TEXT: Volume I:  The Adventurer’s Handbook
  REFERENCE RULES
  
  Copyright © 2012 Cameron Dubeers and Simon J. Bull
  Copyright © 2012 Cameron Dubeers and Simon J. Bull
  DELVING DEEPER
   R E F E R E N C E  R U L E S
  VOLUME I
  THE ADVENTURER’S HANDBOOK
  By Cameron Dubeers and Simon J. Bull
  With special thanks to David Macauley
  For all followers of the original fantasy game  
  Authors: Cameron Dubeers, Simon J. Bull
  Editor: Simon J. Bull
  Layout: Simon J. Bull
  Proof readers: Zach Howard, Ethan Sincox, David Macauley
  Cover art and Delving Deeper title: Mark Allen
  Cover art licensed to: Immersive Ink
  Version 2 March 2013
  
  2
  DELVING DEEPER: VOLUME I
  CONTENTS
  NON-PLAYER CHARACTERS 
  16
  Hirelings 
  16
  Retainers 
  16
  Retainer Loyalty 
  16
  Morale 
  16
  Mercenaries 
  17
  Enlisting Monsters 
  17
  Relatives 
  17
  EQUIPMENT 
  18
  Cost of Upkeep 
  19
  COMBAT 
  20
        Player’s Attack Matrix 
  20
        Turning the Undead 
  20-21
        Explanation of Saving Throws 
  21
  MAGIC SPELLS 
  22
        Spell Books 
  22
        Spell Scrolls 
  22
        Cleric Spells 
  22
        Reversible Spells 
  23
        Magic-User Spells 
  23
  EXPLANATION OF SPELLS 
  24
  1st Level Cleric Spells 
  24
  2nd Level Cleric Spells 
  25
  3rd Level Cleric Spells 
  26
  4th Level Cleric Spells 
  27
  5th Level Cleric Spells 
  28
  1st Level Magic-user Spells 
  29
  2nd Level Magic-user Spells 
  30
  3rd Level Magic-user Spells 
  31
  4th Level Magic-user Spells 
  32
  5th Level Magic-user Spells 
  34
  6th Level Magic-user Spells 
  35
  Researching New Spells 
  37
  Enchanting Magic Items 
  37
  PREFACE 
  3
  INTRODUCTION 
  4
  About these Volumes 
  4
  Common Terms 
  4
  Player’s Supplies 
  4
  The Dice 
  5
  Preparation for Play 
  5
  Example of Play 
  6
  PLAYER CHARACTERS 
  7
  Alignment 
  7
  Determination of Abilities 
  7
  Prime Requisite Abilities 
  7
  Explanation of Abilities 
  8
  Strength 
  8
  Intelligence 
  8
  Wisdom 
  8
              Languages 
  8
              Movement Rates 
  9
  Dexterity 
  9
  Constitution 
  9
  Charisma 
  9
  CLASSES 
  10
  Advancement by Experience Level 10
  The Fighter 
  10
  The Cleric 
  11
        The Anti-Cleric 
  12
  The Magic-user 
  12
  Elves 
  13
  Dwarfs 
  13
  Halflings 
  13
  The Thief (optional class) 
  14
  Earning Experience Points 
  14
  Beyond Level 12 
  15
  Changing Class 
  15
  Other Classes 
  15
  
  3
  THE ADVENTURER’S HANDBOOK
  PREFACE
  In the mid-1970’s a shoe repairman and a security guard with a mutual passion for 
  miniature wargaming and fantasy literature got together and wrote a game. What 
  Ernest Gary Gygax and Dave Arneson created was so innovative, so entirely different, 
  that it wasn’t merely a new game, it was a whole new genre of gaming – it was the 
  first ever role-playing game. It was a runaway best seller and is still, arguably, the 
  best game of its kind.
  The original incarnation was difficult, however, for anyone but a seasoned wargamer 
  to grasp. Enter Doctor J. Eric Holmes of the USC School of Medicine. Holmes 
  understood that this new hobby could have even broader appeal if it were presented 
  in a friendlier manner. So the good Doctor set about distilling the original game 
  down to something that folks with no knowledge of wargaming or role-playing games 
  could understand. And it exploded into the national consciousness. It captured the 
  imagination of youth across the United States, and then around the world!
  The game continued to grow after its initial success. Gygax penned his own 
  subsequent edition that promoted standardized, tournament play, while numerous 
  boxed set editions built upon Holmes’ principle of accessibility while expanding the 
  scope of game.
  From 1974 to the late-1980’s, every new edition of the game was more or less 
  interchangeable. Players familiar with one edition could jump right into another 
  without forethought. In the 1990’s, however, this began to change. In this period, 
  each new edition changed the nature of the game in subtle and obvious ways. The 
  newer editions were, sadly, incompatible with the original game, and were ultimately 
  quite different in all but name. 
  In the midst of all this, players who had been quietly running their campaigns for 30 
  plus years began to realize that the genius of the original game was at risk. If they 
  couldn’t attract new players to the original game, it might soon vanish forever!  
  This potential disaster drove the wheels of ingenuity, and a group of dedicated 
  gamers conceived the notion of recreating the game play of the 1970’s using legally 
  available references and licenses. By this method, legal emulations of various editions 
  of the game became possible. However, there was no faithful emulation of the 
  original 1974 edition. Until now. 
  Meticulously forged over two long years of development, Delving Deeper invites 
  you to recreate the original role-playing experience as it was in its earliest days! 
  Return to a time when three alignments were enough, when a handful of character 
  classes ruled, and when magic swords had their own ideas about who’s boss. 
  If you’ve ever read or watched a good fantasy with hungry eyes, then this is the game 
  for you. Right here are all the rules you’ll need, none of the rules you won’t, and 
  unparalleled room for expansion and growth. Grab your trusty sword, your magic 
  wand, and call the guards to arms! There are dungeons to explore and treasure in 
  these pages…
  
  4
  DELVING DEEPER: VOLUME I
  INTRODUCTION
  Delving Deeper is a gateway to other realms where magic works and dragons are real!  
  Where elves and dwarfs fight alongside men against goblins, trolls and giants, and where 
  a strong sword arm can carry the day in battle. And all that is needed to play is some 
  basic stationery, a few friends, and a vivid imagination.
  One player will referee the fantasy world, while the others assume the role of adventurers 
  and explore it. As heroes and wizards they will face its challenges, defeating monsters 
  and winning fabulous treasures as they rise to fame or, if they are careless, vanish into 
  obscurity.
  ABOUT THESE VOLUMES
  Players should begin with Volume I, which details characters that can be played, 
  equipment and hirelings that can be had, and spells that are available to magic-using 
  sorts. Players need read no further.
  Aspiring referees are advised to continue immediately on to Volume II, wherein are given 
  guidelines necessary to construct a campaign world and fill it with dungeons, monsters, 
  and treasures, as well as advice on how to conduct adventures around these. Finally, 
  Volume III is intended as a reference for referees. It contains all manner of monsters and 
  treasures including magical weapons, wands, and other items.
  COMMON TERMS
  Delving Deeper is a role playing game in which the players control player characters 
  (PCs), and the referee controls monsters and non-player characters (NPCs). All of 
  these have a number of hit dice (HD) which are six-sided dice rolled to see how many 
  hit points (hp) can be sustained before being slain. Armor class (AC) is a measure of 
  protection against physical attack, while saving throws are made to avert fates such as 
  poisoning, being turned to stone, or being vaporized by dragon’s breath. Experience 
  points (XP) are accumulated in order to advance to each successive level of ability. 
  Gold pieces (gp) are the basic unit of currency for which goods are traded.
  PLAYER’S SUPPLIES
  The supplies essential for play are listed below, followed by some optional extras which 
  a referee may desire. The essentials are all readily available and inexpensive (or free!) 
  items; even polyhedral dice are easily obtained at hobby stores and online.
  THE ESSENTIALS:
   Delving Deeper (you have it!),
   Polyhedral dice (one four-, eight-, 
  twelve- and twenty-sided die, two 
  ten-sided, and three six-sided dice per 
  player),
   Stationery (pencil, eraser, paper, 
  notebook),
   A vivid imagination!
  OPTIONAL EXTRAS:
   A Delving Deeper player character 
  record sheet,
   Graph paper for mapping dungeons,
   Hexagonal 
  paper 
  for 
  mapping 
  wilderness regions,
   Miniatures to represent the player 
  character and his entourage,
   An enterprising or ambitious plan… 
  
  5
  THE ADVENTURER’S HANDBOOK
  PREPARATION FOR PLAY
  A player should initially learn something of the campaign world from the referee before 
  choosing a character. This information may be scant or rich, depending on how prepared 
  the referee is, and how many players have come before. In either case it is the player’s 
  role to insert his new character into the fantasy world and enrich it with his presence. 
  Whether he comes to riches or to ruin, each character should be noted!
  The player should then familiarize himself with the options presented herein. He may 
  desire to play a certain type of character from the outset but should be equally prepared 
  to go with whatever the dice may bring.
  If from time to time the dice seem unkind, the player is reminded that great enjoyment 
  can arise from unconventional characters and also from dramatic demises. Such will be 
  the fate of many adventurers.
  The player should be ready to participate in the game, tackling the challenges presented 
  with creativity and imagination — this is the greater part of the game. Above all the 
  player must be prepared to accept the rulings of the referee and to enjoy whatever game 
  circumstances may arise.
  The adventure begins... Now!
  THE DICE
  Delving Deeper uses polyhedral dice of the four-, six-, eight-, ten-, twelve- and 
  twenty-sided sorts, and possession of these is assumed throughout.
  When the text suggests a die should be thrown, assume the six-sided sort is unless it 
  states otherwise. Where number ranges appear in the text, the player (or referee) should 
  throw the appropriate number of dice to produce a result within the specified range.  
  For example, a range of 1-6 is generated by throwing a six-sided die, a range of 2-7 is 
  generated by throwing a six-sided die and adding 1 to the result, and so on.
  Common number ranges are given in the table below, and the referee can extrapolate 
  other ranges from these examples.
  One other number range requires further explanation:  A range of 1-100 can be rolled 
  with two ten-sided dice whose faces are marked 0 to 9 rather than 1 to 10. The result 
  of the first die is multiplied by ten before the pair are summed. Thus, a roll of 4 and 2 
  makes 42, a roll of 6 and 0 makes 60, and a roll of 0 and 6 makes 06. A double zero 
  makes 100.
  Number
  Four
  Six 
  Eight 
  Ten 
  Twelve 
  Twenty
  of Dice 
  Sided 
  Sided 
  Sided 
  Sided 
  Sided 
  Sided
  1 
  1-4 
  1-6 
  1-8 
  1-10 
  1-12 
  1-20
  1+1 
  2-5 
  2-7 
  2-9 
  2-11 
  2-13 
  2-21
  2 
  2-8 
  2-12 
  2-16 
  2-20 
  2-24 
  2-40
  2+1 
  3-9 
  3-13 
  3-17 
  3-21 
  3-25 
  3-41
  2+2 
  4-10 
  4-14 
  4-18 
  4-22 
  4-26 
  4-42
  3 
  3-12 
  3-18 
  3-24 
  3-30 
  3-36 
  3-60
  4 
  4-16 
  4-24 
  4-32 
  4-40 
  4-48 
  4-80
  1 x10 
  10-40 
  10-60 
  10-80 
  10-100 10-120 
  10-200
  Dice to Roll for Number Ranges
  
  6
  DELVING DEEPER: VOLUME I
  EXAMPLE OF PLAY
  An intrepid company of adventurers have 
  discovered a dank dungeon. They leave 
  two porters and a mule at their camp 
  before descending into the dungeon in 
  search of riches. Ardnutt the dwarf leads 
  the way with axe and shield gripped firmly, 
  followed by Gunner, a tall fighter, then 
  Jossie the thief, Quiggley the magic-user, 
  and finally, Ellanor the cleric.  Play begins...
  Referee: Inside the dungeon it is cool and 
  quiet.  By the time you creep down the 
  stair, it is just about pitch dark.
  Ardnutt: (whispers) Someone get some 
  light going, I can’t see a thing.
  Quiggley: Quiggley shakes his magic 
  staff and utters the command word, 
  “Illuminantae!”
  Jossie: Jossie is ready to pelt anything that 
  moves with her sling! What do we see?
  Referee: The top of Quiggley’s staff blinks 
  on like a blue-white light globe. Everybody 
  now sees a great stone chamber at the 
  bottom of the stair. It is only partially lit by 
  the staff, but right ahead of you are three 
  closed doors. The only thing that moves 
  are a few rats that quickly scurry out of 
  sight.
  Gunner: Let’s go check out these doors.
  Ellanor: Carefully!  We don’t know what 
  else might be waiting in the dark.
  Gunner: All right, carefully, but Gunner 
  is still going to check out the middle door.
  Ardnutt: Hold it one minute! 
  Referee: Yes?
  Ardnutt: The dwarf kneels down and puts 
  his eye close to the ground to check 
  whether the  flagstones of the floor seem 
  sound. There could be a trap here...  
  Referee: [Rolls a die behind his screen] 
  Ardnutt can’t see anything out of place – 
  the floor looks solid enough.
  Ardnutt: All right, it seems safe... Ardnutt 
  moves carefully into the room.
  Jossie: Jossie follows the dwarf and then 
  turns to her left after a few more paces. 
  She keeps an eye and an ear out while 
  Gunner is busy with the door.
  Referee: Sure.
  Ellanor: And Ellanor does the same, to 
  the right.
  Quiggley: Quiggley stays at the base of 
  the stair, ready to make a quick get away.
  Referee: Okay. Jossie and Ellanor move 
  about 20ft out to either side of the stair, 
  and from there they can just about make 
  out the full extent of the chamber in the 
  dimness.  Meanwhile, Gunner and Ardnutt 
  reach the middle door.
  Gunner: Gunner tries the handle.
  Referee: The door knob turns with a 
  creak, but the door is stuck fast.
  Ardnutt: You’ll have just alerted anyone 
  on the other side, you dolt!
  Gunner: (shrugs) Good, let’s hope we’ve 
  frightened them off. Gunner lays his 
  shoulder into the door to force it.
  Referee: [Rolls another die] Gunner 
  thumps at the door with his weight, but it 
  is really stuck. If anyone is inside, they now 
  know you’re here for sure.
  Ardnutt: May as well give it a decent 
  shove together then.
  Referee: Gunner and Ardnutt shove the 
  door together [rolls again] and this time it 
  crashes open and the pair of them stumble 
  into another chamber... It’s dark inside, 
  but there is the unmistakable glimmer of 
  treasure and a foul reptilian stench in here.  
  As the pair look up, they see the shadowy 
  form of a great serpent as it rises out of 
  the darkness before them.
  Quiggley: Quiggley rushes forward with 
  the light!
  Referee: To everyone’s horror the sinuous 
  form of a dragon is revealed, rising up 
  from its coils with a deadly hiss!
  
