TEXT: First
  Fantasy5
  Roleplaying
  Player’s Guide
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  First Five Fantasy Roleplaying
  Player’s Guide
  CREDITS
  Inspired by the work of Timothy B. Brown and Troy
  Denning.
  First Five Fantasy Roleplaying by Andrew Marrington,
  based on the text of B/X Essentials by Gavin Norman and
  Labyrinth Lord™ by Daniel Proctor.
  Cover Art by Jack Holliday.
  Interior Art by various artists, listed by page number
  of illustration/s:
  p.4 by Joyce Maureira, p.6 by Miguel
  Santos, p.8 by Jeremy Hart, p.7, p.9, and p.16 by Luigi
  Castellani, p.10 by Matt Morrow, p.11 by Toby Gregory,
  p.12, and p.29 by Payton Vaughn, and p.19 by Maciej
  Zagorski (courtesy of The Forge Studios).
  Some artwork ©2015 Dean Spencer, used with permission.
  All rights reserved.
  Some artwork ©William McAusland,
  used with permission.
  ©2018, Andrew Marrington.
  CONTENTS
  Introduction 1
  PART 1: CHARACTERS
  2
  Ability Scores 2 — Hit Points 4 — Saving Throws 4 —
  Alignment 4—Languages 5—Starting Equipment 5—
  Biographical Details 5
  —
  Levels 5
  PART 2: CLASS DESCRIPTIONS
  6
  Cleric 6 — Fighter 7 — Magic-User 8 — Thief 9 —
  Dwarf 10
  —
  Elf 11
  —
  Halﬂing 12
  PART 3: EQUIPMENT
  13
  Money and Wealth 13 — Weapons 13 — Armour 13 —
  Adventuring Gear 13
  PART 4: ADVENTURING
  14
  Golden Rule 14
  —
  Non-Player Characters 14
  —
  Monsters 14
  —
  Campaigns 14
  —
  Experience
  Points 15
  —
  Hiring Retainers 15
  PART 5: THE DUNGEON
  15
  The Turn 15
  —
  Wandering Monster check 16
  —
  Movement 16 — Mapping 16 — Light 17 — Hearing
  Noises 17
  —
  Doors 17
  —
  Searching 17
  PART 6: ENCOUNTERS
  17
  Encounter Sequence of Events 17 — Surprise 18 —
  Distance 18 — Reactions 18 — Evasion 18 — Combat
  Sequence 18
  —
  Initiative 19
  —
  Morale (optional
  rule) 19
  —
  Movement (combat) 19
  —
  Missile
  Attacks 20
  —
  Spell Casting (combat) 20
  —
  Melee
  Attacks 21 — Damage 21 — Healing 21 — End of an
  Encounter 21
  PART 7: MAGIC
  21
  Spells 21
  —
  Using Magical Items 22
  PART 8: SPELLS
  23
  PART 9: LICENSE
  30
  INTRODUCTION
  First Five Fantasy Roleplaying (F5FR) is a roleplaying game.
  Speciﬁcally, it is intended to be a restatement of the “black
  box” version of the world’s oldest roleplaying game.
  This
  version of the game, produced by Troy Denning and Tim-
  othy B. Brown, was my introduction to a hobby which I’ve
  enjoyed for over two and a half decades. First Five Fantasy
  Roleplaying
  is a simulacrum of that version of the game,
  which I created to help pass my love of this hobby onto my
  own children. I hope that it proves to be a doorway to a
  world of imagination, fun, and friendship for them, as the
  original was for me.
  PLAYERS
  First Five Fantasy Roleplaying requires 2 or more people to
  play - one referee and one or more players. The players play
  the roles of adventurers, exploring deep and dark dungeons
  in search of treasure. The characters they play are called
  player characters (PCs), and are created using the rules in
  Part 1. There is no upper limit to the number of players
  except the tastes of the group and the size of the table. The
  referee describes the world, controls all the non-player char-
  acters (NPCs) and monsters, interprets the rules, and gives
  rulings to adjudicate the actions of player characters. The
  referee will also require a copy of the full First Five Fantasy
  Roleplaying
  book, which includes everything in this book
  and full rules for magic and treasure, rather than this book.
  Alternatively, the referee can use the popular rules encyclo-
  pedia for their reference during play - this Player’s Guide is
  completely compatible with that version of the game.
  ABOUT THIS BOOK
  This book is the Player’s Guide for First Five Fantasy Role-
  playing. It includes all the rules required to create, equip,
  and play a First Five Fantasy Roleplaying player character
  from levels 1 to 5.
  It is intended to be a table reference
  for players to use in play. Note that this book is called a
  player’s guide. The ﬁnal authority about the First Five Fan-
  tasy Roleplaying game is not a book, but the referee.
  HOW TO PLAY
  To play First Five Fantasy Roleplaying, you and the other
  players need to create player characters (rules for this are
  found in Part 1).
  Together, all the player characters are
  called “the party”.
  The referee will tell the players where
  the party starts, and perhaps give you an initial quest or
  mission, and from there, you will venture down into the
  dungeon! As a player, you need to decide what your player
  character will do in response to the situation the referee
  describes to you, and tell the referee. The referee will de-
  cide what happens and tell you. In effect, the referee is the
  party’s eyes and ears in the game world. It is a good idea
  to keep a map of the areas the referee describes to you,
  and notes about details which sound important. In effect
  the game is played as a conversation between the players
  and the referee about the party and the fantasy world of the
  game, with occasional use of dice as required.
  DICE
  Beyond a group of a few friends, some pencils and paper,
  you need special roleplaying game dice to play this game.
  By convention, roleplaying game dice are referred to with a
  1
  
  CHARACTERS
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  leading number indicating how many dice to roll, the letter
  d, then the number of sides of the dice to roll. For example,
  “roll 3d6” means that you are to roll three six-sided dice.
  You need at least 1d4, 1d6, 1d8, 1d10, 1d12 and 1d20 to
  play, and having several for each player is even better.
  In addition, there are a few other dice you can simulate
  with these:
  • 1d2, by ﬂipping a coin, or by rolling any other dice with
  odd = 1, and even = 2.
  • 1d100 or d%, by rolling 1d10 twice, the ﬁrst roll for the
  “tens” column and the second for the “ones” column.
  • 1d3, by rolling 1d6, with 1 or 2 = 1, 3 or 4 = 2, 5 or 6 =
  3.
  PART 1: CHARACTERS
  In First Five Fantasy Roleplaying
  players take the role of
  adventurers exploring the depths of the underworld, brav-
  ing terrible monsters and traps in the hope of escaping
  with treasure.
  These adventurers are the player charac-
  ters (PCs). The rules given here are intended primarily for
  creating player characters, but can be equally used by the
  referee to create non-player characters as well. The most
  important information about a player character is recorded
  on a character sheet. The basic process for creating a char-
  acter is as follows:
  1. Roll ability scores
  2. Choose character class (see Part 2)
  3. Adjust ability scores
  4. Roll hit points
  5. Choose alignment
  6. Choose known languages
  7. Buy starting equipment
  8. Complete biographical details
  Table 1: Prime Requisite Modiﬁcation to Experience
  Score
  Modiﬁer to Experience Points Earned
  3-5
  -20% from experience points earned
  6-8
  -10% from experience points earned
  9-12
  No modiﬁcation to experience points earned
  13-15
  +5% to experience points earned
  16-18
  +10% to experience points earned
  ABILITY SCORES
  There are six abilities, with scores ranging from 3 to 18
  (higher is better):
  • Strength
  • Dexterity
  • Constitution
  • Intelligence
  • Wisdom
  • Charisma
  Roll 3d6 for each ability score in order and note the score
  on your character sheet. If you roll a character with very
  poor ability scores, the referee may allow you to discard the
  ability scores you’ve rolled and roll all six again.
  Each character class has a prime requisite (or two prime
  requisites in the case of halﬂings and elves).
  The higher
  your prime requisite is, the faster your character will gain
  experience (see Table 1), and the better they will be at their
  chosen character class. It therefore makes sense to pick a
  character class based on the ability scores you rolled. The
  prime requisite for each class is listed below:
  Class
  Prime Requisite/s
  Cleric
  Wisdom
  Dwarf
  Strength
  Elf
  Strength and Intelligence
  Fighter
  Strength
  Halﬂing
  Strength and Dexterity
  Magic-User
  Intelligence
  Thief
  Dexterity
  Table 1 shows how prime requisite scores inﬂuence the ex-
  perience points earned by the character. The higher their
  prime requisite, the faster the character will gain experi-
  ence.
  Character classes with two prime requisites have
  slightly different modiﬁcations for experience, as explained
  in their class description.
  Once you have selected a character class, you can raise
  your prime requisite by lowering other ability scores. For
  every two points by which an ability score is reduced, one
  point may be added to your prime requisite. The following
  restrictions apply:
  • Only Intelligence, Strength, and Wisdom may be low-
  ered in this way.
  • No score may be lowered below 9.
  Once you have noted your ﬁnal ability scores on your
  character sheet, you can also note the modiﬁers to various
  other rolls as noted in the explanation for each ability which
  follows.
  2
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  CHARACTERS
  STRENGTH
  Strength (STR) rates a character’s brawn, muscle, and
  physical power. This ability is especially important for char-
  acters who focus on melee combat.
  STR
  Modiﬁer
  3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  None
  13-15
  +1
  16-17
  +2
  18
  +3
  The character’s Strength modiﬁer applies to attack and
  damage rolls with melee weapons and to attempts to force
  open a stuck door.
  DEXTERITY
  Dexterity (DEX) measures hand-eye coordination, agility,
  reﬂexes, and balance. This ability is important for combat-
  oriented classes, as it affects Armour Class, and for char-
  acters who focus on missile combat.
  DEX
  Modiﬁer
  3
  -3 (increase AC by 3)
  4-5
  -2 (increase AC by 2)
  6-8
  -1 (increase AC by 1)
  9-12
  None
  13-15
  +1 (reduce AC by 1)
  16-17
  +2 (reduce AC by 2)
  18
  +3 (reduce AC by 3)
  The character’s Dexterity modiﬁer is applied to attack rolls
  (but not damage rolls) made with a ranged weapon and
  modiﬁes the character’s Armour Class (a bonus lowers AC,
  a penalty raises it).
  CONSTITUTION
  Constitution (CON) represents a character’s health and
  stamina. A Constitution bonus increases a character’s hit
  points, making this ability important for all classes.
  CON
  Modiﬁer
  3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  None
  13-15
  +1
  16-17
  +2
  18
  +3
  The character’s Constitution modiﬁer applies when rolling
  a character’s hit points (i.e. at 1st level and every time a
  level is gained thereafter). A character always gains at least
  1 hit point per Hit Die, regardless of CON modiﬁer.
  INTELLIGENCE
  Intelligence (INT) determines how well a character learns,
  remembers, and reasons. Intelligence also affects literacy
  and bonus languages known at character generation.
  INT
  Literacy
  Bonus
  3
  Unable to read or write, broken speech
  0
  4-5
  Unable to read or write
  0
  6-8
  Can write simple words
  0
  9-12
  Can read and write native languages
  0
  13-15
  Can read and write native languages
  1
  16-17
  Can read and write native languages
  2
  18
  Can read and write native languages
  3
  If a character has bonus languages, they can be chosen
  from the list on p.5 and/or any campaign-speciﬁc language
  list the referee provides.
  WISDOM
  Wisdom (WIS) encompasses a character’s willpower, com-
  mon sense, perception, and intuition. Wisdom represents
  being aware of one’s surroundings and understanding the
  wider world.
  WIS
  Modiﬁer
  3
  -3 on magic-based saving throws
  4-5
  -2 on magic-based saving throws
  6-8
  -1 on magic-based saving throws
  9-12
  No modiﬁer to saving throws
  13-15
  +1 on magic-based saving throws
  16-17
  +2 on magic-based saving throws
  18
  +3 on magic-based saving throws
  The character’s Wisdom modiﬁer applies to saving throws
  versus magical effects.
  This normally does not include
  saves against Breath, but may apply to any other saving
  throw category.
  CHARISMA
  Charisma (CHA) measures a character’s force of personal-
  ity, persuasiveness, personal magnetism, physical attrac-
  tiveness, and ability to lead.
  CHA
  Reaction Modiﬁer
  Retainer Morale
  3
  -3
  4
  4-5
  -2
  5
  6-8
  -1
  6
  9-12
  None
  7
  13-15
  +1
  8
  16-17
  +2
  9
  18
  +3
  10
  The reaction modiﬁer applies to rolls the referee makes
  when NPCs or monsters are encountered.
  The retainer
  morale is rolled against by the referee on 2d6 when retain-
  ers must make a morale check.
  3
  
