TEXT: 1
  
  WHITE BOX Arcana
   
  Magical Options
  for Swords & Wizardry WhiteBox 
  Written by
  James M. Spahn
  Art by
  William McAusland
  Joyce Maureira
  Published by
  Swords & Wizardry, S&W, WhiteBox,  and  Mythmere Games are the trademarks of 
  Matthew J. Finch.  Barrel Rider Games is not affiliated with Matthew J. Finch or 
  Mythmere  Games™.  This  product  is  compatible  with  the  rules  of  Swords  & 
  Wizardry: WhiteBox. 
  2
  
  Table of Contents
  Introduction
  4
  Latent Casters
  5
  Arcane Duels
  7
  Sanctums & Strongholds
  12
  New Spells
  15
  New Magic Items
  27
  OGL
  32
  3
  
  Introduction
  I've always had a fascination with wizards. From Merlin to Gandalf, 
  Harry Potter to Harry Dresden, there's just something about being a master 
  of the arcane that appeals to me. The idea that one can master the mysteries 
  of reality and then reshape that reality into a vision of their choosing is a 
  fascinating premise – and a dangerous one.
  Since the beginning, fantasy role-playing games have included the 
  magic-user as a character choice. But, because the nature of magic is infinite 
  and a game can only have so many rules, these characters can never quite 
  tap into that endless potential. As presented in  Swords & Wizardry White 
  Box, magic-users are very utilitarian. The spells they use are, for the most 
  part, problem-solving spells. Light, Knock, Dispel Magic, and the like are all 
  used to overcome challenges faced outside of combat. They are experts at 
  getting around the problems faced by a party of adventurers. 
  White Box Arcana is a collection of new options that focus on the 
  magic-user. Included in the pages of this tiny tome are a few things you'd 
  expect: new spells and new magic items. But you'll also find a few surprises. 
  Simple, flexible rules for adding familiars and creating magic items, an 
  optional Latent Caster feature which allows you to add a dash of the arcane 
  to your fighter or even your cleric, and a section on how a magic-user 
  constructs a stronghold and what the benefits and dangers  they find in 
  doing so.
  I hope these meager pages serve as the tip of the iceberg when it 
  comes to exploring the limitless nature of magic. I encourage you to take 
  what works from this book, change what almost works for you, and leave the 
  rest behind. Magic is as vast and indescribable as humanity itself, and in 
  White Box Arcana  you'll find but the faintest hint at what lay beyond the 
  arcane vastness of reality.
  4
  
  Latent Casters
  While magic-users train for years (or even decades) to master the 
  arcane arts, a rare few are born with a natural affinity for magic. These, 
  known as the Latent Casters, find that magic flows their their veins and they 
  are instinctively able to cast a select few magic-user spells. Though they will 
  never learn the powerful enchantments of a formally trained magic-user, 
  Latent Caster characters nevertheless find themselves able to call upon a 
  few useful enchantments when caught in a pinch.
   
  At character creation, a player may elect to have their character be a 
  Latent Caster. Only human clerics, fighters, and thieves can be Latent Caster. 
  The natural magic resistance of dwarves and halflings prevents them from 
  being gifted, while elves have an inherently magical nature all their own.
   
  As shown on Table 1-1: Latent Casters, the character has a truncated 
  progression of magic-user spells.
   
  Spells Per Day: Beginning at 2nd level, a Latent Caster can cast a number of 
  magic-user spells per day as shown on Table 1-1. They do not need to 
  memorize  or  otherwise  prepare  these  spells,  but  instead  cast  them  as 
  needed from their selection of known spells. They simply select one of their 
  known spells and cast it just as if they were a magic-user casting it after 
  memorization.
   
  Spells Known: Beginning at 2nd level, Latent Casters instinctively learn the 
  methods necessary to cast a small selection of spells. At 2nd level, they may 
  select one first level magic-user spell which they "know." The number of 
  spells known increases as they advance in level and at 8th level, the Latent 
  Caster character even gains an understanding of more advanced 2nd level 
  spells.
   
  XP Cost: Latent Casters are less focused on their profession due to their 
  arcane nature. They must pay the listed XP cost in addition to that required 
  by their class in order to advance in level.
   
  Note: Latent Casters cannot use scrolls containing magic-user spells, nor do 
  they gain any other abilities normally reserved for magic-users.
   
  5
  
  House Rule: Blessed Characters
  Referees can choose to allow characters to cast cleric spells instead of magic-
  user spells, as long as they make this choice at character creation. These 
  characters,  called  Blessed,  are  considered  to  be  touched  by  the  gods. 
  Fighters, magic-users, thieves, dwarves, elves, and halflings can be Blessed.
  Table 1-1: Latent Casters 
  Level 
  1st Level 
  Spells per 
  Day
  2nd Level 
  Spells per 
  Day
  1st Level 
  Spells 
  Known
  2nd Level 
  Spells 
  Known
  Additional XP
  Cost
  1
  0
  0
  0
  0
  125
  2
  1
  0
  1
  0
  250
  3
  1
  0
  2
  0
  500
  4
  1
  0
  3
  0
  1,000
  5
  2
  0
  3
  0
  2,000
  6
  2
  0
  3
  0
  4,000
  7
  2
  0
  3
  0
  8,000
  8
  2
  1
  3
  1
  16,000
  9
  2
  1
  3
  2
  32,000
  10
  2
  1
  3
  3
  64,000
  6
  
  Arcane Duels
  Two magic-users sometimes choose to settle disputes via the ancient 
  art of the arcane duel. Using their magical talents, they stand against one 
  another in a formalized and ancient form of ritual combat: the Arcane Duel. 
  An Arcane Duel can only occur between two magic-users and only if 
  both parties agree to engage in one.  Typically, once a duel has been agreed 
  upon by two magic-users they find a large, open area away from bystanders 
  and civilizations in order to prevent collateral damage.  Because of the 
  immense power drawn upon during an Arcane Duel, very few magic-users of 
  lower than 6th level engage in them – though it is possible.
  Once both magic-users have agreed to engage in an Arcane Duel and 
  selected a suitable location, they focus their natural magical energy into a 
  pool of Spell Points. Magic-users begin an Arcane Duel with a number of 
  Spell Points determined by their character level as shown on Table 2-1: Base 
  Spell Points.
  Table 2-1: Base Spell Points
  Level
  Spell Points
  Level
  Spell Points
  1
  1
  7
  20
  2
  2
  8
  27
  3
  5
  9
  32
  4
  8
  10
  39
  5
  11
  11
  51
  6
  14
  12+
  66
  House Rule: Bonus Spell Points for High Intelligence
  At the referee's discretion, magic-users with an Intelligence of 15 or higher 
  engaging in an Arcane Duel may receive a number of bonus Spell Points 
  equal to their character level. This is added to the spell point amount 
  determined by their character level shown on Table 1-2: Base Spell Points.
  Preparing for the Duel
  Before the Arcane Duel begins, each magic-user can spend a total 
  number of spell points equal to their character level to gain any of the 
  7
  