  7
  THE ADVENTURER’S HANDBOOK
  PLAYER CHARACTERS
  Having learned something of the campaign world from the referee, the player’s first order 
  of business is to construct a fantasy persona called a character. The player will thereafter 
  control this character’s actions in the game.  
  ALIGNMENT
  Each character must choose a side in the eternal struggle; he is either of law or of chaos, 
  or else he is neutral.  
  Law is civility and order and puts the greater good before any individual. Chaos is impulse 
  and anarchy and puts the individual before the group. Neutrality includes those who 
  would have law and chaos in balance, as well as those without a conscious choice. 
  DETERMINATION OF ABILITIES
  Characters are ranked in six abilities, which are strength, intelligence, wisdom, 
  constitution, dexterity, and charisma. Each is determined, in order, with a throw of three 
  six-sided dice to produce scores between 3 and 18. The player should roll and record 
  these figures on note paper or on a character sheet before considering his class selection.
  While a high score may predispose a player toward a particular class and a low score 
  may dissuade him, ability scores do not preclude selection of any class. Nor will they 
  determine a character’s success (player strategy being paramount in that).  
  Suppose, for example, an intending player were to throw the following ability scores:
             Strength      11 
  Dexterity       10 
             Intelligence 14 
  Constitution 12  
             Wisdom      6 
  Charisma      9 
  With a wisdom score of 6, this character would advance slowly as a cleric, but his keen 
  intelligence means he could do well as a magic-user. However, because of a 
  preconceived inclination toward heroic combat, the player instead elects the role of a 
  fighter. His strength of 11 is perfectly respectable and his constitution of 12 indicates 
  good fitness. Dexterity 10 is neither quick nor slow, and his ordinary charisma score 
  means this player should not depend overly on the loyalty of his followers.  
  Prime 
  Experience
  Requisite
  Adjustment
  3-5 
  –20%
  6-8 
  –10%
  9-12 
  .
  13-15 
  +5%
  16-18 
  +10%
  Experience Earned
  PRIME REQUISITE ABILITIES
  One ability is considered to be the prime 
  requisite for each of the character classes 
  described herein. Fighters should be 
  strong, magic-users should be intelligent, 
  and so on.
  A character will acquire a greater or lesser 
  number of experience points from each 
  adventure, according to his prime requisite 
  ability score.
  
  8
  DELVING DEEPER: VOLUME I
  EXPLANATION OF ABILITIES
  Following is a brief explanation of each of the six abilities.
  STRENGTH
  Strength is raw physical power. It is useful for forcing doors, lifting gates, and carrying 
  heavy equipment, including treasure! Strength is the prime requisite for fighters.
  LANGUAGES
  Many languages are spoken throughout the game world, with each intelligent race 
  having its own tongue. Humans also share a universal tongue, called Common, 
  which 20% of other speaking creatures will also know.
  Additionally, there are the tongues of law, chaos, and neutrality, which are known 
  to the speaking membership of those alignments. Creatures of one alignment will 
  recognize the other alignment tongues without comprehending them. Chaotics will 
  attack speakers of law, and vice versa.
  Player characters always know at least two languages; Common and an alignment 
  tongue. Non-human player characters may know several other languages as well. 
  All characters with above average intelligence or wisdom will know languages in 
  addition to these. 
  There are also a variety of spells and magic items that can aid in the comprehension 
  of unknown languages. 
  INTELLIGENCE
  Intelligence is cunning, acumen and book 
  learning, and is useful to the referee when 
  determining what course of action a monster or 
  character should take. One additional language 
  is known for every point beyond 10.  Intelligence 
  is the prime requisite for magic-users.  
  WISDOM
  Wisdom is intuition, common sense and will 
  power. It functions as does intelligence in the 
  determination of what action should be taken 
  by monsters or characters, and one additional 
  language will be known for every point beyond 
  10. Wisdom is the prime requisite for clerics.
  Higher of 
  Number of
  Intelligence 
  Languages
  or Wisdom 
  Known
  3-10 
  2
  11 
  3
  12 
  4
  13 
  5
  14 
  6
  15 
  7
  16 
  8
  17 
  9
  18 
  10
  Languages Known
  Strength 
  Damage 
  Open
  Score 
  Adjustment* 
  Doors 
  12” 
  9” 
  6” 
  3”
  3-6 
  . 
  6 
  50 lb 
  75 lb 
  100 lb 
  150 lb
  7-14 
  . 
  5-6 
  75 lb 
  100 lb 
  150 lb 
  225 lb
  15-18 
  +1 
  5-6 
  100 lb 
  150 lb 
  200 lb 
  300 lb
  * Hand to hand combat only.
  Strength Adjustments
  Movement Rates Allowed by Load
  
  9
  THE ADVENTURER’S HANDBOOK
  DEXTERITY
  Dexterity is reaction speed, hand-
  eye coordination, agility, and 
  balance. It is useful for accurate 
  shooting and for quick action when 
  initiative is in question. Dexterity is 
  the prime requisite for thieves.
  CHARISMA
  Charisma is comeliness, social 
  influence, and personal charm. It 
  is useful in negotiations, in 
  determining reactions, and for 
  attracting retainers and monsters 
  into service. It determines the 
  number of retainers a character 
  can have, as well as the loyalty of 
  any hirelings.
  Charisma 
  Maximum    Loyalty/Reaction
  Score 
  Retainers
  Adjustment
  3 
  1 
  –2
  4-5 
  2 
  –1
  6-8 
  3 
  .
  9-12 
  4 
  .
  13-15 
  6 
  +1
  16-17 
  8 
  +2
  18 
  10 
  +4
  Retainers & Loyalty
  CONSTITUTION
  Constitution is fitness, vim, and 
  hardiness. It determines whether 
  or not a character will resist 
  disease, or withstand being 
  raised 
  from 
  the 
  dead, 
  polymorphed or petrified.
  Survive shock is the probability 
  that a character can be raised 
  from the dead. However, if any 
  such attempt fails, then no 
  subsequent attempt can ever 
  succeed. 
  The survive shock figure is also the percentage chance that a character will survive being 
  turned to stone, subsequently restored to flesh, or polymorphed (except by means of a 
  polymorph spell). Any failure here indicates immediate death by physiological shock.
  Constitution 
  Hit Points 
  Survive
  Score 
  per Die 
  Shock
  3-6 
  –1* 
  20%
  7-8 
  . 
  40%
  9 
  . 
  60%
  10 
  . 
  70%
  11 
  . 
  80%
  12 
  . 
  90%
  13-14 
  .
  Always
  15-18 
  +1
  Always
  * Minimum 1 hit point per die.
  Constitution Adjustments
  Dexterity 
  Initiative 
  To Hit Adj.
  Score
  Adjustment 
  with Missiles
  3-6 
  –1 
  –1
  7-14 
  . 
  .
  15-18 
  +1 
  +1
  Dexterity Adjustments
  MOVEMENT RATES
  Movement rates allowed by load are provided for man-sized and man-like types. 
  These should be scaled appropriately for other sorts, but any character reduced 
  to half his movement rate is considered to be encumbered.  Note that movement 
  rates are expressed in inches. The referee will scale these rates according to the 
  environment being explored in order to produce the actual ground rate.
  
  10
  DELVING DEEPER: VOLUME I
  CLASSES
  Having rolled ability scores, the player must select a class. Characters begin at the 1st 
  level in their chosen class and thereafter advance to successive experience levels by 
  returning to a safe haven after accumulating the necessary number of experience points. 
  THE FIGHTER
  Fighters are soldiers, champions, and other warriors who engage in toe-to-toe and 
  missile combat. Of all the classes, they are the most formidable in attack and can 
  withstand the most damage. Moreover, a fighter has the use of any armor or shield and 
  all weaponry including missiles and spears. In addition, magic swords and the majority 
  of other enchanted weapons are usable exclusively by them.
  In melee combat versus enemies with fewer than 3 hit dice a fighter throws one attack 
  roll per round for each of his own hit dice. Starting at 4th level he adds +1 to morale 
  rolls of any troops he leads in combat, and is no longer subject to randomized missile 
  or melee hits while there are other targets available.
  At 8th level and above a fighter is aware of invisible opponents within 30ft, and man-types 
  with fewer than 3 hit dice must immediately check morale if he charges them. He is 
  unable to cast spells, however, and has a limited selection of other magical items.
  When a fighter achieves 9th level, he can establish a stronghold and declare himself its 
  Lord.  By keeping the surrounding countryside clear of monsters, his holding will attract 
  settlers who can each be taxed 1 gp per month.
  ADVANCEMENT BY EXPERIENCE LEVEL
  The numbers of Hit Dice given on the following charts are always six-sided and are 
  rolled to determine the number of hit points of damage which can be sustained before 
  death. Hit dice are rolled and summed with any additions being added to the total. 
  The figures given for Saving Throw Versus are those required on a twenty-sided die to 
  avert various calamities. These are explained below (see page 21). 
  Experience
  Fighter 
  Points 
  Hit 
  Wands Paralysis 
  Breath
  Level 
  Required 
  Dice 
  Poison 
  Rays 
  Petrification Weapon Spells
  1 
  0 
  1+2 
  12 
  13 
  14 
  15 
  16
  2 
  2,000 
  2+1 
  12 
  13 
  14 
  15 
  16
  3 
  4,000 
  3 
  10 
  11 
  12 
  15 
  14
  4 
  8,000 
  4 
  10 
  11 
  12 
  12 
  14
  5 
  16,000 
  5 
  10 
  11 
  12 
  12 
  14
  6 
  32,000 
  6 
  8 
  9 
  10 
  12 
  12
  7 
  65,000 
  7 
  8 
  9 
  10 
  12 
  12
  8 
  130,000 
  8+1 
  8 
  9 
  10 
  9 
  12
  9 
  250,000 
  9+2 
  6 
  7 
  8 
  9 
  10
  10 
  370,000 
  10 
  6 
  7 
  8 
  9 
  10
  11 
  490,000 
  10+2 
  6 
  7 
  8 
  9 
  10
  12 
  600,000 
  11 
  4 
  5 
  6 
  6 
  8
  A fighter adds one hit die per 2 levels beyond the 9th.
  Fighter Progression
  Saving Throw Versus
  
  11
  THE ADVENTURER’S HANDBOOK
  THE CLERIC
  Clerics must choose law or chaos; they cannot remain neutral in the eternal struggle. 
  Either type must remain steadfast in this choice or be stripped of all benefits.
  Clerics (of the lawful sort) are virtuous knights and templars whose purpose is to vanquish 
  evil. Their conviction in the righteousness of this mission enables them to turn the undead 
  and to invoke miracles. In performing their duty, clerics are allowed shields and any 
  armor, but the use of edged or piercing weapons is forbidden.
  At 2nd level a cleric acquires a spell book containing his 1st level spells and can thereafter 
  cast a number of spells each day appropriate for his experience level. While many of his 
  spells can be reversed, a cleric should be circumspect with the anti-spells, as he risks 
  judgment for any unlawful usage. So long as he adheres to his faith a cleric will gain 
  Cleric
  Level 
  1 
  2 
  3 
  4 
  5
  1 
  . 
  . 
  . 
  . 
  .
  2 
  1 
  . 
  . 
  . 
  .
  3 
  2 
  . 
  . 
  . 
  .
  4 
  2 
  1 
  . 
  . 
  .
  5 
  3 
  2 
  . 
  . 
  .
  6 
  3 
  2 
  1 
  . 
  .
  7 
  3 
  3 
  2 
  . 
  .
  8 
  4 
  3 
  2 
  1 
  .
  9 
  4 
  3 
  3 
  2 
  .
  10 
  4 
  4 
  3 
  2 
  1
  11 
  4 
  4 
  3 
  3 
  2
  12 
  4 
  4 
  4 
  3 
  3
  Cleric Spells
  Spells Memorized per Day
  By Spell Level
  access to spells of successive spell 
  levels as he advances in experience, 
  and can devise spells of his own 
  besides.  
  When a cleric achieves 9th level he can 
  establish a stronghold, and the 
  religious fervor of the workforce will be 
  such that any construction costs will be 
  halved. Once established, a stronghold 
  will attract a body of 50-300 fanatically 
  loyal dervishes who will serve without 
  payment (the referee will decide the 
  exact composition of this force). By 
  keeping the surrounding countryside 
  clear of monsters, this holding will also 
  attract faithful settlers who will each pay 
  a tithe of 2 gp per month.
  Experience
  Cleric 
  Points 
  Hit 
  Wands Paralysis 
  Breath
  Level 
  Required 
  Dice 
  Poison 
  Rays 
  Petrification Weapon Spells
  1 
  0 
  1 
  11 
  12 
  14 
  16 
  15
  2 
  1,500 
  2 
  10 
  11 
  13 
  15 
  14
  3 
  3,000 
  2+1 
  10 
  11 
  13 
  15 
  14
  4 
  6,000 
  3 
  9 
  10 
  12 
  14 
  13
  5 
  12,000 
  4 
  9 
  10 
  12 
  14 
  13
  6 
  25,000 
  5 
  8 
  9 
  11 
  13 
  12
  7 
  50,000 
  5+1 
  8 
  9 
  11 
  13 
  12
  8 
  100,000 
  6 
  7 
  8 
  10 
  12 
  11
  9 
  175,000 
  7 
  7 
  8 
  10 
  12 
  11
  10 
  250,000 
  7+1 
  6 
  7 
  9 
  11 
  10
  11 
  325,000 
  7+2 
  6 
  7 
  9 
  11 
  10
  12 
  400,000 
  8 
  5 
  6 
  8 
  10 
  9
  A cleric adds one hit die per 3 levels beyond the 9th.
  Cleric Progression
  Saving Throw Versus
  
