TEXT:  
   
   
  THE PRICE OF REBIRTH 
   
  EXPANDED INJURY, RESURRECTION, AND LICHDOM RULES 
  COMPATIBLE WITH SWORDS &WIZARDRY: WHITE BOX™ 
   
  By Omer Golan-Joel 
   
   
  
   
  1 
   
  THE PRICE OF REBIRTH 
  Credits
  Cover Art 
  Public Domain Art 
  Interior Art 
  Public Domain Art 
  Author 
  Omer Golan-Joel 
  Editor 
  Richard Hazlewood 
  Interior Design & Layout 
  Kathy Hazlewood and Omer Golan-Joel 
   
   
  All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, 
  names, places, items, art and text herein are copyrighted by Stellagama Publishing. Parts of this game product have been published under the Open Game 
  Licence. A copy of this licence is shown on the last page of this book. To learn more about the Open Game Licence, please go to 
  www.mongoosepublishing.com. This material is protected under the copyright laws of the United States. This product is a work of fiction. Any similarity to 
  actual people, organisations, places or events is purely coincidental. 
   
  Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch. Stellagama Publishing is not affiliated in any way with Matthew J. Finch or with Mythmere 
  Games™. 
  
  The Price of Rebirth 
   
  2 
   
  Table of Contents 
   
  Tables 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Copyright 2016 Stellagama Publishing  
  Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch. Stellagama Publishing is not affiliated in 
  any way with Matthew J. Finch or with Mythmere Games™. 
  Introduction 
  3 
  Required Materials 
  3 
  About The Author 
  4 
  Critical Injury 
  5 
  Defying Death 
  8 
  Variant Reincarnation Rules 
  10 
  Lichdom 
  11 
  Open Game License version 1.0A 
  14 
  TABLE 1 – Treating Critical Injury 
  6 
  TABLE 2 – Variant raise Dead 
  8 
  TABLE 3 – Variant Reincarnation 
  10 
  TABLE 4 – Lichdom 
  12 
  
  The Price of Rebirth 
   
  3 
   
  Introduction 
  Death lies in wait for the hapless adventurer in the dark corners of the dungeon, amidst the gnarled trees of 
  the forest, and even in the halls of mighty kings. Even the strongest adventurer faces a constant threat of 
  death, as the adventuring profession is not for the timid. According to the default Swords & Wizardry™: White 
  Box™ rules (S&W 16), characters and creatures die when their Hit Points reach zero (0). In many cases, failing 
  a Saving Throw might also kill a character or creature. However, not all heroes and villains die so quickly, even 
  in the absence of powerful magic capable of raising or resurrecting the dead. Instead, this supplement 
  proposes a possibility for first aid – or even ordinary healing magic – to bring back a character from the brink 
  of death if applied in a timely fashion. But such lucky escape from the maws of hell is not without 
  consequences. Wounds severe enough to bring a character to zero Hit Points are not to be taken lightly, and 
  the character will typically be scarred – or even crippled – by these injuries. Powerful magic, indeed, may 
  repair a broken body, but even it has limits. 
  Under the default Swords & Wizardry™: White Box™ rules (S&W 27), a powerful Cleric may raise any dead 
  character within an allotted time limit without undue consequences. Similarly, a powerful Magic-User may 
  cause a dead character to reincarnate in a new body (S&W 28), again without negative consequences. 
  However, in some worlds, the gods will look unfavorably upon such magic which tampers with mortality and 
  the natural order of things. Therefore, the optional rules included in this supplement allow for circumstances – 
  ranging from mild to harsh – of the use of such mighty spells: bringing a dead person back will not always be a 
  great success, and reincarnation will not always bring back a character to their original sex and race. 
  Finally, a powerful Magic-User – especially of Chaotic alignment – may attempt to transcend mortality and 
  become a Lich. This is not always successful, and in many case comes at a terrible price. The end result is an 
  intelligent spell-casting undead creature; great success in this transformation will allow the player to retain 
  their vile character and play them even in undeath! 
  Note that all rules presented in this product are optional variant rules, to be used at the Referee's 
  discretion. 
  Required Materials 
  To get the most from this book you will need at least two dice of various sizes and some pens/pencils and 
  paper or a computer. 
  This book requires access to a copy of the Swords & Wizardry™: White Box™ rules by Mythmere Games™. 
  Page notations in this product refer to those in the First Printing Edition from 22 January 2009, available for 
  free at the Mythmere Games™ web-page at the following address: 
  http://www.swordsandwizardry.com/whitebox.htm 
  References to Other Books 
  In this book, references to specific pages in other books and products are shown as the code for the 
  relevant book followed by the page number, both in italics, thus: S&W x or (S&W x) for Swords & Wizardry™: 
  White Box™. 
  