  CHARACTERS
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  HIT POINTS
  Determine your character’s hit points by rolling the die type
  given in the class description.
  Modiﬁers for high or low
  Constitution apply.
  Your character always starts with at
  least 1 hit point, regardless of CON modiﬁer.
  SAVING THROWS
  There are ﬁve types of saving throws which must be rolled
  whenever a character is targeted by certain special attacks,
  spells, or other effects:
  • Death - rolled against poisons, death rays, and similar
  attacks.
  • Wands - rolled against magic wands and similar at-
  tacks.
  • Paralysis - rolled against paralyzation, petriﬁcation,
  and similar attacks.
  • Breath - rolled against dragon breath and similar at-
  tacks.
  • Spells - rolled against magic spells, rods, and staves.
  To make a saving throw, roll 1d20 and compare it to the
  number given for that save for the character’s class and
  level in Part 2. Saving throws versus spells are modiﬁed by
  a character’s WIS modiﬁer. If the roll is equal to or greater
  than the number given for the save by the character’s class
  and level, then the character passes their saving throw. If
  not, they fail, and may suffer ill-effects, depending on the
  situation.
  ALIGNMENT
  All beings, whether player characters, NPCs, or monsters,
  adhere to one of three philosophies or spheres of behaviour,
  known as alignments. These spheres are Law, Neutrality,
  and Chaos. A player must choose one of these paths when
  his or her character is created.
  • Law: Lawful beings believe in truth and justice. To this
  end, they will follow laws and believe all things must
  adhere to order. Lawful beings also believe in sacriﬁce
  to a greater good and will choose the good of a larger
  group over the good of an individual.
  • Neutrality:
  Neutral beings believe in a balance be-
  tween the ideas of Law and Chaos and, in their actions,
  they tend to do what will serve themselves. They might
  commit good or evil acts in order to further their own
  ends and generally will not put others’ needs ahead of
  their own.
  • Chaos: Chaotic beings are in direct opposition to Law.
  These beings should seldom be trusted, for they tend
  to act in “evil” ways and will be much more selﬁsh than
  a neutral being. Chaotic characters believe in chance
  and that there is no innate order to life.
  The player must inform the referee of their character’s
  alignment, but does not have to tell other players. When
  determining the character’s actions, players should do their
  best to adhere to their chosen alignment. The referee will
  take note when behaviour deviates too much and may as-
  sign a new alignment more appropriate to actual character
  actions. Deviation from alignment may also be penalised,
  as the referee sees ﬁt.
  4
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  CHARACTERS
  LANGUAGES
  All PCs know the common tongue and their alignment lan-
  guage.
  Some classes grant further languages, as noted
  in the class descriptions, and characters with high Intel-
  ligence receive bonus languages, chosen at the referee’s
  discretion.
  The following list of languages may be used:
  1.
  Bugbear
  11.
  Halﬂing
  2.
  Doppelgänger
  12.
  Harpy
  3.
  Dwarvish
  13.
  Hobgoblin
  4.
  Dragon
  14.
  Kobold
  5.
  Elvish
  15.
  Lizard man
  6.
  Gargoyle
  16.
  Medusa
  7.
  Giant
  17.
  Minotaur
  8.
  Gnoll
  18.
  Ogre
  9.
  Gnome
  19.
  Orcish
  10.
  Goblin
  20.
  Human dialect
  ALIGNMENT LANGUAGES
  All intelligent beings know a secret, unwritten language
  of gestures, signs, and code words associated with their
  alignment. This secret language allows beings of the same
  alignment to communicate.
  Beings of another alignment
  will recognise when an alignment language other than their
  own is being used, but will not understand. It is impossi-
  ble to learn the alignment language of another alignment.
  If a character (or intelligent monster) changes their align-
  ment, they will forget the alignment language of their old
  alignment, and immediately learn the alignment language
  of their new alignment.
  STARTING EQUIPMENT
  Your character starts play with 3d6 × 10 gold pieces. You
  may spend as much of this money as you wish to equip
  your character for adventure. See Part 3 starting on p.13
  for the list of equipment and prices. Remember that your
  character class may restrict your character’s use of some
  equipment (e.g. weapons and armour).
  Be sure to note the equipment you purchase on your
  character sheet.
  The equipment you select will also help
  you to determine your character’s Armour Class, which
  should also be noted on your character sheet.
  BIOGRAPHICAL DETAILS
  You need to decide on some basic biographical details for
  your character. In some campaigns, there may be setting-
  speciﬁc guidance for determining social background, fam-
  ily details, and so on.
  Consult your referee to be sure.
  These details probably don’t have an effect in game me-
  chanic terms but can make a very big difference to your
  character’s place in the world of the game!
  You should decide on the character’s gender and name.
  Neither has any impact in game mechanic terms but can
  inﬂuence social interactions with your character. There is
  no advantage or disadvantage in game mechanics to playing
  as any gender, for example, but some societies in the game
  world may have strong conventions about gender roles.
  Give your character a name which is appropriate for the
  campaign setting and the character’s culture - although it
  has no impact in game mechanic terms, a “silly” name will
  surely colour your character’s social interactions.
  Table 2: Random Starting Ages
  Race
  Years
  Human
  14+1d6
  Dwarf
  35+1d20
  Elf
  75+1d100
  Halﬂing
  22+1d12
  Table 3: Random Height and Weight
  Race, Gender
  Base Height
  Height Mod.
  Base Weight
  Weight Mod.
  Human, male
  4′8′′
  +2d10
  1000
  ×2d4 × 10
  Human, female
  4′5′′
  +2d10
  850
  ×2d3 × 10
  Dwarf, male
  3′8′′
  +2d4
  1300
  ×2d4 × 10
  Dwarf, female
  3′6′′
  +2d4
  1170
  ×2d3 × 10
  Elf, male
  4′8′′
  +2d6
  920
  ×2d3 × 10
  Elf, female
  4′6′′
  +2d6
  680
  ×1d6 × 10
  Halﬂing, any
  2′8′′
  +2d3
  580
  ×10
  You should decide on your character’s physical descrip-
  tion, and even draw a portrait of them if you have the talent
  and inclination. When doing this, remember that a char-
  acter’s Charisma ability describes a combination of per-
  sonal, emotional, and physical qualities. A character may
  be physically unattractive but still have a high Charisma
  score due to their personality and evident leadership qual-
  ities. Likewise, a physically attractive character with little
  emotional presence could have a mediocre Charisma score.
  You should also decide on your character’s height,
  weight, and age. Optionally, you may use Table 2 to deter-
  mine your character’s starting age and Table 3 to determine
  the character’s physical dimension. Using Table 3, roll the
  dice indicated in the “Height Mod.” column. This indicates
  how many inches to add to the base height to determine
  your character’s height. The same value rolled should then
  be multiplied by the dice indicated in the “Weight Mod.”
  column to determine the number to be added to the base
  weight to determine the character’s base weight. Note that
  weights given in Table 3 are in coins - there are 10 coins in
  one pound.
  LEVELS
  Unless otherwise directed by the referee, all new player
  characters start play at level 1. As you read the class de-
  scriptions in Part 2, you will note that the term level is used
  to describe two different things:
  • Character level, which describes the power level of
  the character. Characters advance character levels by
  gaining experience points (see “Experience Points” on
  p.15).
  • Spell level, which describes the power level of the spell.
  As magic-users, elves, and clerics gain levels, they gain
  the ability to cast spells of higher spell levels.
  Referees will also note that the term level is also used for
  dungeon level and monster level, which describes how dan-
  gerous the dungeon/monster is. In the case of multi-level
  dungeons, deeper levels are generally of a higher dungeon
  level and will therefore be more dangerous.
  5
  
  CLASS DESCRIPTIONS
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  PART 2: CLASS DESCRIPTIONS
  CLERIC
  Clerics are humans who have sworn to serve a deity. They
  conduct their lives in a way to further the will of their deity
  and channel the power of their deity. Clerics are trained
  for combat; they should be thought of as ﬁghting holy cru-
  saders, not as passive priests.
  Prime Requisite:
  Wisdom
  Hit Dice:
  1d6
  RESTRICTIONS
  Clerics can wear any armour and use shields. Due to their
  religious beliefs, clerics can only use blunt weapons, e.g.
  clubs, maces, hammers, slings, etc.
  ADVANCEMENT
  Clerics advance quickly compared to most classes - only the
  thief advances more quickly.
  Level
  XP
  Hit Dice
  Lvl 1 spells/day
  Lvl 2 spells/day
  1
  0
  1d6
  -
  -
  2
  1,500
  2d6
  1
  -
  3
  3,000
  3d6
  2
  -
  4
  6,000
  4d6
  2
  1
  5
  12,000
  5d6
  2
  2
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-4
  Level 5
  Death
  11
  9
  Wands
  12
  10
  Paralysis
  14
  12
  Breath
  16
  14
  Spells
  15
  13
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-4
  10 11 12 13 14 15 16 17 18 19 20 20 20
  5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  SPECIAL ABILITIES
  In order to use their class special abilities, a cleric must
  carry a holy symbol of their deity.
  Cleric Spells: Clerics gain the ability to cast a limited
  number of spells per day when they reach level 2 as shown
  in their advancement table.
  See Part 8 for spell descrip-
  tions. The cleric’s spell list is as follows (spells marked with
  an asterisk can be reversed to have the opposite effect as
  explained in Part 8):
  1st Level Spells
  2nd Level Spells
  Cure Light Wounds*
  Bless*
  Detect Evil
  Find Traps
  Detect Magic
  Hold Person*
  Light*
  Know Alignment*
  Protection from Evil
  Resist Fire
  Purify Food and Water
  Silence 15′ Radius
  Remove Fear*
  Snake Charm
  Resist Cold
  Speak With Animals
  Turn Undead: Clerics are able to call upon the name and
  power of their deity to repel or even destroy undead. This
  ability is known as turning the undead. Table 4 lists a dash,
  a “T”, a “D”, or a number corresponding to the Hit Dice of
  an undead creature and the level of the cleric:
  • A dash means an automatic failure.
  • A number indicates that the player must roll that num-
  ber or higher on 2d6 in order to successfully turn the
  undead.
  • A “T” means that the turning automatically succeeds
  for this type of undead.
  • A “D” means that the turning automatically succeeds
  for this type of undead and that the monsters are de-
  stroyed, not simply caused to ﬂee.
  If the turning attempt succeeds, the player rolls 2d6 to
  determine the number of Hit Dice of undead affected (either
  turned or destroyed). No matter what the dice roll result,
  at least one undead creature will always be turned or de-
  stroyed, as appropriate, on a successful turning. Turned
  6
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  CLASS DESCRIPTIONS
  Table 4: Turning Undead Table
  Level
  1 HD
  2 HD
  2+ HD
  3 HD
  4 HD
  5 HD
  6 HD
  1
  7
  9
  11
  -
  -
  -
  -
  2
  T
  7
  9
  11
  -
  -
  -
  3
  T
  T
  7
  9
  11
  -
  -
  4
  D
  T
  T
  7
  9
  11
  -
  5
  D
  D
  T
  T
  7
  9
  11
  undead will leave the area, if possible, and will not harm or
  make contact with the cleric. If turn undead is used against
  a mixed group of undead monsters of different types, those
  with the lowest HD are affected ﬁrst.
  A cleric can do nothing else in the same round when they
  attempt to turn undead. If a cleric fails to turn undead dur-
  ing a particular battle, then they cannot successfully turn
  undead again through the course of that battle.
  So long
  as they are successful with their turning rolls, however, a
  cleric may attempt to turn undead every round until they
  fail or until the battle is over.
  FIGHTER
  Fighters are humans who dedicate themselves to mastering
  the arts of combat and war.
  In a group of adventurers,
  ﬁghters are often particularly burdened because they are
  tougher and must take the lead to defend other characters.
  Prime Requisite:
  Strength
  Hit Dice:
  1d8
  RESTRICTIONS
  There are no restrictions on the weapons and armour a
  ﬁghter can use.
  ADVANCEMENT
  Fighters advance at a moderate pace.
  Level
  XP
  Hit Dice
  1
  0
  1d8
  2
  2,000
  2d8
  3
  4,000
  3d8
  4
  8,000
  4d8
  5
  16,000
  5d8
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-3
  Level 4-5
  Death
  12
  10
  Wands
  13
  11
  Paralysis
  14
  12
  Breath
  15
  13
  Spells
  16
  14
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-3
  10 11 12 13 14 15 16 17 18 19 20 20 20
  4-5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  7
  