  12
  DELVING DEEPER: VOLUME I
  THE MAGIC-USER
  Magic-users are potentially the most powerful class, but also the most vulnerable for 
  they can wear no armor and may use only dagger and staff as weapons. A magic-user 
  can, however, cast magic spells. He begins play with a spell book containing his 1st 
  The Anti-Cleric
  Clerics of the chaotic sort are called anti-clerics. They are intended as villains for they 
  are always chaotic and their purpose is to vanquish good. They cannot turn the undead 
  but are able to employ reversed clerical spells with impunity. Otherwise, they function 
  as do clerics. An anti-cleric stronghold will attract zealots rather than dervishes. 
  Magic-
  User
  Level 
  1 
  2 
  3 
  4 
  5 
  6
  1 
  1 
  . 
  . 
  . 
  . 
  .
  2 
  2 
  . 
  . 
  . 
  . 
  .
  3 
  3 
  1 
  . 
  . 
  . 
  .
  4 
  4 
  2 
  . 
  . 
  . 
  .
  5 
  4 
  2 
  1 
  . 
  . 
  .
  6 
  4 
  3 
  2 
  . 
  . 
  .
  7 
  4 
  3 
  2 
  1 
  . 
  .
  8 
  4 
  3 
  3 
  2 
  . 
  .
  9 
  4 
  4 
  3 
  2 
  1 
  .
  10 
  4 
  4 
  3 
  3 
  2 
  .
  11 
  4 
  4 
  4 
  3 
  2 
  1
  12 
  4 
  4 
  4 
  3 
  3 
  2
  Magic-User Spells
  Spells Memorized per Day
  By Spell Level
  level spells, and can cast a number 
  of spells each day appropriate for 
  his experience level. He gains access 
  to spells of successive spell levels as 
  he advances in experience, and can 
  devise his own spells besides.
  Additionally, a magic-user has use 
  of 
  the 
  greatest 
  selection 
  of 
  enchanted items. All save for arms 
  (other than daggers and staves), 
  armor, and a handful of clerical 
  items are at his disposal. If these 
  should prove insufficient, at 9th level 
  (and above) a magic-user can 
  enchant items of his own. The cost 
  and time required to enchant each 
  is commensurate with the value of 
  the item (see page 37).
  Magic- 
  Experience
  User 
  Points 
  Hit 
  Wands Paralysis 
  Breath
  Level 
  Required 
  Dice 
  Poison 
  Rays 
  Petrification Weapon Spells
  1 
  0 
  1 
  13 
  14 
  13 
  16 
  15
  2 
  2,500 
  1+1 
  12 
  13 
  12 
  15 
  15
  3 
  5,000 
  2 
  12 
  13 
  12 
  15 
  15
  4 
  10,000 
  3 
  11 
  12 
  11 
  14 
  12
  5 
  20,000 
  3+1 
  11 
  12 
  11 
  14 
  12
  6 
  35,000 
  4 
  10 
  11 
  10 
  13 
  12
  7 
  60,000 
  5 
  10 
  11 
  10 
  13 
  12
  8 
  100,000 
  5+1 
  9 
  10 
  9 
  12 
  9
  9 
  200,000 
  6 
  9 
  10 
  9 
  12 
  9
  10 
  300,000 
  7 
  8 
  9 
  8 
  11 
  9
  11 
  400,000 
  7+1 
  8 
  9 
  8 
  11 
  9
  12 
  500,000 
  7+2 
  7 
  8 
  7 
  10 
  6
  A magic-user adds one hit die per 4 levels beyond the 10th.
  Magic-User Progression
  Saving Throw Versus
  
  13
  THE ADVENTURER’S HANDBOOK
  ELVES
  Elves begin as either fighters or magic-users, but can change class between adventures 
  as often as desired. An elf becomes dual-classed when he changes class for the first 
  time, and may thereafter use both the weaponry of a fighter and the spells of a magic-user 
  simultaneously.  
  The dual-classed character must maintain separate experience point totals for each of 
  his classes, with all earned experience going toward his currently active class. He uses 
  the more favorable game statistics of both classes during play, but cannot act as a 
  magic-user while wearing non-magical armor.
  Elves deal +1 hit point of damage when employing magic weapons and are able to 
  move and fire a bow without penalty when on foot. They are nearly invisible in their 
  gray-green cloaks, and can move almost silently. Additionally, they are able to locate 
  secrets doors on a roll of 3-6 on a six-sided die when actively searching, or on a roll of 
  5-6 when merely passing by. They also discern noises on a roll of 5-6 when listening at 
  doors and are immune to the paralyzing touch of ghouls.
  They are, however, limited to 4th level as fighters and to 8th level as magic-users.
  Elves are able to speak the languages of gnolls, hobgoblins, and orcs, as well as their 
  own language, their alignment tongue, and Common. 
  DWARFS
  Dwarfs dwell underground and see equally well by day or by night. They can advance 
  to the 6th level as fighters, but make all saving throws at four levels above their actual 
  level and are the only characters able to employ the +3 war hammer to its full potential. 
  They are adept at evading large, clumsy enemies and suffer only half damage from such 
  foes as giants and ogres.
  Dwarfs are expert miners and able to note any new construction, shifting walls, slopes, 
  falling slabs, false floors and the like in dungeon stonework. They are also able to discern 
  noises on a roll of 5-6 (on a six-sided die) when listening at doors.
  Additionally, dwarfs are able to speak the language of gnomes, goblins and kobolds, 
  in addition to the Common tongue and their own language. 
  HALFLINGS
  Halflings can be fighters but are limited to the 4th level. They have deadly accuracy with 
  missiles, adding +1 to attack rolls, and discern noises on a roll of 5-6 on a six-sided 
  die when listening at doors. They make excellent scouts, being nearly invisible when they 
  blend into the background, and can move almost silently. Despite his diminutive stature, 
  a halfling is highly resilient and makes all saving throws at four levels higher than his 
  actual level. 
  
  14
  DELVING DEEPER: VOLUME I
  EARNING EXPERIENCE POINTS
  Experience points are earned primarily by recovering (not merely finding) treasure. 1 XP 
  is awarded per gold piece worth of treasure recovered, though the division of any such 
  riches, and hence any XP, is entirely up to the players.
  THE THIEF (OPTIONAL CLASS)
  Thieves are sneaks and trouble-shooters who specialize at infiltration. They are necessarily 
  underhanded so cannot be aligned with law, but all man-types can advance in this class 
  without limitation. Dexterity is the prime requisite of thieves. Although they are able to 
  employ daggers, slings, and short swords they are not proper fighters. Thieves save much 
  as do magic-users and attack as do clerics, but they lack the resilience of that class and 
  are limited to leather armor only. Furthermore, a thief is best suited to striking from 
  behind with surprise. Should he do so, a +4 attack adjustment applies and he causes 
  two dice of damage for every four levels (or part thereof) he has attained.
  These aside, a thief is uniquely skilled in many subterfuges, including: 
   Opening locks and foiling of magical closures,
   Disarming small trapped devices such as spring-loaded poisoned needles, 
   Climbing almost sheer surfaces up or down at half normal movement rate,
   Stealing or concealing items by sleight-of-hand,
   Identifying noises behind closed doors,
   Moving stealthily to pass or surprise enemy,
   Hiding in nothing more than shadows,
   Finding hidden or secret doors and passages.
  All these are accomplished with a roll of 3-6 on a six-sided die. At 3rd level and above 
  a thief is likewise able to decipher treasure maps no matter what language or cipher is 
  used to obscure its secrets. At 9th level and above his abilities extend to the reading of 
  magic-user spells from scrolls. Should he roll a 3, however, the spell will be reversed.
  Experience
  Thief
  Points 
  Hit 
  Wands Paralysis 
  Breath
  Level 
  Required 
  Dice 
  Poison 
  Rays 
  Petrification Weapon Spells
  1 
  0 
  1 
  13 
  14 
  13 
  15 
  16
  2 
  1,250 
  1+1 
  12 
  14 
  12 
  14 
  15
  3 
  2,500 
  2 
  12 
  14 
  12 
  14 
  15
  4 
  5,000 
  2+2 
  11 
  11 
  11 
  13 
  14
  5 
  10,000 
  3+1 
  11 
  11 
  11 
  13 
  14
  6 
  20,000 
  4 
  10 
  11 
  10 
  12 
  13
  7 
  40,000 
  4+1 
  10 
  11 
  10 
  12 
  13
  8 
  70,000 
  5 
  9 
  8 
  9 
  11 
  12
  9 
  120,000 
  5+1 
  9 
  8 
  9 
  11 
  12
  10 
  180,000 
  6 
  8 
  8 
  8 
  10 
  11
  11 
  240,000 
  6+1 
  8 
  8 
  8 
  10 
  11
  12 
  300,000 
  7 
  7 
  5 
  7 
  9 
  10
  A thief adds one hit die per 4 levels beyond the 12th.
  Thief Progression
  Saving Throw Versus
  
  15
  THE ADVENTURER’S HANDBOOK
  Experience points are also earned by defeating monsters. 100 XP are awarded per hit 
  die of enemy so defeated. The referee may increase the base award for especially 
  dangerous enemies (including those with magic resistance, poisonous or multiple attacks, 
  and so on), or decrease the base award for less challenging opposition.  
  Experience awards for defeating monsters are scaled according to the ratio of the 
  dungeon level to the characters’ level so that higher level players are encouraged to 
  seek appropriate challenges. If a party of 1st level characters was to defeat a dozen orcs 
  (1 HD monsters) on the 1st dungeon level, they would be awarded 1,200 XP between 
  them. If a party of 6th level players defeated the same orcs, they would earn one-sixth 
  as many XP due to them being 6th level characters exploring the 1st dungeon level.
  Note that no character can advance more than a single experience level in a single 
  adventure. He will always be at least 1 XP short of gaining a second experience level, 
  with any excess XP discarded.
  BEYOND LEVEL 12
  There is no reason a human character cannot rise beyond 12th level. If higher level play 
  is desired, the referee can extrapolate XP and spell progressions from the existing charts. 
  Moreover, he may wish to introduce new higher level spells and abilities for each of the 
  classes. If higher level play is desired from the outset, players should carefully consider 
  the level limits of non-human characters before selecting them.
  Alternatively, if higher level play is not desired, characters can be retired at 12th level to 
  become political figures in the campaign under the referee’s stewardship. The player 
  would then be free to create a new character to run. 
  CHANGING CLASS
  Even if the referee allows class changes, no character can ever change class during an 
  adventure, and nor can a cleric ever change to a magic-user or vice versa. Human 
  characters require a minimum score of 16 in the prime requisite of the class they intend 
  to change to, while non-human characters are exempt from ability score requirements. 
  A character becomes dual-classed when he changes class for the first time, and thereafter 
  has the benefits of both classes simultaneously. A cleric is always restricted in his choice 
  of weaponry, however, and a magic-user (other than an elf, who may act as a magic-user 
  while wearing magical armor) must always go unarmored. A thief is likewise always 
  restricted to leather armor.
  The player of a dual-classed character must maintain separate experience point totals 
  for each of his classes. Experience is only ever earned toward one class at a time, as 
  elected by the player at the beginning of each adventure. A dual-classed character may 
  “change back” to his original class (for the purpose of allocating experience points), 
  subject to the above limitations. The more favorable game statistics of both his classes 
  are used during play. 
  OTHER CLASSES
  The classes herein will provide many challenges for beginners and experts alike, but are 
  by no means exhaustive. There is no reason why a player should not instead play a noble 
  centaur, a cunning lizard man, or any other type of character, should his referee allow 
  it. Whatever these other classes may be, the referee should ensure that they start out 
  relatively weak and have scope to advance in power, as do the other classes. 
  