  The Price of Rebirth 
   
  4 
   
  Die Throw & Notation Conventions 
  The die throw and notation conventions used in this book are the same as those described on S&W 1. 
  Combat 
  Wherever this book refers to combat, you can use the Combat chapter on S&W 14-16. 
  About the Author 
  Omer Golan-Joel is a 34 years old freelance English-Hebrew-English translator and an avid sci-fi and fantasy 
  gamer from the town of Yavne, Israel. He lives with his beloved fiancée and his two cats Saki and Chicha – the 
  real masters of the house – as well as an entourage of lizards, from the gang of house geckos to the large Star 
  Agama who graces the wall of his home in the warm and hot months. Omer is a fan of science-fiction, fantasy 
  and history, an amateur cook, and a hobbyist herpetologist. He also writes role-playing gaming material, 
  including Outer Veil, a full-scale campaign setting for Traveller™ published by Spica Publishing®.  
  Stellagama Publishing 
  Stellagama Publishing is a small, independent, international role-playing game publisher focused on older-
  school science fiction and fantasy gaming. We publish stuff for Sword & Wizardry: White Box™, the White 
  Star™ RPG based on it, and for Mongoose® Traveller™, 2nd edition. Our interests are first and foremost to put 
  forth enjoyable, immediately playable supplements, setting and adventures for these games for the 
  enjoyment of our fellow players and referees. 
   
   
   
   
  
  The Price of Rebirth 
   
  5 
   
  CRITICAL INJURY 
  According to the Swords 
  and Wizardry™: White Box™ 
  rules (S&W 16), a character 
  dies when their Hit Points 
  reach zero (0). Here we 
  present 
  a 
  slightly 
  more 
  complex alternative, with 
  more varied results aimed at 
  adding more variety and 
  color to your campaign – 
  and 
  of 
  course 
  allowing 
  villains to come back and 
  exact vengeance on the 
  player characters who have 
  seemingly slain them many 
  game sessions ago. 
  Under this optional rule, a character does not die when they reach zero (0) Hit Points. Instead, the fallen 
  character hovers at the gates of death – they may or may not be dead, and are possibly mortally injured. Do 
  not count Hit Points below zero (0), unless the attack which knocked out the character caused more damage 
  than the character's Constitution score in a single attack after subtracting any remaining Hit Points, in which 
  case the character is mauled beyond any chance of recovery even by high magic, save for reincarnation. The 
  character remains unconscious, or maybe dead, until someone tries to heal the fallen character by first aid, 
  herbalism, or magic. When another character makes this attempt, the stricken character must make a Saving 
  Throw vs. Death. Note by how much the character has succeeded in this Saving Throw or failed in it, and 
  consult the table on the next page. 
   
