.” 
   
   
  REMEMBER 
   
  SWORDS & WIZARDRY is a free-form roleplaying game, meaning that 
  there aren’t very many rules. The Referee is responsible for handling situations 
  that aren’t covered by the rules, making fair evaluations of what the characters 
  do and deciding what happens as a result. This is not a game in which the 
  players are “against” the Referee, even though the Referee is responsible for 
  creating tricky traps, dangerous situations, and running the monsters and other 
  foes the PCs will encounter during the game. In fact, the players and the 
  Referee cooperate with each other to create a fantasy epic, with the Referee 
  creating the setting and the players developing the story of the heroes. If they 
  aren’t skillful and smart, the epic might be very short. But it’s not the 
  Referee’s job to defeat the players—it’s his job to provide interesting (and 
  dangerous) challenges, and then guide the story fairly. 
   
   
  
   
   
  - 37 - 
  Chapter 6 
  Spells and Magic 
   
  Clerics and Magic-Users can cast spells, Fighters cannot. Spells have three 
  phases. First they are memorized (a character can only memorize a certain 
  number of spells to bring along on an adventure – see the description of the 
  character classes to find out how many, and what level). Second, they are 
  prepared, which is the process of saying the magic words and making the 
  magic gestures. Third, the spell is cast, which means it takes effect and the 
  magic happens. In the normal sequence of combat, the caster starts preparing 
  at the beginning of the round and casts the spell whenever his/her side has the 
  initiative. In the alternative combat sequence, it takes a whole round to prepare 
  a spell, but spells are cast at the beginning of the next round, and the caster can 
  then take other actions during the round, including preparing a spell for the 
  next round. 
   
  Cleric Spell List 
   
  Level 1 
  1. Cure (Cause) Light 
  Wounds 
  2. Detect Chaos (Law) 
  3. Detect Magic 
  4. Light (Dark) 
  5. Protection from Chaos 
  (Law) 
  6. Purify (Putrefy) Food and 
  Drink 
   
  Level 2 
  1. Bless (Curse) 
  2. Find Traps 
  3. Hold Person 
  4. Speak with Animals 
   
  Level 3 
  1. Cure (Cause) Disease 
  2. Light (Dark), Continual 
  3. Locate Object 
  4. Remove Curse 
   
  Level 4 
  1. Cure (Cause) Serious 
  Wounds 
  2. Neutralize Poison 
  3. Protection from Chaos 
  (Law),  
  4. 10 ft. radius 
  5. Speak with Plants 
  6. Sticks to Snakes 
   
  Level 5 
  1. Commune 
  2. Create Food and Drink 
  3. Dispel Chaos (Law) 
  4. Insect Plague 
  5. Quest 
  6. Raise Dead 
   
  * The spell name in parenthesis indicates the chaotic incarnation of the spell—
  the consequences of Lawful Clerics using chaotic spells is determined by the 
  Referee. 
   
   
  
   
   
  - 38 - 
  Magic-User Spell List 
   
  Level 1 
  1. Charm Person 
  2. Detect Magic 
  3. Hold Portal 
  4. Light 
  5. Protection from Chaos 
  6. Read Languages 
  7. Read Magic 
  8. Sleep 
   
  Level 2 
  1. Detect Chaos 
  2. Detect Invisibility 
  3. Detect Thoughts (ESP) 
  4. Invisibility 
  5. Knock 
  6. Levitate 
  7. Light, Continual 
  8. Locate Object 
  9. Phantasmal Force 
  10. Web 
  11. Wizard Lock 
   
  Level 3 
  1. Alter Time 
  2. Crystal Ball 
  3. Darkvision 
  4. Dispel Magic 
  5. Fireball 
  6. Fly 
  7. Hold Person 
  8. Invisibility, 10 ft. radius 
  9. Lightning Bolt 
  10. Protection from Chaos, 
  11. 10 ft. radius 
  12. Protection from Normal 
  Missiles 
  13. Water Breathing 
   
  Level 4 
  1. Charm Monster 
  2. Confusion 
  3. Dimension Portal 
  4. Hallucinatory Terrain 
  5. Massmorph 
  6. Plant Growth 
  7. Polymorph 
  8. Remove Curse 
  9. Wall of Fire or Ice 
  10. 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. Passwall 
  10. Telekinesis 
  11. Teleport 
  12. Transform Rock-Mud 
  13. Wall of Stone or Iron 
   
  Level 6 
  1. Anti-Magic Shell 
  2. Control Weather 
  3. Death Spell 
  4. Disintegrate 
  5. Invisible Stalker 
  6. Move Earth 
  7. Move Water 
  8. Project Image 
  9. Quest 
  10. Reincarnation 
  11. Transform Stone-Flesh
   
   
  
   
   
  - 39 - 
  Spell Descriptions 
   
  Contained herein are all of the Cleric and Magic-user spells, in alphabetical 
  order. The chaotic-version spells in parentheses are available to Clerics only. 
   
  Alter Time 
  Spell Level: M3 
  Range: 240 ft. 
  Duration: 30 min. 
   
  The caster must announce which of the two options is being cast. Both options 
  have a 60 foot radius area of effect: 
   
  1. As a Haste spell, as many as 24 creatures may move and attack at 
  double normal speed. 
  2. As a Slow spell, as many as 24 creatures failing a saving throw may 
  only move and attack at half speed. 
   
  Animal Growth 
  Spell Level: M5 
  Range: 120 ft. 
  Duration: 2 hours 
   
  This spell causes 1d6 normal creatures to grow immediately to giant size. The 
  affected creatures can attack as per a giant version of the normal animal. 
   
  Animate Dead 
  Spell Level: M5 
  Range: Referee’s discretion 
  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 destroyed or dispelled. 
   
  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. 
   
  Bless (Curse) 
  Spell Level: C2 
  Range: Target PC or NPC (out-of-combat) 
  Duration: 1 hour 
  
   
   
  - 40 - 
   
  The caster must announce which of the two options is being cast. The recipient 
  of this spell cannot be in combat when it is cast. 
   
  1. As a Bless spell, the recipient is granted a +1 bonus to all attack rolls 
  and, if the target is not a Player Character, improves overall morale. 
  2. As a Curse spell, the recipient is cursed with a -1 penalty to all attack 
  rolls and, if the target is not a Player Character, suffers a decrease to 
  morale. 
   
  Charm Monster 
  Spell Level: M4 
  Range: 60 ft. 
  Duration: Until dispelled 
   
  This spell operates in the same manner as Charm Person, but can affect more 
  powerful monsters. Up to 3d6 monsters of fewer than 3 HD are affected. 
   
  Charm Person 
  Spell Level: M1 
  Range: 120 ft. 
  Duration: Until dispelled 
   
  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. 
   
  Cloudkill 
  Spell Level: M5 
  Range: Close 
  Duration: 1 hour 
   
  Foul and poisonous vapors boil from the thin air, forming a cloud 15 feet in 
  radius. The cloud moves away from the caster at a rate of 6 feet 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 
  with 5 or fewer HD. 
   
  Commune 
  Spell Level: C5 
  Range: Caster 
  Duration: 3 questions 
   
  Higher powers grant answers to three questions the caster poses. Higher 
  powers don’t like being constantly interrogated by mere mortals, so the spell 
  should be limited to one casting per week or so. The Referee may rule that a 
  
   
   
  - 41 - 
  caster may cast a double strength Commune spell composed of six questions 
  once per year. 
   
  Confusion 
  Spell Level: M4 
  Range: 120 ft. 
  Duration: 2 hours 
   
  This spell confuses people and monsters, making them act randomly. The 
  effects of the confusion may shift every 10 minutes or so, and the dice are 
  rolled again to determine any change. Roll 2d6 to determine the creature’s 
  behavior: 
   
   Confusion Reaction Table 
  Roll 
  Reaction 
  2–5 
  Attack the caster (and his allies) 
  6–8 
  Stand baffled and inactive 
  9–12 
  Attack each other 
   
  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 reaches its full power, which takes a number 
  of minutes equal to 1d12 minus the caster’s level. These creatures must make a 
  saving throw when the effect reaches full power and every 10 minutes 
  thereafter or become confused for the remainder of the spell’s duration. 
   
  Conjure Elemental 
  Spell Level: 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; when the caster ceases to concentrate, even for a 
  moment, the elemental is released and will attack. 
   
  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 wishes to delve into the planes of existence. 
  
   
   
  - 42 - 
   
  Contact Other Plane 
  Plane* 
  Insanity† 
  Right 
  Wrong‡ 
  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 
  * Planes are the “depth” at which the caster chooses to seek the truth; number 
  of Yes/No questions asked 
  † Temporary insanity lasts for as many weeks equal to the depth of the plane 
  where the caster’s sanity failed 
  ‡ This represents the possibility of being mislead or misinterpreting an answer 
   
  Control Weather 
  Spell Level: M6 
  Range: Referee’s discretion 
  Duration: Referee’s discretion 
   
  The caster can summon or stop rainfall, tornadoes, create unusually high or 
  low temperatures, clear the sky of clouds or summon clouds into being. 
   
  Create Food and Drink 
  Spell Level: C5 
  Range: Close 
  Duration: Instantaneous 
   
  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: 60 ft. 
  Duration: 2 hours 
   
  The caster must announce which of the two options is being cast. A two foot 
  thickness of solid stone or a thin layer of lead blocks both options. 
   
  1. As a Clairaudience spell, the caster can hear through solid obstacles. 
  2. As a Clairvoyance spell, the caster can see through solid obstacles. 
   
  
   
   
  - 43 - 
  Cure (Cause) Disease 
  Spell Level: C3 
  Range: Touch 
  Duration: Instantaneous 
   
  1. As a Cure Disease spell, the recipient is cured of all diseases—
  including those magically inflicted. 
  2. As a Cause Disease spell, the recipient is inflicted with a disease to be 
  determined by the Referee. 
   
  Cure (Cause) Light Wounds 
  Spell Level: C1 
  Range: Touch 
  Duration: Instantaneous 
   
  1. As a Cure Light Wounds spell, the caster cures 1d6+1 HP. 
  2. As a Cause Light Wounds spell, the caster causes 1d6+1 damage. 
   
  Cure (Cause) Serious Wounds 
  Spell Level: C4 
  Range: Touch 
  Duration: Instantaneous 
   
  1. As a Cure Serious Wounds spell, the caster cures 3d6+3 HP. 
  2. As a Cause Serious Wounds spell, the caster causes 3d6+3 damage. 
   
  Darkvision 
  Spell Level: M3 
  Range: Touch 
  Duration: 1 day 
   
  The recipient of the spell can see in total darkness. The recipient should roll 
  1d6 on the table on the following page to determine the range of his vision. 
   
  Darkvision Range 
  Roll 
  Range of Vision (ft.) 
  1–2 
  40 
  3–4 
  50 
  5–6 
  60 
   
  Death Spell 
  Spell Level: M6 
  Range: 240 ft. 
  Duration: Permanent 
   
  Within a 60 foot radius, up to 2d8 creatures with fewer than 7 HD perish. 
   
  
   
   
  - 44 - 
  Detect Chaos (Law) 
  Spell Level: C1, M2 
  Range: 120 ft. (C), 60 ft. (M) 
  Duration: 1 hour (C), 20 min. (M) 
   
  1. As a Detect Chaos spell, the caster detects creatures of Chaos, or 
  those with chaotic enchantments, intentions, thoughts, or auras within 
  the spell’s range. Poison is not inherently evil or chaotic and cannot 
  be detected by means of this spell. 
  2. As a Detect Law spell, the spell works exactly like Detect Chaos 
  except that it detects Law. 
   
  Detect Invisibility 
  Spell Level: M2 
  Range: 10 ft./caster level 
  Duration: 1 hour 
   
  Caster can perceive invisible creatures and objects. 
   
  Detect Magic 
  Spell Level: C1, M1 
  Range: 60 ft. 
  Duration: 20 min. 
   
  The caster can perceive in places, people, or things the presence of a magical 
  spell or enchantment. Magical items or secretly placed charms may be 
  discovered with this spell. 
   
  Detect Thoughts (ESP) 
  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: Instantaneous 
   
  Dimensional Portal is a weak form of the Teleport spell that can be managed 
  by lesser magicians. 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 given range. 
   