  16
  DELVING DEEPER: VOLUME I
  NON-PLAYER CHARACTERS
  HIRELINGS
  Characters will likely require the services of hired help. Hirelings of various sorts can be 
  found in towns, cities, and possibly villages. Hirelings are ordinary men including scribes, 
  guides, messengers, animal handlers, porters, torch bearers, cooks, valets, and the like 
  who will perform mundane duties for upkeep plus 2 gp per month, or 2 sp per day. With 
  enough gold for pay and upkeep, there is no limit to how many hirelings a character 
  can employ.
  RETAINERS
  More unusual help, including monster and adventurer types, can also be sought. These 
  are not hirelings, but retainers. The number of retainers allowed is limited by a character’s 
  charisma.
  In order to locate a retainer, the character will have to advertise his need by posting 
  notices, hiring heralds, frequenting taverns, or even sending emissaries to foreign lands 
  where elves or dwarfs are known to dwell. The success and cost of this endeavor is left 
  to the referee’s discretion.
  If a prospective retainer is located the character can make an offer of employment. Only 
  the lowest level adventurers can be retained, and these will not usually be tempted for 
  any offer worth less than 100 gp. Dwarfs desire especially gold, elves and magic-users 
  desire spells or magic items, clerics require a place to worship, and so on.
  RETAINER LOYALTY
  When a monster or non-player character enters into a player character’s service the 
  referee will secretly determine his loyalty (see Volume II), which may be subsequently 
  adjusted for excellent or poor treatment. Additional pay, gifts of arms or armor or even 
  magic items, and the rising fame (or infamy) of an employer can increase loyalty. Unjust 
  treatment, poor prospects, or unfit conditions can decrease loyalty. 
  So long as a retainer is treated reasonably, receives the agreed payment, and is not 
  exposed to unnecessary danger, his loyalty will not be tested. In extreme circumstances, 
  however, the referee should use a morale check.
  MORALE
  Morale checks, when required, are made by the referee with a throw of two six-sided 
  dice (see Volume II). A high result indicates good morale and a low result indicates poor 
  morale – a result of 2 is a complete failure.
  Retainers will obey orders to the best of their ability so long as their morale holds. A 
  failed morale check results in refusal to perform; exactly how this plays out is left to the 
  referee’s discretion. A failed morale check could result in dissension, refusal to undertake 
  a task or join combat, withdrawal from combat, desertion, surrender to the enemy, a 
  complete rout, and so on.  
  Excepting unintelligent monsters (who never check morale) enemies are also subject to 
  failures of morale.
  
  17
  THE ADVENTURER’S HANDBOOK
  RELATIVES
  Player characters possess arms, armor, and equipment from the outset, and — if they are fortunate 
  — can accumulate considerable wealth during their adventures.
  Thus, a character is permitted to name an heir to his estate should he meet an untimely end. If he 
  should mysteriously vanish, “death” can be legally established after 30 days of unexplained absence.
  Once death has been established all worldly possessions are passed to the designated heir, if 
  there is one, or else to the realm if there is not.
  Should there an heir, he takes possession of all properties, goods, and valuables which belonged 
  to the departed, less a 10% inheritance tax which is payable to the realm. The realm may also 
  enforce payment of a bond to any hirelings, including men-at-arms, guaranteeing the return of 
  their possessions and any accrued pay to their families.
  Should the character unexpectedly return to reclaim his estate the inheritance tax will be payable 
  again. Additionally, the referee will adjudicate the reaction of the disinherited heir who might 
  intrigue to retain control of the estate. In any case, his loyalty will suffer a –1 to –6 adjustment if 
  he is kept on as part of the character’s household or retinue.
  ENLISTING MONSTERS
  Characters can also bring monsters into service by negotiation, if they are of the same alignment, 
  or by coercion with a charm spell. Higher level adventuring types can also be pressed into service 
  this way.
  Magic spells notwithstanding, some incentive must be offered to entice a monster into service. The 
  character should decide what he believes would be useful or valuable to the monster and make 
  his offer (merely sparing its life is insufficient). The monster’s reaction will be determined by the 
  referee with the reaction throw being adjusted according to the character’s offer and charisma. A 
  character can attempt a richer offer only if the monster is “undecided”. 
  Vital
  Type 
  Man 
  Dwarf 
  Elf 
  Orc 
  Statistics*
  Footman 
  4 gp 
  6 gp 
  8 gp 
  2 gp 
  M 12”, AC 6, HD 1+1
  Footman, armored 
  8 gp 
  12 gp 
  . 
  4 gp 
  M 9”, AC 4, HD 1+1
  Footman, missile 
  6 gp 
  9 gp 
  12 gp 
  3 gp 
  M 12”, AC 7, HD 1+1
  Horseman 
  14 gp 
  . 
  . 
  . 
  M 21”, AC 6, HD 1+1
  Horseman, armored 
  18 gp 
  . 
  . 
  . 
  M 18”, AC 4, HD 1+1
  Horsemen, missile 
  16 gp 
  . 
  . 
  . 
  M 24”, AC 7, HD 1+1
  * Orcs are 1 HD
  Mercenaries
  Monthly cost of upkeep
  MERCENARIES
  As stated above, ordinary hirelings can be had for upkeep plus 2 gp per month. 
  Mercenary fighters are another matter. These are neutrally aligned soldiers whose monthly 
  pay (including upkeep) is commensurate with their classification:
  Footmen have leather armor and shield. Armored footmen have mail armor and shield. Missile 
  men have only leather armor. Horsemen always have mounts in addition.
  Elf and dwarf mercenaries are uncommon, and orcs are employable by chaotics only. Otherwise, 
  these can be hired at towns or castles, or wherever else they are encamped. With enough gold 
  for pay and keep, there is no limit to the number of mercenaries a character can employ.
  
  18
  DELVING DEEPER: VOLUME I
  Item 
  Cost 
  Weight
  Battle axe 
  13 gp 
  10 lb
  Dagger
  3 gp 
  1 lb
  Flail 
  8 gp 
  10 lb
  Hand axe 
  4 gp 
  5 lb
  Lance 
  10 gp 
  10 lb
  Mace 
  6 gp 
  5 lb
  Morning star
  7 gp 
  10 lb
  Pole arm 
  9 gp 
  15 lb
  Short sword 
  12 gp 
  5 lb
  Spear
  5 gp 
  5 lb
  Staff
  2 gp 
  5 lb
  Sword 
  15 gp 
  10 lb
  Two-handed sword 
  30 gp 
  15 lb
  War hammer
  11 gp 
  10 lb
  Arms
  Item 
  Cost 
  Weight
  Backpack, leather
  4 gp 
  30 lb
  Belladona, bunch 
  10 gp 
  –
  Candles, dozen 
  2 gp 
  5 lb
  Cloak, traveling 
  3 gp 
  5 lb
  Crowbar
  5 gp 
  5 lb
  Garlic, string 
  5 gp 
  –
  Hammer
  2 gp 
  1 lb
  Holy symbol, silver
  40 gp 
  1 lb
  Holy symbol, wooden 
  5 gp 
  1 lb
  Holy water, flask
  25 gp 
  5 lb
  Iron spikes, half dozen 
  1 gp 
  5 lb
  Lantern 
  10 gp 
  5 lb
  Mirror, silver, small 
  20 gp 
  1 lb
  Mirror, steel 
  5 gp 
  1 lb
  Oil, flask
  2 gp 
  5 lb
  Pole, 10ft 
  1 gp 
  10 lb
  Rations, iron, week
  15 gp 
  7 lb
  Rations, week
  7 gp 
  15 lb
  Rope, 100ft
  2 gp 
  15 lb
  Sack, large 
  2 gp 
  30 lb
  Sack, small 
  1 gp 
  10 lb
  Spade or shovel 
  5 gp 
  10 lb
  Stakes, wooden, pair
  1 gp 
  1 lb
  Tinderbox 
  2 gp 
  –
  Torches, half dozen 
  1 gp 
  5 lb
  Waterskin 
  1 gp 
  5 lb
  Wine, flask
  2 gp 
  5 lb
  Wolvesbane, bunch 
  10 gp 
  –
  Supplies
  Item 
  Cost 
  Weight
  Leather armor
  10 gp 
  25 lb
  Mail armor
  35 gp 
  50 lb
  Plate armor
  100 gp 
  75 lb
  Shield 
  15 gp 
  15 lb
  Helmet 
  10 gp 
  5 lb
  Armor
  EQUIPMENT
  Backpacks and large sacks have 30 pound capacity, and small sacks have 10 pound 
  capacity. Rations are food enough to feed one person for one week. Iron rations are 
  preserved and will keep even in poor environs (including dungeons) where standard 
  rations would spoil. 
  Each player begins with 30-180 gold 
  pieces to furnish his character with 
  equipment appropriate to his profession 
  and possible adventures. 
  1 gold = 10 silver = 100 copper
  The referee can extrapolate prices for other 
  items from those given. Note that 20 coins 
  of any type weigh one pound.
  
  19
  THE ADVENTURER’S HANDBOOK
  Item 
  Cost 
  Weight
  Dog, guard or hunting 
  25 gp 
  .
  Mule 
  20 gp 
  .
  Draft horse 
  60 gp 
  .
  Riding horse 
  80 gp 
  .
  Warhorse 
  200 gp 
  .
  Warhorse, charger
  300 gp 
  .
  Horse barding 
  150 gp 
  75 lb
  Saddle & harness 
  15 gp 
  50 lb
  Saddle bags 
  4 gp 
  15 lb
  Cart 
  15 gp 
  .
  Wagon 
  90 gp 
  .
  Raft 
  60 gp 
  .
  Boat 
  150 gp 
  .
  Galley, small 
  25,000 gp 
  .
  Galley, large 
  35,000 gp 
  .
  Longship 
  15,000 gp 
  .
  Merchant ship, small 20,000 gp 
  .
  Merchant ship, large 30,000 gp 
  .
  Man-o-war
  40,000 gp 
  .
  Livestock & Transportation
  COST OF UPKEEP
  While dwelling in a village, town, or city a 
  character must pay upkeep for himself and 
  his entourage. At its simplest, the cost of 
  upkeep for middling quality quarters and 
  fare is 1 gp per month per 100 experience 
  points the character has. 
  A character who desires finer cuisine and 
  more luxurious accommodations must 
  consent to a higher cost of upkeep, with 
  the costs varying with the extravagance.  
  Alternatively, the referee may wish players 
  to itemize individual expenses.
  The cost of upkeep is payable only so long 
  as the character maintains urban living 
  arrangements. 
  Living off the land incurs no costs and thus 
  payments cease when the character 
  journeys to a wilderness area. When he 
  builds a stronghold of his own he may, of 
  course, begin collecting taxes from all its 
  inhabitants in order to cover his costs.
  The short, medium, and long range categories are applicable to accurate shooting at 
  individual targets.  The maximum range category is applicable outdoors in fair weather 
  and is primarily for shooting at bodies of troops or similarly sized targets.
  Max
  Item 
  Cost 
  Weight 
  Medium 
  Long 
  Range
  Arrow or bolt, silver
  5 gp 
  – 
  – 
  – 
  –
  Arrows, 20 
  5 gp 
  5 lb 
  – 
  – 
  –
  Arrows, quiver of 20 
  10 gp 
  5 lb 
  – 
  – 
  –
  Bolts, 30 
  5 gp 
  5 lb 
  – 
  – 
  –
  Bolts, case of 30 
  10 gp 
  5 lb 
  – 
  – 
  –
  Crossbow 
  20 gp 
  10 lb 
  120ft 
  180ft 
  180yd
  Longbow 
  40 gp 
  5 lb 
  140ft 
  210ft 
  210yd
  Shortbow 
  25 gp 
  5 lb 
  50ft 
  100ft 
  150ft 
  150yd
  Sling 
  1 gp 
  1 lb 
  4 0 f t 
  80ft 
  120ft 
  120yd
  Dagger (thrown) 
  3 gp 
  1 lb 
  – 
  30ft 
  – 
  –
  Hand axe (thrown) 
  4 gp 
  5 lb 
  – 
  30ft 
  – 
  –
  Oil (thrown) 
  2 gp 
  5 lb 
  – 
  30ft 
  – 
  –
  Spear (thrown) 
  5 gp 
  5 lb 
  – 
  60ft 
  – 
  –
  Shooting Range
  Missiles
  Short
  –
  –
  –
  –
  –
  60ft
  70ft
  
  20
  DELVING DEEPER: VOLUME I
  COMBAT
  Player characters can be drawn into combat willingly 
  or unwillingly. In either case, the referee will adjudicate 
  the actions and reactions of enemy and hirelings, while 
  the players devise their own strategies for success. 
  Luck, skill, speed, and cunning will all be considered 
  by the referee according to the guidelines provided in 
  Volume II, but the players, too, should understand the 
  fundamental mechanics of combat. 
  Melee is resolved in a series of rounds approximately 
  one minute long.  Each character is usually allowed 
  one principle action in each round; be it to attack, cast 
  a spell, drink a potion, bar a portal, or whatever.
  Magic- 
  Clerics,
  Users 
  Thieves Fighters 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9
  1-2 
  1 
  . 
  20 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11
  3-4 
  2-3 
  1-2 
  19 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10
  5-6 
  4-5 
  3-4 
  18 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9
  7-8 
  6-7 
  5 
  17 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8
  9-10 
  8 
  6 
  16 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7
  11-12 
  9 
  7 
  15 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6
  . 
  10-11 
  8 
  14 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5
  . 
  12 
  9-10 
  13 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4
  . 
  . 
  11 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3
  . 
  . 
  12 
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
  2
  Player’s Attack Matrix
  Character Level  
  20-Sided Roll Required
  To Hit Armor Class
  To resolve an attack, find the attacker’s level on the attack matrix and read across that 
  row to find his opponent’s armor class. Roll a twenty-sided die and compare the result 
  to the number required to hit. If the number on the die is equal to or greater than the 
  number required to hit, the attack is successful and damage is dealt. Damage caused 
  is 1-6 points unless specified otherwise (by high strength, for example). The resulting 
  damage is deducted from the opponent’s remaining hit points. If the opponent is reduced 
  to 0 or fewer hit points he is slain; otherwise, he continues as usual. 
  TURNING THE UNDEAD
  Monsters of the undead sort are immune to regular morale checks and cannot ordinarily 
  be subdued. They are, however, susceptible to being turned away – or even destroyed 
  utterly – by a faithful cleric who forcefully presents a Holy symbol of his faith.  Anti-clerics 
  cannot function in this capacity. Turning requires a full round and is accomplished by 
  rolling two six-sided dice and comparing the result to the following table. Should a cleric 
  fail to turn an undead monster, he cannot try to turn that monster again until sunrise. 
  Armor Worn
  AC
  None 
  9
  Leather armor
  7
  Mail armor
  5
  Plate armor
  3
  Shield 
  *
  Helmet 
  .
  * Adjusts armor class by –1.
  Armor Class
  Note that a lower AC 
  denotes better protection.
  