  following benefits. Each benefit may be purchased multiple times and its 
  effects last for the duration of the Arcane Duel.
  •
  Arcane Shielding: The magic-user receives a +1 bonus to all saving 
  throws made to resist or reduce damage during the Arcane Duel.
  •
  Grounding: The magic-user receives a +1 bonus to all saving throws 
  made to resist Energy Drain effects during the Arcane Duel.
  •
  Weaving: The magic-user receives a +1 bonus to all saving throws 
  made to resist attribute score loss during the Arcane Duel.
  •
  Warding: The magic-user receives a -1 [+1] bonus to their Armor 
  Class for the duration of the Arcane Duel.
  Spell Points spent while preparing cannot be used during the Arcane 
  Duel. However, these prepared benefits last for the duration of the Arcane 
  Duel and end when the Duel is over.
  8
  
  Arcane Duel Sequence of Events
  •
  Step One: Decide Actions
  •
  Step Two: Reveal First Action
  •
  Step Three: Roll Initiative
  •
  Step Four: Highest Initiative Takes First Action. Resolve Results
  •
  Step Five: Lowest Initiative Takes First Action. Resolve Results.
  •
  Step Six: Highest Initiative Takes Second Action. Resolve Results.
  •
  Step Seven: Lowest Initiative Takes Second Action. Resolve Results.
  •
  Step Eight: Round Resolution
  An Arcane Duel is broken down into combat rounds, just like normal 
  combat.  There  are  several  differences,  detailed  below.  During  a  single 
  combat round during an Arcane Duel, each magic-user can take two actions 
  from the list below.
  Step One: Decide Actions
  Before Initiative  is  determined, each  magic-user  involved  in the 
  Arcane Duel secretly decides what their actions are going to be for that 
  round. This should be written down on an index card or spare sheet of paper 
  to avoid concerns over either side changing their actions after the fact. 
  Listed below are the actions available to the duelists. Each option listed 
  below is considered to take one action. 
  A duelist can spend a number of spell points equal to their character 
  level on an action, if applicable. They can choose to spend less than this. 
  They must notate how many spell points are being spent on an action when 
  deciding actions.
  •
  Arcane Bolt: The duelist launches a bolt of magical energy at their 
  opponent, inflicting 1d6 points of damage per spell point spent. The 
  defender may make a saving throw for half damage.
  •
  Energy  Drain: The  duelist  launches  a  bolt  of  magically  draining 
  energy at their opponent. The opponent loses 1d6-3 spell points, 
  with a minimum loss of one spell point per die rolled. The target may 
  make a saving throw to reduce this loss by one-half. If only one spell 
  point would be lost before a saving throw is rolled and the saving 
  throw is successful, the target loses no spell points.
  •
  Drain Life: The duelist attempt to drain the very life essence of their 
  opponent. They choose a single attribute score of their opponent 
  (such as Strength or Intelligence). The attack reduces that attribute 
  by 1d6-3, with a minimum loss of one point per die rolled. The target 
  may make a saving throw to reduce this loss by one-half. If only one 
  9
  
  attribute point would be lost before a saving throw is rolled and the 
  saving throw is successful, the target suffers no reduction to their 
  attribute.
  •
  Empower Arcane Shielding: The duelist receives a +1 per spell point 
  spent to all saving throws made to resist damage for the remainder 
  of the round.
  •
  Empower Grounding: The duelist receives +1 per spell point spent to 
  all saving throws made to resist Energy Drain for the remainder of 
  the round.
  •
  Empower Weaving: The duelist receives +1 per spell point spent to 
  all saving throws to resist
  •
  Empower Warding: The duelist receives +1 per spell point spent to 
  their Armor Class for the remainder of the round. 
  Step Two: Reveal First Action
  After both combatants in the Arcane Duel have determined both of 
  their actions for the round, those actions are revealed. Now both combatants 
  know what is about to happen, though the consequences of those actions is 
  not yet resolved.
  Step Three: Roll Initiative
  Initiative in Arcane Duels is handled similarly to standard combat. 
  Both sides roll 1d6, with the higher roll going first. The winner applies the 
  effects of their First Action. The loser of the Initiative then applies the effects 
  of their First Action. The winner then resolves the effects of their Second 
  Action, and finally the loser resolves the effects of their Second Action.
  In the event of a tie, First Actions resolve simultaneously on both 
  sides, then Second Actions resolve simultaneously on both sides. This means 
  it is possible for both participants to defeat one another in a single instant. 
  This is considered a draw.
  House Rule: Intelligent Initiative
  At  the  referee's  discretion,  duelists  may  add  their  Intelligence 
  modifier to their Initiative roll during an Arcane Duel.
  Step Four: Highest Initiative Takes First Action. Resolve Results
  With  actions  determined  and  revealed  and  Initiative  rolled,  the 
  effects of the First Action taken by the winner of Initiative take effect and are 
  applied immediately.
  10
  