  
   
   
  - 45 - 
  Disintegrate 
  Spell Level: M6 
  Range: 60 ft. 
  Duration: Permanent 
   
  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. 
  The Disintegrate spell cannot be dispelled. 
   
  Dispel Chaos (Law) 
  Spell Level: C5 
  Range: 30 ft. 
  Duration: 10 min. 
   
  1. As a Dispel Chaos spell, the spell is similar to the arcane spell Dispel 
  Magic, but works against items, spells, or agents of Chaos. However, 
  unlike Dispel Magic, this spell also functions against chaotic 
  sendings, possibly including dreams or supernatural hunting-beasts. 
  2. As a Dispel Law spell, the spell works exactly like Dispel Chaos, 
  except that it will dispel Law. 
   
  Dispel Magic 
  Spell Level: M3 
  Range: 120 ft. 
  Duration: 10 min. 
   
  Dispel magic can be used to completely dispel most spells and enchantments. 
   
  As an example of how one might referee this spell, the chance of dispelling 
  magic could be 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 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). 
   
  Feeblemind 
  Spell Level: 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. 
  
   
   
  - 46 - 
   
  Find Traps 
  Spell Level: C2 
  Range: 30 ft. 
  Duration: 20 min. 
   
  Find Traps can allow the caster to perceive both magical and non-magical 
  traps at a distance of 30 feet. 
   
  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. It has a burst radius of 20 feet 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 + 1 turn/level 
   
  This spell grants the power of flight, with a movement rate of 120 feet per 
  round. The Referee rolls for the duration of the spell in secret and does not 
  disclose this information to the Player. 
   
  Hallucinatory Terrain 
  Spell Level: M4 
  Range: 240 ft. 
  Duration: Until touched by an enemy or dispelled 
   
  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. 
   
  Hold Monster 
  Spell Level: M5 
  Range: 120 ft. 
  Duration: 1 hour + 10 min./level 
   
  The caster can target either 1d4 creatures (saving throw applies) or may 
  instead target a single creature who must make their save at a -2 penalty. 
   
  
   
   
  - 47 - 
  Hold Person  
  Spell Level: C2, M3 
  Range: 180 ft. (C), 120 ft. (M) 
  Duration: 90 min. (C), 1 hour + 10 min./level (M) 
   
  The caster can target either 1d4 persons (with the same parameters as Charm 
  Person; saving throw applies) or may instead target a single creature who must 
  make their save at a -2 penalty. 
   
  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. 
   
  Insect Plague 
  Spell Level: 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 square feet (20 × 20 feet, 
  with roughly corresponding height). Any creature with fewer than 2 HD 
  exposed to the cloud of insects will flee in terror (no saving throw). 
   
  Invisibility 
  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. 
   
  Invisibility, 10 ft. radius 
  Spell Level: M3 
  Range: 240 ft. 
  Duration: Until dispelled or an attack is made 
   
  Identical to the Invisibility spell, which makes the target creature or object 
  invisible to normal vision and to dark vision, except that it also throws a 
  sphere of invisibility (with a 10 foot radius) around the recipient, which moves 
  along with the target. 
  
   
   
  - 48 - 
   
  Invisible Stalker 
  Spell Level: M6 
  Range: Near Caster 
  Duration: Until mission is completed 
   
  This spell summons an Invisible Stalker 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. 
   
  Knock 
  Spell Level: M2 
  Range: 60 ft. 
  Duration: Instantaneous 
   
  This spell unlocks and unbars all doors, gates, and portals within its range, 
  including those held or locked by normal magic. 
   
  Levitate 
  Spell Level: M2 
  Range: 20 ft./level 
  Duration: 10 min./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 be used to move along hand-over-hand.  
   
  Levitation allows up or downward movement at a rate of up to 6 feet per 
  minute (60 feet per turn), and the caster cannot levitate more than 20 feet 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 (Dark) 
  Spell Level: C1, M1 
  Range: 120 ft. 
  Duration: 2 hours (C), 1 hour + 10 min./level (M) 
   
  1. As a Light spell, the caster targets a person or object which then 
  produces a light about as bright as a torch with a radius of 20 feet. 
  2. As a Dark spell, the caster instead causes night-time darkness to fall 
  upon the area with a radius of 20 feet. 
   
  
   
   
  - 49 - 
  Light (Dark), Continual 
  Spell Level: C3, M2 
  Range: 120 ft. 
  Duration: Permanent until dispelled 
   
  1. As a Light, Continual spell, the caster targets a person or object 
  which then produces a light about as bright as a torch with a radius of 
  20 feet. 
  2. As a Dark, Continual spell, the caster instead causes night-time 
  darkness to fall upon the area with a radius of 20 feet. 
   
   
  Lightning Bolt 
  Spell Level: M3 
  Range: 60 ft. 
  Duration: Instantaneous 
   
  A nearly ten foot wide bolt of lightning extends 60 feet from the fingertip of 
  the caster. Anyone in its path suffers 1d6 points of damage per level of the 
  caster, though a successful saving throw halves damage. The bolt always 
  extends 60 feet, even if this means that it ricochets backward from something 
  that blocks its path. 
   
   
  Locate Object 
  Spell Level: C3, M2 
  Range: 90 ft. (C), 60 ft. + 10 ft./level (M) 
  Duration: 1 min./level 
   
  This spell gives the caster the correct direction (as the crow flies) toward an 
  object the caster 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 - 
   
   
  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 feet 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 feet 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. 
   
  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. 
   
  
   
   
  - 51 - 
  Move Earth 
  Spell Level: M6 
  Range: 240 ft. 
  Duration: Permanent 
   
  This spell can only be used above ground. It allows the caster to move hills 
  and other raised land or stone at a rate of 6 feet per minute for 1 hour. 
   
  Move Water 
  Spell Level: M6 
  Range: 240 ft. 
  Duration: See below 
   
  The caster must announce which of the two options are being cast: 
   
  1. The spell lowers the depth and water level of lakes, rivers, wells, and 
  other bodies of water to 1/2 their normal levels. Used this way, the 
  spell lasts for 10 turns. 
  2. Alternately, this spell creates a gap through water, but only to a depth 
  of 10 feet. Used this way, the spell lasts for 6 turns. 
   
  Neutralize Poison 
  Spell Level: C4 
  Range: Referee’s discretion 
  Duration: 10 min. 
   
  This spell counteracts poison, but does not bring the dead back to life. 
   
  Passwall 
  Spell Level: M5 
  Range: 30 ft. 
  Duration: 30 min. 
   
  This spell creates a hole through solid rock. The hole or tunnel is up to 10 feet 
  deep and is large enough to allow the passage of an average sized man. 
   
  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.  
   
  
   
   
  - 52 - 
  Plant Growth 
  Spell Level: M4 
  Range: 120 ft. 
  Duration: Permanent until dispelled 
   
  Up to 300 square feet 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. An alternate version 
  (Referee’s decision) would allow the spell to affect an area of 300 × 300 feet, 
  for a total of 90,000 square feet. 
   
   
   
   
  Polymorph 
  Spell Level: M4 
  Range: See below 
  Duration: See below 
   
  The caster must announce which of the two options are being cast: 
   
  1. 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. 
  
   
   
  - 53 - 
  2. 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 feet. This form of the 
  spell lasts until dispelled. 
   
  Project Image 
  Spell Level: M6 
  Range: 240 ft. 
  Duration: 1 hour 
   
  The caster projects an image of his person to a maximum range of 240 feet. 
  Not only does the projected image mimic the caster’s sounds and gestures, but 
  any spells he casts will appear to originate from the image. 
   
  Protection from Chaos (Law) 
  Spell Level: C1, M1 
  Range: Caster only 
  Duration: 2 hours (C), 1 hour (M) 
   
  1. As a Protection from Chaos spell, the caster creates a magical field of 
  protection around himself to block out all chaotic monsters, who 
  suffer a -1 penalty “to-hit” against the caster, and the caster gains +1 
  on all saving throws against such attacks. 
  2. As a Protection from Law spell, it does the same thing except that 
  lawful creatures suffer the -1 penalty. 
   
  Protection from Chaos (Law), 10 ft. radius 
  Spell Level: C4, M3 
  Range: 10 ft. radius around caster 
  Duration: 2 hours 
   
  1. As a Protection from Chaos, 10 ft. radius spell, it has the same effect 
  as Protection from Chaos—except that its effect covers an area rather 
  than an individual. 
  2. As a Protection from Law, 10 ft. radius spell, it has the same effect as 
  Protection from Law—except that its effect covers an area rather than 
  an individual. 
   
  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. 
  
   
   
  - 54 - 
   
  Purify (Putrefy) Food and Drink 
  Spell Level: C1 
  Range: Close/Touch 
  Duration: Instantaneous 
   
  1. As a Purify Food and Drink spell. the caster causes enough food and 
  water for up to a dozen people to be made pure, removing spoilage 
  and poisons. 
  2. As a Putrefy Food and Drink spell. the caster causes enough food and 
  water for up to a dozen people to be made putrid, creating spoilage 
  and poisons. 
   
  Quest 
  Spell Level: C5, M6 
  Range: 30 ft. 
  Duration: Until completed 
   
  If the victim fails his saving throw, the caster may set a task for him. If a 
  Magic-user casts this spell the victim will die if he ignores the Quest 
  altogether. If a Cleric casts this spell the victim’s failure to obey will result in a 
  curse to be determined by the Referee. 
   
  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 2 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. 
   
  
   
   
  - 55 - 
  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: M6 
  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 of the same alignment as the deceased. 
   
  Remove Curse 
  Spell Level: C3, M4 
  Range: Close/Touch 
  Duration: Instantaneous 
   
  This spell removes one curse from a person or object. 
   
  Sleep 
  Spell Level: M1 
  Range: 240 ft. 
  Duration: Referee’s discretion 
   
  This spell puts enemies into an enchanted slumber (no saving throw is 
  permitted). It can affect a number of creatures based on their hit dice. 
   
  Affected by Sleep 
  Victim’s HD 
  Number Affected 
  Less than 1 to 1+ 
  2d6+3 
  1+ to 2 
  2d6 
  3+ to 4+1 
  1d6 
   
   
  Speak with Animals 
  Spell Level: C2 
  Range: 30 ft. 
  Duration: 1 hour 
   
  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). 
   
  
   
   
  - 56 - 
  Speak with Plants 
  Spell Level: C4 
  Range: 30 ft. 
  Duration: 1 hour 
   
  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: 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). 
   
  Telekinesis 
  Spell Level: M5 
  Range: 120 ft. 
  Duration: 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: 
   
  1. If the caster has only indirect experience of the destination (known 
  only through a picture or map) there is a 25% chance of success—
  with failure resulting in death. 
  2. If the caster has seen but not studied the destination there is an 20% 
  chance of failure. Half of failures will place the traveler 1d10 × 10 
  feet below the intended location, possibly resulting in death from 
  arrival within a solid substance. The other half of failures will place 
  the traveler 1d10 × 10 feet above the targeted location, possibly 
  resulting in a deadly fall.  
  3. If the caster is familiar with the location or has studied it carefully 
  there is a 5% chance of failure, with 1 in 6 failures arriving below and 
  
   
   
  - 57 - 
  5 in 6 arriving above the targeted location. In either case, the arrival is 
  1d4 × 10 feet low or high. 
   
  Transform Rock-Mud 
  Spell Level: 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 300 × 300 feet becomes a deep mire, reducing 
  movement to 10% of normal. 
   
  Transform Stone-Flesh 
  Spell Level: M6 
  Range: 120 ft. 
  Duration: Permanent until 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. 
   
  Wall of Fire or Ice 
  Spell Level: M4 
  Range: 60 ft. 
  Duration: Concentration 
   
  The caster must announce which of the two options are being cast: 
   
  1. As a Wall of Fire spell, 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 feet long and 20 feet high, or a circular wall 
  with a 15 foot radius, also 20 feet high. 
  2. As a Wall of Ice spell, the caster conjures up a 6 foot thick wall of 
  ice. The caster may choose to create a straight wall 60 feet long and 
  20 feet high, or a circular wall with a 15 foot radius, also 20 feet 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. 
   