  21
  THE ADVENTURER’S HANDBOOK
  EXPLANATION OF SAVING THROWS
  The referee can request a saving throw whenever a character is in deadly peril – one 
  last throw of the dice to avoid disaster. If the player rolls equal to or greater than his 
  target in the required category, the direst consequences are avoided. Anything less invites 
  disaster.
  The Poison category is applicable to all forms of biological attack including venom, 
  disease, blood or food poisoning, and so on. It can be used versus snake or medusa 
  bites, spider or wyvern stings, the cloudkill, slaying, or poison spells, imbibing poisoned 
  wine, being struck by an envenomed weapon, for example.
  The Wands and Rays category is applicable to all ray- or beam-like attacks issuing 
  from wands, staves, or elsewhere which might be dodged, reflected, or deflected. 
  Employable against the wand of paralysis, and the wand of lightning, for example, as 
  well as the lightning, disintegration, and finger of death spells.
  The Paralysis and Petrification category is applicable to all gross physiological attacks, 
  including paralysis by ghoul touch, petrification by medusa, basilisk or cockatrice attack, 
  or by the flesh to stone spell. This category is also employed against polymorph, hold 
  person, hold monster, haste, and slow spells, and so on.
  The Breath Weapon category is applicable to all broad scale blast or clouds attacks, 
  including dragon and chimera breath weapons, fireball, flamestrike, and web spells, 
  corrosive gas clouds, and splash attacks including burning oil, unholy water, and so on. 
  The Spells category is applicable against all coercive, mind-affecting sorts of magic. It 
  is employed against harpy songs, dryad charms, vampire gaze attacks, and insanity 
  caused by speaking to godlike beings, and to resist the effects of spells such as charm 
  person, feeblemind, phantasm, magic jar, confusion, quest, geas, and so on.
  HD 
  Example 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12
  5 
  Mummy
  9 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  11 
  9 
  7 
  5 
  †
  10 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  11 
  9 
  7 
  5
  11 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  11 
  9 
  7
  12 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  11 
  9
  13 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  . 
  11
  † 2-12 monsters of this type are turned away
  Turning the Undead
  Cleric Level
  Undead
  
  22
  DELVING DEEPER: VOLUME I
  1st 
  2nd 
  3rd
  Cure Light Wounds* 
  Bless* 
  Continuous Light*
  Detect Evil* 
  Charm Reptiles 
  Cure Serious Wounds*
  Detect Magic* 
  Detect Alignment* 
  Dispel Magic
  Light* 
  Find Traps* 
  Enervate Dead*
  Protection from Evil* 
  Hold Person 
  Locate Object*
  Purify Food and Drink* 
  Repel Fire 
  Remove Curse*
  Remove Fear* 
  Silence 
  Remove Disease*
  Repel Cold 
  Speak with Animals 
  Speak with Plants
  4th 
  5th
  Circle of Protection from Evil*
  Atonement*
  Control Water
  Commune
  Create Food and Water* 
  Dispel Evil*
  Cure Critical Wounds* 
  Flame Strike
  Enervate Reptiles* 
  Insect Plague
  Neutralize Poison* 
  Quest
  Speak with Dead 
  Raise Dead*
  Tongues* 
  True Seeing*
  * This spell includes the reverse form
  Cleric Spells by Spell Level
  MAGIC SPELLS
  Spell Books Magic-users and clerics acquire a book of spells at 1st and 2nd level, 
  respectively, but need to find or buy higher level spell books thereafter.
  Adventuring is a dangerous business and should a spell book be lost, damaged, or 
  destroyed, it costs 250 gp per spell level per spell to replace. Thus, a book of eight 1st 
  level spells costs 2,000 gp, a book of eight 2nd level spells costs 4,000 gp, and so on. 
  A spell caster will often construct a secondary book of his most useful spells, which he 
  can carry without risk to his primary spell book.
  Spell Scrolls Magic-users and clerics can also copy spells which they can memorize 
  onto scrolls, requiring one week to create any scroll at a cost of 100 gp per spell level; 
  a 4th level spell scroll taking a week to construct and costing 400 gp. Scrolls are evidently 
  cheaper than spell books, but are at risk of being spoiled by rain, fire, and other hazards.
  Spell Casting from Memory A magic-user or cleric can memorize a number of spells 
  each day according to his experience level. He must be fresh and rested and have access 
  to the appropriate spell books (or scrolls) to memorize any spell therein. Bereft of these 
  texts, he cannot memorize any spells!
  A memorized spell can be cast at any time that day. However, once a spell has been 
  cast it is erased from the memory, and cannot be cast again until it is memorized once 
  more, the following day. Notwithstanding this limitation, nothing prevents a magic-user 
  or cleric from memorizing the same spell several times.
  In order to invoke a spell, the caster must be free to concentrate, move his arms and 
  hands, speak aloud, and see the target. To do so during combat, the player must declare 
  his intent at the beginning of the combat round. Casting a spell requires a full combat 
  round so that no other action may be attempted. Furthermore, if the caster is struck by 
  
  23
  THE ADVENTURER’S HANDBOOK
  a missile, blow, or counter-spell before his spell is completed the spell will be foiled –  
  and so erased from memory without being triggered. The referee will adjudicate whether 
  other interruptions are sufficient to foil a spell.
  Spell Casting from Text A magic-user or cleric can also cast a spell of any spell level 
  directly from a book or scroll. He is not required to memorize the spell in advance, but 
  he must be able to read the spell in order to cast it. With the exception of any spell 
  penned in his own hand, this always requires the use of a read magic spell. Casting a 
  spell from book or scroll invokes the magic exactly as per casting the spell, and 
  simultaneously erases the text from the page.
  Reversible Spells If a cleric spell is noted as reversible, a cleric can cast the anti-spell 
  rather than the spell without having to memorize each separately. A lawful cleric must 
  be circumspect about unlawful use of the anti-spells, however. If a magic-user spell is 
  noted as reversible, the anti-spell is a separate spell which must be memorized before 
  it can be cast, exactly as per any other spell.
  Saving Throws When allowed, a successful saving throw will minimize the effect of a 
  spell or negate it entirely, as noted in the spell description.
  Cumulative Magic Spells and other magical effects will usually combine safely with one 
  another. However, multiple magics with the same effect do not have a cumulative effect; 
  only the single, most powerful effect applies. 
  1st 
  2nd 
  3rd
  Charm Person 
  Continuous Light* 
  Circle of Invisibility
  Comprehend Languages 
  Darkvision 
  Circle of Protection from Evil*
  Detect Magic* 
  Invisibility 
  Clairvoyance
  Floating Disk 
  Knock
  Dispel Magic
  Hold Portal 
  Levitate 
  Explosive Runes
  Jump 
  Locate Object* 
  Fireball
  Light* 
  Mirror Image 
  Fly
  Magic Missile 
  Phantasm 
  Haste*
  Protection from Evil* 
  Reveal Invisible 
  Hold Person
  Read Magic 
  Sixth Sense 
  Lightning Bolt
  Shield 
  Web 
  Protection from Missiles
  Sleep 
  Witch Lock 
  Water Breathing
  4th 
  5th 
  6th
  Animal Growth* 
  Baleful Polymorph
  Anti-Magic Shield
  Animate Dead 
  Cloudkill 
  Control Water
  Charm Monster
  Contact Other Plane 
  Control Weather
  Confusion 
  Feeblemind 
  Disintegrate
  Dimension Door 
  Hold Monster
  Geas
  Hallucinatory Terrain 
  Invoke Elemental 
  Move Earth
  Plant Growth* 
  Magic Jar 
  Project Image
  Polymorph 
  Passwall 
  Reincarnate
  Remove Curse 
  Telekinesis 
  Repulsion*
  Wall of Fire 
  Teleport 
  Slaying Spell
  Wall of Ice 
  Transmute Rock to Mud* 
  Stone to Flesh*
  Witch Eye 
  Wall of Stone 
  Wall of Iron
  * Reversible form exists as a separate spell
  Magic-User Spells by Spell Level
  
  24
  DELVING DEEPER: VOLUME I
  EXPLANATION OF SPELLS
  1ST LEVEL CLERIC SPELLS
  Cure Light Wounds (reversible, duration: permanent, range: touch) The cleric can 
  restore 2-7 lost hit points to any one person or monster (including himself) after one full 
  round of aid. Hit points cannot be raised beyond the normal maximum. The reverse, 
  cause light wounds, will cause 2-7 hit points of damage at a touch, requiring an attack 
  roll against an unwilling target.
  Detect Evil (reversible, duration: 1 turn, range: 120ft) The cleric senses the presence of 
  any enchanted, conjured, supernatural or undead creature of evil nature within range. 
  The reverse, obscure evil, will foil the detect spell on one person, monster, object or 
  place for one full day.
  Detect Magic (reversible, duration: 1 turn, range: 60ft) The cleric senses any 
  enchantment on a person, place or object within range and line of sight. The reverse, 
  obscure magic, foils any attempt to detect magic on one specific person, place or object 
  for one day.
  Light (reversible, duration: 12 turns, range: 120ft) Causes an object to shine as brightly 
  as a torch, illuminating a 15ft radius. The reverse, darkness, creates a sphere of 
  impenetrable darkness with a 15ft radius.
  Protection from Evil (reversible, duration: 12 rounds, range: self) This spell prevents 
  any enchanted, conjured, supernatural or undead creature of evil nature from contacting 
  the cleric. Furthermore, any attacks launched indirectly against the cleric will be at –2 
  to hit, and the cleric will make saving throws at +2. The reverse, protection from good, 
  applies equally to creatures of good or evil nature.
  Purify Food and Drink (reversible, duration: permanent, range: 10ft) Makes spoiled, 
  poisoned or otherwise contaminated food and drink whole and suitable for consumption. 
  Enough food for one dozen men, or two weeks worth of rations, are affected.  Unholy 
  water is also neutralized. The reverse, putrefy food and drink, will instead spoil food, 
  drink, and Holy water.
  Remove Fear (reversible, duration: 1 turn, range: touch) Instills courage, allowing the 
  subject a +4 adjustment to any subsequent saving throw against fear. Should the subject 
  already be given over to panic, he is allowed an immediate saving throw versus spells 
  to shake off the effect, adjusted by +1 per level of the cleric. The reverse, cause fear, 
  requires an attack roll against an unwilling target but will cause him to flee in hysterical 
  fear at full running speed for one round per cleric level. Remove fear will counter cause 
  fear and vice versa.
  Repel Cold (duration: 3 turns, range: 30ft) The subject of this spell is comfortable in 
  any non-magical cold to below freezing (0°F, –20°C), and enjoys a +2 adjustment to 
  saving throws versus magical or supernatural cold-based attacks. Furthermore, such 
  attacks will cause only half the usual damage.
  
  25
  THE ADVENTURER’S HANDBOOK
  2ND LEVEL CLERIC SPELLS
  Bless (reversible, duration: 6 rounds, range: touch) The cleric may bestow upon any ally 
  who is not already in combat a +1 morale bonus and a +1 benefit to attack rolls. The 
  reverse, bane, imposes equivalent penalties instead of bonuses.
  Charm Reptiles (duration: 7-12 rounds, range: 60ft) The cleric is able to placate as 
  many hit dice of snakes, lizards and reptiles as he has levels, making them indifferent to 
  him and his company. Thus, a 7th level cleric can affect 7 hit dice of reptiles. The smallest 
  specimens are always affected first.
  Detect Alignment  (reversible, duration: 1 turn, range: 10ft) The cleric immediately 
  knows the alignment of any one person or object within range per round. The reverse, 
  obscure alignment, can be cast on one subject only and will foil this spell for a full 
  day.
  Find Traps (reversible, duration: 2 turns, range: 30ft) The cleric is able to sense any 
  magical or mechanical trap within sight and range. No knowledge about the nature of 
  the trap or how to deactivate it is granted. The reverse, obscure traps, will hide a single 
  trap from the find spell for a day.
  Hold Person  (duration: 2-12 rounds, range: 180ft) One to four persons (including 
  men, elves, dwarfs, goblins and the like) are held immobile if they fail a saving throw 
  versus paralysis. If but a single person is targeted his save is penalized by –2.
  Repel Fire (duration: 3 turns, range: 30ft) The subject of this spell is comfortable in any 
  non-magical heat to boiling (212°F, 100°C) and enjoys a +2 adjustment to saving 
  throws versus magical or supernatural fire-based attacks. Furthermore, such attacks will 
  cause only half the usual damage.
  Silence (duration: 12 rounds, range: 180ft) Complete silence prevails in a 30ft diameter 
  sphere about a point in space, a creature, or an object. Spells cannot be cast in the 
  silence, command words cannot be spoken, nor can regular conversation be had.
  Speak with Animals (duration: 6 rounds, range: 30ft) The cleric can communicate with 
  ordinary animals, including giant-sized sorts. He can ask questions and receive answers, 
  subject to the usual reaction roll. He might be able to negotiate a favor or service, such 
  as having animals track an enemy, or hunt food, if he secures a positive reaction.
  