  CLASS DESCRIPTIONS
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  MAGIC-USER
  Sometimes called wizards, warlocks, or witches, magic-
  users are humans who study arcane secrets and cast
  spells.
  Magic-users are able to cast a greater number of
  increasingly powerful spells as they advance in level.
  Prime Requisite:
  Intelligence
  Hit Dice:
  1d4
  RESTRICTIONS
  Magic-Users can only use daggers as weapons. They cannot
  wear armour or use shields.
  ADVANCEMENT
  Magic-Users advance slowly compared to most classes -
  only the elf advances more slowly.
  Level
  XP
  Hit Dice
  Lvl 1 spells/day
  Lvl 2 spells/day
  Lvl 3 spells/day
  1
  0
  1d4
  1
  -
  -
  2
  2,500
  2d4
  2
  -
  -
  3
  5,000
  3d4
  2
  1
  -
  4
  10,000
  4d4
  2
  2
  -
  5
  20,000
  5d4
  2
  2
  1
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-5
  Death
  13
  Wands
  14
  Paralysis
  13
  Breath
  16
  Spells
  15
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-5
  10 11 12 13 14 15 16 17 18 19 20 20 20
  SPECIAL ABILITIES
  Magic-users carry spell books that hold the written formu-
  lae for magical spells. A magic-user can only memorize a
  certain number of spells at any given time, as per the ad-
  vancement table. Thus, a 1st level magic-user has one spell
  in their spell book, selected by the referee (who may allow
  the player to choose). The rules for magical spell casting
  and spell books are described in Part 7. The description of
  spells available to magic-users is provided in Part 8. The
  list of spells available to magic-users is as follows (spells
  marked with an asterisk can be reversed):
  1st Level Spells
  2nd Level Spells
  3rd Level Spells
  Charm Person
  Continual Light*
  Clairvoyance
  Detect Magic
  Detect Evil
  Dispel Magic
  Floating Disc
  Detect Invisible
  Fire Ball
  Hold Portal
  ESP*
  Fly
  Light*
  Invisibility
  Haste*
  Magic Missile
  Knock
  Hold Person*
  Protection from Evil
  Levitate
  Infravision
  Read Languages
  Locate Object
  Invisibility 10′ Radius
  Read Magic
  Mirror Image
  Lightning Bold
  Shield
  Phantasmal Force
  Protection from Evil 10′ Radius
  Sleep
  Web
  Protection from Normal Missiles
  Ventriloquism
  Wizard Lock
  Water Breathing
  A magic-user of any level may spend time and money to
  research new spells to add to their spell book.
  As spell casters, magic-users are able to use magic scrolls
  of spells on their spell list. There are also items (e.g. magic
  wands) that may only be used by magic-users or elves.
  8
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  CLASS DESCRIPTIONS
  THIEF
  Thieves are humans who live by their wits and skills of de-
  ception and intrigue. Their range of unique skills makes
  them very handy companions in adventures.
  However,
  thieves are not always to be trusted.
  Prime Requisite:
  Dexterity
  Hit Dice:
  1d4
  RESTRICTIONS
  A thief can use any one-handed melee weapon. They need
  to keep one hand free thus cannot use shields. They can
  use any missile weapon.
  They can only wear leather ar-
  mour.
  ADVANCEMENT
  Thieves advance the most rapidly of all character classes.
  Level
  XP
  Hit Dice
  1
  0
  1d4
  2
  1,200
  2d4
  3
  2,400
  3d4
  4
  4,800
  4d4
  5
  9,600
  5d4
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-4
  Level 5
  Death
  13
  11
  Wands
  14
  12
  Paralysis
  13
  11
  Breath
  16
  14
  Spells
  15
  13
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-4
  10 11 12 13 14 15 16 17 18 19 20 20 20
  5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  SPECIAL ABILITIES
  Thieves can backstab their opponents. When attacking an
  unaware opponent from behind, a thief receives a +4 bonus
  to hit and doubles any damage dealt. The referee may re-
  quire the thief to make a Move Silently or Hide in Shadows
  roll to achieve this.
  Thieves also have a number of skills, expressed as a
  percentage chance of success (see Table 5). Note that dice
  rolls for these abilities are usually made by the referee,
  because a thief is not always aware that they have failed!
  Climb Sheer Surfaces:
  Thieves are adept at scaling
  sheer surfaces, including walls or steep cliffs. A skill roll is
  required for each 100 feet to be climbed. If the roll fails, the
  thief falls a distance equal to half the attempted distance,
  taking 1d6 points of damage per 10 feet.
  Find or Remove Traps:
  A thief may only try one time
  to ﬁnd or remove a trap in an area.
  Note that these are
  separate skills, for a thief must ﬁnd a trap before they can
  remove it!
  Hear Noise: Thieves can attempt to listen for noises in a
  cave or hallway, at a door, or in other locations, but the
  thief must be quiet and in a quiet environment.
  Hide in Shadows:
  A thief will always think they are
  successful using this skill and will not know otherwise
  until others react to their presence. A thief must remain
  motionless when hiding.
  Move Silently: When successful, others will not hear the
  movements of a thief.
  However, the thief always thinks
  they are moving silently and will only know otherwise by
  the reaction of others.
  Pick Locks: A thief is skilled in picking locks, but needs
  thieves’ tools to do so (see Part 3). They can only try to pick
  a lock one time and, if the roll fails, they may not try the
  same lock again before gaining an experience level.
  Pick Pockets: This skill is the bread and butter of non-
  adventuring thieves; it is a quick (if perilous) source of
  income. Failure indicates that the thief could not grab what
  they were trying to pick-pocket. A roll of more than twice
  the percentage required for success means the intended
  target notices the thieving attempt!
  Table 5: Thief Skills
  Find/Remove
  Hear
  Hide in
  Move
  Pick
  Pick
  Level
  Climb
  Traps
  Noise
  Shadows
  Silently
  Locks
  Pockets
  1
  87
  10
  30
  10
  20
  15
  20
  2
  88
  15
  35
  15
  25
  20
  25
  3
  89
  20
  40
  20
  30
  25
  30
  4
  90
  25
  45
  24
  35
  30
  35
  5
  91
  30
  50
  28
  40
  35
  40
  9
  
  CLASS DESCRIPTIONS
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  DWARF
  Dwarves are stout, bearded demi-humans who average a
  height of approximately 4 feet and weigh about 150 pounds.
  Dwarves live underground and value precious metals, ﬁne
  craftsmanship, and stones. Perhaps not surprisingly, they
  have skin, hair, and eye colours in earth tones. Dwarves
  have a reputation for having surly attitudes and are par-
  ticularly gruff with elves. Dwarves are particularly hardy
  people and have a strong resistance to magic, as reﬂected
  in their saving throws.
  Requirements:
  Constitution 9 or higher
  Prime Requisite:
  Strength
  Hit Dice:
  1d8
  RESTRICTIONS
  Dwarves can wear any armour and use shields. They can
  use any small or medium-sized weapons.
  ADVANCEMENT
  Dwarves advance at a moderate pace.
  Level
  XP
  Hit Dice
  1
  0
  1d8
  2
  2,200
  2d8
  3
  4,400
  3d8
  4
  8,800
  4d8
  5
  17,000
  5d8
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-3
  Level 4-5
  Death
  8
  6
  Wands
  9
  7
  Paralysis
  10
  8
  Breath
  13
  10
  Spells
  12
  9
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-3
  10 11 12 13 14 15 16 17 18 19 20 20 20
  4-5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  SPECIAL ABILITIES
  Dwarves have two special abilities which they evolved as a
  result of living underground for most of their lives.
  Detect Traps and Construction Tricks:
  From their
  experience underground, dwarves have a 2-in-6 chance
  of detecting non-magical traps, false walls, hidden con-
  struction, or sloping passages.
  A dwarf must be actively
  searching for these abilities to function.
  Infravision: Due to their habit of living underground in
  great mines, dwarves have the ability to see in the dark
  with infravision up to 60′.
  NATIVE LANGUAGES
  Dwarves
  speak
  their
  alignment
  language,
  Common,
  dwarvish, gnome, goblin, and kobold.
  10
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  CLASS DESCRIPTIONS
  ELF
  Elves are slender, fey demi-humans with pointed ears. They
  are typically slightly built as compared to humans and are
  are little shorter than humans. Though a peaceful people,
  elves are very talented ﬁghters and users of magic.
  Requirements:
  Intelligence 9 or higher
  Prime Requisite:
  Strength and Intelligence
  Hit Dice:
  1d6
  Elves get an experience bonus of 5% if both their Strength
  and Intelligence are over 13. They get an experience bonus
  of 10% if their Strength is over 13 and their Intelligence is
  over 16.
  RESTRICTIONS
  Elves can use any type of armour, shield, or weapon.
  ADVANCEMENT
  Elves advance the most slowly of all the classes, since they
  have to improve their skills both as a warrior and as a mage.
  Level
  XP
  Hit Dice
  Lvl 1 spells/day
  Lvl 2 spells/day
  Lvl 3 spells/day
  1
  0
  1d6
  1
  -
  -
  2
  4,000
  2d6
  2
  -
  -
  3
  8,000
  3d6
  2
  1
  -
  4
  16,000
  4d6
  2
  2
  -
  5
  32,000
  5d6
  2
  2
  1
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-3
  Level 4-5
  Death
  12
  8
  Wands
  13
  10
  Paralysis
  13
  10
  Breath
  15
  11
  Spells
  15
  11
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-3
  10 11 12 13 14 15 16 17 18 19 20 20 20
  4-5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  SPECIAL ABILITIES
  The elves are a long-lived race steeped in magic, and they
  have developed a number of special abilities as a result:
  Infravision:
  Elves have the ability to see in the dark
  up to 60′.
  Detect Secret Doors: When actively searching, Elves can
  detect hidden and secret doors with a 2-in-6 chance.
  Immunity
  to
  Ghoul
  Paralysis:
  Elves are completely
  unaffected by the paralysis ghouls can inﬂict.
  Spell Casting: Elves carry spell books that hold the written
  formulae for magical spells.
  An elf can only memorize a
  certain number of spells at any given time, as per the
  advancement table.
  A 1st level elf has one spell in their
  spell book, selected by the referee (who may allow the
  player to choose). An elf of any level may spend time and
  money to research new spells to add to their spell book.
  The rules for magical spell casting and spell books are
  described in Part 7. The description of spells available to
  elves is provided in Part 8. The list of spells available to
  elves is as follows (spells marked with an asterisk can be
  reversed):
  1st Level Spells
  2nd Level Spells
  3rd Level Spells
  Charm Person
  Continual Light*
  Clairvoyance
  Detect Magic
  Detect Evil
  Dispel Magic
  Floating Disc
  Detect Invisible
  Fire Ball
  Hold Portal
  ESP*
  Fly
  Light*
  Invisibility
  Haste*
  Magic Missile
  Knock
  Hold Person*
  Protection from Evil
  Levitate
  Infravision
  Read Languages
  Locate Object
  Invisibility 10′ Radius
  Read Magic
  Mirror Image
  Lightning Bold
  Shield
  Phantasmal Force
  Protection from Evil 10′ Radius
  Sleep
  Web
  Protection from Normal Missiles
  Ventriloquism
  Wizard Lock
  Water Breathing
  As spell casters, elves are able to use magic scrolls of
  spells on their spell list. There are also items (e.g. magic
  wands) that may only be used by magic-users or elves.
  LANGUAGES
  Elves speak their alignment language, Common, elvish,
  gnoll, hobgoblin, and orcish.
  11
  