  Step Five: Lowest Initiative Takes First Action. Resolve Results
  The First Action taken by the loser of Initiative take effect and are 
  applied immediately.
  Step Six: Highest Initiative Takes Second Action. Resolve Results
  The Second Action taken by the winner of Initiative take effect and 
  are applied immediately.
  Step Seven: Lowest Initiative Takes Second Action. Resolve Results
  The Second Action taken by the loser of Initiative take effect and are 
  applied immediately.
  Step Eight: Round Resolution
  With both First and Second Action resolved by both duelists, the 
  effects  of  Empower  Arcane  Shielding,  Empower  Grounding,  Empower 
  Arcane Warding, and Empower Arcane Weaving all end. The dueling round 
  ends and a new one begins.
  Winning an Arcane Duel
  If at any point a duelist is reduced to zero hit points or has an 
  attribute  score  (such  as  Strength  or  Wisdom)  reduced  to  zero,  they 
  immediately lose a duel. The loser is not slain by being reduced to zero in 
  either of these areas, but instead simply knocked unconscious for one hour.
  Hit  points  and  ability  score  values  lost  during  an  Arcane  Duel 
  recover at the rate of one per hour.
  Duels to the Death
  Particularly violent magic-users sometimes engage in a Duel to the 
  Death. Once both combatants have agreed to engage in an Arcane Duel, they 
  can choose to engage in a Duel to the Death. During such a combat all hit 
  point damage is real and ability score loss is permanent. If either combatant 
  is reduced to zero hit points or zero in an ability score, they are permanently 
  slain  as  their  soul  is  obliterated  by  magical  energy.  So  severe  is  this 
  destruction that they cannot be raised from the dead or brought back to life 
  – their very essence has been destroyed.
  11
  
  Sanctums and Strongholds
  With referee permission, a magic-user of 7th level or higher may 
  choose to establish a stronghold. The magic-user selects one of three types 
  of strongholds to construct, and may only have one stronghold at any time. 
  The three strongholds choices are academy, laboratory, or library.
  Most often the physical location a stronghold is secluded so the 
  magic-user can maintain their privacy. The stronghold itself is typically a 
  tower, though keeps, hidden caverns, urban mansions, and other options 
  may be available with referee permission. The type of stronghold a magic-
  user selects grants bonuses to certain activities.
  Table 3-1: Stronghold Types
  Stronghold
  Benefit
  Academy
  Several would-be apprentices come to learn at the feet of 
  the  magic-user.  1d6+2  potential  students  arrive  within 
  three  months  of  the  Academy's  construction.  These 
  students will either be 1st level magic-Users (1-5 on 1d6) 
  or 1st level elf variants (6 on 1d6). A single student may be 
  chosen  to  travel  with  the  player  character  during  an 
  adventure to earn field experience and serve them with 
  absolute loyalty. That student earns XP equal to 10% of that 
  earned by the magic-user. Any student who reaches 4th 
  level leaves the Academy, though a month later a new 1st 
  level student arrives to replace them. Academy students 
  can also be tasked with other minor errands at the referee's 
  discretion.
  Laboratory
  The magic-user sets up a stronghold which specializes in 
  the creation of magic items. They attract the service of one 
  3rd level assistant that is either a magic-user (1-5 on 1d6) 
  or an Elf Variant (6 on 1d6) to aid in their creations. As long 
  as the laboratory is well maintained, the magic-user can 
  cast Lay Enchantment with half of the material cost, half of 
  the preparation time, and with a +2 bonus  to all their 
  saving throws made to resist the lost of a Constitution point 
  as described on page 22. In addition there is a 1-2 on 1d6 
  chance  each  month  that  the  magic-user  will  learn  the 
  location of a powerful magic item, though recovering it may 
  not be so easy.
  12
  
  Table 3-1: Stronghold Types 
   
   (cont.)
  Stronghold
  Benefit
  Library
  The magic-user sets up a stronghold which specializes in 
  researching new spells. They will attract the service of one 
  3rd level assistant who is either a magic-user (1-5 on 1d6) 
  or an elf variant (6 on 1d6) to aid them in their research. 
  Each  month,  the  magic-user  is  able  to  research  one 
  randomly determined spell. The magic-user rolls 1d6 to 
  determine the level of the spell researched and the referee 
  randomly selects the spell found. This spell can be added to 
  the magic-user's spellbook. In addition, there is a 1-2 on 
  1d6 chance each month that the magic-user will learn the 
  location of a powerful protection scroll, magical tome, or 
  collection  of  rare  spell  scrolls,  though  recovering  these 
  items may not be so easy.
  13
  
  Constructing the Stronghold
  Once a magic-user has decided what kind of stronghold they would 
  like, they must begin construction. This requires 20,000 gold pieces to pay 
  for stone, wood, labor, and other building expenses. Construction takes 6 
  months. The stronghold can be up to 2000 square feet in size. Once the six 
  months have passed and the stronghold has been completed, the magic-user 
  may choose to lay a single protective ward on the stronghold. This costs 
  another 10,000 gold pieces, but grants one of the following benefits chosen 
  by the caster
  Table 3-2: Stronghold
  Ward
  Benefit
  Fire Ward
  The  building  and  everything  inside  it  (including  the 
  occupants)  are  immune  to  fire,  both  magical  and 
  mundane). They simply do not burn.
  Invisibility Ward The  entire  stronghold  can  be  rendered  invisible  to 
  onlookers and any attempt to magically scry on it has a 
  1-5 on 1d6 chance of failure.
  Protective Ward
  Everyone inside the stronghold gains +2 to all saving 
  throws.
  Recalling Ward
  With a command word, the magic-user can teleport back 
  to their stronghold in an instant, though this can only be 
  done once per year.
  Maintaining and Destroying a Stronghold
  Each year, the magic-user must spend 1000 gold pieces in order to cover the 
  costs of regular maintenance and upkeep of their stronghold. Strongholds 
  have 500 hit points, and can make saving throws to resist magical attacks 
  with a +2 bonus. They have an Armor Class of 7 [12], and if reduced to zero 
  hit points, a stronghold is destroyed. Repairing a stronghold takes one day 
  per lost costs 3 gold pieces per hit point restored.
  14
  
  New Spells
  Listed below are over thirty five new spells. All spells are optional 
  and may only be selected with the approval of the referee. All spells listed 
  below are magic-user spells.
  Spell List
  First Level
  Bind Familiar (Basic)
  Blinding Flash
  Circle of Protection
  Danger Sense
  Ignite
  Magic Missile
  Obscuring Fog
  Rally
  Summon Bound Object
  Summon Servant
  Weather Ward
  Second Level
  Acid Beam
  Defender's Ward
  Disarm
  Dwarfish Mettle
  Halfling's Luck
  Sharpen Senses 
  Summon Spellbook
  Wall Crawling
  Third Level
  Bind Familiar (Advanced)
  Bind Object (Basic)
  Footfall
  Footpad's Grace
  Summon Protector
  Swordsman's Skill
   