  26
  DELVING DEEPER: VOLUME I
  3RD LEVEL CLERIC SPELLS
  Continuous Light (reversible, duration: permanent, range: 120ft) Causes an object or 
  volume of space to shine as brightly as sunlight, illuminating a 30ft radius. Monsters 
  affected by sunlight are dazzled, but otherwise unharmed. Continual light is permanent 
  unless dispelled. The reverse, continuous darkness, creates a permanent sphere of 
  impenetrable darkness with a 30ft radius.
  Dispel Magic  (duration: permanent, range: 120ft) Ends any ongoing spell that was 
  begun by a caster of equal or lower level. If the ongoing spell was begun by a caster of 
  higher level, then there is a 5% chance for each level he has over and above the cleric’s 
  level that the attempt to dispel will fail. Instantaneous spells cannot be dispelled, because 
  the magic has already happened before the dispel magic could take effect. This spell 
  does not affect magic items.
  Enervate Dead (reversible, duration: 7-12 rounds, range: 60ft) Paralyzes skeletons or 
  zombies with no saving throw allowed. Up to 1 hit die of undead can be enervated for 
  each of the cleric’s levels. Thus, a 6th level cleric could enervate up to 12 skeletons (1/2 
  HD) or 6 zombies (1 HD). The reverse, animate dead, causes the bones or bodies of 
  the slain to rise as undead skeletons or zombies under the cleric’s command.  They will 
  obey until destroyed, either in combat or by a dispel magic.
  Locate Object (reversible, duration: 1 round, range: 120ft) The cleric can sense the 
  direction to a well known or clearly visualized object. If more than one object of the 
  visualized sort is in range, then only the nearest is located. A specific unique object can 
  only be sought by this spell if the cleric has observed that object firsthand. The reverse, 
  obscure object, will hide a single object from the locate spell for a full day.
  Cure Serious Wounds (reversible, duration: permanent, range: touch) The cleric can 
  restore 4-14 lost hit points to any one creature (including himself) after one full turn of 
  aid. Hit points cannot be raised beyond the normal maximum. The reverse, cause 
  serious wounds, will cause 4-14 hit points of damage at a touch, requiring an attack 
  roll against an unwilling target.
  Remove Curse (reversible, duration: permanent, range: touch) Instantaneously lifts one 
  curse from a creature, but not from an object. This spell will, however, enable a person 
  to be rid of a cursed item. The reverse, bestow curse, burdens the subject with a curse 
  so named by the cleric at a touch, requiring an attack roll against an unwilling target.
  Remove Disease (reversible, duration: permanent, range: touch) Instantly cures all 
  disease in one subject, including mummy rot and lycanthropy. The reverse, cause 
  disease, infects the subject with any disease known to the cleric at a touch, requiring 
  an attack roll against an unwilling target.
  Speak with Plants (duration: 6 rounds, range: 30ft) The cleric can communicate with 
  ordinary plants as well as supernatural plant types. He can ask questions and receive 
  answers, subject to a usual reaction roll. He might be able to negotiate a favor or service, 
  such as having plants clear or obscure a path, if he secures a positive reaction.
  
  27
  THE ADVENTURER’S HANDBOOK
  4TH LEVEL CLERIC SPELLS
  Circle of Protection from Evil (reversible, duration: 12 turns, range: self) As per 
  protection from evil, except that the protection extends to a 10ft radius about the cleric.
  Control Water (duration: 12 turns, range: 240ft) The cleric causes the water level of a 
  river, or similar body of water, within 120ft of himself to immediately fall to half its natural 
  depth, allowing a waterway to be forded, or else to rise to half its depth again, 
  precipitating flash flooding.
  Create Food and Water (reversible, duration: permanent, range: 10ft) The cleric can 
  create wholesome food and water sufficient to feed three men (or one horse or mule) 
  per experience level. The reverse, destroy food and water, turns a like volume of 
  foodstuffs to dust.
  Cure Critical Wounds (reversible, duration: permanent, range: touch) The cleric can 
  restore 6-21 lost hit points to any one person or monster (including himself) with one 
  full turn of aid. Hit points cannot be raised beyond the normal maximum. The reverse, 
  cause critical wounds, will cause 6-21 hit points of damage at a touch, requiring an 
  attack roll against an unwilling target.
  Enervate Reptiles  (reversible, duration: 7-12 rounds, range: 120ft) Petrifies snakes, 
  lizards, and reptiles with no saving throw allowed. 3-18 hit dice of creatures are so 
  petrified, the smallest specimens being affected first. The reverse, animate reptiles, 
  frees petrified reptiles or transforms regular sticks including spears, axe hafts, and so on 
  of the non-magical sort, into snakes and lizards under the cleric’s control. These are AC 
  7, move 9", 1 HD monsters and are 50% likely to be poisonous. They revert to sticks 
  when destroyed in combat or the spell expires.
  Neutralize Poison (reversible, duration: permanent, range: touch) Renders a poison 
  harmless. If the target is a venomous monster or a poisoned weapon in the hands of a 
  foe, a successful attack roll is required to complete this spell. Note that this magic will 
  not undo the effect of a previous poisoning. The reverse, poison, renders an ordinary 
  fluid poisonous so that one cup or flask of drink, or enough fluid to coat one weapon, 
  can be made deadly. Alternately, one creature touched with a successful attack roll must 
  save versus poison or die.
  Speak with Dead (duration: 6 rounds, range: 10ft) An echo of life is bestowed upon 
  a corpse so that it can answer 1-6 questions asked by the cleric, subject to a usual 
  reaction roll. This magic will not succeed if the corpse has been dead any longer than 
  one week per level of the cleric.
  Tongues (reversible, duration: 6 rounds, range: self) The cleric can comprehend, and 
  communicate freely in, any spoken tongue for the duration. The reverse, seugnot, makes 
  all spoken communication within 30ft of a target no more than 60ft away totally 
  incomprehensible. Note that this does not negate spell casting, which need not be 
  comprehended by others.
  
  28
  DELVING DEEPER: VOLUME I
  5TH LEVEL CLERIC SPELLS
  Atonement (reversible, duration: permanent, range: touch) Removes the undesired 
  effect of a magical alignment change, restoring the subject to lawfulness with any 
  misdeeds performed in the interim atoned for. This is the only way, short of divine 
  intervention, for a cleric to regain his lawful status. The reverse, debasement, restores 
  the subject to chaos. This is the only way, short of diabolic intervention, for an anti-cleric 
  to regain his chaotic status. Misuse of this spell will cause a cleric to immediately become 
  an anti-cleric.
  Commune (duration: 1 turn, range: self) The cleric seeks divinely given knowledge. The 
  Gods, or their agents, will entertain 1-6 questions with a simple “yes” or “no” answer 
  which will be absolute.  Use of this spell is limited to once per adventure, or once per 
  game year, for the Gods dislike frequent interruptions.  
  Dispel Evil (reversible, duration: instantaneous, range: 30ft) Immediately dismisses 
  conjured creatures of a malign sort back to their place of origin. Useful against aerial 
  servants, demons, devils, djinn, efreet, elementals, insect plagues, invisible stalkers, and 
  animated dead or reptiles, for example. The reverse, dispel good, functions against 
  conjured creatures of the benign sort, including angels, pegasi, unicorns, and so on.
  Flame Strike (duration: instantaneous, range: 60ft) Allowable to lawful clerics against 
  evil targets only. A 10ft wide column of Holy fire roars downward from the heavens as 
  the cleric directs, dealing 8-48 hit points of fire damage to all caught by its wrath. A 
  successful saving throw versus breath weapon will reduce the damage by half.
  Insect Plague (duration: 12 turns, range: 360ft) Conjures a vast swarm of crawling, 
  creeping and flying insects over 300ft wide, which moves at 3” in a direction indicated 
  by the cleric, or remains stationary. The swarm obscures vision, slows movement, and 
  devours organic material. Smoke, fire or extreme cold can temporarily divert it, but not 
  destroy it. Creatures with 2 or fewer hit dice will flee automatically and any creature 
  caught in the plague will suffer 1-6 points of bites and stings per full turn, regardless of 
  armor. Misuse of this spell will cause a cleric to immediately become an anti-cleric.
  Quest (duration: until fulfilled, range: 30ft) The subject must make a saving throw versus 
  spells or be compelled to perform a quest specified by the cleric (a lawful cleric must 
  specify only lawful quests). Should the subject dally or deviate from this quest, he will 
  weaken each day until he either dies or resumes the quest. Only the completion of the 
  quest, or a successful dispel magic, will end this spell.
  Raise Dead (reversible, duration: permanent, range: 120ft) Restores life to a deceased 
  person who has not been dead any longer than one day per level of the cleric. Rising 
  from the dead is a great ordeal and the subject must make a successful survive shock 
  roll in order to be raised. Should this succeed he returns to life, but then requires two 
  weeks of recuperation. The reverse, finger of death, causes a baleful ray to issue from 
  the cleric’s pointed finger to the target. If the target fails to save versus wands he dies 
  instantly. Misuse of this spell will cause a cleric to immediately become an anti-cleric.
  True Seeing (reversible, duration: 6 rounds, range: touch) Confers the ability to see all 
  things as they actually are. Blindness or darkness (even the magical sort) is of no concern, 
  as everything, including secret doors and hidden or invisible things, are seen plainly. 
  Illusions and charms are immediately discerned, as is the true nature of any polymorphed, 
  petrified, or transmuted creature or object. The reverse, false seeing, will obscure a 
  single object or creature from the true seeing spell for a full day.
  
  29
  THE ADVENTURER’S HANDBOOK
  1ST LEVEL MAGIC-USER SPELLS
  Charm Person (duration: permanent, range: 120ft) Brings a person (including most 
  man-like and -sized creatures but excluding undead and supernatural sorts) who fails 
  his save versus spells completely under the influence of the magic-user. Gross abuse or 
  negligence allows the person another saving throw; otherwise the charm lasts until lifted 
  by the magic-user, a remove curse, or a dispel magic.
  Comprehend Languages (duration: concentration, range: self) Enables the magic-user 
  to read any language, cipher, code, message, map, or other written instruction, with the 
  exception of magical spells or symbols. No ability to speak or listen is conferred.
  Detect Magic (reversible, duration: 1 turn, range: 60ft) The magic-user is able to sense 
  any enchantment on a person, place, or object that is in sight. The reverse, obscure 
  magic, instead foils any attempt to detect magic on one specific person, place, or object.
  Floating Disk (duration: 6 turns, range: 10ft) Creates an invisible, circular plane of 
  force that is 3ft in diameter and can bear up to 600 lbs. The disc floats 2ft above the 
  ground, remaining steady and level as it follows the magic-user about without prompting. 
  It winks out of existence when the spell ends, dropping whatever is on it.
  Hold Portal (duration: 2-12 rounds, range: 10ft) Holds one door, gate, window, shutter 
  or other portal securely fast exactly as though it were locked. The portal can then only 
  be released by a dispel magic or a knock spell, by a magic-using monster of at least 4 
  hit dice, or by a resourceful thief.
  Jump (duration: 1 turn, range: touch) The subject is granted the ability to leap 30ft in 
  any direction (or half as far directly backward or up) and land soundly on his feet. At 4th 
  level the magic-user can bestow two such leaps, at 7th level three such leaps, and at 
  10th level four such leaps. A jump is usually sufficient to escape from melee, given the 
  benefit of the initiative.
  Light (reversible, duration: 12 turns, range: 120ft) Causes an object to shine as brightly 
  as a torch, illuminating a 15ft radius. The reverse, darkness, creates a sphere of 
  impenetrable darkness with a 15ft radius.
  Magic Missile (duration: instantaneous, range: 150ft) An enchanted arrow flies from 
  the magic-user’s pointed finger and unerringly strikes the target for 2-7 points of damage. 
  At 5th level he fires two such missiles, and at 9th level he fires three such missiles.
  Protection from Evil (reversible, duration: 6 rounds, range: self) This spell prevents any 
  enchanted, undead, conjured, or supernatural creature of malicious intent from 
  contacting the magic-user. Furthermore, any attacks launched indirectly against the 
  magic-user will be at –2 to hit and he will make saving throws at +2. The reverse, 
  protection from good, applies equally to creatures of malign or benign nature.
  Read Magic (duration: concentration, range: self) Enables the magic-user to decipher 
  magical spells or inscriptions in books, or on scrolls, weapons, or other objects. Spells 
  written by other magic-users are incomprehensible without the use of this spell.
  Shield (duration: 3 turns, range: self) Creates an invisible force shield around the 
  magic-user which confers AC 2 against missile attacks, AC 4 against all other attacks, 
  and negates magic missiles.
  