  
   
   
  - 58 - 
  Wall of Stone or Iron 
  Spell Level: M5 
  Range: 60 ft. 
  Duration: Permanent (stone) or 2 hours (iron) 
   
  The caster must announce which of the two options are being cast: 
   
  1. As a Wall of Stone spell, the caster conjures a wall of stone 2 feet 
  thick, with a surface area of 1,000 square feet. 
  2. As a Wall of Iron spell, the caster conjures an iron wall from thin air. 
  The wall is 3 feet thick, with a surface area of 500 square feet. 
   
  Water Breathing 
  Spell Level: M3 
  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 10 × 10 × 20 feet. 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 to 4 
  turns or longer at the Referee’s discretion.  
   
  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 feet from its creator. It floats along as directed by the caster, at a rate of 
  120 feet per turn. 
   
  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). 
   
  
   
   
  - 59 - 
  Chapter 7 
  Running the Game 
   
  Running a game of SWORDS & WIZARDRY: WHITEBOX is a lot easier 
  than running most other role-playing games, simply because there are not as 
  many rules and your own discretion overrides them anyway. Most situations 
  are handled by making “common sense” decisions concerning what happens 
  next.  
   
  For example, if there are a bunch of zombies around the next corner and the 
  Players decide not to go around that corner, it’s up to the Referee to determine 
  whether or not it makes sense for the zombies to rush around the corner and 
  attack—or whether their orders are to simply 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, SWORDS & WIZARDRY: WHITEBOX’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. 
   
  SWORDS & WIZARDRY: WHITEBOX also frees up your creativity in terms 
  of customizing the game. Unlike a more complex game, you can add house 
  rules wherever you want to without accidentally messing up something else 
  buried in the rules. If you want to use critical hits and fumbles, add ‘em in. 
  You won’t break anything—there’s not that much to break! 
   
  Designing an Adventure 
  Basically, the “adventure” is just the setting for the game—usually a map and 
  then notes about certain locations on that 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 
  adventure, they challenge you to keep up with their collective creativity. 
   
  Creating a Campaign 
  A campaign is the world beyond the adventure—the cities, forests, coastlines, 
  and kingdoms of the fantasy world. The players will almost certainly want 
  their characters to explore the wilderness, visit cities, and do all sorts of things 
  in the fantasy world. At the beginning of the game, you might want to sketch 
  
   
   
  - 60 - 
  out a map of a single village (as the starting point) and some of the 
  surrounding area. (The location of the first adventure—a dark forest, perhaps) 
  As the players move their characters around from adventure to adventure, you 
  can expand the little map into an entire fantasy world with the 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 stories. Most of 
  these have maps and the author has already created the details and feel of the 
  world for you. For example, 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 these examples. 
   
  Experience Points 
  Experience Points are awarded to Players for gaining treasure and killing 
  monsters, as an earlier Player’s section has described. It may seem counter-
  intuitive that treasure somehow makes characters more experienced, but that’s 
  not what awarding experience for gold pieces is all about. Gold pieces are an 
  after-the-fact measurement of how ingenious the character (Player) was in 
  getting them. The gold pieces are not the source of the experience—they are 
  the measurable product of it. 
   
  That being said, there are many alterative ways for Referees to award XP. For 
  example, active participation in the campaign might warrant experience for 
  each hour of real-time play, as could solving puzzles and aiding allies. A 
  particularly clever solution or epic victory might warrant double the normal 
  XP amount awarded, while an abysmal failure might merit half. 
   
  Some Referees make all earned Experience Points a part of a community total 
  to be divided evenly, since not all the characters have the same opportunities 
  in a given adventure. Others prefer a more competitive game, whereby each 
  player earns XP according to individual accomplishments. 
   
  If you find that whatever system you’re using leads the players toward bad 
  decisions—seeking out unnecessary combat or looking for traps to spring—
  you might consider adjusting your system. This is true for the “official” 
  system of awarding experience as well. Remember, the Referee is the ultimate 
  judge of what works best for a game and any rule can be changed to fit the 
  group. 
   
  Scale of Advancement 
  Referees all have their own style of campaign, and it would be silly for one 
  author to impose needless restrictions on anyone playing the game. However, 
  it is worth noting that this rules set was designed with the notion that 4th level 
  characters are “heroic” and thus the tables were capped at level 10. A Referee 
  
   
   
  - 61 - 
  who wishes to extend the tables to higher levels is encouraged to do so if it fits 
  the style of the campaign. 
   
  Chapter 8 
  Monsters 
   
  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 attacked. 
  Details about monsters toss roadblocks in front of the imagination. Yes, details 
  can also inspire 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 
  as-is and don’t require details about the size of a giant ant. 
   
  One important characteristic of all monsters, though, is that they can see in the 
  dark. 
   
  The following is a quick reference guide for how to read monster descriptions: 
   
  Armor Class 
  “Armor Class” is explained earlier in the rules for combat. If you’re using the 
  Descending AC system (where lower AC is better), disregard the numbers in 
  brackets. If you’re using the Ascending AC system (where a high AC is 
  better), use the numbers in brackets. 
   
  Attacks 
  “Attacks” lists the number of attacks a monster has and the damage they 
  inflict. Most monsters have one attack and inflict 1d6 damage—there are, 
  however, some exceptions. 
   
  Experience Points 
  “Experience Points” are presented after a monster’s Hit Dice Equivalent 
  (HDE) rating, and list the number of XP the adventuring party gains as a result 
  of killing the creature. In some cases, however, the Referee may choose to 
  award experience points for defeating a creature without killing it 
  (circumventing it by creative means, capturing it to bring home, etc.). Some 
  monsters have multiple Experience Points listed—this is because certain 
  monsters have a range of hit dice. Order is always from lowest HD to highest 
  HD. 
   
  Hit Dice 
  “Hit Dice” is the number of dice (d6) rolled to determine an individual 
  creature’s HP. If there is a plus or minus after the number, add or subtract that 
  number once from the total rolled. 
   
  
   
   
  - 62 - 
   
  Hit Dice Equivalent 
  “Hit Dice Equivalent” is used to separate monsters into “difficulty levels” so 
  that when creating an adventure the Referee has some guidelines concerning 
  what characters can and cannot handle. Some monsters have multiple HDE’s 
  listed—this is because certain monsters have a range of hit dice. Order is 
  always from lowest HD to highest HD. 
   
  Magic Resistance 
  “Magic Resistance” isn’t one of the entries, but some creatures may have 
  “magic resistance.” The given percentage chance is the likelihood that any 
  magic used against the creature (other than bonuses from weapons) will fail to 
  take effect. To determine whether or not magic used will have an impact, roll a 
  d100. The magic fails if the result is less than the given percentage. 
   
  Move 
  “Move” is the monster’s movement rate and is handled like it is for PCs. 
   
  Saving Throw 
  “Saving Throw” isn’t one of the entries, 
  but all creatures have a saving throw. It is 
  the number on the d20 the monster needs 
  to equal or exceed in order to avoid a 
  threat or lessen its effect. It is found by 
  subtracting the monster’s HD from 19. 
  For example, a monster with 4 HD has a 
  saving throw of 15. Alternatively, a 
  monster can simply be treated as a Fighter 
  or whatever character class makes sense 
  for that monster, with the monster’s hit 
  dice being used for its level. 
   
  Special 
  “Special” is just a “flag” of sorts for the 
  Referee that serves as a reminder that a 
  monster has a special ability. 
   
  
   
   
  - 63 - 
   
   
  Monster Attack Rolls 
   
  Target Armor Class or [Target’s Ascending Armor Class] 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2 
  1 
  0 
  -1 
  -2 
   
  [10] 
  [11] 
  [12] 
  [13] 
  [14] 
  [15] 
  [16] 
  [17] 
  [18] 
  [19] 
  [20] 
  [21] 
  HD 
  Attack Roll (d20) Required to hit Opponent’s Armor Class 
  < 1 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21 
  1 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  2 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  3 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  4 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  5 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  6 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  7 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  8 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  9 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  10 
  1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  11 
  1 
  1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  12 
  1 
  1 
  1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  13 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  14 
  1 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  15+ 
  1 
  1 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  4 
  5 
  6 
   
   
  Note 
  If you are using the quick formula for calculating attacks using the ascending 
  armor class system, the monster’s normal “to-hit” bonus is equal to its hit dice 
  (capped at +15). For example, a monster with 3 HD attacks with a +3 “to-hit” 
  bonus. 
   
  
   
   
  - 64 - 
  Monster Descriptions 
  Contained herein are all of the monsters presented in alphabetical order. 
   
  Banshee 
  Armor Class: 0 [19] 
  Hit Dice: 7 
  Attacks: Claw 
  Special: See below 
  Move: 12 
  HDE/XP: 11/1,700 
   
  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 to have 9 HD for turning purposes. 
   
  Basilisk 
  Armor Class: 4 [15] 
  Hit Dice: 6 
  Attacks: Bite 
  Special: Petrifying gaze 
  Move: 6 
  HDE/XP: 8/800 
   
  Basilisks are great lizards whose gaze turns to stone anyone meeting its eye 
  (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. 
   
  Beetle, Giant Fire 
  Armor Class: 4 [15] 
  Hit Dice: 1+3 
  Attacks: Bite 
  Special: None 
  Move: 12 
  HDE/XP: 1/15 
   
  A giant fire beetle’s oily light-glands glow red, and continue to give off light 
  for 1d6 days after they are removed (shedding light in a 10 foot radius). 
   
  
   
   
  - 65 - 
  Black Pudding 
  Armor Class: 6 [13] 
  Hit Dice: 10 
  Attacks: Strike 
  Special: Acidic 
  Move: 6 
  HDE/XP: 11/1,700 
   
  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), chain mail 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 Dog 
  Armor Class: 5 [14] 
  Hit Dice: 6 
  Attacks: Bite 
  Special: Teleport 
  Move: 12 
  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). 
   
  Bugbear 
  Armor Class: 5 [14] 
  Hit Dice: 3+1 
  Attacks: Weapon or bite 
  Special: Surprise opponents 
  Move: 9 
  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 the most alert 
  opponents with a roll of 1–3 on a d6 (50% of the time). 
   
  
   
   
  - 66 - 
  Centaur 
  Armor Class: 5 [14], 4 [16] w/ shield 
  Hit Dice: 4 
  Attacks: Weapon or kick 
  Special: None 
  Move: 18 
  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 
  folklore for his campaign: some are chaotic, some aloof, and some are 
  soothsayers. 
   
  Centipede, Giant (small) 
  Armor Class: 9 [10] 
  Hit Dice: 1d2 HP 
  Attacks: Bite 
  Special: Poison (see below) 
  Move: 13 
  HDE/XP: 2/30 
   
  Giant lethal centipedes of the small size inflict a lethal amount of poison with 
  each bite, but inflict no damage if the saving throw is successful (+4 modifier 
  to opponent’s saving throw). 
   
  Centipede, Giant (medium) 
  Armor Class: 5 [14] 
  Hit Dice: 2 
  Attacks: Bite 
  Special: Poison (see below) 
  Move: 15 
  HDE/XP: 4/240 
   
  This man-sized giant centipede is a deadly predator with armored segments, a 
  vicious bite, and a lethal (though relatively weak) poison (+6 modifier to 
  opponent’s saving throw). 
   
  Centipede, Giant (large) 
  Armor Class: 0 [19] 
  Hit Dice: 4 
  Attacks: Bite 
  Special: Poison (see below) 
  Move: 18 
  HDE/XP: 6/400 
   
  A twenty-foot long horror of chitin, multiple legs, and clashing pincers 
  dripping with venom (+6 modifier to opponent’s saving throw). 
  
   
   
  - 67 - 
   
  Chimera 
  Armor Class: 4 [15] 
  Hit Dice: 9 
  Attacks: Bite (equals # of heads) 
  Special: Breathes fire, flies 
  Move: 12/18 (when flying) 
  HDE/XP: 11/1,700 
   
  The chimera is a winged, three headed beast; one is the head of a goat, one the 
  head of a lion, and one the head of a dragon. The dragon head can breathe fire 
  (3 times per day) with a range of 50 feet, causing 3d8 damage to anyone 
  caught within the fiery blast (saving throw for half damage). 
   
  Cockatrice 
  Armor Class: 6 [13] 
  Hit Dice: 5 
  Attacks: Bite 
  Special: Bite turns bitten into stone 
  Move: 6/18 (when flying) 
  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. 
   
  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 Clerics. 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. 
   