  Fourth Level
  Fire Binding
  Giant's Strength
  Soul Blaze
  Threshold
  Wizard's Gaze
  Fifth Level
  Bind Familiar (Magical)
  Bind Object (Advanced)
  Lay Enchantment
  Vampire's Touch
  Sixth Level
  Dragon's Breath
  Walk the Planes
  Spell Descriptions
  Acid Beam
  Level: Magic-user 2
  Duration: 1 round per level
  When a magic-user casts this spell, they launch a ray of bubbling acid 
  at their target. The magic-user makes a to-hit roll with a +3 bonus against 
  their target. If the attack is successful the target suffers 1d6 points  of 
  damage, though the target may making a successful saving throw in order to 
  take half damage (minimum one point). On successive round of the spell's 
  15
  
  duration, the target suffers another 1d6 points of damage, though they may 
  make another saving throw in order to take half damage.
  Bind Familiar (Advanced)
  Level: Magic-user 3
  Duration: Permanent
  In order to cast this spell the magic-user must gather 1000 gold 
  pieces in material components and spend four hours preparing a ritual 
  circle. After casting the spell, a medium or large-sized mundane creature 
  (like a bear, horse, or wolf) is summoned and bound to the magic-user's 
  service. It will follow basic commands (sit, stay, attack, etc.) and the magic-
  user can sense the familiar's basic emotional state (happy, afraid, nervous). 
  In addition, while the magic-user is concentrating, they can view the world 
  through the senses of their familiar provided that the familiar is with one 
  mile of the magic-user. The newly bound familiar is totally loyal to the 
  magic-user and cannot be magically compelled to betray them.
  Regardless of the animal chosen, all advanced familiars have the 
  following statistics: AC: 5 [14], HD: 3, HP: 18, Atk: +3, Dmg: 1d6, ST: +4, Mv: 
  12. 
  Familiars may have unique traits depending on their animal type. 
  Horses can be used as mounts or beasts of burden and wolves have a keen 
  sense of smell, for example. The referee is the final arbiter of what the 
  familiar's capabilities are.
  If the familiar is ever slain, the caster permanently loses a single hit 
  point and a single point of Constitution. A magic-user may release a familiar 
  from their service at any time through an hour-long ritual, but may never be 
  bound to more than one familiar or object at any given time.
  Bind Familiar (Basic)
  Level: Magic-user 1
  Duration: Permanent
  In order to cast this spell the magic-user must gather 100 gold pieces 
  in material components and spend one hour preparing a ritual circle. After 
  casting the spell, a small mundane creature (like a cat, rat, raven, or squirrel) 
  is summoned and bound to the magic-user's service. It will follow basic 
  commands (sit, stay, attack, etc.) and the magic-user can sense the familiar's 
  basic emotional state (happy, afraid, nervous). The newly bound familiar is 
  totally loyal to the magic-user and cannot be magically compelled to betray 
  them.
  Regardless  of  the  animal  chosen,  all  basic  familiars  have  the 
  following statistics: AC: 7 [12], HD: 1-1, HP: 5, Atk: +0, Dmg: 1d6-2, ST: +2, 
  Mv: 12. 
  16
  
  Familiars may have unique traits depending on their animal type. 
  Cats may see well in darkness or be difficult to surprise and ravens have the 
  ability  to  fly, for  example. The referee is the final arbiter of  what the 
  familiar's capabilities are.
  If the familiar is ever slain, the caster permanently loses a single hit 
  point. A magic-user may release a familiar from their service at any time 
  through an hour-long ritual, but may never be bound to more than one 
  familiar or object at any given time.
  Bind Familiar (Magical)
  Level: Magic-user 5
  Duration: Permanent
  In order to cast this spell the magic-user must gather 5000 gold 
  pieces in material components and spend eight hours preparing a ritual 
  circle. After casting the spell, a minor magical creature (like an imp or a 
  pixie) is summoned and bound to the magic-user's service. It is intelligent 
  and can communicate freely with the magic-user via a shared language. The 
  magic-user can sense the familiar's basic emotional state (happy, afraid, 
  nervous). In addition, while the magic-user is concentrating, they can view 
  the world through the senses of their familiar provided that the familiar is 
  on the same plane of existence as the magic-user. The newly bound familiar 
  is totally loyal to the magic-user and cannot be magically compelled to 
  betray them, though magical familiars may have motivations of their own 
  and seek the magic-user's aid in accomplishing them.
  Regardless of the familiar chosen, all magical familiars have the 
  following statistics: AC: 3 [16], HD: 5, HP: 30, Atk: +5, Dmg: 1d6+2, ST: +6, 
  Mv: 12. 
  Familiars may have unique traits depending on their magical nature. 
  Most magical familiars are capable of casting three first-level magic-user 
  spells per day as well as detecting magic at will. The details of these abilities 
  as well the presence of any other special abilities are determined by the 
  referee, but they should be appropriate to the magical creature summoned. 
  Imps might be able to detect evil and fly while pixies could lay charm spells 
  or turn invisible, for example. The referee is the final arbiter of what the 
  familiar's capabilities are.
  If the familiar is ever slain, the caster permanently loses a single hit 
  point, a point of Constitution, and a Level of experience. A magic-user may 
  release a familiar from their service at any time through an hour-long ritual, 
  but may never be bound to more than one familiar or object at any given 
  time.
  17
  
  Bind Object (Advanced)
  Level: Magic-user 5
  Duration: Permanent
  In order to cast this spell, the magic-user must gather 5000 gold 
  pieces in material components and spend eight hours preparing a ritual 
  circle. The magic-user then selects an article of clothing (such as a cloak, 
  robe, pair of boots), a weapon (such as a dagger, staff, or sword), or piece of 
  jewelry (such as a pair of bracers, a necklace, or a ring) to serve as the bound 
  object.
  After the spell is cast, the target object of the spell gains several 
  magical properties, though these properties are only active when the object 
  is worn or wielded by the magic-user.
  All bound objects can be teleported to the magic-user's hand through 
  the use of a Summon Bound Object spell.
  If the bound object is an article of clothing, the magic-user gains a -4 
  [+4] bonus to their armor class and increases their maximum hit point total 
  by five while the item is worn.
  If the bound object is a weapon, then it gains a +3 enchantment while 
  wielded by the magic-user and the magic-user is considered able to wield 
  the weapon without penalty even if he would otherwise be prohibited – such 
  as through class restrictions.. In addition, the weapon can radiate a magical 
  light which illuminates an area up to 30' to be activated or extinguished with 
  a simple mental command from the magic-user. This light has no duration 
  limit. If the weapon is a ranged weapon, twenty rounds of the appropriate 
  ammunition and an appropriate storage container for that ammunition also 
  appears.
  If the object is a piece of jewelry, the magic-user receives a +2 bonus 
  to all saving throws while the object is worn.
  If the object is ever destroyed, the caster permanently loses, a point 
  of Constitution and a level of experience. A magic-user may end their bond 
  with an object at any time through an hour-long ritual, but may never be 
  bound to more than three objects at any time.
  Bind Object (Basic)
  Level: Magic-user 3
  Duration: Permanent
  In order to cast this spell, the magic-user must gather 1000 gold 
  pieces in material components and spend four hours preparing a ritual 
  circle. The magic-user then selects an article of clothing (such as a cloak, 
  robe, pair of boots), a weapon (such as a dagger, staff, or sword), or piece of 
  jewelry (such as a pair of bracers, a necklace, or a ring) to serve as the bound 
  object.
  18
  