  30
  DELVING DEEPER: VOLUME I
  Sleep (duration: special, range: 240ft) Causes 3-18 hit dice of creatures to fall into a 
  fitful slumber. The magic is indiscriminate and must affect the indicated number of hit 
  dice, beginning with those nearest the target. Creatures with up to 1 HD require one die 
  each, while those with additional hit points are rounded up to the next category; thus 
  1+1 HD monsters require 2 dice each, and so on. No more than a single 4 HD creature 
  can be affected. Those with 5 or more hit dice are immune, as are undead. Affected 
  creatures will wake after the equivalent of a good night’s sleep, or sooner if slapped, 
  kicked, or exposed to excessive noise.
  2ND LEVEL MAGIC-USER SPELLS
  Continuous Light (reversible, duration: permanent, range: 120ft) Causes an object or 
  volume of space to shine as brightly as sunlight, illuminating a 30ft radius. Monsters 
  affected by sunlight are dazzled, but otherwise unharmed. Continuous light is permanent 
  unless dispelled. The reverse, continuous darkness, creates a permanent sphere of 
  impenetrable darkness with a 30ft radius.
  Darkvision (duration: 1 day, range: touch) The subject can see up to 60ft in darkness.
  Invisibility (duration: special, range: 120ft) A creature or object becomes totally invisible. 
  The spell can be lifted by a remove curse, or a dispel magic, or is ended immediately if 
  the subject takes overtly hostile action. Otherwise, it will last indefinitely.
  Knock (duration: instantaneous, range: 60ft) Opens all known and unlocked doors and 
  other portals within range, or else opens exactly one touched portal that is stuck, barred, 
  locked, or magically held. It also opens trick-opening boxes or chests, and secret doors 
  – so long as they are known to exist.
  Levitate (duration: 1 turn/level, range: self) The magic-user levitates up or down as he 
  wishes, at a rate of 3”. He cannot move laterally, except by clambering along a cliff 
  face, or pushing along a ceiling, for example, at a maximum rate of 3”.
  Locate Object (reversible, duration: 1 round, range: 120ft) The magic-user can sense 
  the direction to a well known or clearly visualized object. If more than one object of the 
  visualized sort is in range, then only the nearest is located. A specific unique object can 
  only be sought by this spell if the magic-user has observed that object firsthand. The 
  reverse, obscure object, will hide a single object from the locate spell for one full day.
  Mirror Image (duration: 6 rounds, range: self) 1-4 illusory duplicates of the magic-user 
  spring into being around him, making it impossible to know which is the real person. 
  The duplicates stay near to the magic-user, mimicking his actions; pretending to cast 
  spells, drink potions, and so on. Enemy attacking the magic-user will instead strike a 
  duplicate, destroying them one by one until only the real magic-user remains.
  Phantasm (duration: concentration, range: 240ft) Creates a convincing, animated 
  phantasm that persists for as long as the magic-user continues to concentrate. Should 
  anyone suspect the phantasm, a successful saving throw versus spells will enable them 
  to spoil the illusion simply by touching it. Otherwise, the phantasm is considered “real” 
  for all purposes, including causing real damage.
  Reveal Invisible (duration: 3 turns, range: 10ft per level) The magic-user can see 
  invisible, hidden, ghostly, or otherwise transparent creatures and objects within range 
  and line of sight.
  
  31
  THE ADVENTURER’S HANDBOOK
  Sixth Sense (duration: 1 turn, range: 60ft) The magic-user concentrates on a specific 
  direction for one round in order to gauge what potential subjects are within range in 
  that direction. With a subject identified, the magic-user can perceive surface thoughts 
  of that one creature, listening in for as long as desired. He can hop from subject to 
  subject as desired, round by round, unless the magic is obstructed by lead or any rock 
  thicker than 20ft.
  Web (duration: 6 turns, range: 30ft) Fills a 30ft by 30ft room (or equivalent) with a mass 
  of strong, sticky, inflammable fibres. Targets at the perimeter are allowed a saving throw 
  versus breath weapon to avoid becoming entangled, but those in the thick of it cannot 
  avoid the web. Entangled man-types are held helpless, other than tearing slowly through 
  the web at a rate of 1” (3” with 18 strength). Larger creatures will tear free sooner.
  Witch Lock (duration: permanent, range: 10ft) As per a hold portal spell, except that a 
  witch lock lasts indefinitely and can be placed on anything that can be opened, including 
  chests, draws, wardrobes, flasks, books, and so on, as well as portals. A knock spell can 
  bypass a witch lock without ending it, as can the magic-user who created the lock, or 
  any other magic-user at least 3 levels higher.
  3RD LEVEL MAGIC-USER SPELLS
  Circle of Invisibility (duration: special, range: 120ft) All creatures within 10ft of the 
  magic-user or a target point within range are affected as per the invisibility spell. Note 
  that they cannot see each other.
  Circle of Protection from Evil (reversible, duration: 6 turns, range: self) As per the 
  protection from evil spell, except that the protection extends to a 10ft radius about the 
  magic-user.
  Clairvoyance (duration: 1 turn, range: 60ft) Enables the magic-user to see in his mind’s 
  eye anywhere he desires within range, except that the magic is obstructed by lead, or 
  any rock thicker than 20ft.
  Dispel Magic (duration: permanent, range: 120ft) Ends any ongoing spell that was 
  begun by a caster of equal or lower level. If the ongoing spell was begun by a caster of 
  higher level, then there is a 5% chance for each level he has over and above the 
  magic-user’s level that the attempt to dispel will fail. Instantaneous spells cannot be 
  dispelled, because the magic has already happened before the dispel magic could take 
  effect, nor will this spell affect magic items.
  Explosive Runes (duration: special, range: touch) Protects a spell book, chest, portal, 
  or any device that can be opened with invisible runes. Excepting the caster, anyone who 
  opens the protected device will trigger the trap and suffer 4-24 hit points of fire damage. 
  The explosive runes are revealed to a detect magic or find traps spell, and are exhausted 
  after a single use.
  Fireball (duration: instantaneous, range: 240ft) The magic-user points his finger at a 
  target anywhere within range and line of sight, and causes a fiery explosion to fill a 
  sphere of 20ft radius or an equivalent volume of available space. Everyone caught within 
  the blast suffers 1-6 hit points of fire damage per level of the magic-user, to a maximum 
  of 10-60. A successful save versus breath weapons will reduce the damage by half.
  Fly (duration: 1-6 turns +1 turn per level, range: self) Enables the magic-user to fly at 
  a movement rate up to 12”.
  
  32
  DELVING DEEPER: VOLUME I
  Haste (reversible, duration: 3 rounds, range: 60ft) Up to one creature per level of the 
  magic-user within 30ft of the target are quickened, moving at double pace and making 
  one additional attack per round (but not casting more than one spell per round). Those 
  nearest the target are affected first. At the end of the spell, each subject must save versus 
  petrification or else age one year. The reverse, slow, instead halves movement rate and 
  number of attacks per round (to a minimum of 1). Those with only one attack per round 
  instead suffer a 
  4 penalty to initiative and attack rolls. Slow counters haste, and vice 
  versa.
  Hold Person (duration: 2-12 rounds, range: 180ft) 1-4 persons (including men, elves, 
  dwarfs, goblins, and the like) are held immobile if they fail a saving throw versus paralysis. 
  If but a single person is targeted his save is penalized by –2.
  Lightning Bolt (duration: instantaneous, range: 180ft) Unleashes a powerful stroke of 
  electrical energy at any target in range and line of sight. It passes directly through 
  creatures but reflects off hard surfaces, possibly even doubling back, so that it is always 
  60ft long; thus the maximum reach of this spell could be up to 240ft. Everyone passed 
  through suffers 1-6 hit points of electrical damage per level of the magic-user, to a 
  maximum of 10 dice. A successful save versus wands will reduce the damage by half.
  Protection from Missiles (duration: 12 turns, range: self) The magic-user is completely 
  invulnerable to ordinary missiles of the non-magical sort, including stones, spears, arrows 
  and so on. This protection does not extend to enchanted missiles, boulders hurled by 
  giants or catapults, or similar missiles.
  Water Breathing (duration: 12 turns, range: 30ft) The subject is empowered to breathe 
  normally under water. No buoyancy or ability to swim is conferred, however.
  4TH LEVEL MAGIC-USER SPELLS
  Animal Growth (reversible, duration: 2-12 rounds, range: 30ft) Causes up to 6 existing 
  animals (of the ordinary sort) within range to grow to giant size and assume all of the 
  game statistics of the giant sort. If no such statistics exist, assume that strength and hit 
  dice are doubled. The animals’ disposition toward the magic-user is unaffected by this 
  spell. The reverse, animal reduction, causes a like number of ordinary animals to shrink 
  to miniature size with half their normal strength and size.
  Animate Dead (duration: permanent, range: 60ft) Causes the bones or bodies of the 
  slain to rise as undead skeletons or zombies under the magic-user’s command. Up to 
  1 hit die of undead can be animated for each of the magic-user’s levels. Thus a 9th level 
  magic-user could animate up to 18 skeletons (½ HD) or 9 zombies (1 HD). They will 
  obey until destroyed, either in combat or by a dispel magic.
  Charm Monster (duration: special, range: 120ft) Brings 3-18 hit dice of monsters 
  (including most creatures that are not man-like and -sized, but excluding undead) who 
  fail to save versus spells completely under the influence of the magic-user. Creatures of 
  up to 1 HD require one die each. Those with additional hit points are rounded up to the 
  next category; thus 1+1 HD monsters require 2 dice each, 2+1 HD monsters require 
  3 dice each, and so on. No more than a single creature with 4 or more HD can be 
  affected in any case. Each case of gross abuse or negligence allows a monster another 
  saving throw, otherwise the charm lasts until lifted by the magic-user, a remove curse, 
  or a dispel magic.
  
  33
  THE ADVENTURER’S HANDBOOK
  Confusion (duration: 3-18 rounds, range: 120ft) Causes confusion in 3-18 creatures. 
  The magic is indiscriminate and must affect the indicated number of creatures, beginning 
  1-6
  1
  2
  3
  4
  5
  6
  Stand oblivious, staring off into the distance
  Sit and eat whatever is nearby
  Walk quietly away
  Shout poetry angrily (or equivalent)
  Attack the nearest creature
  Attack the nearest enemy
  Behavior
  Confused Behavior
  with those nearest the 
  target. Those with 4 or 
  more hit dice are allowed 
  a saving throw versus 
  spells to negate the effect, 
  otherwise, 
  each 
  in-
  dividual’s behavior is det-
  ermined randomly each 
  round.
  Dimension Door (duration: instantaneous, range: 10ft) The magic-user or other subject 
  steps from his present location to any known location (or place specified by distance and 
  direction) within 360ft.
  Hallucinatory Terrain (duration: special, range: 240ft) Creates an illusionary terrain 
  that conceals the underlying geography and is convincing in every way from a distance. 
  The hallucination will not stand up to close inspection, however, and can be seen through 
  automatically by any intelligent being who comes into contact with it.
  Plant Growth (reversible, duration: permanent, range: 120ft) Causes existing vegetation 
  in an area up to 30ft square to become thickly overgrown and virtually impassable. The 
  resulting thicket is so dense it can only be hacked through at a rate of 1”, although 18 
  strength allows a rate of 3” and larger, stronger creatures are able to make quicker 
  progress. The growth lasts until it is hacked or burned away, or a dispel magic is cast. 
  The reverse, plant reduction, causes a like volume of vegetation to wither and shrink 
  away, making otherwise dense thickets easily passable.
  Polymorph (duration: 6 turns +1 turn per level, range: self) The magic-user transforms 
  himself into any other creature but retains his own intelligence, hit points, saving throws, 
  ability to speak and cast spells, and so on. He assumes the size, strength, mobility, armor 
  class, physical attack and damage capability of the new form, however. Supernatural 
  abilities including spell casting, breath weapons, gaze attacks, and so on are not assumed.
  Remove Curse (duration: permanent, range: 10ft) Instantaneously lifts one curse from 
  a creature, but not from an object. This spell will, however, enable a person to be rid of 
  a cursed item. The reverse, bestow curse, burdens the subject with a curse so named 
  by the magic-user at a touch, requiring an attack roll against an unwilling target.
  Wall of Fire (duration: concentration, range: 60ft) Conjures a blazing curtain of standing 
  fire which persists for as long as the magic-user concentrates upon maintaining it. The 
  wall of fire is 5ft thick and up to 60ft long and 20ft high (or any equivalent dimensions), 
  and is straight or curved as the magic-user desires. Creatures of fire are unaffected, 
  except by its opaqueness.  Otherwise, the wall is impenetrable to creatures with fewer 
  than 4 hit dice. Those with 4 or more hit dice will suffer 2-12 hit points of fire damage 
  for passing through, except that undead or creatures of cold instead suffer 4-24 points.
  Wall of Ice (duration: 12 turns, range: 120ft) Conjures a steaming cold bulkhead of 
  hard pack ice 5ft thick and up to 60ft long and 20ft high (or any equivalent dimensions). 
  It may be straight or curved, as the magic-user desires, and is opaque and impenetrable 
  to creatures with fewer than 4 hit dice – except by concentrated tunneling. Greater 
  