  CLASS DESCRIPTIONS
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  HALFLING
  Halﬂings are small, rotund demi-humans with furry feet
  and curly hair. They weigh about 60 pounds and only attain
  a height of around 3 feet. They are as diverse in appearance
  as humans. Halﬂings are gentle-natured and value relax-
  ation, good food, and good drink. They love comfort and
  will spend their riches on the most extravagant items.
  Requirements:
  Dexterity
  and
  Constitution
  9
  or
  higher
  Prime Requisite:
  Strength and Dexterity
  Hit Dice:
  1d6
  If the halﬂing has either Strength or Dexterity of 13 or
  greater, they will gain a 5% bonus to experience gained.
  If they have both Strength and Dexterity of 13 or greater,
  they will gain a 10% bonus to experience gained.
  RESTRICTIONS
  Halﬂings can only used small-sized weapons, like daggers,
  short swords, short bows, and so on. Halﬂings can wear
  any type of armour and use a shield, but these must be
  specially manufactured for halﬂings in order to ﬁt them.
  ADVANCEMENT
  Halﬂings advance at a moderate pace.
  Level
  XP
  Hit Dice
  1
  0
  1d6
  2
  2,000
  2d6
  3
  4,000
  3d6
  4
  8,000
  4d6
  5
  16,000
  5d6
  SAVING THROWS
  Note your saving throws on your character sheet as per
  your character level:
  Save
  Level 1-3
  Level 4-5
  Death
  8
  5
  Wands
  9
  6
  Paralysis
  10
  7
  Breath
  13
  9
  Spells
  12
  8
  ATTACK TABLE
  Note what your character needs to roll on 1d20 to hit each
  Armour Class on your character sheet. This roll is modi-
  ﬁed by Strength for melee attacks and Dexterity for ranged
  attacks.
  Level 9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1 -2 -3
  1-4
  10 11 12 13 14 15 16 17 18 19 20 20 20
  5
  8
  9 10 11 12 13 14 15 16 17 18 19 20
  SPECIAL ABILITIES
  As a result of their size and their upbringing in halﬂing
  communities, halﬂings have a number of special abilities:
  Defensive Bonus:
  Because they are so small, halﬂings
  have a lower Armour Class (-2 bonus) when attacked by
  creatures greater than human-sized.
  Missile
  Attack
  Bonus:
  Halﬂings’
  keen
  coordination
  grants them +1 on any missile attacks.
  Initiative: A side which is composed entirely of halﬂings
  get +1 to their initiative roll in combat.
  Hiding:
  Halﬂings have an uncanny ability to disap-
  pear from sight:
  • In bushes or other outdoor cover, a halﬂing can hide
  with 90% ability.
  • In dungeons, a halﬂing can also hide in shadows or
  behind other forms of cover, so long as they remain
  silent and motionless. The chance of success is 2-in-6.
  LANGUAGES
  Halﬂings speak their alignment language, Common, and
  halﬂing.
  12
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  EQUIPMENT
  Table 6: Exchange Rates
  Value in
  1 pp
  1 gp
  1 ep
  1 sp
  1 cp
  pp
  1
  1⁄10
  1⁄20
  1⁄100
  1⁄1,000
  gp
  10
  1
  1⁄2
  1⁄10
  1⁄100
  ep
  20
  2
  1
  1⁄5
  1⁄50
  sp
  100
  10
  5
  1
  1⁄10
  cp
  1,000
  100
  50
  10
  1
  PART 3: EQUIPMENT
  MONEY AND WEALTH
  The most common coin is the gold piece (gp). Coins made of
  other types of precious metals - platinum, electrum, silver,
  and copper - are also used. Platinum is more valuable than
  gold: a platinum piece (pp) is worth 10 gold pieces. Coins
  of the other metals are less valuable than gold: a gold piece
  is worth 2 electrum pieces (ep), 10 silver pieces (sp), or 100
  copper pieces (cp). A coin in F5FR
  is assumed to weigh
  one tenth of a pound - thus the base unit of currency in the
  game world, the gold piece, is worth one pound of silver -
  which was the base unit of account in Medieval Europe.
  Player characters start with 3d6 × 10 gold pieces to
  spend on equipment during character generation.
  WEAPONS
  Table 7 shows the cost (in gp), weight (in coins), size
  (Small/Medium/Large), and damage dealt by weapons.
  Two-handed weapons are marked with “2H” and weapons
  useable by a cleric are marked with an asterisk (*). Ammu-
  nition for missile weapons is listed in Table 8 - its weight is
  already included in the weight of the weapon itself given in
  Table 7.
  Table 7: Weapons
  Weapon
  Cost (gp)
  Weight
  Size
  Damage
  Battle Axe 2H
  7
  70
  Large
  1d8
  Club*
  3
  50
  Medium
  1d4
  Crossbow
  30
  50
  Medium
  1d6
  Dagger
  3
  10
  Small
  1d4
  Hand Axe
  4
  30
  Small
  1d6
  Long Bow
  40
  30
  Large
  1d6
  Mace*
  5
  30
  Medium
  1d6
  Polearm 2H
  7
  150
  Large
  1d10
  Short Bow
  25
  20
  Small
  1d6
  Short Sword
  7
  30
  Small
  1d6
  Silver Dagger
  30
  10
  Small
  1d4
  Sling*
  2
  20
  Small
  1d4
  Spear
  3
  30
  Medium
  1d6
  Staff*
  2
  40
  Large
  1d6
  Sword
  10
  60
  Medium
  1d8
  2H Sword
  15
  100
  Large
  1d10
  Warhammer*
  5
  50
  Medium
  1d6
  Table 8: Ammunition
  Ammunition
  Cost
  Crossbow bolts (case of 30)
  10
  Arrows (quiver of 20)
  5
  Silver-tipped arrow (1)
  5
  Sling stones
  Free
  ARMOUR
  Table 9 shows the cost (in gp), weight (in coins), and Ar-
  mour Class (AC) of different suits of armour. Lower Armour
  Class is better. A character’s Armour Class is modiﬁed by
  their Dexterity modiﬁer. Since a lower Armour Class is bet-
  ter, and positive Dexterity modiﬁer gives a bonus to Armour
  Class, a +1 Dexterity modiﬁer reduces Armour Class by
  one, a -1 Dexterity modiﬁer increases Armour Class by one,
  and so on.
  ADVENTURING GEAR
  Table 10 shows the cost (in gp) and weight (in coins) of
  various pieces of adventuring gear.
  It is important for a
  character to be properly provisioned and equipped with the
  necessary tools and gear to explore dark dungeons.
  Table 9: Armour
  Armour
  AC
  Cost (gp)
  Weight
  Unarmoured
  9
  -
  -
  Leather
  7
  20
  200
  Chain mail
  5
  40
  400
  Plate mail
  3
  60
  500
  Shield
  -1 bonus
  10
  100
  13
  
  ADVENTURING
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  PART 4: ADVENTURING
  GOLDEN RULE
  The referee is the moderator of the game, and is the ulti-
  mate arbiter of the rules. In the course of running the game,
  the referee must make rulings to determine the outcome of
  particular actions.
  There are many circumstances which
  might arise during a game of First Five Fantasy Roleplay-
  ing which are not covered in these rules - the referee needs
  to decide what happens in those circumstances based on
  their own ruling. Likewise, the referee may modify, replace,
  discard, override, or supplement the written rules in any
  way which they judge works best for the game and for the
  collective enjoyment of the group.
  Players must not argue with the referee once the referee
  has made a ruling.
  Out of character discussions about
  rules, rulings, house rules etc should be deferred until af-
  ter the session of play is over. They should not take place
  during play.
  NON-PLAYER CHARACTERS
  Non-Player Characters (NPCs) are characters under the
  control of the referee rather than a player.
  Whereas the
  Table 10: Adventuring Gear
  Equipment
  Cost (gp)
  Weight
  Backpack
  5
  20
  Hammer (small)
  2
  10
  Holy symbol
  25
  1
  Holy water (vial)
  25
  1
  Iron spikes (12)
  1
  60
  Lantern
  10
  30
  Mirror
  5
  5
  (hand-sized, steel)
  Oil (1 ﬂask)
  2
  10
  Mule
  30
  -
  Pole (10′)
  1
  20
  Rations
  15
  -
  (iron, 7 days)
  Rations
  5
  -
  (standard, 7 days)
  Rope (50′)
  1
  50
  Sack (small)
  1
  1
  Sack (large)
  2
  5
  Thieves’ tools
  25
  10
  Tinder box (ﬂint & steel)
  3
  5
  Torches (6)
  1
  120
  Waterskin
  1
  5
  Wine (2 pints)
  1
  30
  Wolfsbane (1 bunch)
  10
  -
  player characters are the stars of the story, non-player
  characters are the supporting cast.
  Every person in the
  game world other than the player characters is an NPC and
  under the referee’s control. Some NPCs are fully developed
  with ability scores, character classes and levels according
  to the procedure found in Part 1 and others are just de-
  scribed without cause to revert to statistics (this is usually
  the case with NPCs who are unlikely to get into combat,
  like townsfolk and the like). The latter are sometimes called
  Level 0 characters.
  MONSTERS
  Like NPCs, monsters are also under the referee’s control.
  In many ways they are the same as NPCs, although they do
  not have character classes. Much like more powerful char-
  acters have more levels of a character class, more powerful
  monsters have more Hit Dice.
  Monsters appear in other
  books, and experienced referees often make their own as
  well.
  CAMPAIGNS
  F5FR
  can be played in a single game session as a stan-
  dalone game.
  These are often called “one-shot” games.
  However, it is most fully enjoyed when played in a cam-
  paign, which lasts for many sessions and indeed may have
  no deﬁned end-point. The player characters in a campaign
  start as lowly adventurers just ﬁnding their way in the
  world, and gain experience on their adventures and even-
  tually gain character levels.
  As they do so, they explore
  14
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  THE DUNGEON
  progressively deeper and more dangerous dungeons, and
  ﬁght more terrible monsters.
  The basic sequence of play in a campaign generally goes
  as follows:
  1. In town, the player characters equip themselves (see
  Part 3) and hire retainers (see below), preparing to go
  adventuring.
  2. When they are ready, the player characters travel to
  the dungeon (see Part 5).
  3. In the dungeon, the player characters may encounter
  monsters and NPCs (see Part 6).
  4. When they have either achieved their objectives, looted
  as much treasure as they can carry, or suffered too
  many wounds to carry on in the dungeon any longer,
  the player characters return to town, to rest, recover,
  and spend their treasure!
  When in town, the game is fairly freeform. Time is mea-
  sured in days, if not weeks, as player characters recover
  from their wounds, transcribe spells, and re-equip them-
  selves. When in town, the player characters can buy and
  sell equipment using the price lists in Part 3.
  EXPERIENCE POINTS
  All characters that make it through an adventure alive re-
  ceive experience points (XP). XP is gained from two sources:
  treasure recovered and monsters defeated.
  Characters gain XP from treasure returned to their base
  in town at the rate of 1 XP per 1 gold piece (gp) value of
  the item. The values of all items are added together and
  converted to gold pieces. Only treasure of a non-magical
  nature grants XP in this way.
  All monsters defeated by the party (slain, outsmarted,
  captured, scared away, etc.) grant XP based on how pow-
  erful they are.
  The XP value of a monster is determined
  by its Hit Dice plus a bonus for each special ability it has
  (e.g. breath attacks, spell-like abilities, etc.). See Table 11.
  A monster defeated under especially dangerous circum-
  stances may be treated as one Hit Dice category higher on
  the chart.
  The XP awards for treasures recovered and monsters de-
  feated are totalled and divided evenly between all characters
  who survived the adventure. Note that total XP is divided
  evenly between all party members (including Retainers, see
  p.15), irrespective of how the players decide to divide the
  treasure.
  In addition, characters receive XP bonuses or penalties
  based on their score in their class prime requisites, as de-
  scribed in Part 1. All bonuses or penalties to experience are
  applied to the grand total XP a particular character receives
  at the end of an adventure.
  Characters should not be given enough experience to ad-
  vance two or more levels in one adventure. Any additional
  points that would take a character to a level two above his
  or her current level are lost.
  HIRING RETAINERS
  Retainers are NPCs that are hired by player characters for
  extra hands during an adventure. Retainers are generally
  hired in town. Any party with less than four player char-
  acters can hire enough retainers to make them a party of
  Table 11: Experience Points for Monsters
  Monster HD
  Base XP
  Bonus XP / Ability
  ≤ 1
  5
  1
  1
  10
  3
  1+
  15
  4
  2
  20
  5
  2+
  25
  10
  3
  35
  15
  3+
  50
  25
  4
  75
  50
  4+
  125
  75
  5
  175
  125
  5+
  225
  175
  6
  275
  225
  6+
  350
  300
  7
  450
  400
  7+
  550
  475
  8
  650
  550
  four. A party of four player characters can hire enough re-
  tainers to make them a party of six. Parties of more than
  six cannot hire retainers (and do not need them).
  Retainers are level 1 characters. They get an equal share
  of treasure and experience points. Retainers are not mind-
  less slaves and, although they will usually share the party’s
  risks, they will not willingly act as battle fodder. If abused
  in any way, retainers will typically warn others of this and
  the PCs will soon ﬁnd it difﬁcult to hire other retainers.
  Retainers are subject to morale checks, like NPCs and
  monsters encountered by the party. Their morale is based
  on the Charisma of the player character who hired them,
  as described in Part 1.
  PART 5: THE DUNGEON
  Once the party leaves their base in town and head to the
  dungeon, the adventure begins. The referee must now keep
  track of time on a much closer scale than they did when the
  party was in town.
  THE TURN
  Once in the dungeon, F5FR is played in turns, which rep-
  resent about 10 minutes of time in the game world. The
  basic sequence of play during a turn is as follows:
  1. The referee checks for Wandering Monsters, if applica-
  ble.
  2. The party decides what action to take (e.g.
  moving,
  searching, listening, entering rooms).
  3. The referee describes what happens.
  4. If no encounter occurs, the turn is over, continue to
  step 5.
  If monsters are encountered, ﬁrst follow the
  encounter sequence, below.
  5. The turn ends.
  The referee should update time
  records, with special attention to light sources, spell
  durations, and the party’s need to rest.
  15
  