  After the spell is cast, the target object of the spell gains several 
  magical properties, though these properties are only active when the object 
  is worn or wielded by the magic-user.
  All bound objects can be teleported to the magic-user's hand through 
  the use of a Summon Bound Object spell.
  If the bound object is an article of clothing, the magic-user gains a -2 
  [+2] bonus to their armor class while the item is worn.
  If the bound object is a weapon, then it gains a +1 enchantment while 
  wielded by the magic-user and the magic-user is considered able to wield 
  the weapon without penalty even if he would otherwise be prohibited – such 
  as through class restrictions.. In addition, the weapon can radiate a magical 
  light which illuminates an area up to 5' to be activated or extinguished with 
  a simple mental command from the magic-user. This light has no duration 
  limit.
  If the object is a piece of jewelry, the magic-user receives a +2 bonus 
  to all saving throws made to resist a specific effect (such as to avoid traps, 
  resist poison, or protect themselves from fire) while the object is worn.
  If the object is ever destroyed, the caster permanently loses, a point 
  of Constitution. A magic-user may end their bond with an object at any time 
  through an hour-long ritual, but may never be bound to more than three 
  objects at any time.
  Blinding Flash
  Level: Magic-user 1
  Duration: Ten rounds
  This spell targets a single subject who is exposed to a bright flash 
  which  bursts  forth  from  the  caster's  hand.  Unless  the  target  makes  a 
  successful saving throw they are blinded for the duration of the spell. 
  Circle of Protection
  Level: Magic-user 1
  Duration: 1 hour per caster level
  This spell requires one hour of preparation before being cast. The 
  wizard must inscribe on the ground or floor, a circle of magical runes and 
  reagents. The cost for these materials is 25 gold pieces. When this spell is 
  cast, the prepared circle becomes empowered with magical protections, 
  granting all those within it's 20'x20' area a -2 [+2] bonus to their armor class 
  and +2 to all saving throw for the duration of the spell.
  19
  
  Danger Sense
  Level: Magic-user 1
  Duration: 6 hours
  While this spell is active, the magic-user can only be surprised on a 1 
  on 1d6. 
  Defender's Ward
  Level: Magic-user 2
  Duration: Ten rounds per caster level
  By making a rapid magical gesture of protection, the magic-user 
  receives a -3 [+3] bonus to their armor class and a +1 bonus to all saving 
  throws for the duration of this spell.
  Disarm
  Level: Magic-user 2
  Duration: Instant
  The magic-user selects a single target within 120' feet. That target 
  must make a saving throw or immediately drop an object (such as a weapon 
  or shield) held in their hand. The item can be retrieved normally, though 
  doing so prevents the target from attacking on the round of retrieval.
  Dragon's Breath
  Level: Magic-user 6
  Duration: 24 hours (see below)
  For the duration of this spell the magic-user can, once per round, 
  breath a cone of fire 90 feet long and 30 feet wide at its base. This cone does 
  damage equal to twice the magic-user's maximum hit points. All targets 
  caught in the effects of this spell may make a saving throw for half damage. 
  After the magic-user has used this ability three times they must cast 
  it again to gain the benefits listed above. The spell's benefits also end after 
  24 hours if any uses remain.
  Dwarfish Mettle
  Level: Magic-user 2
  Duration: 1 round per caster level
  For the duration of this spell the magic-user takes half damage from 
  all attacks made by giants, ogres, trolls and other giant-type creatures. 
  20
  
  Fire Binding
  Level: Magic-user 4
  Duration: 1 hour per caster level, or until activated.
  This spell allows the magic-user to enchant a doorway or similarly 
  sized portal with a fiery form of security. The first person to pass through an 
  entryway enchanted with this spell sets off a magical explosion effecting all 
  targets within 30' of the portal. Everyone within the spell's area of effect 
  must make a saving throw or suffer 7d6 points of damage, Those who save 
  take half damage.
  Footfall
  Level: Magic-user 3
  Duration: 1 hour per caster level
  While under the effects of this spell, the target of this spell does not 
  set of pressure sensitive traps, can walk on snow (or other lightly packed 
  earth) without sinking, and if the target falls ten feet or more, they float 
  gently to the ground like a feather.
  Footpad's Grace
  Level: Magic-user 3
  Duration: 1 hour per level
  The magic-user under the effects of this spell is stealthy and skilled. 
  They can remain hidden in shadows and move silently when traveling at 
  one-half speed with a 1-4 on 1d6 chance of success. They are also able to 
  search for and disarm traps and pick locks with a 1-2 on 1d6 chance of 
  success, though they will still require the necessary tools for these tasks.
  Giant's Strength
  Level: Magic-user 4
  Duration: 1 round per level
  For the duration of this spell, the magic-user has strength akin to 
  that of a giant. Their unarmed melee attacks inflict 2d6+3 damage and they 
  receive a +3 bonus “to-hit” when making an unarmed attack. In addition, 
  they can automatically open stuck doors, and are even capable of breaking 
  locked doors with a 1-3 on 1d6 and even physically breaking through a 
  magical lock with a 1-2 on 1d6.
  Halfling's Luck
  Level: Magic-user 2
  Duration: 1 round per caster level
  For the duration of this spell the magic-user receives a +2 bonus on 
  all “to-hit” rolls when making a missile attack and can be quite stealthy when 
  21
  