   
  
  The Price of Rebirth 
   
  6 
   
   
  Saving Throw… 
  Result 
  Failed by 10 or more points 
  The character is dead and their body is almost irrecoverably crushed, sliced, or otherwise beaten 
  almost beyond recognition. Raise Dead will not work in such a case, though Reincarnation will. 
  Failed by 9-8 points 
  The character is dead and severely mauled. Raise Dead will work on the character, though if you 
  are using the optional Raise Dead rules in this booklet, he will roll with a -5 penalty. 
  Reincarnation will work normally. 
  Failed by 7-6 points 
  The character is dead. Both Raise Dead and Reincarnation will work normally on him or her. 
  Failed by 1-5 points 
  The character is critically injured and will die unless treated by a skilled healer (at the Referee's 
  discretion) or healed by magic within an hour. Once treated, roll 1d6: 1-2, the character loses a 
  leg; 3-4 the character loses an arm; 5 the character loses both eyes; 6, the character suffers brain 
  damage. In any case, the character will have to rest for a whole month before returning to 
  adventuring. 
  Exact saving throw number 
  The character is critically injured and will die unless treated by a skilled healer (at the Referee's 
  discretion) or healed by magic within an hour. Once treated, roll 1d6: 1-2, the character loses his 
  hearing; 3-4, the character loses one eye; 5, the character loses one hand; 6, one of the 
  character's legs is crippled. In any case, the character will have to rest for two weeks before 
  returning to adventuring. 
  Succeeded by 1-5 points 
  The character is severely injured and will die unless treated by a skilled healer (at the Referee's 
  discretion) or healed by magic within 24 hours. Once healed, roll 1d6: 1-2, the character is horribly 
  scarred; 3-4, the character loses 1d3 fingers; 5, the character loses one ear; 6, the character loses 
  most of his or her teeth. In any case, the character will have to rest for a week before returning to 
  adventuring. 
  Succeeded by 6 or more points 
  The character is injured and will awaken with 1 Hit Point and will recover normally. Roll 1d6: on 1-
  3, the character will suffer a major and easily recognizable scar; on 4-5, the character will suffer a 
  minor scar; on 6, he or she was lucky – and came out of the ordeal completely intact! 
  Modifiers: +1 if given first aid by a skilled herbalist (Referee's discretion); +2 if healed by magic; -4 if not treated within 1 Turn of the 
  end of combat; cannot heal if not triaged within 3 Turns of the end of combat. 
  TABLE 1: Treating Critical Injury 
   
  Bodily Harm 
  Here we list the effects of the various inflictions caused by rolling on TABLE 1. Note that unless otherwise 
  noted, ordinary magic cannot heal this kind of damage, but a Ring of Regeneration (S&W 58) will restore the 
  organs and limbs to normal functioning, and so would a Wish granted by a magic item or a powerful creature. 
  Brain Damage: The character's brain is impaired. Halve their effective Intelligence score, and they suffer a -
  4 penalty to all rolls – Saving Throws included – related to mental abilities and resisting mental powers. 
  Crippled Leg: The character walks with a marked limp, reducing movement by half (usually to 6). 
  Lost Arm: The character loses an arm and obviously cannot use two-handed weapons or do any other action 
  requiring both arms.  
  