  THE DUNGEON
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  WANDERING MONSTER CHECK
  Every second turn the referee rolls 1d6. On the roll of a 1,
  a wandering monster appears. In some areas, the referee
  may decide to roll more often (i.e. every turn) or less often
  (e.g. once every three turns or more), depending on how
  common wandering monsters are in the area.
  MOVEMENT
  In a turn, an unencumbered characters can move up to
  120 feet. Movement is slow inside a dungeon and this speed
  allows a character time to map, adjust equipment, use their
  torch to notice details in the darkness, and so on.
  It is important to keep track of how much player charac-
  ters are carrying, because this affects how much treasure
  they can haul from a dungeon. A character’s encumbrance
  value is calculated based on adding the weights of all signif-
  icant items carried, including treasure, weapons, and ar-
  mour (see Part 3).
  Weight is measured in coins to make
  it easy to determine how much treasure a character can
  carry! The character’s movement rate is then based on the
  total encumbrance value as per Table 12. A character can-
  not carry more than the weight of 2,400 coins and still be
  able to move. A mule cannot carry more than 6,000 coins
  and still be able to move.
  Some items do not have a deﬁned weight, in which case
  the referee will have to estimate an accurate weight, re-
  membering that there are ten coins in one pound (or 22
  Table 12: Speed and Encumbrance
  Weight Carried (coins)
  Speed (feet/turn)
  Up to 400
  120
  401-800
  90
  801-1,200
  60
  1,201-1,600
  30
  1,601-2,400
  15
  2,401+
  0
  Mule:
  Up to 3,000
  120
  3,001-6,000
  60
  6,001+
  0
  coins in one kilogram). Table 13 provides weights for com-
  mon classes of treasure to assist in the determination of
  encumbrance.
  MAPPING
  Only the referee can see the prepared map of the dungeon
  - the players need to make their own map. Some groups
  designate one player to do this, and others rotate or have
  everyone maintain their own map. These maps represent
  maps being drawn by the player characters as they explore
  16
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  ENCOUNTERS
  Table 13: Treasure Weights
  Item
  Weight (coins)
  Coin
  1
  Gem
  1
  Jewellery (1 piece)
  10
  Potion
  10
  Rod
  20
  Scroll
  1
  Staff
  40
  Wand
  10
  the dungeon, and therefore, players are not allowed to map
  while their player characters are ﬂeeing from combat or
  pursuing ﬂeeing enemies. Their characters are simply too
  busy to take the detailed observations required and note
  them down while running headlong through the darkness!
  LIGHT
  Elves and dwarves have infravision and can see in the dark
  (up to 60 feet) but humans and halﬂings cannot, and thus
  require light sources underground. Torches and lanterns
  illuminate 30 feet in all directions.
  Torches last 6 turns
  once lit and lanterns burn one ﬂask of oil over 24 turns.
  Record who is holding the light source/s and mark off one
  turn of light every turn. If the party runs out of light, map-
  ping and exploration is impossible, and those members of
  the party without infravision will be effectively blind.
  HEARING NOISES
  Sound is one way to determine whether enemies are
  nearby. The referee rolls 1d6 for any player character, non-
  player character, or monster who is listening (whether in an
  area or at a door) for noise in the dungeon. Demi-humans
  and monsters hear noises on a roll of 1 or 2. Clerics, ﬁght-
  ers, and magic-users hear noises on a roll of a 1. Thieves
  use their Hear Noise skill instead, rolling 1d100 equal to or
  underneath their Hear Noise skill value rather than rolling
  1d6. It is important that the referee makes these rolls as
  the players should not know whether their characters don’t
  hear anything because there is nothing to hear or because
  they rolled badly.
  DOORS
  Dungeons often have many doors, some secret and others
  obvious. Many are locked and many are stuck.
  Locks must be picked by a character proﬁcient with lock
  picks or opened by magic. Locked doors cannot be forced.
  If they have a set of thieves tools, a thief can use their Pick
  Locks skill to pick the lock on a door. They must roll equal
  to or underneath their Pick Lock skill on 1d100 - if they fail,
  they cannot try the same lock again until they gain a level
  of experience. A magic-user or an elf can magically force a
  door open with the knock spell.
  Stuck doors can be forced open by rolling 1d6 and ap-
  plying the character’s Strength modiﬁer. A roll of a 5 or 6
  indicates that the door is successfully forced open. A failed
  attempt to force open a door eliminates any possibility of
  surprise that the party may have against any monsters on
  the other side of the door.
  Monsters can always pass through stuck doors without
  rolling - but they cannot pass through locked doors without
  the key.
  A thief can check a door for traps. The referee should roll
  1d100 (whether the door is trapped or not). If the door is
  trapped, the referee should compare the roll to the thief’s
  Find Traps skill value. If the roll is equal to or underneath
  the skill value, then the thief ﬁnds the trap and knows
  broadly what it does. Otherwise, the thief ﬁnds no traps.
  The thief can safely remove the trap with a separate Re-
  move Traps skill roll, or deliberately set the trap off after
  taking protective measures for their own safety.
  SEARCHING
  Traps and secret doors can only be spotted if characters are
  speciﬁcally looking for them. The player must declare the
  particular object or 10′ × 10′ area to be searched. Searching
  takes one turn.
  If a character is searching in the right location, they can
  ﬁnd a secret door or trap on the roll of a 1 on 1d6 (modiﬁed
  to 1 or 2 for elves searching for secret doors or dwarves
  searching for traps or construction tricks). Thieves can use
  their Find Traps skill to search for traps - roll equal to or
  underneath the value of their Find Traps skill on 1d100 -
  success indicates that they ﬁnd all of the traps in the area.
  The referee should always roll for the character searching,
  so that the player never knows if the roll failed or if there
  simply are no hidden features in the area searched.
  PART 6: ENCOUNTERS
  If the player characters encounter monsters or NPCs dur-
  ing the turn, then the game switches from turns to rounds.
  A round is ten seconds of time in the game world, as com-
  pared to ten minutes of time for the turn. An encounter is
  assumed to take at least one full turn to complete, includ-
  ing time to recover afterwards.
  ENCOUNTER SEQUENCE OF EVENTS
  The basic sequence of events in an encounter is as follows:
  1. The referee rolls for surprise, if applicable, and deter-
  mines how far away the monsters are.
  2. Any sides that are not surprised roll initiative (see
  “Combat Sequence”) to determine who acts ﬁrst.
  3. The referee determines the monsters’ reaction to the
  party by rolling on Table 14. The players decide how
  they will act:
  (a) If both sides wish to talk, the negotiation may be
  role-played. The referee may make reaction rolls,
  as applicable.
  (b) If the players decide to ﬂee, the referee determines
  whether the monsters pursue by rolling a morale
  check for the monsters.
  (c) If combat breaks out, follow the steps listed in the
  “Combat Sequence” section.
  Once the encounter ends, return to the regular turn se-
  quence (see “The Turn” on p.15).
  17
  
  ENCOUNTERS
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  Table 14: Monster Reactions
  2d6
  Reaction
  ≤ 3
  Hostile, attacks
  4-6
  Unfriendly, roll again in one round with -4 to roll
  7-9
  Neutral/uncertain, roll again in one round
  10-11
  Friendly, roll again in one round with +4 to roll
  ≥ 12
  Monster is friendly
  Table 15: NPC Reactions
  2d6
  Reaction
  ≤ 5
  Angry with PCs and leave
  6-8
  Negotiate with PCs
  ≥ 9
  Buy/sell information about dungeon
  SURPRISE
  Checks for surprise are made whenever an encounter is
  unexpected by at least one side. For instance, if the player
  characters are making a lot of noise, a monster may not
  have a chance to be surprised, but the characters might
  be, if the monster was waiting quietly.
  Each side that is not already aware of the other’s pres-
  ence rolls 1d6. The referee rolls for monsters and one player
  rolls for the adventuring party as a whole. A result of 1 or 2
  means the side is surprised and cannot act for one round.
  If both sides are surprised, there is simply a momentary
  confusion - neither side has any advantage. If one side is
  surprised but the other is not, then the side that is not
  surprised gains a one round advantage.
  DISTANCE
  The situation in which the encounter occurs often deter-
  mines how far away the monster is. If there is uncertainty
  (for example, in the case of Wandering Monsters), the mon-
  ster encountered is 2d6 × 10 feet away, moving in the di-
  rection of the party.
  REACTIONS
  Monsters are generally hostile when encountered by player
  characters, but not always. If the referee is uncertain about
  a monster’s reaction to the player characters, they can roll
  2d6 on Table 14 to determine the reaction of a group of
  monsters when they ﬁrst encounter the player characters
  - this roll may be modiﬁed by the Charisma modiﬁers of
  whichever player character seems to be in charge.
  NPCs generally react more positively to the player char-
  acters than monsters do - if the NPCs are not pre-inclined
  to be hostile to any other adventurers they encounter, then
  the referee should rely primarily on the roleplayed conver-
  sation between both parties to decide how the NPC party
  responds. Table 15 can be rolled on instead of the monster
  reaction table for NPC parties encountered in the dungeon.
  NPC parties may offer to buy or sell information about the
  dungeon being explored (for example, parts of maps, loca-
  tions of traps, monsters, etc) for 10 to 500gp depending on
  the value of the information in question.
  EVASION
  The player characters may decide they are outmatched and
  ﬂee an encounter or a monster might ﬂee. Player charac-
  ters may choose whether they chase a ﬂeeing monster. The
  referee will decide if monsters chase ﬂeeing characters by
  making a morale check for the monsters.
  Each round, initiative is rolled as usual, and each side
  can move its full movement rate in its round. It is important
  to note that a side’s movement rate in a chase is usually de-
  termined by the speed of the slowest member, although if
  everybody in the side wants to run at their full rate, the side
  may break up while ﬂeeing, with the slower members falling
  behind. Burning oil or other obstacles may also slow or stop
  a pursuit. If the player characters ﬂee before the ﬁght be-
  gins then the player characters get a one-round head start.
  Initiative rolls are made on subsequent rounds.
  If the player characters are the ones ﬂeeing, monsters
  will generally pursue them until the player characters get
  out of their sight, at which point they will only continue to
  pursue if the referee rolls a 1 on 1d4. Monsters pursuing
  player characters also have to pass a morale check every
  ﬁfth round of the chase, or give up their pursuit.
  If the
  monsters enjoy treasure, there is a 3-in-6 probability that
  they will stop pursuit to collect any treasure the characters
  drop (this can only be tried once per encounter). Hungry
  or less intelligent monsters may do the same if the char-
  acters drop food.
  If the monsters catch up to the player
  characters, they will attack them.
  If the monsters are the ones ﬂeeing, they will keep ﬂeeing
  until the player characters catch up or they escape. The
  monsters escape if they turn around a corner, go through
  a door, enter a secret passage, or similar, out of the sight
  of the player characters. The player characters have one
  round to ﬁnd the monsters, and if they fail then the mon-
  sters have escaped. Otherwise, if the monsters are chased
  into a dead-end, locked door, or overrun, then they will sur-
  render.
  COMBAT SEQUENCE
  The sequence of actions in each round of combat is broken
  down as follows:
  1. Characters who wish to cast a spell or perform a full
  retreat from melee must declare it.
  2. Initiative: 1d6 is rolled by each opposing side.
  3. The winner of initiative acts ﬁrst:
  (a) The referee may check Morale for monsters.
  (b) Movements are made.
  (c) Missile attacks are made, accounting for DEX
  modiﬁers, cover, range, and magic adjustments.
  (d) Spells are cast and applicable saving throws are
  made.
  (e) Melee combat and other actions occur; attacks
  are made,
  accounting for STR modiﬁers and
  magic adjustments.
  4. Other sides act through step 3, in order of initiative.
  5. When all sides of a conﬂict have acted, the round is
  over. If the combat has not come to an end, the se-
  quence begins again at step 1.
  18
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  ENCOUNTERS
  Players can declare their actions in each stage in the se-
  quence, but they cannot declare an action which belonged
  to an earlier step in the sequence. For example, a player
  character cannot move once missile attacks are made - the
  decision to move has to be made before missile attacks are
  made.
  INITIATIVE
  At the start of each round, each side rolls 1d6 to determine
  initiative. The side with the highest result on 1d6 acts ﬁrst
  for that round. Other sides in a conﬂict will react in order
  from highest to lowest roll.
  If initiative is a tie, each side in the tie acts at the same
  time. All actions are completed, unaffected by opposed ac-
  tions. For example, two opponents in melee may both in-
  ﬂict enough damage to kill the other.
  As the initiative is
  tied, both attacks occur simultaneously, resulting in both
  characters being killed.
  MORALE (OPTIONAL RULE)
  Players may always decide whether they will ﬁght, sur-
  render, or run away in an encounter. The referee decides
  whether monsters or NPCs surrender or run away.
  Monsters have a listing for morale, rated from 2 to 12,
  which represents how likely they are to ﬁght or ﬂee when in
  an encounter. A score of 2 means the monster never ﬁghts
  (unless absolutely cornered) and a score of 12 means the
  monster will ﬁght until killed, with no morale check nec-
  essary in either case. Retainers also have a morale rating
  determined by the Charisma of the player character who
  recruited them, as described in Part 1.
  The referee rolls 2d6 and, if the roll is higher than the
  morale of the monster, the check is a failure and the mon-
  ster will either surrender or attempt a full retreat or a ﬁght-
  ing retreat. If the result is equal to or lower than the morale
  score, a monster will continue to ﬁght. On the roll of a 12,
  the monster/NPC becomes a fanatic and does not need to
  check morale again in the same encounter.
  The referee usually makes a morale check for monsters
  under two conditions:
  1. When the side ﬁrst loses a member due to death.
  2. When half the side is killed or incapacitated.
  Retainers signed up to work as adventurers, so are not
  frightened off at the ﬁrst sign of danger. They only check
  morale in combat when confronted with extraordinary dan-
  ger, for example, when they are placed in more danger than
  the player characters, or when they have one quarter or less
  of their hit points remaining.
  MOVEMENT (COMBAT)
  A character can move up to one third of their normal move-
  ment rate every round and can also attack (if an enemy is
  within that distance) or perform another action (except spell
  casting) during a round. Encumbrance rules still apply (see
  p.16).
  When in melee with a foe, a combatant may only move
  out of melee combat by making a ﬁghting retreat or a full
  retreat.
  A ﬁghting retreat allows a character to move backwards
  at ﬁve feet per round. The character can engage in combat
  again if the attacker follows them.
  A full retreat occurs when a character turns and runs
  away at his top speed.
  The character making the move-
  ment forfeits attacking this round and the opponent gains
  a +2 bonus to all attacks against the character this round.
  Retreating characters cannot strike back at their attackers.
  19
  