  not engaged in combat or performing other obvious actions (such as casting 
  spells) rendering them almost hard to spot and almost totally silent.
  Ignite
  Level: Magic-user 1
  Duration: Instant
  The magic-user can cause one flammable object (such as oil, dry 
  kindling, or straw) to immediately catch fire.
  Lay Enchantment
  Level: Magic-user 5 
  Duration: Permanent
  This spell allows a magic-user to create a Lesser Miscellaneous Magic 
  Item, Lesser Ring, Lesser Wand, Potion, or Magical Weapon with a +1 bonus. 
  Creation of such an item takes 7d6 days of preparation and costs the magic-
  user an amount of gold pieces in components as determined by Table 4-1: 
  Lay Enchantment Saving Throw Modifiers below. In addition, the magic-user 
  should have access to spells that mimic the effects of the item created or 
  have specialized components necessary to craft the item being created as 
  determined by the referee. Such components often require special quests to 
  retrieve and can be dangerous to acquire.
  When casting Lay Enchantment, the magic-user also runs the risk of 
  permanently losing a point of Constitution as they expend part of their very 
  essence during the item's creation. At the end of a successful item creation, 
  the magic-user must make a saving throw, modified based on the type of 
  item created. If the saving throw fails, the magic-user loses a point  of 
  Constitution permanently, though the item is still created. See Table 4-1: Lay 
  Enchantment Saving Throw Modifiers.
  Table 4-1: Lay Enchantment Saving Throw Modifiers
  Item Type
  Cost
  Saving Throw Modifier
  Potion
  50 gp
  +4
  Lesser Wand
  500 gp
  +2
  Lesser Miscellaneous Magic Item
  1000 gp
  +0
  +1 Weapon
  1000 gp
  +0
  Lesser Ring
  1000 gp
  -2
  22
  
  Magic Missile
  Level: Magic-user 1
  Duration: Instant
  This spell creates a bolt of magical energy which launches from the 
  caster's hand to a visible target up to 120 feet away. The bolt strikes without 
  error and does 1d6+1 points of damage. An additional bolt is produced 
  when the caster reaches 4th, 7th, and 10th level.
  Obscuring Fog
  Level: Magic-user 1
  Duration: 1 hour per level
  The caster summons forth a cloud of thick, heavy fog rises from the 
  ground and fills an area no larger than 20 cubic feet. This fog is very difficult 
  to see through, and attacking with a missile weapon while in the fog or 
  attacking a target hidden in the fog with a missile weapon causes a -3 
  penalty on all “to-hit” rolls.  The cloud cannot be seeing through and may 
  also conceal those within it at the referee's discretion.
  Rally
  Level: Magic-user 1
  Duration: 10 rounds
  When cast all hirelings and henchmen in service of the caster receive 
  a +1 bonus to all morale/loyalty checks, to-hit rolls, and saving throws for 
  the spell's duration.
  Sharpen Senses 
  Level: Magic-user 2
  Duration: 6 hours
  The target of this spell can detect secret and concealed doors on 1-2 
  on 1d6 simply by passing within 10' of them. If actively searching, the 
  chance of success increases to 1-4 on 1d6. They may even attempt to search 
  for traps with a 1 on 1d6 chance of success, though they are not able to 
  disarm them.
  Soul Blaze
  Level: Magic-user 4
  Duration: 1 round per level
  While under the benefits of this spell, the target cannot suffer from 
  necromantic or magical effects which would cause them to lose experience 
  levels or attributes.  They are simply immune. More over, any creature 
  attempting to use such an ability on the target of this spell must make a 
  saving throw or immediately suffer 3d6 points of damage.
  23
  
  Summon Protector
  Level: Magic-user 3
  Duration: Ten rounds per level
  This spell summons a magically animated suit of plate armor which 
  is armed with a  sword+1 and a shield. It serves the caster loyally as a 
  protector until the destroyed or the duration ends. It will only act in a 
  manner  commanded  by  the  caster  and  cannot  speak  or  function 
  independently. 
  Protector: AC: 2 [17], HD: 3+3 (hp 21), Atk: Sword+1 (1d6+1), Sv: +3, Mv: 9, 
  HDE/XP: 3/120.
  Summon Bound Object
  Level: Magic-user 1
  Duration: Instant
  The caster immediately summons one bound object to their hand as 
  long as it is on the same plane of existence.
  Summon Servant
  Level: Magic-user 1
  Duration: Ten rounds per level
  The caster summons an invisible, incorporeal servant which has a 
  Strength of 10. It can carry objects and perform simple tasks, but does not 
  fight  and  cannot  be  targeted  in  combat.  It  will  only  act  in  a  manner 
  commanded by the caster and cannot speak or function independently.
  Summon Spellbook
  Level: Magic-user 2
  Duration: 24 hours
  The caster immediately summons a single spellbook they own to 
  their hand as long as it is on the same plane of existence.
  Swordsman's Skill
  Level: Magic-user 3
  Duration: 1 round per level
  The caster immediately replaces the to-hit bonus defined by their 
  class with the to-hit bonus of a fighter of equal level. They are also able to 
  wield any weapon for the duration of the spell. A magical weapon (defined 
  by the caster) with a +1 bonus also appears in their hand for the duration of 
  the  spell.  If  it  is  a  ranged  weapon,  it  appears  with  20  rounds  of  the 
  appropriate ammunition. The weapon and any unspent ammunition vanish 
  when the spell ends.
  24
  