  Demon, Baalroch 
  Armor Class: 2 [17] 
  Hit Dice: 9 
  Attacks: Sword or whip (2d6) 
  Special: See below 
  Move: 6/15 (when flying) 
  HDE/XP: 10/1,400 
   
  The Baalroch’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. The spells of casters below 6th level do not affect 
  them, and against higher-level spell casters they are yet 75% immune to all 
  spells. In combat, a Baalroch uses whip and sword; the whip can be used to 
  
   
   
  - 68 - 
  reach great distances—on a successful hit the victim is pulled close to the 
  Baalroch and burned by the fires of the demon’s body (3d6 damage). 
  Baalrochs 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 
  Baalroch could be forced or tricked into the service of a powerful wizard, but 
  the risk would be immense. 
   
  Demon, Lemure 
  Armor Class: 7 [12] 
  Hit Dice: 3 
  Attacks: Claw 
  Special: Regenerate (1 HP/round) 
  Move: 3 
  HDE/XP: 4/120 
   
  Lemures are vaguely humanoid—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. 
   
  Djinni 
  Armor Class: 5 [14] 
  Hit Dice: 7+1 
  Attacks: Fist or weapon (2d6) 
  Special: See below 
  Move: 9/24 (when flying) 
  HDE/XP: 9/1,100 
   
  Djinn are one of the genies of folklore, creatures of the air (and possibly of the 
  elemental planes). They can carry 700 pounds of 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 feet). More powerful types of djinn might be 
  capable of granting limited wishes or even true wishes. 
   
  
   
   
  - 69 - 
  Doppelganger 
  Armor Class: 5 [14] 
  Hit Dice: 4 
  Attacks: Claw 
  Special: See below 
  Move: 9 
  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 up to three 
  times in a day. The Referee chooses when a dragon will use the breath weapon 
  or may roll for it (50% chance) in any given round. 
   
  Referees should not roll for a dragon’s hit points, like one would for other 
  monsters. Instead, determine the age category of the dragon—this will give 
  both the dragon’s hit points per hit dice and how many points of breath 
  weapon damage per hit dice the dragon inflicts. 
   
  Dragon Age Category 
  Roll 
  Age 
  Hit Points/Hit 
  Dice 
  Damage/Hit Dice 
  1 
  Very Young 
  1 
  1 
  2 
  Young 
  2 
  2 
  3 
  Immature 
  3 
  3 
  4 
  Adult 
  4 
  4 
  5 
  Old 
  5 
  5 
  6 
  Very Old (100 
  years) 
  6 
  6 
  7 
  Aged (100–400) 
  7 
  7 
  8 
  Ancient (400+) 
  8 
  8 
   
  Dragon Breath Weapons 
  Shape* 
  Type 
  Cloud 
  Gaseous 
  Cone 
  Fiery/Frosty 
  Line 
  Spitting 
  * The dimensions of a dragon’s breath differ according to the dragon’s type. 
  For example, an “Adult” dragon has both 4 hit points and 4 points of breath 
  weapon damage per hit dice. So an “Adult” black dragon with 6 HD would 
  have 24 HP and deal 24 points of acid damage when using its breath 
  weapon. 
   
  
   
   
  - 70 - 
  Note that dragons, while 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 dice. 
   
  Dragon, Black 
  Armor Class: 2 [17] 
  Hit Dice: 6–8 
  Attacks: Bite 
  Special: Spits acid 
  Move: 12/24 (when flying) 
  HDE/XP: 8/800; 9/1,100; 10/1,400 
   
  Black dragons spit a deadly, corrosive acid rather than a breath of fire. The 
  acid covers everything in a line 5 feet wide and 60 feet long. 
   
  Dragon, Blue 
  Armor Class: 2 [17] 
  Hit Dice: 8–10 
  Attacks: Bite 
  Special: Spits lightning 
  Move: 12/24 (when flying) 
  HDE/XP: 10/1,400; 11/1,700; 12/2,000 
   
  Blue dragons spit a blast of electric lightning, affecting everything in its path, 
  in a line 5 feet wide and 100 feet long. A successful saving throw against the 
  blast of lightning indicates half damage. 
   
  Dragon, Gold 
  Armor Class: 2 [17] 
  Hit Dice: 10–12 
  Attacks: Bite 
  Special: Breathes poisonous gas or fire 
  Move: 12/24 (when flying) 
  HDE/XP: 12/2,000; 13/2,300; 14/2,600 
   
  Gold dragons are of lawful alignment, can always speak, and cast spells as if 
  they were a Magic-user of equal level to 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 feet long and roughly 30 feet wide at the base or breathe chlorine 
  gas in a cloud 50 feet in diameter. 
   
  
   
   
  - 71 - 
  Dragon, Green 
  Armor Class: 2 [17] 
  Hit Dice: 7–9 
  Attacks: Bite 
  Special: Breathes poisonous gas 
  Move: 12/24 (when flying) 
  HDE/XP: 9/1,100; 10/1,400; 11/1,700 
   
  Green dragons breathe a cloud of poisonous gas that is 50 feet in diameter. A 
  successful saving throw indicates half damage. 
   
  Dragon, Red 
  Armor Class: 2 [17] 
  Hit Dice: 9–11 
  Attacks: Bite 
  Special: Breathes fire 
  Move: 12/24 (when flying) 
  HDE/XP: 11/1,700; 12/2,000; 13/2,300 
   
  Red dragons are the fire-breathing wyrms of legend. They breathe fire in a 
  cone-shape 90 feet long and roughly 30 feet wide at the base. 
   
  Dragon, White 
  Armor Class: 2 [17] 
  Hit Dice: 5–7 
  Attacks: Bite 
  Special: Breathes cold 
  Move: 12/24 (when flying) 
  HDE/XP: 7/600; 8/800; 9/1,100 
   
  White dragons are usually found in cold regions, where they can utilize their 
  natural camouflage in the ice and snow to ambush their prey. They breathe 
  intensely cold air and frost in a cone shape 70 feet long and roughly 30 feet 
  wide at the base. 
   
  Dryad 
  Armor Class: 5 [14] 
  Hit Dice: 2 
  Attacks: Dagger, wooden 
  Special: Charm Person 
  Move: 12 
  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 
  
   
   
  - 72 - 
  seldom return, or might be kept for a hundred years and a day within the 
  dryad’s tree. 
   
  Dwarf 
  Armor Class: 4 [15] 
  Hit Dice: 1+1 
  Attacks: War Hammer 
  Special: Stonework insight 
  Move: 6 
  HDE/XP: 1/15 
   
  Statistics above are for the common Dwarf with no particular unusual 
  characteristics. A Dwarf-at-arms would usually have a full 7 HP, reflecting 
  skill and general toughness. Stronger Dwarves (sergeants-at-arms, for 
  example) might have more hit dice or unusual bonuses “to-hit”, even magical 
  abilities if Dwarves are magical in your fantasy universe. (Norse myths are a 
  good example of this.) Do not bother to treat more powerful NPC Dwarves as 
  Fighters or character types; just assign the right number of HD and abilities (if 
  any) and keep moving along with the fantasy. 
   
  Efreeti 
  Armor Class: 3 [16] 
  Hit Dice: 10 
  Attacks: Fist or sword (2d6) 
  Special: Wall of Fire 
  Move: 9/24 (when flying) 
  HDE/XP: 12/2,000 
   
  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. They 
  appear as giant humans with cruel features, their skin flickering with flames. 
   
  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: 2 [17] 
  Hit Dice: 8, 12, 16 
  Attacks: Strike (2d6) 
  Special: Whirlwind 
  
   
   
  - 73 - 
  Move: 36 (when flying) 
  HDE/XP: 9/1,100; 13/2,300; 17/3,400 
   
  Air elementals can turn into a whirlwind of air with a diameter of 30 feet, 
  hurling any creature of 1 HD or less for great distances (almost certainly 
  killing them). Elemental whirlwinds are approximately 100 feet tall. 
   
  Elemental, Earth 
  Armor Class: 2 [17] 
  Hit Dice: 8, 12, 16 
  Attacks: Fist (2d6) 
  Special: Stone destruction 
  Move: 6 
  HDE/XP: 9/1,100; 13/2,300; 17/3,400 
   
  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: 2 [17] 
  Hit Dice: 8, 12, 16 
  Attacks: Strike (2d6) 
  Special: Ignite materials 
  Move: 12 
  HDE/XP: 9/1,100; 13/2,300; 17/3,400 
   
  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: 2 [17] 
  Hit Dice: 8, 12, 16 
  Attacks: Strike (2d6) 
  Special: Overturn ships 
  Move: 6/18 (when swimming) 
  HDE/XP: 9/1,100; 13/2,300; 17/3,400 
   
  Water elementals cannot move more than 60 feet from a large body of water, 
  and their damage is reduced by 1d6 if the opponent is not standing (or in) a 
  body of water. 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. 
   
  
   
   
  - 74 - 
  Elf 
  Armor Class: 5 [14] 
  Hit Dice: 1+1 
  Attacks: Longbow or sword 
  Special: None 
  Move: 12 
  HDE/XP: 1/15 
   
  The example above is for a typical Elf; trained warriors would likely have the 
  maximum 7 HP. Obviously, Elves encountered in the course of a party’s 
  adventuring will have a variety of powers and different attributes. The Referee 
  will assign such powers as he sees fit, in accordance with the way he envisions 
  Elves. They might be the woodland dwellers of Tolkien’s The Hobbit, or the 
  high Elves of the Lord of the Rings, or might be the faerie-folk of Irish legend. 
  In any case, as with Dwarves, don’t bother trying to fit your “advanced” elves 
  into the constraints of character classes—just make up their attributes to fit 
  what you need. NPCs aren’t subject to the rules that govern building a player 
  character; they are your tools for good fantasy, not an exercise in formula 
  application. 
   
  Gargoyle 
  Armor Class: 5 [14] 
  Hit Dice: 4 
  Attacks: Claw 
  Special: Flight 
  Move: 9/15 (when flying) 
  HDE/XP: 6/400 
   
  Gargoyles are winged creatures resembling the carved monstrosities that 
  bedeck the walls of cathedrals and many subterranean dungeons. They can be 
  vicious predators. 
   
  Gelatinous Cube 
  Armor Class: 8 [11] 
  Hit Dice: 4 
  Attacks: Strike 
  Special: See below 
  Move: 6 
  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)—during which time the cube will attempt to 
  devour its victim. Most gelatinous cubes contain various metallic treasures or 
  gems that they have engulfed but not yet digested. Gelatinous cubes are 
  immune to lightning and cold. 
  
   
   
  - 75 - 
  Ghoul 
  Armor Class: 6 [13] 
  Hit Dice: 2 
  Attacks: Claw 
  Special: See below 
  Move: 9 
  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: 4 [15] 
  Hit Dice: 12+2 
  Attacks: Weapon (3d6) 
  Special: Hurls boulders 
  Move: 15 
  HDE/XP: 13/2,300 
   
  Cloud giants are cunning beasts, often living in cloud-castles in the sky (hence 
  their name). They throw rocks for 6d6 hit points of damage. Cloud giants are 
  famous for their ability to smell out food, enemies, and Englishmen. 
   
  Giant, Fire 
  Armor Class: 4 [15] 
  Hit Dice: 11+3 
  Attacks: Weapon (2d6) 
  Special: Hurls boulders, fire immunity 
  Move: 12 
  HDE/XP: 12/2,000 
   
  Fire giants are usually found near volcanic mountains, in great castles of basalt 
  or even iron. They throw boulders for 5d6 hit points and are immune to fire. 
   
  Giant, Frost 
  Armor Class: 4 [15] 
  Hit Dice: 10+1 
  Attacks: Weapon (2d6) 
  Special: Hurls boulders, cold immunity 
  Move: 12 
  HDE/XP: 12/2,000 
  
   
   
  - 76 - 
   
  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 and are immune to cold. 
   
  Giant, Hill 
  Armor Class: 4 [15] 
  Hit Dice: 8 
  Attacks: Weapon (2d6) 
  Special: Hurls boulders 
  Move: 12 
  HDE/XP: 9/1,100 
   
  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: 4 [15] 
  Hit Dice: 9 
  Attacks: Club (2d6) 
  Special: Hurls boulders 
  Move: 12 
  HDE/XP: 10/1,400 
   
  Stone giants dwell in caves, isolated in the mountain fastness. 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: 1 [18] 
  Hit Dice: 16 
  Attacks: Weapon (3d6) 
  Special: See below 
  Move: 15 
  HDE/XP: 16/3,200 
   
  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 cast Control Weather. 
   