  ENCOUNTERS
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  Table 16: Attack Table
  Defender Armour Class
  Attacker
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  Monster, up to 1 HD
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Monster, 1+ to 2 HD
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  Monster, 2+ to 3 HD
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Monster, 3+ to 4 HD
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  Cleric, levels 1 to 4
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Cleric, level 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Fighter, levels 1 to 3
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Fighter, levels 4 to 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Magic-User, levels 1 to 5
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Thief, levels 1 to 4
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Thief, level 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Dwarf, levels 1 to 3
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Dwarf, levels 4 to 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Elf, levels 1 to 3
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Elf, levels 4 to 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Halﬂing, levels 1 to 4
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  Halﬂing, level 5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  Normal Person
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  20
  20
  20
  20
  20
  Table 17: Missile Weapon Ranges (in feet)
  Short
  Medium
  Long
  Long Bow
  6-70
  71-140
  141-210
  Crossbow
  6-60
  61-120
  121-180
  Short Bow
  6-50
  51-100
  101-150
  Sling
  6-40
  41-80
  81-160
  Thrown:
  Dagger
  6-10
  11-20
  21-30
  Hand Axe
  6-10
  11-20
  21-30
  Spear
  6-20
  21-40
  41-60
  Holy Water/Oil
  6-10
  11-30
  31-50
  Improvised
  6-10
  11-20
  21-30
  MISSILE ATTACKS
  Missile attacks are possible when opponents are more than
  5′ from the attacker but within the range of the attacker’s
  missile weapon. The player or referee rolls 1d20, modiﬁed
  by their Dexterity modiﬁer. The result is compared to the
  appropriate attack table given in the class description in
  Part 2 or to the combined attack table (Table 16).
  A +1
  bonus is added if the opponent is at short range, and a -1
  penalty is added if the opponent is at long range (see the
  ranges given in Table 17). The attacker has a penalty of -1
  for each quarter of the target’s body protected by cover. A
  further -1 penalty applies if the missile cannot penetrate the
  cover. A cumulative cover penalty of -5 means that the at-
  tacker cannot attempt the shot at all. Shields do not count
  as cover. The bonuses and penalties to missile attacks are
  summarized in Table 18.
  A result that is equal to or above the attack value corre-
  sponding to the attacker’s level/Monster Hit Dice and the
  opponent’s Armour Class results in a hit. Upon a success-
  Table 18: Missile Attack Modiﬁers
  Circumstance
  Modiﬁer
  Short Range
  +1
  Medium Range
  0
  Long Range
  -1
  Cover (25%)
  -1
  Cover (50%)
  -2
  Cover (75%)
  -3
  Cover (100%)
  -4
  Hard Cover
  -1
  ful attack, damage is inﬂicted as per the damage listed for
  the weapon in Table 7 (p.13).
  THROWING HOLY WATER
  Holy water can be thrown against undead monsters. If a
  vial of holy water hits, the glass breaks, and the holy water
  does 1d8 damage against undead.
  THROWING OIL
  Oil can be thrown at an opponent, and then lit on ﬁre on
  the following round. The oil is thrown as any other missile
  weapon. If it hits, then the ﬂask breaks and the oil covers
  the target. An attacker carrying a torch (or another ﬂame)
  must then make a successful attack against the oil-covered
  opponent, rolling to hit Armour Class 9.
  SPELL CASTING (COMBAT)
  Spell casters can cast spells in combat. The following con-
  ditions apply:
  20
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  MAGIC
  • The caster must be able to speak and to move his or
  her hands, in order to bring a magic effect into being.
  As a result, a spell caster cannot cast spells if gagged,
  bound, or in an area of magical silence.
  • Spell casters may take no other actions (including
  movement) during the same round they intend to cast
  a spell.
  • Unless otherwise noted in a spell’s description, a spell
  caster must have the intended target (a speciﬁc mon-
  ster, character, or area of effect) within visual range.
  Player characters cannot tell what spell a monster or NPC is
  casting just by observing it being cast, so the referee should
  not tell them what spells their opponents are casting.
  MELEE ATTACKS
  Melee attacks are possible when opponents are 5′ or less
  from each other.
  The player or referee rolls 1d20, modi-
  ﬁed by their Strength modiﬁer. This result is further mod-
  iﬁed by the circumstances given in Table 19. The result is
  compared to the appropriate attack table given in the class
  description in Part 2 or to the combined attack table (Ta-
  ble 16).
  Table 19: Melee Attack Modiﬁers
  Circumstance
  Modiﬁer
  Attacking opponent’s back
  +2
  Cannot see target
  -4
  Exhausted target
  + 2
  Exhausted attacker
  -2
  Large monster attacking halﬂing
  -1
  A result that is equal to or above the attack value corre-
  sponding to the attacker’s level/Monster Hit Dice and the
  opponent’s Armour Class results in a hit. Upon a success-
  ful attack, damage is inﬂicted as per the damage listed for
  the weapon in Table 7 (p.13), modiﬁed by the attacker’s
  Strength modiﬁer.
  DAMAGE
  Damage should be noted as it is sustained on the charac-
  ter’s sheet or by the referee in their notes. A character or
  monster reduced to 0 hit points or less is killed.
  HEALING
  Magical healing through the use of spells, staves, potions,
  or other magical items happens instantly. Player characters
  (and NPCs and monsters for that matter) can use magical
  healing during an encounter if they have a suitable spell
  prepared or item to hand.
  Once out of the dungeon, player characters can heal 1d4
  hit points per day they spend resting in town.
  END OF AN ENCOUNTER
  At the end of an encounter, the referee should note the
  monsters fought and what happened to the monsters (e.g.
  killed, escaped, surrendered). These notes will help the ref-
  eree award the appropriate experience at the end of the ad-
  venture (see Table 11 on p.15). The player characters may
  wish to search the bodies of their fallen foes for treasure
  and/or the surrounding area for their lair.
  PART 7: MAGIC
  SPELLS
  Some character classes have the ability to memorize and
  cast magical spells.
  There are two types of magic spells:
  clerical spells, which a deity or higher power grants, and
  magic-user spells, which are learned by magic-users and
  elves through esoteric study.
  Clerics cannot use magic-
  user spells, and magic-users and elves cannot use clerical
  spells.
  MEMORIZING SPELLS
  A spell consists of a pattern of magical energy stored in
  a character’s mind.
  A spell caster is able to memorize a
  certain number of spells of different spell levels, depending
  on his or her experience level. A character can memorize
  the same spell more than once if he or she is capable of
  memorizing more than one spell of the given level.
  Magic-users and elves memorize spells from spell books
  and are thus limited to choosing from the spells in their
  spell book, which must be to hand.
  Clerics do not study from books, but instead receive the
  knowledge of how to cast spells through prayer to their
  gods.
  When praying for spells, clerics have access to all
  spells in their spell list which they are of high enough level
  to cast.
  All spell casters can memorize new spells after an unin-
  terrupted night’s sleep. It takes one hour to memorize all
  spells the character is capable of learning.
  CASTING SPELLS
  A memorized spell may be cast by precisely replicating the
  required set of hand gestures and mystical spoken words.
  When a spell is cast, knowledge of the spell is erased from
  the mind of the caster. Look up the description of the spell
  in Part 8 to see exactly what each spell does.
  21
  
  MAGIC
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  All spell casters need to be able to move their hands and
  speak in order to make the gestures and speak the magical
  phrases that bring magic effects into being. As a result, a
  spell caster cannot cast spells if gagged, bound, or in an
  area of magical silence.
  REVERSIBLE SPELLS
  Some spells are reversible; this is indicated in each spell’s
  description and marked with an asterisk in each spell
  caster’s class description.
  Magic-users and elves must select the normal or reversed
  form of a spell when the spell is memorized. A magic-user
  or an elf may memorize both forms of a spell, if they are
  able to memorize more than one spell of the given level.
  A cleric can use either form of a spell without having to
  pray for the different versions separately; the character may
  decide which version (normal or reversed) to use when the
  spell is cast.
  However, a cleric may draw dissatisfaction
  from their deity when casting spells (or their reversed ver-
  sions) whose effects go against the deity’s alignment.
  USING MAGICAL ITEMS
  Magical items are those which have been enchanted by a
  powerful wizard or magical creature, which have special
  properties reﬂected in game mechanics. Most magical items
  are weapons, armour, potions, rings, rods, staves, wands,
  or scrolls.
  IDENTIFYING MAGICAL ITEMS
  Most magic items are not labelled, so characters must dis-
  cover their exact properties through trial and error. If they
  do not want to risk testing a magical item through trial and
  error, a player character may ask a retainer to test the mag-
  ical item for them, but if the retainer tests the item (e.g. sips
  the potion), then they expect to be allowed to keep it.
  As an alternative to risky experimentation, powerful wiz-
  ards may be able to identify magic items, but it can take
  several weeks for them to do so. Alchemists are also able to
  identify some items, such as potions. Non-player charac-
  ters who are asked to identify an item will generally charge
  100gp or more in advance to do so.
  WEAPONS
  Magic weapons follow the same class restrictions as nor-
  mal weapons. A magic weapon has a “+” value, indicating
  the degree of its enchantment. This value is applied to at-
  tack and damage rolls using the weapon. Cursed weapons
  have the opposite effect, incurring penalties to attack and
  damage equal to the “-” value speciﬁed. The possessor of
  a cursed weapon will prefer to use this weapon in combat
  above any other weapon.
  ARMOUR
  Magic armour follows the same class restrictions as normal
  armour. A suit of magical armour has a “+” value indicating
  its degree of enchantment. The wearer’s AC is improved (i.e.
  reduced) by the “+” value. Cursed armour has a “-1” value
  indicating the degree of penalty imposed by the curse. This
  penalizes the wearer’s AC, thus their AC is increased by
  the “-” value. Magical armour weighs half of the weight of
  regular armour of the same type.
  POTIONS
  Most potions are found as a single dose, enough to affect
  one person. Potions usually bear no label and vary in their
  appearance, aroma, etc. Even two potions of the same type
  will differ. A potion may be identiﬁed by sampling a small
  amount.
  RINGS
  Magical rings are usable by any character class. A magical
  ring must be worn on a ﬁnger or thumb. It is only possible
  to wear two magical rings: one on each hand. If more than
  two are worn, none of them will function.
  RODS, STAVES, OR WANDS
  Rods are generally usable by characters of any class.
  Wands are only usable by magic-users and elves. Staves
  are only usable by clerics.
  22
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  SPELLS
  SCROLLS
  Scrolls are pieces of parchment, imbued with potent mag-
  ical writings. A scroll can contain up to three spells on it.
  Reading a spell from a scroll aloud casts the spell.
  Some scrolls can be deciphered and read by any class
  (protection scrolls and cursed scrolls), while others have re-
  strictions. Scrolls that contain magic-user spells can only
  be read by magic-users and elves employing the spell read
  magic. Scrolls with clerical spells can be read without spe-
  cial deciphering, but are usable only by clerics.
  Once a scroll is used, the magical writing disappears.
  In the case of scrolls containing multiple spells, only the
  spell cast disappears. Spells cast from scrolls do not count
  against the spells per day that the caster is allowed.
  PART 8: SPELLS
  Presented here are the full descriptions of the spells avail-
  able to clerics, magic-users, and elves.
  The spell list of
  spells actually available to each class are listed in each
  class description in Part 2.
  Spells are presented here in
  alphabetical order for ease of reference during a play.
  Each spell description includes the following:
  • Spell type and level. Both elves and magic-users cast
  magic-user spells, clerics cast cleric spells. Most spells
  are either magic-user spells or cleric spells, but some
  are both.
  • Range. Usually expressed in feet, this is the range at
  which the spell can be cast. Some spells have a range
  of touch (meaning the caster must touch the target) or
  apply to the caster only.
  • Duration. The period of time for which the spell re-
  mains in effect.
  • Reversible. Some spells can be “reversed” to have the
  opposite effect. Where so this is clearly marked - the
  spell’s description itself describes the effect of the re-
  versed version of the spell. A spell must be speciﬁcally
  prepared in its reversed form to be case in reverse.
  These spells are also indicated in the class spell list
  with an asterisk.
  BLESS
  Type & Level: Cleric 2
  Range: 60 feet
  Duration: 6 turns
  Reversible: True
  Allies within a 20’ square area who are not yet in melee
  gain a +1 bonus to attack and damage rolls and a +1 bonus
  to morale.
  The reversed version of this spell, Blight causes a -1 penalty
  to morale checks, attacks rolls, and damage rolls of enemies
  within a 20’ square area. A save versus spells is allowed to
  resist the blight.
  CHARM PERSON
  Type & Level: Magic-User 1
  Range: 120 feet
  Duration: See description
  Reversible: False
  A single person must save versus spells or be charmed.
  The subject regards the caster as its trusted friend and
  ally and will come to the caster’s defence.
  If they share
  a language, the caster may give the charmed creature
  commands, which it will obey. Actions that the charmed
  creature wouldn’t ordinarily do, based on its nature or
  alignment, may be abstained from.
  An affected creature
  never obeys suicidal or obviously harmful orders. This spell
  can target humans, demi-humans, and certain human-like
  creatures.
  It does not affect animals, undead, creatures
  with 6 or more HD, or fantastic creatures.
  The charm lasts indeﬁnitely, but the subject is allowed to
  make further saves vs spells every month (if they have In-
  telligence 8 or below), every week (if they have Intelligence
  9 to 12), or every day (if they have Intelligence 13 or above).
  CLAIRVOYANCE
  Type & Level: Magic-User 3
  Range: 60 feet
  Duration: 12 turns
  Reversible: False
  This spell grants the caster the ability to see through
  the eyes of other living creatures. To establish a clairvoyant
  connection with a creature, the caster must focus his or
  her concentration in one particular direction for one turn.
  After this turn, the visual perceptions of one creature
  within range in that direction are relayed to the caster.
  Once a connection has been established, the caster may
  choose to maintain it or to change to another subject.
  Clairvoyance is obstructed by a thin layer of lead or by rock
  of 2’ thick or greater.
  23
  