  Threshold
  Level: Magic-user 4
  Duration: 2 hours per level
  This spell can be cast on any doorway or entrance. For the duration 
  of the spell any extraplanar creature (such as a demon) attempting to cross 
  it must make a saving throw (with a -2 penalty) or they are halted and suffer 
  5d6 points of damage. In addition, the caster is immediately aware the 
  threshold  has  been  crossed  whenever  any  creature,  extraplanar  or 
  otherwise, attempts to cross.
  Vampire's Touch
  Level: Magic-user 5
  Duration: 1 round per level
  For the duration of this spell the caster receives a +2 bonus on all to-
  hit rolls made in unarmed melee combat. In addition, any target they strike 
  in unarmed melee combat suffers 2d6 points of damage and the caster heals 
  the same amount of hit points as the damage inflicted, though the caster 
  cannot exceed their maximum hit point total. Undead are immune to this 
  spell.
  Walk the Planes
  Level: Magic-user 6
  Duration: 1d6 rounds
  The caster tears a hole in the fabric of reality to another plane of 
  existence of their choice. This can include an elemental plane, the astral 
  plane, or any other reality agreed upon by the referee. This hole is large 
  enough for the caster or other human-sized creature to step through and 
  remains open for the duration of the spell. In addition, for the next eight 
  hours, the caster and anyone else stepping through the hole is immune to 
  any  naturally  occurring  effects  of  that  plane  which  would  normally 
  detrimental. So a character stepping onto the elemental plane of water 
  would be able to breathe water, or one stepping onto the elemental plane of 
  fire would be immune to fire damage, etc. The exact nature of this benefit is 
  determined by the referee.
  Wall Crawling
  Level: Magic-user 2
  Duration: 1d6 rounds per level
  The caster of this spell can walk on walls and other vertical surfaces 
  at their normal movement rate for the spell's duration. They may even walk 
  on ceilings for the duration, though only at half movement. When this spell's 
  duration ends, the caster is immediately at the mercy of gravity.
  25
  
  Weather Ward
  Level: Magic-user 1
  Duration: 24 hours
  For the duration of this spell the caster is immune to the mundane 
  annoyances of natural weather. They will not go snow blind when traveling 
  in a blizzard or get wet during a rain storm, for example. They are still at the 
  mercy  of  extreme  heat,  extreme  cold,  and  other  major  effects  of 
  extraordinary weather.
  Wizard's Gaze
  Level: Magic-user 4
  Duration: 1 round
  Using this spell, the magic-user can gaze into the eyes of a single 
  target no more than 30 feet away. The target may make a saving throw to 
  resist its effects.  They immediately know the target's true species, class, 
  level,  and  alignment.  They  also  know  the  target's  greatest  hope,  their 
  greatest fear, their current goals, and whether or not they are under an 
  enchantment or other magical binding.
  26
  
  New Magic Items
  Described  below  are  several  new  magic  items  for  use  in  your 
  campaign. Some may be crafted using the Lay Enchantment spell, with the 
  referee's permission.
  Scrolls
  Ritual Scroll
  Scroll of Life Preservation 
  Scroll of the Arcane Scribe
  Potions
  Mixing Reagent
  Potion of Arcane Empowerment
  Potion of Recall
  Cloaks
  Cloak of Shielding
  Mantle of the Summer Court
  Mantle of the Winter Court
  Rings
  Cursebreaker Ring
  Ring of Force
  Robes
  Alchemist's Robe
  Hellfire Robes
  Robe of Mirrors
  Robe of Warding
  Wanderer's Robe
  Staffs
  Scrivener's Staff
  Staff of Binding
  Staff of the Goodly People
  Traveler's Staff
  Miscellaneous Magic Items
  Arcane Compass 
  Blasting Rod
  Magician's Hat
  Shield Bracelet
  Tome of Arcane Recollection
  Wizard's Hat
  Weapons
  Dragon Fang
  Wizard's Sword
  Scrolls
  Ritual Scroll: This scroll may only be used when casting Lay Enchantment 
  or Bind Object. After being used the magic-user or elf receives a +2 bonus to 
  their saving throw made to resist attribute score loss, experience point loss, 
  or hit point loss. Unlike many other protection scrolls, the benefits of this 
  scroll last eight hours or until a Lay Enchantment or Bind Object spell is cast. 
  Usable by: Magic-users only.
  27
  
  Scroll of Life Preservation: For the duration of this scroll the character 
  automatically succeeds in any “save or die” effects, such as many poisons 
  and the Death Spell. It lasts for one hour. Usable by: All classes.
  Scroll of the Arcane Scribe: This scroll is blank when found. A magic-user 
  may cast any spell they have memorized “into” the scroll to then be read and 
  used later by anyone capable of utilizing magical scrolls. Only one spell, 
  regardless of level, can be placed onto a Scroll of the Arcane Scribe, though it 
  will remain until cast. Usable by: Magic-users only.
  Potions
  Mixing Reagent: This potion can be mixed with any other two potions into a 
  single container. After this is done, anyone consuming the new concoction 
  gains the benefits of both mixed potions. Usable by: All classes.
  Potion  of  Arcane  Empowerment: For  one  hour  after  consuming  this 
  potion, the targets of all spells cast by the consumer suffer a -2 penalty to 
  any saving throws made to resist spell effects. Usable by: Clerics and magic-
  users only.
  Potion of Recall: After consuming this potion the character can cast any 
  spell they've previously cast within the past hour. Usable by: Clerics and 
  magic-users only.
  Cloaks
  Cloak of Shielding: The wearer of this cloak receives a -1 [+1] bonus to 
  their armor class and a +2 bonus to all saving throws made to resist spells. 
  In addition, they are immune to damage from the Magic Missile spell. Usable 
  by: All classes.
  Mantle of the Summer Court: This cloak of blooming, interwoven ivy 
  leaves allows the user to speak the language of elves and other fey creatures. 
  They are also immune to all charm spells and mind-effecting spells cast by 
  dryads and other fey. Usable by: All classes.
  Mantle of the Winter Court: This cloak of white, ice-frosted fur allows the 
  user to speak the language of white dragons, frost giants, and other mystic 
  creatures of winter. They are immune to all cold-based damage, including 
  magic spells and environmental effects, while wearing it. Usable by: All 
  classes.
  28
  