  
   
   
  - 77 - 
  Gnoll 
  Armor Class: 5 [14] 
  Hit Dice: 2 
  Attacks: Bite 
  Special: None 
  Move: 9 
  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. 
   
  Goblin 
  Armor Class: 6 [13] 
  Hit Dice: 1-1 
  Attacks: Weapon 
  Special: -1 “to-hit” in sunlight 
  Move: 9 
  HDE/XP: < 1/10 
   
  Goblins are small creatures (4 feet tall or so) that inhabit dark woods, 
  underground caverns, and (possibly) the otherworldly realms of the fey. They 
  attack with a -1 “to-hit” in the full sunlight. 
   
  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: 9 [10] 
  Hit Dice: 12 
  Attacks: Fist 
  Special: See below 
  Move: 8 
  HDE/XP: 12/2,000 
   
  A creation stitched together from human limbs and other parts, like 
  Frankenstein’s monster. Damage inflicted by lightning heals the golem, and it 
  is slowed by fire and cold. 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. 
   
  
   
   
  - 78 - 
  Golem, Iron 
  Armor Class: 3 [16] 
  Hit Dice: 13 
  Attacks: Fist or weapon 
  Special: See below 
  Move: 6 
  HDE/XP: 17/3,500 
   
  Iron golems are huge moving statues of iron. They can breathe a 10 foot radius 
  cloud of poison gas as well as attacking with great power. Only +3 or better 
  magic weapons can harm an iron golem. 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: 5 [14] 
  Hit Dice: 16 
  Attacks: Fist 
  Special: See below 
  Move: 6 
  HDE/XP: 16/3,200 
   
  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 weapons +2 or better. 
   
  Gorgon 
  Armor Class: 2 [17] 
  Hit Dice: 8 
  Attacks: Gore 
  Special: Stone breath 
  Move: 12 
  HDE/XP: 10/1,400  
   
  Gorgons are bull-like creatures with dragon-like scales. Their breath turns 
  people to stone (60 foot range, saving throw applies). 
   
  Grey Ooze 
  Armor Class: 8 [11] 
  Hit Dice: 3 
  Attacks: Strike 
  Special: See below 
  Move: 1 
  HDE/XP: 5/240 
   
  
   
   
  - 79 - 
  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. 
   
  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 
  the spell Cure Disease. 
   
  Griffon 
  Armor Class: 3 [16] 
  Hit Dice: 7 
  Attacks: Bite 
  Special: Flight 
  Move: 12/27 (when flying) 
  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. 
   
  Harpy 
  Armor Class: 7 [12] 
  Hit Dice: 3 
  Attacks: Talons 
  Special: Flight, siren song 
  Move: 6/18 (when flying) 
  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 Hound 
  Armor Class: 4 [15] 
  Hit Dice: 4–7 
  Attacks: Bite 
  
   
   
  - 80 - 
  Special: Breathes fire 
  Move: 12 
  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 foot range, saving throw for half damage). 
   
  Hippogriff 
  Armor Class: 5 [14] 
  Hit Dice: 3+1 
  Attacks: Claws 
  Special: Flight 
  Move: 12/27 (when flying) 
  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—again, from Orlando Furioso:  
   
  “Drawn by enchantment from his distant lair, The wizard thought but how to 
  tame the foal; And, in a month, instructed him to bear Saddle and bit, and 
  gallop to the goal; And execute on earth or in mid air, All shifts of manege, 
  course and caracole…” 
   
  Hobgoblin 
  Armor Class: 5 [14] 
  Hit Dice: 1+1 
  Attacks: Weapon 
  Special: None 
  Move: 9 
  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. 
   
  Horse 
  Horses are AC 7 [12], with riding horses having 2 HD and warhorses having 3 
  HD. Horses move at a speed of 18. 
   
  
   
   
  - 81 - 
  Humans 
  Humans are such a versatile race that any number of “monsters” and NPCs can 
  be made from them. Berserker warriors, tribesmen, cavemen, princesses, evil 
  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. 
   
  Human, Bandit 
  Armor Class: 7 [12] 
  Hit Dice: 1 
  Attacks: Weapon 
  Special: None 
  Move: 12 
  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, Berserker 
  Armor Class: 7 [12] 
  Hit Dice: 1+2 
  Attacks: Weapon 
  Special: Berserking 
  Move: 12 
  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: 5 [14] 
  Hit Dice: 3 
  Attacks: Weapon 
  Special: None 
  Move: 12 
  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. 
   
  
   
   
  - 82 - 
  Human, Soldier 
  Armor Class: 7 [12] 
  Hit Dice: 1 
  Attacks: Weapon 
  Special: None 
  Move: 12 
  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. 
   
  Hydra 
  Armor Class: 5 [14] 
  Hit Dice: 5–12 (equals # of heads) 
  Attacks: 5–12 bites 
  Special: See below 
  Move: 9 
  HDE/XP: 7/600; 8/800; 9/1,100; 10/1,400; 11/1,700; 12/2,000 
   
  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 
  known to exist. 
   
  Invisible Stalker 
  Armor Class: 3 [16] 
  Hit Dice: 8 
  Attacks: Bite 
  Special: Flight, invisibility 
  Move: 12 
  HDE/XP: 9/1,100 
   
  Invisible stalkers are generally only found as a result of the spell Invisible 
  Stalker. They are invisible flying beings created to follow a single command 
  made by the caster. 
   
  
   
   
  - 83 - 
  Kobold 
  Armor Class: 6 [13] 
  Hit Dice: 1/2 
  Attacks: Weapon 
  Special: None 
  Move: 6 
  HDE/XP: < 1/10 
   
  Kobolds are subterranean, vaguely goblin-like humanoids. They have a -1 “to-
  hit” penalty when fighting above ground. Many use slings or short bows, and 
  they fight with short swords or spiked clubs in melee combat. 
   
  Liche 
  Armor Class: 0 [19] 
  Hit Dice: 12–18 
  Attacks: Touch 
  Special: See below 
  Move: 6 
  HDE/XP: 15/2,900; 16/3,200; 17/3,500; 18/3,800; 19/4,100; 20/4,400; 
  21/4,700 
   
  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 HD). 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. 
   
  Lizardman 
  Armor Class: 5 [14] 
  Hit Dice: 2+1 
  Attacks: Claw or sword 
  Special: See below 
  Move: 6/12 (when swimming) 
  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 a long duration (an 
  hour or more), while others can actually breathe underwater. Some lizardmen 
  wield a wicked sword made of sharp bone. 
   
  
   
   
  - 84 - 
  Lycanthropes 
  Lycanthropes are were-creatures, particularly those in whom the disease 
  permits assumption of a hybrid form of the human and animal. They cannot be 
  hit by normal weapons; only silver or magical weapons inflict damage on 
  them. If any character is brought low 50% hit points by a lycanthrope, the 
  character will become a lycanthrope himself. 
   
  Lycanthrope, Werebear 
  Armor Class: 2 [17] 
  Hit Dice: 7+3 
  Attacks: Bite 
  Special: Lycanthropy 
  Move: 9 
  HDE/XP: 8/800 
   
  Werebears are often found in temperate forests. 
   
  Lycanthrope, Wererat 
  Armor Class: 6 [13] 
  Hit Dice: 3 
  Attacks: Weapon 
  Special: Control rats, lycanthropy 
  Move: 12 
  HDE/XP: 4/120 
   
  Wererats are mostly found in cities, lurking in shadowy alleyways. Wererats 
  can control rats, and are extremely stealthy (surprising opponents 1–4 on a d6). 
   
  Lycanthrope, Werewolf 
  Armor Class: 5 [14] 
  Hit Dice: 3 
  Attacks: Bite or Claw 
  Special: Lycanthropy 
  Move: 12 
  HDE/XP: 4/120 
   
  Werewolves are the traditional Lycanthropes seen in horror movies. They are 
  often only affected by silver or magical weapons, and are often humanoid—
  except for during a full moon, and so on. 
   
  Manticore 
  Armor Class: 4 [15] 
  Hit Dice: 6+4 
  Attacks: Tail-spikes  
  Special: Flight 
  Move: 12/8(when flying) 
  HDE/XP: 8/800 
  
   
   
  - 85 - 
   
  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 feet. 
   
  Medusa 
  Armor Class: 8 [11] 
  Hit Dice: 6 
  Attacks: Poisoned bite or weapon 
  Special: Petrifying gaze 
  Move: 9 
  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). 
   
  Minotaur 
  Armor Class: 6 [13] 
  Hit Dice: 6+4 
  Attacks: Weapon 
  Special: Never lost in labyrinths 
  Move: 12 
  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 and most are not particularly intelligent. 
   
  Mummy 
  Armor Class: 3 [16] 
  Hit Dice: 5+1 
  Attacks: Touch (See below) 
  Special: See below 
  Move: 6 
  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. 
   
  
   
   
  - 86 - 
  Ochre Jelly 
  Armor Class: 8 [11] 
  Hit Dice: 5 
  Attacks: Acid strike 
  Special: Lightning divides creature 
  Move: 3 
  HDE/XP: 6/400 
   
  Ochre jellies are amorphous oozes that damage opponents with their acidic 
  surface. They dissolve any adventurers they kill, making the spell Raise Dead 
  all but impossible. 
   
  Ogre 
  Armor Class: 5 [14] 
  Hit Dice: 4+1 
  Attacks: Weapon 
  Special: None 
  Move: 9 
  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 Mage 
  Armor Class: 4 [15] 
  Hit Dice: 5+4 
  Attacks: Weapon 
  Special: Magic 
  Move: 12/18 (when flying) 
  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 foot 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 feet to a base of 30 
  feet, 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 types of magical ogres, whether or not they are called “ogre mage.” 
   
  Orc 
  Armor Class: 6 [13] 
  Hit Dice: 1 
  Attacks: Weapon 
  Special: None 
  Move: 12 
  HDE/XP: 1/15 
  
   
   
  - 87 - 
   
  Orcs are stupid, brutish humanoids that gather in tribes of hundreds. Most are 
  subterranean dwellers, and fight with a -1 penalty “to-hit” 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 HD, 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 an evil high priest or a mystic 
  sorcerer. 
   
  Pegasus 
  Armor Class: 6 [13] 
  Hit Dice: 2+2 
  Attacks: Hooves 
  Special: Flight 
  Move: 24/48 (when flying) 
  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 
  entirely up to the Referee. 
   
  Purple Worm 
  Armor Class: 6 [13] 
  Hit Dice: 15 
  Attacks: Bite or sting 
  Special: Poison sting 
  Move: 9 
  HDE/XP: 17/3,500 
   
  Purple worms are massive annelids that grow 40+ feet in length and 
  sometimes exceed 10 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. 
   
  
   
   
  - 88 - 
  Rat, Giant 
  Armor Class: 7 [12] 
  Hit Dice: 1-1 
  Attacks: Bite 
  Special: 5% are diseased 
  Move: 12 
  HDE/XP: < 1/10 
   
  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. 
   
  Roc 
  Armor Class: 4 [15] 
  Hit Dice: 12 
  Attacks: Claw 
  Special: None 
  Move: 3/30 (when flying) 
  HDE/XP: 12/2,000 
   
  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. 
   
  Salamander 
  Armor Class: 5 [14], 3 [16] 
  Hit Dice: 7 
  Attacks: Constrict or touch 
  Special: Heat, constriction 
  Move: 9 
  HDE/XP: 8/800 
   
  Salamanders are intelligent creatures of the elemental planes of fire. They have 
  the upper body of a human (AC 5 [14]) and the lower body of a snake (AC 3 
  [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 2d6 points of crushing damage per round. Salamanders 
  cannot be enslaved in the same manner djinn and efreet might be. 
   
  Sea Serpent 
  Armor Class: 2 [17] 
  Hit Dice: 30 
  Attacks: Bite 
  Special: See below 
  Move: 18 (when swimming) 
  HDE/XP: 30/8,400 
  
   
   
  - 89 - 
   
  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 60 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. 
   