  34
  DELVING DEEPER: VOLUME I
  creatures can instead break through a wall of ice as they might break down doors. 
  Excepting creatures of cold, these will suffer 1-6 hit points of freezing damage per 
  attempt, with creatures of fire suffering 2-12 hit points of freezing damage per attempt.
  Witch Eye (duration: 6 rounds, range: 240ft) Conjures an invisible, floating eye that 
  flies at a rate of 12” per round to anywhere the magic-user desires, within range. The 
  magic-user can see in his mind’s eye everything that this conjuration sees.
  5TH LEVEL MAGIC-USER SPELLS
  Baleful Polymorph (duration: permanent, range: 60ft) The subject is transformed into 
  any other creature the magic-user desires, although an unwilling subject is allowed a 
  saving throw versus petrification to negate the effect. If polymorphed, the subject must 
  make a survive shock roll or immediately die. Otherwise, he retains his own intelligence, 
  hit points, saving throws, ability to speak and cast spells, but assumes all other 
  characteristics of the new form, including supernatural abilities such as breath weapons, 
  gaze attacks and on. The transformation is permanent until negated by a dispel magic.
  Cloudkill (duration: 6 rounds, range: 30ft) Conjures a 30ft diameter bank of dense, 
  poisonous fog which rolls along the ground at a rate of 3”, either with the wind or away 
  from the magic-user. The vapors are heavier than air and will sink to the lowest lay of 
  the land, pouring down sinkholes or openings for example. Any creature with fewer than 
  5 hit dice that breathes the fog must save versus poison or be slain.
  Contact Other Plane (duration: 1 turn, range: self) The magic-user seeks knowledge 
  from powerful beings on other planes of existence. These will answer the magic-user’s 
  questions with a “yes” or “no” answer, which will be absolute. 1-6 questions (rolled 
  secretly by the referee) will be entertained safely. For each additional question asked, 
  the magic-user must successfully save versus spells or be rendered insane for 1-6 weeks.
  Feeblemind (duration: permanent, range: 240ft) A subject within range and line of sight 
  must save versus spells at –4 or become a mental invalid. A feebleminded subject cannot 
  speak, count, read, write, or communicate in any coherent fashion, and neither can he 
  cast spells or use command words. The spell lasts until countered by a dispel magic.
  Hold Monster (duration: 2-12 rounds, range: 180ft) 1-4 monsters (including most 
  creatures that are not man-like and -sized, but excluding undead) are held immobile if 
  they fail a saving throw versus paralysis. If but a single monster is targeted its save is 
  penalized by –2.
  Invoke Elemental (duration: permanent, range: 240ft) Conjures one earth, air, fire or 
  water elemental of the 16 hit dice sort. The elemental remains until dismissed by the 
  magic-user or a dispel evil, or destroyed in combat. The magic-user may move at half 
  rate, but otherwise controlling the elemental requires his complete concentration. If the 
  magic-user should lose concentration (by being hit, for example) he can no longer dismiss 
  the elemental and it will attack him immediately. No more than one elemental of each 
  type can be conjured per day.
  Magic Jar (duration: special, range: 30ft) The magic-user sends his spirit into a gem or 
  crystal within 30ft, leaving his own body helpless. From there the magic-user can attempt 
  to possess any creature that approaches within 120ft. His own body can automatically 
  be possessed. Others are allowed a saving throw versus spells, else the magic-user 
  possesses their body and assumes full control of their physical faculties while retaining 
  
  35
  THE ADVENTURER’S HANDBOOK
  his own intellect. The magic-user’s spirit can return to the magic jar at any time, and 
  forcibly does so if ever the possessed body is slain. If his own body has died in the 
  meanwhile, he might be trapped in the magic jar until another body can be possessed. 
  If the magic jar is destroyed while the magic-user’s spirit is resident, he is annihilated.
  Passwall (duration: 3 turns, range: 30ft) Opens a 5ft diameter passage up to 10ft deep 
  through any wall, including solid rock but not iron.
  Telekinesis (duration: 6 rounds, range: 120ft) Any object (including living things) can 
  be moved through space at a rate of 3” by will alone.  Up to 20lb mass per level of the 
  magic-user can be so moved.
  Teleport (duration: instantaneous, range: 10ft) Instantly transports the magic-user (or 
  other subject) from place to place regardless of distance, possibly requiring an attack 
  roll against an unwilling subject. The magic-user must be very familiar with the destination 
  or risk an error. If he is only passingly familiar with the destination an error will occur 1 
  time in 6. If he has seen the destination only once an error will occur 2 times in 6. If he 
  has never seen the destination an error will occur 3 times in 6. If an error does occur the 
  subject will arrive either 10-60ft too high or too low (50% chance of either). If the subject 
  teleports into mid-air, he suffers a fall; if he teleports into solid matter, he is killed instantly.
  Transmute Rock to Mud (reversible, duration: 3-18 days, range: 120ft) Transmutes 
  rock or earth into a deep slough of mud for 3-18 days, after which time it will have dried. 
  A volume up to 50ft square and 10ft deep (or equivalent) is so affected, possibly 
  undermining structures, drowning heavy creatures, or otherwise reducing movement to 
  3”. The reverse, transmute mud to rock, will permanently transmute an equal volume 
  of mud into earth or rock.
  Wall of Stone (duration: permanent, range: 60ft) Conjures an imposing bulkhead of 
  solid stone 10ft thick and up to 100ft long and 20ft high (or any equivalent dimensions). 
  It can be straight or curved, or plain or featured, as the magic-user desires. It is 
  impenetrable to all but the ordinary means of tunneling or battery, except that it can be 
  dismissed by a dispel magic.
  6TH LEVEL MAGIC-USER SPELLS
  Anti-Magic Shield (duration: 12 turns, range: self) An invisible barrier surrounds the 
  magic-user so that no spell or spell-like effect (including charms, gaze attacks, breath 
  attacks and so on) may pass in either direction for the duration. It is impervious even to 
  dispel magic.
  Control Water (duration: 12 turns, range: 240ft) The magic-user causes the water level 
  of a river or similar body of water to immediately fall to half its natural depth within 240ft 
  of himself, allowing a waterway to be forded, or to rise to half its depth again, 
  precipitating a flash flooding.
  Control Weather (duration: 1-6 days, range: self) Invokes a single desired weather 
  condition in the local geographical area the magic-user is in. The desired weather 
  condition may be extreme, but must be naturally occurring. In any case the weather takes 
  1-6 turns to change.
  
  36
  DELVING DEEPER: VOLUME I
  Disintegrate (duration: instantaneous, range: 60ft) A deadly beam of darkness 
  irrevocably disintegrates any one (non-magical) object or single creature of any size. 
  Creatures are allowed a saving throw versus wands to avoid the beam and negate the 
  effect. Otherwise, up to 10ft cubed of inanimate matter can be instantaneously 
  disintegrated.
  Geas (duration: until fulfilled, range: 30ft) The subject is allowed a saving throw versus 
  spells, but is otherwise compelled to perform a quest specified by the magic-user. Should 
  the subject dally or deviate from this quest he will weaken each day until he either dies 
  or resumes the quest. A remove curse will restore lost strength, but only the completion 
  of the quest, or a successful dispel magic, will end this spell.
  Move Earth (duration: 1 turn per level, range: 240ft) Up to six 10ft cubes of earth within 
  range and line of sight can be excavated per turn, as orchestrated by the magic-user. 
  Neither solid rock nor large boulders can be moved, and any diggings will always fall 
  adjacent to the excavation, possibly requiring forethought to avoid a cave in.
  Project Image (duration: 6 rounds, range: 240ft) Projects a quasi-real image of the 
  magic-user to anywhere within 240ft. The image is indistinguishable from the magic-user, 
  and completely under his control. He knows and senses everything his image does. 
  Moreover, it can perform any action the magic-user himself could perform, including 
  casting spells. These are, however, cast from the magic-user’s actual memory.
  Reincarnation (duration: permanent, range: touch) Restores a slain character to life in 
  another body, so long as he has not been dead any longer than one day per level of 
  the magic-user. Rising from the dead is a great ordeal and the subject must make a 
  successful survive shock roll in order to be reincarnated at all. Should this succeed, his 
  body is transformed according to his alignment, and he awakes without need for 
  1-10 
  Chaotic 
  Neutral 
  Lawful
  1 
  Fighter 
  Halfling 
  Halfling
  2 
  Anti-cleric 
  Elf 
  Elf
  3 
  Magic-user 
  Dwarf 
  Dwarf
  4 
  Thief
  Fighter 
  Fighter
  5 
  Orc 
  Magic-user 
  Cleric
  6 
  Hobgoblin 
  Thief
  Magic-user
  7 
  Lizardman 
  Pixie 
  Gnome
  8 
  Wereboar 
  Dryad 
  Dryad
  9 
  Ogre 
  Werewolf
  Unicorn
  10 
  Minotaur 
  Centaur 
  Werebear
  Reincarnation Outcome
  Subject’s Alignment
  recuperation. 
  The 
  reincarnated 
  character 
  retains 
  his 
  former 
  intelligence, wisdom and 
  memories, but otherwise 
  assumes all faculties of his 
  new form. Any former spell 
  casting ability is lost. If a 
  player character class or 
  race is indicated, roll a 
  six-sided die to determine 
  the character’s new level. 
  Elves split their levels 
  between the fighting and 
  magic-using classes, and 
  halflings have half as many 
  levels as indicated. No character can advance in level by reincarnation in any case.
  Repulsion (reversible, duration: 1 round per level, range: 120ft) All creatures within a 
  90° arc before the magic-user are forced inextricably away from him at a rate of 3” or 
  the full rate at which they attempt to approach. There is no saving throw and the repulsion 
  continues to the full range of the effect. The reverse, attraction, instead forces creatures 
  inextricably toward the magic-user.
  
  37
  THE ADVENTURER’S HANDBOOK
  RESEARCHING NEW SPELLS
  Clerics and magic-users are able to research new spells for their repertoires. The spell 
  level of a new spell cannot exceed the highest spell level which the researcher is able to 
  memorize. That aside, the player can contrive whatever spell description he desires, 
  remembering that the referee will rule on what is allowable and will decide the spell 
  level of the new magic. 
  Success is a matter of time and investment. One week and 2,000 gp are required for 
  a 1st level spell. Costs double and time is extend by one week at each successively higher 
  spell level. Thus, a 2nd level spell requires two weeks and 4,000 gp, a 3rd level spell 
  Item 
  Cost 
  Time
  Spell scroll* 
  100 gp 
  1 week
  Potion* 
  250 gp 
  1 week
  Arrows +1 (score) 
  1,000 gp 
  2 weeks
  Sword +1 
  3,000 gp 
  1 month
  Leather armor +1 
  1,000 gp 
  2 weeks
  Mail armor +1 
  3,500 gp 
  1 month
  Plate armor +1 
  10,000 gp 3 months
  Shield +1 
  1,500 gp 
  2 weeks
  Gauntlets of Ogre Power 
  15,000 gp 
  6 weeks
  Bag of Holding 
  20,000 gp 2 months
  Boots of Speed 
  25,000 gp 3 months
  Wand of Fireball 
  40,000 gp 4 months
  Staff of Sorcery
  100,000 gp 
  1 year
  Ring of Protection 
  60,000 gp 6 months
  Ring of Wizardry 
  80,000 gp 9 months
  * cost given per spell level
  Cost of Enchanting Items
  requires three weeks and 8,000 gp, a 
  4th level spell requires four weeks and 
  16,000 gp and so on.
  ENCHANTING MAGIC ITEMS
  Magic-users and clerics can copy spells 
  which they can memorize onto scrolls 
  and can enchant other magical items at 
  9th level or higher. Items with spell-like 
  powers that mimic magic-user or cleric 
  spells can only be constructed by 
  members of that class; other magic items 
  can be created by either class.
  The cost and time required for some 
  magic items are given here. The referee 
  will assign a cost and time requirement 
  for each other item commensurate with 
  its power and value – invest wisely.
  Slaying Spell (duration: instantaneous, range: 240ft) Slays 6-36 hit dice of creatures 
  who fail to save versus poison. The spell is indiscriminate and must affect the indicated 
  number of hit dice, beginning with those nearest the target. Creatures with up to 1 HD 
  require one die each, while those with additional hit points are rounded up to the next 
  category; thus 1+1 HD monsters require 2 dice each, 2+1 HD monsters require 3 dice 
  each, and so on. Creature with 7 or more hit dice are immune to this magic.
  Stone to Flesh (reversible, duration: permanent, range: 120ft) Restores a petrified 
  creature (and any possessions) to living flesh, regardless of size. However, returning to 
  the flesh is a great ordeal and the subject must make a successful survive shock roll or 
  else be slain. The reverse, flesh to stone, petrifies one living creature (and any carried 
  possessions). A successful saving throw versus petrification will negate the effect.
  Wall of Iron (duration: permanent, range: 120ft) Conjures a daunting bulkhead of 
  solid iron up to 120ft long and 10ft high (or any equivalent dimensions). It can be straight 
  or curved, and plain or featured, as the magic-user desires. It is impervious to spells 
  such as sixth sense, passwall and transmute rock to mud, and largely impenetrable to 
  ordinary means of battery or attack. It is permanent unless dismissed with a dispel magic.
  
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Delving Deeper Reference Rules Volume 1: The Adventurer’s Handbook Copyright 2012, Cameron Dubeers and Simon J. 
  Bull.
  Delving Deeper Reference Rules Volume 2: The Referee’s Guide Copyright 2012, Cameron Dubeers and Simon J. Bull.
  Delving Deeper Reference Rules Volume 3: The Monster & Treasure Reference Copyright 2012, Cameron Dubeers and 
  Simon J. Bull.
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Delving Deeper/Delving Deeper Ref Rules v2 The Adventurers Handbook.pdf