  The Price of Rebirth 
   
  7 
   
  Lost Eye: The character loses an eye and loses depth perception and suffers from reduced visual perception, 
  leading to a -2 penalty to hit rolls and other rolls related to sight, as well as a -1 penalty to Surprise rolls. 
  Lost Fingers: The character loses one or more fingers and their grip loses its firmness. The character suffers 
  a -1 penalty to hit with two handed weapons and a -2 penalty to hit with any weapon held in the stricken 
  hand. At the Referee's discretion, the character might also suffer other ill effects from losing fingers. 
  Lost Hearing: The character cannot hear spoken language and other sounds and will suffer related effects at 
  the Referee's discretion. The character is also Surprised on 1-3 rather than the usual 1-2.  
  Lost Leg: The character cannot walk and can only crawl. With a crutch costing 5sp, the character can move 
  at a speed of 2. A peg leg costing 20gp will also allow a speed of 2, but will be less unwieldy than a crutch. 
  Lost Hand: The character loses one hand and obviously cannot use two-handed weapons or do any other 
  action requiring both hands. A hook hand costs 25gp and allows basic grapping but little else.  
  Lost Sight (both eyes): The character is blind. They treat all opponents as invisible (S&W 15) and is 
  otherwise impaired as a blind person (Referee's discretion applies). The character is also Surprised on a roll of 
  1-5 on 1d6 rather than the usual 1-2. 
  Lost Teeth: The character has lost most of their teeth and is unable to chew, has difficulties speaking and an 
  impaired appearance. Exact effects in the game are left to the Referee. 
  Scarring, Horrible: The character's face and other obvious parts of their body bear monstrous scars, causing 
  a -4 penalty to any rolls related to diplomacy or persuasion and a +2 bonus to any roll related to intimidation. 
  The character is also very easy to recognize. 
  Scarring, Major: The character bears a major, obvious scar on one of the body parts easily recognized by 
  onlookers, causing a -2 penalty to any rolls related to diplomacy or persuasion and a +1 bonus to any roll 
  related to intimidation. The character is also very easy to recognize. 
  Scarring, Minor: The character bears an obvious but small scar. This makes recognition easier but does not 
  affect persuasion or intimidation attempts. Cure Wounds II (S&W 21) can remove this kind of scarring. 
   
   
  
  The Price of Rebirth 
   
  8 
   
  DEFYING DEATH 
  Powerful magic – namely the Raise Dead spell (S&W 27) – can bring back characters from the dead. 
  However, in some worlds, the jealous gods of death loath to give up the precious souls collected by them after 
  death; in other worlds, the gods see such resurrection as a violation of the natural order of life, death, and 
  rebirth. For any such setting, or if the Referee wishes to insert an element of risk and horror to such spells in 
  his world, we suggest the following rules. 
  When a Raise Dead spell is cast on them, the dead character must make a Saving Throw vs. Death. Note by 
  how much the character has succeeded in this Saving Throw or failed in it, and consult the following table. 
   
  Saving Throw… 
  Result 
  Failed by 10 or more points 
  The gods refuse to let go of the character's soul and they remain dead for eternity. No further 
  attempts may be made to bring the character back to life. 
  Failed by 8-9 points 
  The character indeed arises from the dead, but instead of rising as a normal mortal, the eternal 
  powers of Chaos curse them with undeath! The character rises as a Ghoul (S&W 40), under the 
  Referees control, who will attack any nearby characters and attempt to eat them. The only 
  exception is in the case of Elven characters, who rise as Banshees (S&W 36). 
  Failed by 6-7 points 
  The spell fails. Further Raise Dead attempts may be made, but at a -4 on this table. Penalties are 
  cumulative for repeated attempts, e.g. a third attempt after failing twice at this level will suffer a -
  8 penalty. 
  Failed by 1-5 points 
  The character is restored to life, but at a bad state – they will require 1d6 months of rest. Roll 1d6: 
  1-2, the character loses their memory; 3-4, the character is part alive and part dead; 5-6, the 
  character is possessed by a demon will suffer from sudden and unexpected fits of murderous 
  rage. 
  Exact saving throw number 
  The character is restored to life, though still bearing marks of terrible injury – they will require 1d3 
  months of rest. Roll 1d6: 1-2 the character suffers from partial memory loss; 3-4, the character 
  has passed through Hell (or whatever terrible afterlife your setting has) and will have severe 
  recurring nightmares; 5-6, the character will undergo a profound personality change. 
  Succeeded by 1-5 points 
  The character is well-restored to life, and will make a full recovery within 2 weeks as per the 
  default spell. Roll 1d6: 1-2, the character will be sickly for the rest of their life; 3-4, the character 
  suffers attribute loss; 5-6, the character remains cold as a corpse and will suffer sudden shivers. 
  Succeeded by 6 or more points 
  The character is blessed by the gods and awakens fully restored with 1 Hit Point, ready to 
  adventure right from the Cleric's hands! 
  Modifiers: +2 if raised by a Level 8 (or higher) Cleric; -2 if dead for over a week; -4 if dead for 4 or more weeks. 
  TABLE 2: Variant Raise Dead 
   