  Shadow 
  Armor Class: 7 [12] 
  Hit Dice: 3+3 
  Attacks: Touch (See below) 
  Special: See below 
  Move: 12 
  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. 
   
  Skeleton 
  Armor Class: 8 [11], 7 [12] w/ shield 
  Hit Dice: 1/2 
  Attacks: Strike or weapon 
  Special: None 
  Move: 12 
  HDE/XP: 1/15 
   
  Skeletons are animated bones of the dead and are usually under the control of 
  some evil master. 
   
  Slug, Giant 
  Armor Class: 8 [11] 
  Hit Dice: 12 
  Attacks: Bite 
  Special: Spits acid (2d6) 
  Move: 6 
  HDE/XP: 13/2,300 
   
  These tremendously large masses of slimy, rubbery flesh are completely 
  immune to blunt weapons. In addition to their powerful bite, giant slugs can 
  
   
   
  - 90 - 
  spit their acidic saliva (one target at a time). The base range for spitting is 60 
  feet, and within this range the slug’s spittle will be 50% likely “to-hit” (no “to-
  hit” roll required). For every additional 10 feet of range, the chance “to-hit” 
  decreases by 10%. On its first spitting attack, the slug only has a 10% chance 
  “to-hit” within 60 feet, and no chance of hitting beyond that range. Some giant 
  slugs might have more or less virulent acidity (thus changing the damage 
  inflicted).  
   
  Specter 
  Armor Class: 2 [17] 
  Hit Dice: 6 
  Attacks: Touch (See below) 
  Special: Drains 2 levels per hit 
  Move: 15/30 (when flying) 
  HDE/XP: 9/1,100 
   
  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. 
   
  Spider, Giant 
  Armor Class: 6 [13] 
  Hit Dice: 2+2 
  Attacks: Bite (See below) 
  Special: See below 
  Move: 18 
  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 feet per round) in 
  the webs. Giant spiders surprise on a roll of 1–5, being able to hide well in 
  shadows. A giant spider’s bite is very poisonous. 
   
  Treant 
  Armor Class: 2 [17] 
  Hit Dice: 7–12 
  Attacks: Strike 
  Special: Control trees 
  Move: 6 
  HDE/XP: 7/600; 8/800; 9/1,100; 10/1,400; 11/1,700; 12/2,000 
   
  
   
   
  - 91 - 
  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 feet, allowing them to walk 
  at a rate of 3, and possibly to attack (no more than two trees at a time can be 
  awake at the behest of a single treant). 
   
  Troll 
  Armor Class: 4 [15] 
  Hit Dice: 6+3 
  Attacks: Claw 
  Special: Regeneration 
  Move: 12 
  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. 
   
  Unicorn 
  Armor Class: 2 [17] 
  Hit Dice: 4 
  Attacks: Hoof or horn 
  Special: See below 
  Move: 24 
  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 day to a distance 
  of 360 feet, 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 variants of sorts: evil or flying 
  unicorns, etc. 
   
  Vampire 
  Armor Class: 2 [17] 
  Hit Dice: 7–9 
  Attacks: Bite (See below) 
  Special: See below 
  Move: 12/18 (when flying) 
  HDE/XP: 9/1,100; 10/1,400; 11/1,700 
   
  
   
   
  - 92 - 
  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 “good” 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: Chinese vampires, for 
  instance, and blood-drinkers more feral than intelligent. Plus, other cultural 
  templates with different attributes could be created—how about an ancient 
  Egyptian mummified vampire, or an Aztec vampire? 
   
  Wight 
  Armor Class: 5 [14] 
  Hit Dice: 3 
  Attacks: Claw (See below) 
  Special: See below 
  Move: 9 
  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. 
   
  Worg 
  Armor Class: 6 [13] 
  Hit Dice: 4 
  Attacks: Bite 
  Special: None 
  Move: 18 
  HDE/XP: 4/120 
   
  Worgs are large, intelligent, and evil wolves of chaos. They are sometimes 
  ridden by orcs. They may have supernatural origins. 
   
  
   
   
  - 93 - 
  Wraith 
  Armor Class: 3 [16] 
  Hit Dice: 4 
  Attacks: Touch (See below) 
  Special: See below 
  Move: 24 
  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. 
   
  Wyvern 
  Armor Class: 3 [16] 
  Hit Dice: 7 
  Attacks: Bite or sting 
  Special: Flight, poison sting 
  Move: 6/24 (when flying) 
  HDE/XP: 9/1,100 
   
  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. 
   
  Yellow Mold 
  Armor Class: N/A 
  Hit Dice: N/A 
  Attacks: See below 
  Special: Poisonous spores 
  Move: 0 
  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 feet 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. 
   
  
   
   
  - 94 - 
  Zombie 
  Armor Class: 8 [11], 7 [12] w/ shield 
  Hit Dice: 1 
  Attacks: Strike or weapon 
  Special: Immune to sleep, charm 
  Move: 6 
  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. 
   
  Tougher Monsters 
  There is really no limit as to how high monsters can go, and often it’s fun to 
  trick the players by throwing über-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. 
   
  Monster Levels 
  You may notice that while suggested character levels are capped, monster 
  levels are not. The reasons for this are simple: 
   
  1. Players run in packs and big monsters need levels to overcome a 
  disadvantage in numbers. 
  2. Players tend to be creative while many Referees allow monsters to 
  “play stupid.” 
   
  The Referee has the option of allowing characters to continue to advance, or to 
  put a cap on monster levels as he or she sees fit. 
   
  Creating Monsters 
  Monsters are not Player Characters, and their abilities are not at all determined 
  by the rules for PCs—not even the stats for races that can have player 
  characters, such as Dwarves. 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. 
   
  
   
   
  - 95 - 
  Monster Creation 
   
  Hit Dice 
  Base “to-hit” Bonus 
  (If using quick formula 
  for Ascending AC) 
  Saving Throw 
  XP Awarded 
  < 1 
  +0 
  19 
  10 
  1 
  +1 
  18 
  15 
  2 
  +2 
  17 
  30 
  3 
  +3 
  16 
  60 
  4 
  +4 
  15 
  120 
  5 
  +5 
  14 
  240 
  6 
  +6 
  13 
  400 
  7 
  +7 
  12 
  600 
  8 
  +8 
  11 
  800 
  9 
  +9 
  10 
  1,100 
  10 
  +10 
  9 
  1,400 
  11 
  +11 
  8 
  1,700 
  12 
  +12 
  7 
  2,000 
  13 
  +13 
  6 
  2,300 
  14 
  +14 
  5 
  2,600 
   
  Encounter Tables (Wilderness) 
   
  Roll d6 twice per hex to check for becoming lost and/or an encounter 
  Terrain 
  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 
  Dice 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 
  -- 
   
  
   
   
  - 96 - 
   
  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 
  Common 
  5 
  Common 
  Pirates 
  Bandits 
  Bandits 
  Common 
  6 
  Bandits 
  Bandits 
  Bandits 
  Bandits 
  Common 
  7 
  Soldiers 
  Fighters 
  Fighters 
  Fighters 
  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 
  -- 
  6 
  Orcs 
  Trolls 
  Kobolds 
  Orcs 
  -- 
  7 
  Elves 
  -- 
  Hobgoblins 
  Goblins 
  -- 
  8 
  Kobolds 
  -- 
  Trolls 
  Trolls 
  -- 
  9 
  Bugbears 
  -- 
  -- 
  Ogres 
  -- 
  10 
  Trolls 
  -- 
  -- 
  Minotaurs 
  -- 
   
  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 
  Spiders 
  Snake,G 
  Spiders 
  Rats 
  4 
  Rats 
  Beetle,G 
  Centipedes 
  Spiders 
  5 
  Beetle,G 
  Spiders 
  Beetle,G 
  Centipedes 
  6 
  Centipedes 
  Roll again 
  Roll again 
  Roll again 
   
  
   
   
  - 97 - 
  Monster 
  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
  -- 
  -- 
  8 
  Werewolf 
  Roll again 
  Manticore 
  -- 
  -- 
  9 
  Chimerae 
  -- 
  Medusa 
  -- 
  -- 
  10 
  Manticore 
  -- 
  Pegasi 
  -- 
  -- 
  11 
  -- 
  -- 
  Roc 
  -- 
  -- 
  12 
  -- 
  -- 
  Wererat 
  -- 
  -- 
   
  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 
  -- 
  Spectre 
  Treants 
  10 
  -- 
  Vampires 
  Titans 
  11 
  -- 
  Liches 
  -- 
  12 
  -- 
  Roll again 
  -- 
   
   
   
   
  
   
   
  - 98 - 
  Chapter 9 
  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. 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, then the 
  treasure is there for them to find next time. 
   
  Here is a table a Referee can use as a guideline to help create a treasure: 
   
  Treasure Values Table 
  Possible Treasure Value (gp)* 
  Roll 
  Value 
  CP 
  SP 
  GP 
  1 
  XP × 1 
  50% 
  30% 
  20% 
  2–3 
  XP × 2 
  20% 
  50% 
  30% 
  4–5 
  XP × 3 
  10% 
  40% 
  50% 
  6 
  XP × 4 
  – 
  25% 
  75% 
  * The total value of treasure is expressed in terms of gold coins. If the total 
  value of treasure was 100 XP on a roll of 1, the recipient would receive 20 
  gp, 300 sp, and 5,000 cp 
   
  Remember that coins found are not always gold pieces—there might be a 
  mixture of copper (cp) and silver pieces (sp) in the treasure as well. The 
  treasure breakdown given in the prior Treasure Values table is a suggested 
  guideline to how you might consider breaking up the treasure. One gold piece 
  (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp). 
   
  
   
   
  - 99 - 
  Splitting the Take (Variant) 
  Once the monsters are slain and the wounds are bound, it’s time to divide up 
  the treasure. It is suggested that the total gp 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. 
   
  Treasure Items 
  In addition to coins, treasures might contain gems, jewelry, and magical items. 
  Treasures should be interesting—an endless series of “another treasure worth 
  100 gp in total” is a sure-fire recipe for boring your players. 
   
  For every 5,000 gp in value, there is a 10% chance of trading out 5,000 gp for 
  an item on either the Major Gem/Jewelry or Major Magic table. 
  For every 1,000 gp in value, there is a 10% chance of trading out 1,000 gp for 
  an item on either the Medium Gem/Jewelry or Medium Magic table. 
  For every 100 gp in value, there is a 10% chance of trading out 100 gp for an 
  item on either the Minor Gem/Jewelry or Minor Magic table. 
   
  Calculate the total percentage of treasure that can be traded out and roll a d100 
  to see if you can roll for an item on one of the following tables. It is suggested 
  that the Referee begin with the 5,000 gp values and work down to the 100 gp 
  values. “Jewelry” refers to a single item of jewelry. 
   
  Always remember that these tables are merely guidelines—if you desire the 
  placement of a particular item or treasure type, go ahead and do it! If you don’t 
  wish to include gems, jewelry, or magic items, then leave the treasure at coins. 
  These tables are here only to help when wanted. 
   
  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): 112 gp, 900 sp, and 2,250 
  cp. There is a 10% chance of trading out 100 gp of that treasure for one minor 
  item. If, on a d100, you roll under 10%, then the treasure value of that 
  encounter would be 12 gp, 900 sp, 2,250 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: 1,200 gp and 4,000 sp. There is a 
  10% chance of trading out 1,000 gp of that treasure for one medium item. If, 
  on a d100, you roll under 10%, then the treasure value on that encounter would 
  be 200 gp, 4,000 sp, and one medium item (as rolled on the Medium 
  Gem/Jewelry or Medium Magic table). With the remaining gold, there could 
  
   
   
  - 100 - 
  either be a 60% chance to trade out 600 gp for one minor item, six 10% 
  chances to trade out 600 gp for a total of six minor items, or some other 
  variant like one 10% chance to trade out 100 gp for one minor item (keeping 
  the remaining 500 gp). 
   
  5,000 gp 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. 
   
  Major Gem/Jewelry Table 
  Roll 
  Gem or Jewelry Value 
  1 
  1d1,000 gp 
  2–3 
  1d1,000 (×8) gp 
  4–5 
  1d1,000 (×12) gp 
  6 
  1d1,000 (×20) gp 
   
  Major Magic Item Table 
  Roll 
  Result 
  1 
  Roll 6 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 Staves) 
   
  1,000 gp 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. 
   