  SPELLS
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  CONTINUAL LIGHT
  Type & Level: Magic-User 2
  Range: 120 feet
  Duration: Permanent
  Reversible: True
  This spell has three usages:
  • Conjuring light in a 30′ radius.
  The magical light is
  sufﬁcient for reading, but is not as bright as daylight.
  The spell may be cast upon an object, in which case,
  the light moves with the object.
  • Blinding a creature by casting the spell upon its eyes.
  If the target fails a saving throw versus spells, it is
  blinded. A blind creature cannot attack.
  • Cancelling continual darkness.
  The reversed version of this spell, Continual Darkness, cre-
  ates a 30 foot radius area of magical blackness, preventing
  both normal sight and infravision. Light sources brought
  within the area of darkness do not illuminate it. Like con-
  tinual light, it may alternatively be used to blind creatures
  or to dispel a continual light spell.
  CURE LIGHT WOUNDS
  Type & Level: Cleric 1
  Range: Touch
  Duration: Permanent
  Reversible: True
  This spell can heal a living subject of 1d6+1 hit points
  of damage.
  This cannot grant more hit points than the
  subject’s normal maximum. Instead of healing hit points,
  the spell can cure the subject of paralysis.
  The reversed version of this spell, Cause Light Wounds, in-
  ﬂicts 1d6+1 hit points of damage to a touched creature. In
  combat, a melee attack roll is required.
  DETECT EVIL
  Type & Level: Cleric 1, Magic-User 2
  Range: 120 feet (cleric), 60 feet (magic-user)
  Duration: 6 turns (cleric), 2 turns (magic-user)
  Reversible: False
  Objects
  enchanted
  for
  evil
  purposes
  or
  living
  beings
  with evil intentions are caused to magically glow. This spell
  does not grant the ability to read minds, but only grants a
  general sense of evil intent.
  The referee must decide what is “evil” (which does not au-
  tomatically coincide with “chaotic”). Some things that are
  potentially harmful, like traps, are not “evil.”
  DETECT INVISIBLE
  Type & Level: Magic-User 2
  Range: 10 feet per caster level
  Duration: 6 turns
  Reversible: False
  Invisible creatures or items in range are revealed to
  the caster.
  DETECT MAGIC
  Type & Level: Cleric 1, Magic-User 1
  Range: Caster
  Duration: 2 turns
  Reversible: False
  Enchanted objects,
  areas,
  or creatures within 60 feet
  of the caster appear to the caster (alone) to glow.
  Both
  permanent and temporary enchantments are revealed.
  DISPEL MAGIC
  Type & Level: Magic-User 3
  Range: 120 feet
  Duration: Permanent
  Reversible: False
  Dispel magic ends ongoing spells (i.e.
  those with a
  non-instantaneous duration) within a 20’ cube area. If the
  level of the caster of the effect to be dispelled is higher
  than the level of the caster of dispel magic, there is a 5%
  chance per level difference that the attempt to dispel will
  fail. Magic items are unaffected.
  ESP
  Type & Level: Magic-User 2
  Range: 60 feet
  Duration: 12 turns
  Reversible: False
  This spell grants the caster the ability to perceive and
  understand the thoughts of other living creatures. To pick
  up thoughts, the caster must focus their concentration
  in one particular direction for one turn.
  After this turn,
  the thoughts of all creatures within range in that direction
  can be perceived.
  If multiple creatures are within the
  range in the direction being focused on, their thoughts
  mingle into a confusing jumble. The caster must spend an
  additional turn to sort out one creature’s thoughts.
  The
  caster understands the meaning of all thoughts even if
  they do not share the creature’s language. The ability to
  perceive thoughts is obstructed by a thin layer of lead or
  by rock of 2’ thick or greater.
  FIND TRAPS
  Type & Level: Cleric 2
  Range: Caster
  Duration: 2 turns
  Reversible: False
  Trapped
  objects
  or
  areas
  within
  range
  of
  the
  cleric
  glow with a magical blue light. Both magical and mechan-
  ical traps are detected, however, no knowledge about the
  nature of the trap or how to deactivate it is granted.
  FIRE BALL
  Type & Level: Magic-User 3
  Range: 240 feet
  Duration: Instantaneous
  Reversible: False
  This spell conjures a streak of ﬂame that shoots towards an
  area within range and detonates in a 40’ diameter sphere
  of ﬁre. Creatures caught in the ﬁre ball suffer 1d6 damage
  per level of the caster, with a successful save versus spells
  indicating half damage.
  24
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  SPELLS
  FLOATING DISC
  Type & Level: Magic-User 1
  Range: Caster
  Duration: 6 turns
  Reversible: False
  The caster conjures a slightly concave, circular disc of
  magical force that follows them about and carries loads.
  The disc is 3 feet in diameter and 1 inch deep at its centre.
  It can hold a maximum load of 5,000 coins (500 pounds).
  The disc ﬂoats at waist height and remains level, ﬂoating
  along horizontally within spell range. When the disc winks
  out at the end of the spell’s duration, anything it was
  supporting is dropped.
  FLY
  Type & Level: Magic-User 3
  Range: Touch
  Duration: 1d6 turns + 1 turn/caster level
  Reversible: False
  The subject gains the ability to ﬂy with a movement
  rate of up to 360’ (120’). Free movement in any direction
  is possible, including the ability to levitate and to hover in
  mid-air.
  HASTE
  Type & Level: Magic-User 3
  Range: 240 feet
  Duration: 3 turns
  Reversible: True
  4d6 creatures in a 30’ radius area are enchanted to
  be able to move and act twice as quickly as normal. The
  maximum movement rates of the affected creatures are
  doubled, and they may make double the normal number
  of attacks per round.
  The number of spells an affected
  creature may cast per round is not doubled.
  The use of
  magical devices such as wands is also not doubled.
  HOLD PERSON
  Type & Level: Cleric 2, Magic-User 3
  Range: 180 feet (cleric), 120 feet (magic-user)
  Duration: 9 turns (cleric), 1 turn/level (magic-user)
  Reversible: True
  This spell causes one or more humans, demihumans,
  or humanoid monsters to be paralysed if they fail a saving
  throw versus spells. It may be cast against an individual,
  who makes their saving throw with a -2 penalty, or against
  a group, affecting 1d4 individuals. Humanoids of greater
  than 5 HD and undead are not affected.
  The reversed version of this spell, Free Person, removes the
  paralysis of 1d4 victims of the Hold Person spell.
  HOLD PORTAL
  Type & Level: Magic-User 1
  Range: 10 feet
  Duration: 2d6 turns
  Reversible: False
  This spell magically holds shut a door, gate, window,
  or other kind of portal. A knock spell opens the held portal
  instantly. Creatures with at least 3 Hit Dice more than the
  caster can open the held portal with one round of effort.
  INFRAVISION
  Type & Level: Magic-User 3
  Range: Touch
  Duration: 24 hours
  Reversible: False
  The subject is able to see 60’ in the dark with infravi-
  sion.
  INVISIBILITY
  Type & Level: Magic-User 2
  Range: 240 feet
  Duration: Permanent (until broken)
  Reversible: False
  The caster or another creature or object within range
  becomes invisible.
  If cast on a creature, any gear the
  subject is carrying is also rendered invisible (this includes
  clothing and armour). Items dropped or put down by an
  invisible creature become visible. If the subject attacks or
  casts a spell, the invisibility is broken, ending the spell.
  If the spell is cast on an object, the invisibility is permanent.
  Note that if a light source is made invisible (either as part
  of a creature’s gear or as an individual object), the light it
  casts is unaffected.
  25
  