   
   
  
  The Price of Rebirth 
   
  9 
   
  Raise Dead Spell Effects 
  Here we list the effects of the various inflictions caused by rolling on TABLE 2. 
  Attribute Loss: The character was not completely healed and suffers from reduced abilities. Roll 1d6: 1, the 
  character loses 1d3 points of Strength; 2, the character loses 1d3 points of Intelligence; 3, the character loses 
  1d3 points of Wisdom; 4, the character loses 1d3 points of Constitution; 5, the character loses 1d3 points of 
  Dexterity; 6, the character loses 1d3 points of Charisma. The Attributes cannot go below 1. 
  Memory Loss, Full: The character suffers from complete amnesia, though he or she will retain basic life skills 
  and partial adventuring capabilities. The character only retains half of his or her Level, rounded down, to a 
  minimum of Level 1. 
  Memory Loss, Partial: The character loses part of his or her memory but retains a general idea of his or her 
  identity, as well as most adventuring capabilities. The character loses one Level, to a minimum of Level 1. 
  Partially Alive: The character is neither alive nor dead, and teeters constantly on death's door, held alive 
  only by divine magic but at the same time constantly called back to the afterlife (or hell) by the gods of death. 
  The character suffers a -4 penalty to all actions and Saving Throws and only has half of their movement rate 
  (in most cases, 6). The character must also make a Saving Throw vs. Death every month, with the above 
  penalty, or die as the gods of the underworld reclaim their soul. 
  Personality Change: The character retains their memories intact, but will change personality in a profound 
  manner, as negotiated between player and Referee. 
  Recurring Nightmares: The character suffers from memories of being dead and in a dreadful afterlife - and 
  other negative visages. They will invariable suffer from severe recurring nightmares every night, preventing 
  healthy sleep. The character will suffer severe insomnia as a result, causing a constant -2 penalty to all actions 
  and Saving Throws. Spellcasters will only be able to cast spells as if they were one half their level, rounded 
  down – if this is rounded down to zero, the character loses their spellcasting ability. 
  Sickly: The character's body does not fully recover from being dead and its life force is far weaker. Natural 
  healing takes twice as long, and magical healing heals only half the damage (rounded down, to a minimum of 1 
  Hit Point). The character also suffers a -2 penalty to Saving Throws against poison, acid, and disease. 
  Shaking: The character is as cold and pale as a corpse and constantly shivers. They thus suffer from 
  constantly shaky hands, causing a -2 penalty to all attack rolls and other actions requiring steady hands. 
  Sudden Murderous Rage: The character awakens as normal but is possessed by a terrible demon. At times 
  left to the Referee's discretion (recommended every week or every month, depending on how much the 
  Referee is merciful), the character must make a Saving Throw or fly into murderous bloodlust lasting 2d6 
  Rounds, doing their best to kill any living being in reach. After this period, they will return to normal 
  functioning but will not remember any of the actions under this rage. A Cleric may attempt to use the Remove 
  Curse spell (S&W 28) to exorcize the demon; in this case, the character makes a Saving Throw vs. Death; if 
  successful, the Cleric drives away the demon; if failed, the character becomes permanently controlled by the 
  demon – and is from now on a monster controlled by the Referee. 
   