  Medium Gem/Jewelry Table 
  Roll 
  Gem or Jewelry Value 
  1 
  1d100 gp 
  2–3 
  1d1,000+250 gp 
  4–5 
  1d1,000+750 gp 
  6 
  1d10,000 gp 
   
  Medium Magic Item Table 
  Roll 
  Result 
  1 
  Roll 3 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 Staves) 
   
  
   
   
  - 101 - 
  100 gp 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. 
   
  Minor Gem/Jewelry Table 
  Roll 
  Gem or Jewelry Value 
  1 
  1d6 gp 
  2–3 
  1d100+25 gp 
  4–5 
  1d100+75 gp 
  6 
  1d1,000 gp 
   
  Minor Magic Item Table 
  Roll 
  Result 
  1 
  Roll once 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 Staves) 
   
  Magic Potions Table 
  Roll (d100) 
  Magic Potion* 
  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 have a duration of 1d6+1 turns 
   
   
  
   
   
  - 102 - 
  Magic Potion Descriptions 
   
  Animal Control: Results as per the spell Charm Monster. 
  Clairaudience: Results as per the spell. 
  Clairvoyance: Results as per the spell. 
  Diminution: Imbiber shrinks and becomes 6 inches tall for 2d6 hours. 
  Dragon Control: 1d3 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 worth of damage. 
  Fire Resistance: Grants immunity to normal fire, +2 saving throws against 
  fire attacks, and half damage to magic fire attacks that do not permit saving 
  throws. 
  Flying: Results as per the spell Fly. 
  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 strength above and beyond 18. Gains an 
  additional 1d6 to damage rolls and +4 “to-hit”. 
  Growth: Character grows and becomes 30 feet tall. 
  Healing: Cures 1d6+1 HP worth 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 Charm Monster. 
  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 feet of 
  their current location. 
  Undead Control: 2d4 undead of fewer than 4 HD and 1d4 undead of 4+ hit 
  dice fall under the imbiber’s control as per the Charm Monster spell. 
   
  
   
   
  - 103 - 
  Scrolls Table 
  Roll 1d6 and add +0, +6, or +12, depending on whether the treasure is minor, 
  medium, or major. 
  Scrolls* 
  Roll 
  # of Scrolls 
  Spell Level 
  1 
  1 
  1 
  2 
  1 
  1d3 
  3 
  2 
  1d2 per scroll 
  4 
  3 
  1 
  5 
  Cursed Scroll 
  6–7 
  Protection Scroll (normal duration) 
  8 
  2 
  1d4 
  9 
  2 
  1d6 per scroll 
  10 
  1 
  1d4+2 
  11 
  5 
  1d3 per scroll 
  12 
  Cursed Scroll 
  13–14 
  Protection Scroll (double duration) 
  15 
  5 
  1d6 per scroll 
  16 
  6 
  1d6 per scroll 
  17 
  7 
  1d6 per scroll 
  18 
  8 
  1d6 per scroll 
  19 
  Cursed Scroll 
  20 
  Protection Scroll (triple duration and double effects) 
  * Roll 1d6 for type (1–3 scrolls are for Magic-users, 4–6 are for Clerics). 
  Remember that there are no 6th level Cleric spells, so re-roll for spell level 
  on a result of 6 
   
  Protection Scrolls Table 
  Roll 
  Scroll of Protection From: 
  1 
  Demons 
  2 
  Drowning 
  3 
  Elementals 
  4 
  Lycanthropes 
  5 
  Magic 
  6 
  Metal 
  7 
  Poison 
  8 
  Undead 
   
  Protection Scroll Descriptions 
   
  Demons: Everyone within a 10 foot radius around the reader are protected 
  from the attacks of 1 demon per round for a period of 40 minutes. 
  Drowning: Everyone within a 10 foot 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. 
  
   
   
  - 104 - 
  Lycanthropes: All within a 10 foot radius around the reader, for a duration of 
  one hour, are protected from lycanthropes. 
  Magic: Anti-magic shell surrounds and moves with the reader for 1 hour, 
  having a radius of 10 feet. Spells cannot pass in or out of the shell. 
  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 foot 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. 
   
  Magical Weapons and Armor Table 
  Roll 1d6 and add +0, +6, or +12, depending on whether the treasure is minor, 
  medium, or major. 
  Roll 
  Magical Weapons and Armor 
  1 
  Cursed Armor or Shield 
  2 
  +1 Missile Weapon(s) 
  3 
  +1 Shield 
  4–6 
  +1 Melee Weapon 
  7–8 
  +1 Armor 
  9 
  Cursed Weapon 
  10 
  +2 Missile Weapon(s) 
  11 
  +2 Shield 
  12 
  +2 Melee Weapon 
  13 
  +2 Armor 
  14 
  +1 Melee Weapon with Minor Ability 
  15 
  +3 Missile Weapon(s) 
  16 
  +3 Melee Weapon 
  17 
  +3 Shield 
  18 
  +3 Armor 
  19 
  Unusual Weapon (optional) or Re-roll 
  20 
  Unusual Armor (optional) or Re-roll 
   
  Cursed Armor and Shields Table 
  Roll 
  Cursed Armor and Shields* 
  1–3 
  -1 Weapon or Armor 
  4 
  -2 Weapon or Armor 
  5 
  -3 Weapon or Armor 
  6 
  Attracts Missiles** 
  * Cannot be laid down without the aid of the spell Remove Curse 
   
  **Attracts Missiles: This item attracts missile fire (even those fired at others 
  nearby) and grants a +1 “to-hit” bonus to attack on such missiles. 
   
   
  
   
   
  - 105 - 
  Magic Melee Weapons Table 
  Roll 
  Melee Weapons 
  1 
  Axe, battle 
  2 
  Axe, hand 
  3 
  Dagger 
  4 
  Lance 
  5 
  Mace, heavy 
  6 
  Mace, light 
  7 
  Spear 
  8 
  Staff 
  9 
  Sword, long 
  10 
  Sword, short 
  11 
  Sword, two-handed 
  12 
  War Hammer 
   
  Magic Missile Weapons Table 
  Roll 
  Missile Weapons 
  1–8 
  2d6 Arrows 
  9–10 
  1d10 Stones 
  11 
  Spear 
  12–15 
  2d4 Darts 
  16–20 
  2d6 Bolts, crossbow 
   
  Minor Abilities for Melee Weapons Table 
  Roll 
  Minor Abilities for Melee Weapons 
  1–4 
  Additional damage (+1) 
  5 
  Sheds light, 15 ft. radius 
  6 
  Sheds light, 30 ft. radius 
   
  Unusual Weapons Table (Optional) 
  Roll 
  Unusual Weapons 
  1 
  +1 Blunt weapon that destroys undead 
  2 
  +1 Thrown weapon that returns to hand 
  3 
  +1 Weapon, grants 1 additional attack/day 
  4 
  +1, +2 vs. particular type of foe 
  5 
  +1, +4 vs. particular type of foe 
  6 
  +2, +3 vs. particular type of foe 
  7 
  Weapon flames 
  8 
  Weapon freezes 
  9 
  Dancing weapon 
  10 
  Intelligent weapon 
   
  
   
   
  - 106 - 
   
  Unusual Weapon Descriptions 
   
  Blunt weapon that destroys undead: Blunt weapons are the mace, sling, 
  staff, and war hammer. Lesser undead types don’t get a saving throw; more 
  powerful ones do. 
  Thrown weapon returns to hand: These weapons are the hand axe, spear, 
  and war hammer. 
  Bonus vs. particular type of foe: Examples include dragons, giants, orcs, 
  lycanthropes, undead, etc. 
  Weapon flames: Additional 1d6 fire damage: roll 1d4-1 for “to-hit” bonus. 
  Weapon freezes: Additional 1d6 cold damage: roll 1d4-1 for “to-hit” bonus. 
  Dancing weapon: Fights in the air after 3 rounds, as a +1d3 weapon. 
  Intelligent weapon: Roll 1d3 for 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. 
   
  Unusual Armor Table (Optional) 
   
  Roll 
  Unusual Armor 
  1 
  Armor of Arrow Deflection 
  2 
  Demonic Armor 
  3 
  Ethereal Armor 
  4 
  Fiery Armor 
   
  Unusual Armor Descriptions 
   
  Armor of Arrow Deflection: +2 against missile fire. 
  Demonic Armor: Possessed by a spirit or demon, with effects to be 
  determined by the Referee. 
  Ethereal Armor: +3 plate mail that also allows the wearer to become 
  insubstantial and incorporeal 50 times, after which 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 1d6 
  damage to melee attackers. 
   
  
   
   
  - 107 - 
  Miscellaneous Items Table 
  Roll 1d20 and add +0, +20, or +40, depending on whether the treasure is 
  minor, medium, or major. 
  Roll 
  Miscellaneous Items 
  1 
  Lesser Wand 
  2 
  Lesser Ring 
  3–20 
  Misc. Lesser Magical Item 
  21 
  Lesser Wand 
  22 
  Lesser Wand 
  23 
  Greater Wand 
  24 
  Lesser Ring 
  25 
  Lesser Ring 
  26 
  Greater Ring 
  27–40 
  Misc. Medium Magical Item 
  41 
  Greater Wand 
  42 
  Greater Wand 
  43 
  Greater Ring 
  44 
  Greater Ring 
  45 
  Staff 
  46-60 
  Misc. Greater Magical Item 
   
  Lesser Wands Table 
  Roll 
  Lesser Wands 
  1–2 
  Level 1 spell, holds 10 charges 
  3–4 
  Level 2 spell, holds 5 charges 
  5–6 
  Level 3 spell, holds 2 charges 
   
  Greater Wands Table 
  Roll 
  Greater Wands* 
  1 
  Level 3 spell, holds 10 charges 
  2 
  Level 4 spell, 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 
  *  Wands become useless with 0 charges. A wand can be recharged by 
  casting a spell into it. There is a 5% chances per recharge that the wand 
  will be destroyed. 
   
  
   
   
  - 108 - 
  Greater Wand Descriptions 
   
  Wand of Detection (enemies): Detects enemies in a radius of 60 feet, 
  provided that the enemies are actually thinking hostile thoughts. Always 
  active when held, does not use charges. 
  Wand of Detection (metal): Detects large caches of metal, with a range of 20 
  feet. The wand’s user also gets a vague sense of the metal’s type. Always 
  active when held, does not use charges. 
  Wand of Detection (magic): Functions as a Detect Magic spell with a range 
  of 20 feet. The wand’s user gets a vague sense of what sort of magic is being 
  detected. Always active when held, does not use charges. 
  Wand of Detection (traps and secret doors): Detects traps and secret doors 
  with a range of 20 feet. Always active when held, does not use charges. 
  Wand of Polymorph: Casts either Polymorph (self) or Polymorph (other), 
  carries 10 charges. 
  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 feet to a base 30 feet across. Holds 25 charges and cannot 
  be recharged). 
  Wand of Cold: Casts a cone of cold 60 feet to a base 30 feet across. Creatures 
  in the cone take 6d6 damage (saving throw for half damage). Holds 25 
  charges and cannot be recharged). 
  Wand of Paralyzing: Casts a cone of paralysis 60 feet to a base 30 feet 
  across. Creatures in the cone are paralyzed for 3d6 turns. Holds 25 charges 
  and cannot be recharged). 
   
  Lesser Rings Table 
  Roll 
  Lesser Ring 
  1 
  Fire Resistance 
  2 
  Invisibility 
  3 
  Mammal Control 
  4 
  Poison Resistance 
  5 
  Protection, +1 
  6 
  Protection, +2 
   
  Lesser Ring Descriptions 
   
  Fire Resistance: +5 to saving throws vs. magical fire and grants immunity to 
  normal fire. 
  Invisibility: Turns wearer invisible. 
  Mammal Control: The wearer controls 1d6 mammals at a range of up to 60 
  feet. Control does not extend to humans or giant animals. 
  Poison Resistance: +5 to saving throws vs. poison. 
  Protection: Grants bonus to armor class and saving throws. 
   