  Rings
  Cursebreaker  Ring: This  greater  ring  is  a  silver  band  set  with  three 
  glittering opals. Whenever the wearer is the target of a curse, whether from 
  a spell or by touching a cursed item, one of the opals turns black and the 
  curse is avoided. Cursed items are destroyed by this nullifying effect and 
  cursing spells are totally disenchanted. After three uses, the Cursebreaker 
  Ring is a simple band of silver and black opal that can be sold for around 100 
  gold pieces. Usable by: All classes.
  Ring of Force: This greater ring is made of heavy  lead and carved to 
  resemble a clenched fist. Up to three levels of spells can be stored in the ring. 
  This could be 3 first-level spells, a first level spell and second level spell, or 
  one third level spell. For each level stored in the ring, the wearer may make 
  an unarmed attack and receives a +1 bonus on their “to-hit” roll and inflicts 
  1d6 points of damage. This means that a ring with two levels stored in it 
  would grant a +2 “to-hit” and inflict 2d6 points of damage, while a ring with 
  three levels of spells would grant a +3 and inflict 3d6. After a successful 
  attack is made using this ability, the energy of the stored spells is expended 
  and new spells must be cast into the Ring of Force. Usable by: All classes.
  Robes
  Alchemist's Robe: The wearer of this robe doubles the duration of any 
  potion consumed. In addition, they can store up to four potions in the folds 
  of the robe without risk of their containers being spilled or damaged. Usable 
  by: All classes.
  Hellfire Robes: These fiery red robes grant the user immunity to all fire-
  based sources of damage, including dragon breath. In addition, any time they 
  cast a spell which inflicts fire-based damage, all saving throws made to resist 
  that spell are made at a -2 penalty. Usable by: All classes.
  Robe of Mirrors: This thin, grey robe has a vaguely reflective quality. The 
  wearer appears as a wavering, translucent form to most onlookers. They 
  receive a -4 [+4] bonus to their armor class against missile attacks. In 
  addition, if they are the target of any gaze-based attacks (such as those made 
  by a basilisk or medusa), those gazes are immediately reflected back on the 
  attacker. Usable by: Magic-users only.
  Robe  of  Warding: This  dark  robes  are  inlaid  with  magical  sigils  of 
  protection.  They  grant the wearer a +1 bonus  to  all saving throws.  In 
  addition, the wearer can cast Hold Portal once per day and Threshold once 
  per week. Usable by: Magic-users only.
  29
  
  Wanderer's Robe: These travel-stained brown robes grant the wearer the 
  benefits of a Weather Ward spell while worn. In addition, the wearer always 
  knows which direction is north. Usable by: All classes. Usable by: All classes.
  Staffs
  Scrivener's Staff: This maple staff is carved with flourishing calligraphy. It 
  can be used to cast Read Languages and Read Magic without expending any 
  charges. It can cast Summon Spellbook  at the cost of one charge. These spells 
  can only be cast on the bearer of the staff and it has 3d6 charges when 
  found. Usable by: All classes.
  Staff of Binding: This staff can be used to cast Dispel Chaos (Law), Dispel 
  Magic, or Threshold, each at the cost of one charge. It is discovered with 2d6 
  charges. Usable by: Cleric and magic-user only.
  Staff of the Goodly People: This staff can be used to cast Bless at the cost of 
  one charge. It can also cast Dwarfish Mettle or Halfling's Luck at the cost of 
  two charges. It is found with 3d6 charges. It cannot be used by characters of 
  Chaotic alignment or by undead or extraplanar creatures. Usable by: All 
  classes.
  Traveler's Staff: This simple oak walking stick grants the bearer the benefit 
  of a Weather Ward spell and they will always know their distance from the 
  nearest civilized village, outpost, or settlement – though not the direction or 
  whether such a settlement will be friendly. It does not use charges. Usable 
  by: All classes.
  Miscellaneous Magic Items
  Arcane  Compass  (Lesser): This  brass  compass  always  points  in  the 
  direction of the most potent magical item or creature. Usable by: All classes.
  Blasting Rod (Medium): This hickory rod is used to focus destructive 
  magical energy. Whenever it is held by a character casting a spell that inflicts 
  damage, adds +1d6 to the damage of all such spells. Usable by: Magic-users 
  only.
  Magician's Hat (Lesser): This green conical hat can be used once per day to 
  produce a randomly determined 1st level spell. The user has no control over 
  what spell is cast. Usable by: All classes.
  30
  
  Shield Bracelet (Greater): This bracelet appears to be crafted from tiny 
  round shields that overlap one another. The can activate it once per day to 
  receive one of the following effects: 
  •
  -4 [+4] to Armor Class for 1 round 
  •
  -2 [+2] to Armor Class for 1d6+1 rounds
  •
  +1 to all saving throws for one hour
  •
  +4 to saving throws vs. spells for 1d6 rounds.
  Usable by: All classes.
  Tome of Arcane Recollection (Greater): This seemingly blank spellbook 
  allows a magic-user to scribe any single spell they know into it. Once the 
  spell is scribed into the Tome of Arcane Recollection, any character can read 
  from the book in order to cast the spell. Once that spell is cast, it vanishes 
  from the tome and a new spell must be cast into the book. When the book it 
  discovered, the referee should roll 1d6 to determine the maximum level of 
  spells the book will accept. So, a 1 would allow only a 1 st level spell to be 
  written into the book. But if a 3 were rolled a 1st, 2nd, or 3rd, to be written into 
  the book. Usable by: All classes.
  Wizard's Hat (Greater): This wide-brimmed conical grey hat allows the 
  wearer to cast  Detect Magic at will. In addition, they may memorize one 
  additional first-level spell and one additional second-level spell each day, 
  provided they are already able to cast them. Usable by: Magic-users only.
  Weapons
  Dragon Fang (Unusual): This  dagger+2 is crafted from the fang of a red 
  dragon. Whenever the bearer casts Dragon's Breath, the damage is doubled. 
  In addition, wielder receives a +4 bonus to all saving throws made to resist 
  any spells cast by a dragon or the effects of any dragon's breath attack. 
  Usable by: All classes.
  Wizard's Sword (Unusual): This ancient  sword+3 was crafted during the 
  era of high magic in a long forgotten kingdom. Its wielder gains the benefits 
  of both Detect Chaos and Detect Magic, and the blade glows blue whenever 
  within 120' of anything which would be activated by either spell. It can be 
  wielded by magic-users without penalty. Finally, any saving throws made to 
  resist spells cast by the wielder have a -1 penalty. Usable by: Magic-user 
  only.
  31
  
  DESIGNATION OF PRODUCT IDENTITY
  Barrel Rider Games™ is copyright 2012, James M. Spahn. The Barrel Rider Games™ logo is copyright 2012, James M. Spahn.
  Some artwork copyright William MacAusland, used with permission.
  COPYRIGHT NOTICE
  The flavor or descriptive text in this product is Copyright of Barrel Rider Games © 2015 and is not open content.
  Some artwork copyright William MacAusland, used with permission.
  DESGNATION OF OPEN CONTENT
  All rules, charts, and house rules are open content.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights  
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  15. COPYRIGHT NOTICE 
  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.
  Barrel Rider Games and Barrel Rider Games logo copyright 2011-2015 James M. Spahn
  Some artwork copyright William MacAusland, used with permission.
  32
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Supplemental/White Box Arcana.pdf