  
  The Price of Rebirth 
   
  10 
   
  VARIANT REINCARNATION RULES 
  The Reincarnation spell (S&W 28) allows a powerful Magic-User to bring back a dead character's soul into a 
  newly formed body. However, if you wish to make things more varied and somewhat risky in your setting, you 
  may wish to use the following rules for a more complex version of this spell. 
  Under these variant rules, a character is reincarnated into a new body – but this may or may not be similar 
  to their original body. The soul remains the same, but the flesh appears anew – at the whim of the gods. First 
  and foremost, roll 1d6; on 1-3, the new body is male; on 4-6, it is female. Additionally, while the character 
  retains their mental and spiritual Ability Scores, they must re-roll the three physical ones – Strength, 
  Constitution, and Charisma – as they are rolled when creating a new character. Finally, the character must roll 
  on the following table – based on their alignment – to find out into what kind of creature he or she has 
  reincarnated: 
   
  D100 
  Lawful 
  Neutral 
  Chaotic 
  1-50 
  Human 
  Human 
  Human 
  51-65 
  Elf 
  Elf 
  Goblin 
  66-80 
  Dwarf 
  Dwarf 
  Kobold 
  81-90 
  Halfling 
  Halfling 
  Orc 
  91-95 
  Gnome 
  Lizardman 
  Hobgoblin 
  96-99 
  Centaur 
  Dryad 
  Bugbear 
  00 
  Other (Referee's discretion) 
  Other (Referee's discretion) 
  Other (Referee's discretion) 
  TABLE 3: Variant Reincarnation 
   
  The character retains their memories and personality. Human characters reincarnated into a human body 
  retain their class and level. When a character reincarnates into a different race, they will retain their level but 
  change the class to reflect the new race; for example, a human reincarnated into a dwarf will follow the Dwarf 
  rules (S&W 8). If the character's original level is higher than that of the target race's highest level limit, reduce 
  the character's level down to that limit. If the character reincarnates into a creature for which there are no 
  rules in the Swords and Wizardry™: White Box ™ rulebook, the Referee will determine the new race's abilities 
  and other game features. 
  Note that the new body is perfectly fresh and healthy – any maladies or lasting injuries caused to the old 
  body will not appear on the new, pristine one. 
   
   
  
  The Price of Rebirth 
   
  11 
   
  LICHDOM 
  A powerful Magic-User or Elf may 
  attempt to use dark magic to transcend 
  mortality and become a Lich (S&W 45). A 
  level 10 Magic-User or an 8th level 
  spellcasting Elf – unless playing an Elven 
  Fighter (S&W 9) – may attempt to perform 
  this horrid ritual. Lesser Magic-Users and 
  weaker Elves may not attempt it, and non-
  Chaotic characters rarely attempt this 
  process. To become a Lich, the character 
  requires complex ritual supplies and unholy 
  texts costing a total of 30,000gp, as well as 
  at least a year of eldritch study and 
  research. Finally, on a moonless night, the 
  character may attempt this monstrous 
  ritual. A Lich created by this way – if the 
  ritual is successful – retains their full 
  memories 
  and 
  abilities, 
  including 
  spellcasting abilities, and becomes an 
  undead creature immune to age, poison, 
  and disease. They do not need to sleep, eat, or drink – or even breath - but must meditate and pray to dark 
  gods for 8 hours to regain cast spells. Any character turned into a Lich becomes irrecoverably Chaotic and may 
  be turned as an undead of their Hit Dice. The Lich also gains a "natural" Armor Class (AC) of 4 (15) and the 
  ability to paralyze any creature of 4 or less Hit Dice with their touch – no Saving Throw allowed, but their 
  movement Speed falls to 6. In any case, any character performing this ritual cannot be Raised or Reincarnated 
  at any point in the future. 
  When performing the ritual the character must make a Saving Throw vs. Death. Note by how much the 
  character has succeeded in this Saving Throw or failed in it, and consult the table on the following page. 
   