  
   
   
  - 109 - 
   Greater Rings Table 
  Roll 
  Greater Rings 
  1 
  Human Control 
  2 
  Three Wishes 
  3 
  Regeneration 
  4 
  Djinn Summoning 
  5 
  Shooting Stars 
  6 
  X-ray Vision 
  7 
  Telekinesis 
  8 
  Spell Turning 
  9 
  Spell Storing (Magic-user) 
  10 
  Spell Storing (Cleric) 
   
  Greater Ring Descriptions 
   
  Djinn Summoning: The wearer of this ring can summon a djinn. 
  Human Control: Allows the wearer to cast Charm Person once per day and 
  maintain the charm on up to 3 individuals at a time. 
  Regeneration: The wearer regenerates 1 HP/round and thus cannot die unless 
  the ring is removed or the body burned. 
  Shooting Stars: Once per day, this ring can summon 1d6 flaming meteors 
  from the depths of space. Each meteor can target a separate enemy and deals 
  3d6 damage. If used indoors or underground, the meteors will strike 
  whatever is directly above the target. 
  Spell Storing (Magic-user): The ring contains 1d6 Magic-user spells. Roll 
  1d6 for each spell to determine their spell levels. The wearer (if 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 caster 
  rests for 8 hours. 
  Spell Storing (Cleric): The ring contains 1d6 Cleric spells. Roll 1d6 for each 
  spell to determine their spell levels. The wearer (if 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 second time until the caster rests for 8 hours. 
  Spell Turning: Any spell (other than from a wand, etc.) directly aimed at the 
  wearer of this ring is partially reflected back at the caster. Roll a d100 to 
  determine how much of the spell’s power bounces back; the exact 
  determination of what happens is up to the Referee. 
  Telekinesis: The wearer can mentally lift and move up to 200 pounds of 
  weight at a range of 120 feet. 
  Three Wishes: Grants the wearer 3 wishes; outrageous wishes backfire. 
  X-ray Vision: The wearer has x-ray vision at a range of 40 feet. The 
  maximum distance through which the character can see through solid rock is 
  just over 10 feet, though solid metals (other than lead) is 1 foot, and through 
  lead is 1 inch. 
   
  
   
   
  - 110 - 
   Staves Table 
  Roll 
  Staves 
  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. 
  Beguiling: Casts Charm Person in a radius of 20 feet from the wielder (uses 
  one charge). The duration of the charm is 1 hour. 
  Command: A charge can be used to control humans (as per Charm Person), 
  plants, or animals. 
  Healing: Cures 1d6+1 hit points of damage per charge. 
  Power: Casts Light (no charge used), casts Fireball (4d6 damage), cold as a 
  Wand of Cold, Lightning Bolt (4d6 damage), acts as a ring of Telekinesis 
  (costs one charge) and hits for 2d6 damage (no charge used). 
  Lordly Might: These staves only carry 10 charges, but a charge may be used 
  to cast Raise Dead. 
  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 × 10 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. 
  Striking: Inflicts 2d6 points of damage with a successful hit (does not use 
  charges). 
  Withering: Adds ten years of physical aging with a successful hit. 
  Wizardry: The most powerful of staves. 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, Passwall, a 
  Web spell, or Fly. 
   
  
   
   
  - 111 - 
  Miscellaneous Magic Items Table (Lesser) 
  Roll 
  Lesser Magic Items 
  1 
  Arrow of Direction 
  2 
  Bag of Holding 
  3 
  Boots of Elvenkind 
  4 
  Boots of Speed or Leaping (50%) 
  5 
  Bracers of Defense, AC 6 [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 to saving throws and “to-hit” rolls) 
  16 
  Manual of Beneficial Exercise 
  17 
  Pipes of the Sewers 
  18 
  Rope of Climbing 
  19 
  Rope of Entanglement 
  20 
  Spade of Excavation 
   
  Miscellaneous Magic Items Table (Medium) 
  Roll 
  Medium Magic Items 
  1 
  Amulet Against Scrying 
  2 
  Boots of Flying 
  3 
  Bracers of Defense, AC 4 [15] or 2 [17] 
  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 Read 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 Detect Thoughts (ESP) 
  17 
  Mirror of Mental Scrying 
  18 
  Robe of Blending 
  19 
  Robe of Eyes 
  20 
  Robe of Wizardry 
   
  
   
   
  - 112 - 
   Miscellaneous Magic Items Table (Greater) 
  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 the Golems 
  17 
  Manual of Intelligence 
  18 
  Manual of Wisdom 
  19 
  Necklace of Fireballs 
  20 
  Symbol—Scarab of Insanity 
   
  Miscellaneous Magic Item Descriptions 
   
  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 cast 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 7 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 10 × 5 × 3 feet, 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. 
  Beaker of Potions: This small jug fills itself with the requested potion, out of 
  the 1d4+1 potions it is able to produce. The jug can be used as many times 
  per week as it can create potions. 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. 
   
  
   
   
  - 113 - 
  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 feet high and up to 30 feet horizontally. 
  These boots also double movement rates, but outdoors only. They do not 
  require the wearer to rest a fter using them. Usable by: All Classes. 
  Bracers of Defense, AC 4 [15] or AC 2 [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 AC granted by the bracers can be increased by 
  magical rings or other protective magics. Usable by: All Classes. 
  Bracers of Defense, AC 6 [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 
  AC 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 18 when it has more than one passenger. With only one rider, the 
  carpet moves at a rate of 30. 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 AC improves by 2, and he gains a +2 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 AC by 1, and 
  grants a bonus of +1 on saving throws. Usable by: All but Fighters. 
  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 but Fighters. 
  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, Page 104) 
  Decanter of Endless Water: This jug pours out one gallon of water per 
  minute when unstoppered. Usable by: All Classes. 
   
  
   
   
  - 114 - 
  Deck of Many Things: An ordinary-seeming deck of hand-painted cards, this 
  item bears tremendous and varied enchantments, one per card 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 are as follows: 
   
  The Hearts (♥) 
  Ace: Gain 50,000 xp. 
  King: Gain a magic item from the Misc. Magic Items (Greater) table. 
  Queen: Gain 1d3 wishes 
  Jack: Gain the ability to summon an 8 HD warrior with +3 sword, shield, 
  to serve for a total of 1 hour. 
   
  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: A random monster, with 1d4+6 HD, attacks the adventurers. The 
  monster gains one round of surprise, for it appears from thin air. 
   
  The Diamonds (♦) 
  Ace: Gain a map to a very 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. 
   
  Dust of Appearance or Disappearance (50%): Dust of Appearance is tossed 
  in a radius of 10 feet 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 foot 
  radius, everything therein becomes invisible for 5d6 turns. Normal means of 
  detecting invisibility (such as a Detect Invisibility spell) are not strong 
  
   
   
  - 115 - 
  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 feet, 
  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 that 
  of an ogre. Hit probability is not increased above normal, but damage 
  bonuses from strength are increased to +4 (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 the strength of a 
  hill giant (+8 strength damage, not cumulative with any existing strength 
  bonuses). It does not increase “to-hit” probability. Usable by: All Classes. 
  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. Fighters 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 spell. 
  Clerics wearing the helm can ignite objects within 30 feet at will, and may 
  cast two Light or Continual Light spells for each one actually prepared. The 
  wearer of this helm is likely to be attacked by any air elemental creatures, 
  but fire elemental types (such as efreet or salamanders) will be favorably 
  disposed toward the wearer. Usable by: All Classes. 
  
   
   
  - 116 - 
   
  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 feet 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 feet long, and widens to a base 
  of 20 feet (the “point” of the cone, at the horn’s mouth, is 10 feet wide). 
  Usable by: All Classes. 
  Horn of Valhalla, Bronze: Summons 2d4 berserk warriors (3 HD) to assist 
  the one who winded the horn. Usable by: Fighters and Clerics only. 
  Horn of Valhalla, Iron: Summons 2d4 berserk warriors (4 HD) to assist the 
  one who winded the horn. Usable by: Fighters. 
  Horn of Valhalla, Silver: Summons 2d4 berserk warriors (2 HD) to assist the 
  one who winded the horn. Usable by: All Classes. 
  Horseshoes of Speed: 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 7 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 a Charm 
  Person spell). 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. 
  Luckstone: This stone grants +1 to saving throws and “to-hit” 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 
  
   
   
  - 117 - 
  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 only. 
  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 Detect Thoughts (ESP): Functions as a Detect Thoughts (ESP) 
  spell within 30 feet (75%) or 90 feet (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 Clairaudience, 
  Clairvoyance, and Detect Thoughts (ESP), with the normal range, but for an 
  unlimited time. The mirror will also answer a question about what it 
  portrays (the answer is likely to be quite cryptic), but only one question per 
  week is possible. Usable by: All Classes. 
  Necklace of Fireballs: 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 1d4 × 10 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 10% 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 feet, 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, 
  Polymorph, and Hold Person with a 95% chance of success. The robes may 
  be tied to specific alignments. Usable by: Magic-users only. 
   
  
   
   
  - 118 - 
  Rope of Climbing: A 50 foot 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 2d4+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 1 cubic yard (27 cubic feet) per ten minutes. 
  Usable by: Fighters. 
  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 feet, fall into 
  temporary insanity lasting for 2 hours. Creatures with 10+ hit dice still do 
  not receive a saving throw, but have a 1 in 4 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 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). 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: 
   
  Cursed Items Table 
  Roll 
  Cursed Items 
  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 
   
  
   
   
  - 119 - 
  Cursed Item Descriptions 
   
  Bag of Devouring: Functions as a bag of holding, but devours any item placed 
  into it within 1d4+1 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. 
  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 
  evil 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. 
   
  
   
   
  - 120 - 
  Publishing Your Own Materials 
  Swords & Wizardry is all Open Game Content under the terms of Wizards of 
  the Coast’s Open Game License version 1.0a, with the exception of artwork 
  and the trademarks “Mythmere Games,” “WhiteBox,” “Swords & Wizardry,” 
  and “S&W.”  
   
  What does it mean that this game is Open Game Content? 
   
  It means you can (under the rules of the OGL) copy whatever parts of it you 
  want, add your own content, change the content around, and publish the result. 
  You have to comply with the terms of the Open Game License, which is 
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  trademarks, that’s all you have to do. 
   
  Also, with certain conditions, you can even mention the Swords & Wizardry 
  trademarks (S&W, WhiteBox, and Swords & Wizardry) to indicate that your 
  work is compatible with the game. As long as you follow the requirements 
  below, you can state that your resource “is compatible with the rules of 
  Swords & Wizardry: WhiteBox” or, “with the Swords & Wizardry WhiteBox 
  rules.” Here are those requirements: 
   
  The Swords & Wizardry Compatibility-Statement License 
   
  You must state on the first page where you mention S&W that “Swords & 
  Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of 
  Matthew J. Finch,” and that you are not affiliated with Matthew J. Finch or 
  Mythmere Games™. 
  You must, when referring to the armor class of any creature or character, 
  include both the descending AC and the Ascending System AC, with the 
  Ascending System AC in brackets. 
  If you’re using the license to commit legal fraud, you forfeit the right to 
  continue using the license: specifically, if you are claiming compatibility with 
  the rules of S&W, the claim must not constitute legal fraud, or fraud in the 
  inducement, under the laws of the State of Texas.  
  You must comply with the terms of the OGL if the terms apply. 
  Your cover must include the words “House Rules” or “Variant Rules” near the 
  title if the document is a full, free-standing game that includes modifications. 
  Feel free to contact the author if you wish to use a different form of disclaimer. 
  Selling a full version of this game with your house rules incorporated into it is 
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  If your document is a private house rules document, not being sold for profit 
  or general use, you may scan and use artwork (including the cover) from the 
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  near the title, and that the artists are appropriately credited. 
  Your rights under this CSL cannot be revoked, and are perpetual, unless you 
  breach the terms of the license, in which case your rights terminate. 
  
   
   
  - 121 - 
  If you comply with the above, you may state that your resource is “compatible 
  with the rules of Swords & Wizardry: WhiteBox” or, “compatible with the 
  Swords & Wizardry WhiteBox rules.”  
   
  If you have questions about the license, feel free to contact the author. 
   
  Open Game Content may only be Used under and in terms of the Open Game License 
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  OGL, with the exception of the trademarks “Swords & Wizardry,” “S&W,” and 
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, 
  David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James 
  Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 Matthew J. 
  Finch  
  END OF LICENSE 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Swords & Wizardry/Swords & Wizardry White Box (3rd Print).pdf