   
  
  The Price of Rebirth 
   
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  Saving Throw… 
  Result 
  Failed by 10 or more points 
  The character dies a horrible death. Their soul goes straight to hell or any other torturous afterlife. 
  Failed by 7-9 points 
  The ritual goes awry and the character returns as an insane Mummy (if human) or Banshee (if 
  Elven). The character loses any previous spellcasting abilities and becomes a monster controlled 
  by the Referee, possessing all the capabilities of a monster of that kind. 
  Failed by 1-6 points 
  The character rises as a Lich, but the ritual was not properly complete, and their transformation is 
  partial and particularly accursed. Roll 1d6: on 1-3, the character rises as an insane monstrous Lich 
  (S&W 45) controlled by the Referee; on 4-5, the character suffers from corpse rot; on 6, the 
  character suffers from a terrible curse. 
  Exact saving throw number 
  The character rises as a Lich, but the ritual was far from perfect and the transformation is 
  incomplete. Roll 1d6: on 1-2, the character suffers from a moderate curse; on 3-4, the character is 
  surrounded by an accursed aura; on 5-6, the character becomes insane – even more so than the 
  typical Lich. 
  Succeeded by 1-5 points 
  The character rises as a proper Lich, though not perfectly so. Roll 1d6: on 1-2, the character 
  emanates the cold and the stench of death; on 3-4, the character suffers a mild curse; on 5-6, the 
  character loses all flesh. 
  Succeeded by 6 or more points 
  The Dark Gods of Chaos have blessed the character! They rise as a perfect Lich, ready to wreak 
  havoc on the world! 
  Modifiers: -4 if the character is Lawful; -2 if the character is Neutral; -2 if the character is an Elf; +1 if performed on an Equinox or a 
  Solstice; +2 if the character sacrifices 10 innocent victims to dark gods immediately preceding the ritual. 
  TABLE 4: Lichdom 
   
  Lichdom Effects 
  Here we list the effects of the various inflictions caused by trying to become a Lich. 
  Accursed Aura: A curse lies on the character, emanating an aura of Chaos and Death around them. The aura 
  has a radius of ten miles. Within this area, all life withers and dies: animals leave this area, trees die and rot, 
  and other plans dry off. Any humanoid creature or character who dies in this area rises on the next dusk as a 
  Zombie (S&W 51-52), but is not under the Lich's control. And dead humanoid creature or character buried in 
  this area rises similarly – but as a Skeleton (S&W 49). 
  Cold and Stench of Death: The character is a corpse and this is obvious to anyone within 30': their flesh rots, 
  and even if they try to conceal this rot with a hood or other clothing, they emanate uncanny coldness and a 
  horrid stench of dying flesh, easily recognizable by anyone around them. In addition to their inability to 
  disguise their new nature, almost no living creature will agree to serve them and all henchmen and hirelings 
  will desert him at the first opportunity, though at the Referee's discretion, particularly vile monstrous beings 
  will have no problem accompanying such an undead abomination. 
  Corpse Rot: The character is a walking corpse and continues to wither away with time, despite the dark 
  magic keeping them alive. Every month, the character must make a Saving Throw vs. Death. If failed, they will 
  
  The Price of Rebirth 
   
  13 
   
  die immediately and irrecoverably. If successful, they will suffer a cumulative -1 penalty to all Attack Rolls and 
  Saving Throws: for example, after three successful months, the character will suffer from a -3 penalty. 
  Curse, Mild: The gods have cursed the character for their transgression of mortality, though this curse is not 
  particularly severe. The character suffers from a permanent -1 penalty to all Attack Rolls and Saving Throws. 
  Curse, Moderate: The gods have cursed the character for their transgression of mortality. The character 
  suffers from a permanent -2 penalty to all Attack Rolls and Saving Throws. Furthermore, every time the 
  character attempts to cast a spell, they must make a Saving Throw vs. Magic; if failed, the spell fails and has 
  no effect, but is removed from the Lich's memory as if it was cast. 
  Curse, Terrible: The gods have damned the character for their terrible crimes against nature and Lawful 
  order. The character suffers from a permanent -4 penalty to all Attack Rolls and Saving Throws. Furthermore, 
  every time the character attempts to cast a spell, they must make a Saving Throw vs. Magic; if failed, the spell 
  will have the opposite effect from what the Lich has intended: for example, when casting a damaging spell, it 
  will harm the Lich rather than its intended target. 
  Insanity: The character loses any vestiges of sanity. While the exact effects of this outside combat are at the 
  Referee's discretion, we suggest that in combat, the Lich will act as if they are permanently and fully under the 
  effect of the Confusion spell (S&W 20). 
  Loss of Flesh: The character's flesh rots and withers away, falling from their body. Within 1d3 days, all that 
  remains is an undead, sentient, spellcasting skeleton with an evil red spark in each eye. In game terms, this is 
  indistinguishable from a "regular" Lich, but the Referee may decree on further effects of this state on the 
  character in addition to his deathly appearance. 
   
  
  OPEN GAME LICENCE VERSION 1.0A 
  14 
   
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. („Wizards‟). All rights reserved. 
  1. Definitions:  
  (a) ’Contributors’ means the copyright and/or trademark owners who have contributed Open Game Content; 
  (b) ’Derivative Material’ means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; 
  (c) ‘Distribute’ means to reproduce, Licence, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d) ’Open Game Content’ means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this Licence, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity; 
  (e) ‘Product Identity’ means product and product line names, logos and identifying marks including trade dress; artefacts; creatures characters; stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio 
  representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, 
  equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the 
  owner of the Product Identity, and which specifically excludes the Open Game Content; 
  (f) ‘Trademark’ means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open 
  Game Licence by the Contributor; 
  (g) ‘Use’, ‘Used’ or ‘Using’ means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content; 
  (h) ‘You’ or ‘Your’ means the Licensee in terms of this agreement. 
  2. The Licence: This Licence applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this Licence. You 
  must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this Licence except as described by the Licence itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this Licence. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this Licence. 
  4. Grant and Consideration: In consideration for agreeing to use this Licence, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive Licence with the exact terms 
  of this Licence to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this Licence. 
  6. Notice of Licence Copyright: You must update the COPYRIGHT NOTICE portion of this Licence to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly Licenced in another, independent Agreement 
  with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly Licenced in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
  The following are classified as Open Content: 
  XXX 
  The following are not Open Content and are © 201x Stellagama Publishing unless otherwise stated: 
  Artwork/Images: The artwork/image on the front cover and the artwork/images appearing on pages XXX 
  Text: The text on the front and back covers of this product; all other content contained in this product that has not been specifically identified as Open Game Content in the section 
  titled “The following are classified as Open Content:”, above; all non-player character names, ranks or titles and descriptions, company/corporation names, starship names and unit/platoon 
  names; the world names in the UWP table on page XXX 
  The text of the Open Game Licence © 2000 Wizards of the Coast, Inc. 
  9. Updating the Licence: Wizards or its designated Agents may publish updated versions of this Licence. You may use any authorised version of this Licence to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this Licence. 
  10. Copy of this Licence: You MUST include a copy of this Licence with every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to 
  do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this Licence with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This Licence will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All Sub-
  Licences shall survive the termination of this Licence. 
  14. Reformation: If any provision of this Licence is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich 
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.Traveller  
  Swords & Wizardry WhiteBox Rules by Marv Breig, Copyright © 2008-2011 Matthew J. Finch. 
  White Star: White Box Science Fiction Rolelpaying, Copyright © 2015 Barrel Rider Games; Author James M. Spahn. 
  Adventurer Conqueror King Copyright 2011, Autarch; Authors Alexander Macris, Tavis Allison, Greg Tito, and Ryan Browning. 
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor; Author Daniel Proctor. 
  Labyrinth Lord™ Advanced Edition Companion Copyright 2010, Daniel Proctor; Author Daniel Proctor. 
   
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Supplemental/Price of Rebirth (SW).pdf