  SPELLS
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  INVISIBILITY (10’ RADIUS)
  Type & Level: Magic-User 3
  Range: 120 feet
  Duration: Permanent (until broken)
  Reversible: False
  A selected creature and all creatures within 10’ of it
  become invisible. The 10′ radius area of the spell’s effect
  moves with the chosen creature. Subjects that move more
  than 10′ away from the chosen creature become visible.
  Creatures that move into the area after the spell is cast
  do not become invisible. Any gear a subject is carrying is
  also rendered invisible (this includes clothing and armour).
  Items dropped or put down by an invisible creature become
  visible. If a subject attacks or casts a spell, the invisibility
  is broken for that subject.
  KNOCK
  Type & Level: Magic-User 2
  Range: 60 feet
  Duration: See description
  Reversible: False
  The knock spell opens stuck, barred, or locked doors,
  gates, chests, and so forth.
  Magically held doors (for
  example with hold portal) are affected. Secret doors may be
  opened, but they must be known to the caster.
  KNOW ALIGNMENT
  Type & Level: Cleric 2
  Range: Caster
  Duration: 1 round
  Reversible: True
  The
  caster
  gains
  immediate
  knowledge
  of
  the
  align-
  ment of one character, monster, object, or location within
  10 feet. Most objects or locations do not have an alignment,
  but magic items or holy places might.
  The reversed version of this spell, Confuse Alignment, has
  a duration of one turn per level of the caster, a range of
  touch, and has the effect of giving a false answer to any use
  of the Know Alignment spell against the target.
  LEVITATE
  Type & Level: Magic-User 2
  Range: Caster
  Duration: 6 turns + 1 turn/caster level
  Reversible: False
  This enchantment allows the caster to move up and
  down through the air. The caster mentally directs move-
  ment up or down at up to 20′ per round. The spell does not
  allow movement from side-to-side, but the caster can push
  against solid objects to move sideways. A normal amount
  of weight can be carried while levitating.
  LIGHT
  Type & Level: Cleric 1, Magic-User 1
  Range: 120 feet
  Duration: 12 turns
  Reversible: True
  This spell has three usages:
  • Conjuring light in a 15′ radius.
  The magical light is
  sufﬁcient for reading, but is not as bright as daylight.
  The spell may be cast upon an object, in which case,
  the light moves with the object.
  • Blinding a creature by casting the spell upon its eyes.
  If the target fails a saving throw versus spells, it is
  blinded for the duration. A blind creature cannot at-
  tack.
  • Cancelling a darkness spell (see below).
  The reversed version of this spell, Darkness, creates a 15’
  radius area of magical blackness, preventing normal sight
  (but not infravision). Like light, it may alternatively be used
  to blind creatures or to dispel a light spell.
  LIGHTNING BOLT
  Type & Level: Magic-User 3
  Range: 180 feet
  Duration: Instantaneous
  Reversible: False
  A powerful stroke of electrical energy, 60’ long and 5’
  wide, is conjured. Creatures caught in the lightning bolt
  suffer 1d6 damage per level of the caster, with a successful
  save versus spells indicating half damage. If the lightning
  bolt hits a solid barrier before its full length is reached, it is
  reﬂected and travels for any remaining distance of its full
  length in the direction of the caster.
  LOCATE OBJECT
  Type & Level: Magic-User 2
  Range: 60 feet + 10 feet/caster level
  Duration: 2 turns
  Reversible: False
  The caster can sense the direction (but not distance)
  of an object. This spell can be used to locate an object of a
  general class (e.g. a stairway, an altar, etc). In this case,
  the nearest object of the type is located. It can also be used
  to locate a speciﬁc object known to the caster. This spell
  cannot be used to locate creatures.
  MAGIC MISSILE
  Type & Level: Magic-User 1
  Range: 150 feet
  Duration: 1 round
  Reversible: False
  This spell conjures a glowing dart of energy that the
  caster may choose to shoot at a visible target within range.
  The missile hits unerringly (no attack roll or saving throw
  is required). The missile inﬂicts 1d6+1 damage.
  Higher level casters may conjure more missiles: two addi-
  tional missiles are conjured per ﬁve experience levels the
  caster has gained (i.e. three missiles at 6th-10th level, ﬁve
  missiles at 11th-15th level, etc). Multiple missiles may be
  directed at a single target.
  26
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  SPELLS
  MIRROR IMAGE
  Type & Level: Magic-User 2
  Range: Caster
  Duration: 6 turns
  Reversible: False
  1d4 illusory duplicates of the caster appear.
  The mir-
  ror images look and behave exactly as the caster.
  Any
  attack (whether successful or not) on the caster will
  destroy one of the mirror images.
  PHANTASMAL FORCE
  Type & Level: Magic-User 2
  Range: 240 feet
  Duration: See description
  Reversible: False
  An illusion of the caster’s choosing manifests in a 20’
  cube area. Three types of illusion may be created:
  • An illusionary monster that can be directed to attack.
  The monster has an Armour Class of 9 and will vanish
  if hit in combat.
  • An illusionary attack of some kind (an avalanche, a
  falling ceiling, a magic missile, etc). Targets who save
  versus spells are unaffected.
  • A scene of some kind, either changing the appearance
  of the affected area or creating the appearance of some-
  thing new. The scene disappears if touched.
  Concentration is required to maintain the illusion: if the
  caster moves or is affected by an attack, the spell ends. Il-
  lusionary monsters or attacks may appear to be harmful
  but no real damage is ever inﬂicted. A character who ap-
  pears to die actually falls unconscious, a character turned
  to stone will actually be paralysed, and so on. Such effects
  last for 1d4 turns. If the illusion is of something the caster
  has not personally seen, the referee should grant targets a
  bonus to any applicable saving throws.
  PROTECTION FROM EVIL
  Type & Level: Cleric 1, Magic-User 1
  Range: Caster
  Duration: 12 turns
  Reversible: False
  This spell wards the caster from attacks by creatures
  of another alignment, granting the caster a +1 bonus to
  saving throws against the attacks and special abilities of
  evil creatures, and giving evil creatures a -1 penalty to
  attacks against the caster.
  Additionally, the spell prevents enchanted, constructed, or
  summoned creatures from attacking the caster in melee,
  though they may still make ranged attacks. If the caster
  engages such a creature in melee, this protection is bro-
  ken (the caster still gains the bonuses to saving throws and
  attack rolls mentioned above).
  PROTECTION FROM EVIL 10’ RADIUS
  Type & Level: Magic-User 3
  Range: Caster
  Duration: 12 turns
  Reversible: False
  This spell wards the caster and all allies within 10′
  from attacks by creatures of another alignment, granting
  them a +1 bonus to saving throws against attacks or
  special abilities of evil creatures, and giving evil creatures
  a -1 penalty to attacks against the caster and their warded
  allies.
  Additionally, the spell prevents enchanted, constructed, or
  summoned creatures from making melee attacks against
  those warded, though they may still make ranged attacks.
  If any of the warded party engages such a creature in
  melee, this protection is broken (those warded still gain
  the bonuses to saving throws and attack rolls mentioned
  above).
  PROTECTION FROM NORMAL MISSILES
  Type & Level: Magic-User 3
  Range: 30 feet
  Duration: 12 turns
  Reversible: False
  A single subject in range is completely unharmed by
  small, non-magical missiles (e.g. no protection is granted
  against hurled boulders or enchanted arrows).
  PURIFY FOOD AND WATER
  Type & Level: Cleric 1
  Range: 10 feet
  Duration: Permanent
  Reversible: False
  This spell makes spoiled, rotten, poisonous, or other-
  wise contaminated food and water pure and suitable for
  eating and drinking. This spell may purify 6 water skins
  of drink, or one ration (iron or standard), or a quantity of
  unpreserved food for 12 human-sized beings.
  27
  
  SPELLS
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  READ LANGUAGES
  Type & Level: Magic-User 1
  Range: Caster
  Duration: 2 turns
  Reversible: False
  For
  the
  duration
  of
  this
  spell,
  the
  caster
  may
  read
  any language, coded message, map, or other set of written
  instructions. This spell does not grant any ability to speak
  unknown languages.
  READ MAGIC
  Type & Level: Magic-User 1
  Range: Caster
  Duration: 1 turn
  Reversible: False
  By means of read magic, the caster can decipher magical
  inscriptions or runes.
  This spell can be cast on a scroll,
  spell book, or other object or surface inscribed with the
  magical writings of another magic-user/elf. The caster is
  then able to read (and cast from) the scroll, spell book, or
  inscribed object/surface at any time in the future.
  REMOVE FEAR
  Type & Level: Cleric 1
  Range: Touch
  Duration: 2 turns
  Reversible: True
  The
  creature
  touched
  is
  calmed
  and
  purged
  of
  fear.
  Magically induced fear may dispelled, but this requires the
  subject to make a saving throw versus spells. The save is
  modiﬁed by +1 per level of the cleric.
  The reversed form of this spell, Remove Fear, will cause a
  target within 120’ to ﬂee for the duration unless it saves
  versus spells.
  RESIST COLD
  Type & Level: Cleric 1
  Range: Caster
  Duration: 2 turns
  Reversible: True
  All creatures within 30 feet of the cleric are protected
  from cold.
  They are unharmed by non-magical freezing
  temperatures. Protected creatures gain a +2 bonus to all
  saving throws versus cold-based magical or breath attacks.
  Cold-based damage against protected creatures is reduced
  by 1 point per damage die rolled, to a minimum of 1 hit
  point damage per die. No saving throw is possible.
  RESIST FIRE
  Type & Level: Cleric 2
  Range: 30 feet
  Duration: 2 turns
  Reversible: False
  A single creature is bestowed with supernatural resis-
  tance to ﬁre.
  They are unharmed by non-magical heat
  or ﬁre.
  The affected creature gains a +2 bonus to all
  saving throws versus ﬁre-based magical or breath attacks.
  Fire-based damage against the affected creature is reduced
  by 1 point per damage die rolled, to a minimum of 1 hit
  point damage per die. No saving throw is possible.
  SHIELD
  Type & Level: Magic-User 1
  Range: Caster
  Duration: 2 turns
  Reversible: False
  Shield creates an invisible ﬁeld of force that protects
  the caster, granting an AC of 2 against missile attacks and
  AC 4 against other attacks.
  Shield also grants a saving
  throw (vs spells) against magic missiles.
  A successful
  saving throw negates the effects of the missile.
  SILENCE 15’ RADIUS
  Type & Level: Cleric 2
  Range: 180 feet
  Duration: 12 turns
  Reversible: False
  A 15′
  radius area is rendered utterly silent.
  Within
  this area, all sound is stopped and conversation and spell
  casting are impossible. Noise originating from outside the
  silenced area can be heard by those within it. Silence may
  be cast upon a creature, which must save versus spells. If
  the save fails, the 15′ radius area of silence moves with the
  creature.
  If the save succeeds, the spell’s effect remains
  stationary - the targeted creature may move out of it.
  SLEEP
  Type & Level: Magic-User 1
  Range: 240 feet
  Duration: 4d4 turns
  Reversible: False
  A sleep spell causes a magical slumber to come upon
  creatures, excluding the undead and very large creatures.
  The spell affects 2d8 Hit Dice worth of creatures with 4+1
  Hit Dice or less within a 40′ × 40′ area.
  Creatures enchanted by this spell are helpless and can
  be killed instantly with a dagger, sword, or other blade.
  Slapping or wounding awakens an affected creature.
  28
  
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  SPELLS
  SNAKE CHARM
  Type & Level: Cleric 2
  Range: 60 feet
  Duration: 1d4+1 rounds or turns
  Reversible: False
  One or more snakes are rendered non-hostile, rearing
  up and swaying to and fro but not attacking.
  The spell
  affects snakes whose total Hit Dice do not exceed the
  cleric’s level. For example, a 7th level cleric can affect 7 HD
  of snakes, which can equal seven 1 HD snakes, or two 3
  HD snakes and one 1 HD snake, or any other combination.
  When cast on snakes that are already attacking, the spell
  lasts for 1d4+1 rounds. Otherwise, it lasts for 1d4+1 turns.
  SPEAK WITH ANIMALS
  Type & Level: Cleric 2
  Range: Caster
  Duration: 6 turns
  Reversible: False
  The cleric can communicate with one type of animal
  within range when the spell is cast. Ordinary animals or
  giant versions of ordinary animals may be targeted.
  The
  cleric can ask questions of and receive answers from an-
  imals of the chosen kind, although the spell doesn’t make
  animals any more friendly or cooperative than normal (a
  reaction roll may be required).
  If an animal is friendly
  toward the cleric, it may perform some favour or service.
  VENTRILOQUISM
  Type & Level: Magic-User 1
  Range: 60 feet
  Duration: 2 turns
  Reversible: False
  The caster may make his or her voice appear to come
  from any location or source (e.g. a statue or animal) within
  the spell’s range.
  WATER BREATHING
  Type & Level: Magic-User 3
  Range: 30 feet
  Duration: 1 day
  Reversible: False
  The subject can breathe water freely by means of this
  spell. The spell does not make creatures unable to breathe
  air and grants no additional proﬁciency at swimming.
  WEB
  Type & Level: Magic-User 2
  Range: 10 feet
  Duration: 48 turns
  Reversible: False
  Web conjures a many-layered mass of strong,
  sticky
  threads, blocking a 10′ cube area. Creatures caught within
  a web become entangled among the gluey ﬁbers. Entangled
  creatures can’t move, but can break free depending on
  their strength.
  This takes 2d4 turns for creatures with
  Strength in the normal human range (3 to 18), 4 rounds
  for creatures with Strength above 18, or 2 rounds for
  creatures with giant strength. The strands of the web are
  ﬂammable and can be destroyed by ﬁre in two rounds. All
  creatures caught within ﬂaming webs suffer 1d6 points of
  damage from the ﬂames.
  WIZARD LOCK
  Type & Level: Magic-User 2
  Range: 10 feet
  Duration: Permanent
  Reversible: False
  A wizard lock spell magically locks a door, gate, simi-
  lar portal, or any item that has a lock. The magical lock
  is permanent, but a knock spell allows passage, and any
  magic-using character or creature of 3 levels higher than
  the caster of the wizard lock may pass through freely, as
  may the caster themselves. Bypassing a wizard lock does
  not destroy it.
  29
  
  LICENSE
  FIRST FIVE FANTASY ROLEPLAYING PLAYER’S GUIDE
  PART 9: LICENSE
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast,
  Inc (“Wizards”). All Rights Reserved.
  1.
  Deﬁnitions:
  (a) “Contributors” means the copyright and/or trademark owners who have con-
  tributed Open Game Content; (b) “Derivative Material” means copyrighted material including
  derivative works and translations (including into other computer languages), potation, modiﬁca-
  tion, 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, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
  (d) “Open Game Content” means the game mechanic and includes the methods, procedures, pro-
  cesses 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 Con-
  tent by the Contributor, and means any work covered by this License, including translations and
  derivative works under copyright law, but speciﬁcally excludes Product Identity. (e) “Product Iden-
  tity” means product and product line names, logos and identifying marks including trade dress;
  artifacts; 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 iden-
  tiﬁed 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 License 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 License: This License 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 License. You must afﬁx such
  a notice to any Open Game Content that you Use. No terms may be added to or subtracted from
  this License except as described by the License itself. No other terms or conditions may be applied
  to any Open Game Content distributed using this License.
  3.
  Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
  of this License.
  4.
  Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
  You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License
  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 sufﬁ-
  cient rights to grant the rights conveyed by this License.
  6.
  Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
  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 holder’s
  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 licensed 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 licensed 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.
  9.
  Updating the License: Wizards or its designated Agents may publish updated versions of this
  License. You may use any authorized version of this License to copy, modify and distribute any
  Open Game Content originally distributed under any version of this License.
  10.
  Copy of this License: You MUST include a copy of this License 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 License 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 License 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 sublicenses shall
  survive the termination of this License.
  14.
  Reformation: If any provision of this License 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 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document ©2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte
  Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
  System Reference Document ©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.
  Modern System Reference Document ©2002-2004, Wizards of the Coast, Inc.; Authors Bill Slav-
  icsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher
  Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook,
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD
  Wiker.
  Castles & Crusades: Players Handbook, ©2004, Troll Lord Games; Authors Davis Chenault and
  Mac Golden.
  Castles & Crusades: Monsters Product Support, ©2005, Troll Lord Games.
  Basic Fantasy Role-Playing Game ©2006–2008 Chris Gonnerman.
  New Spells: A Basic Fantasy Supplement ©2007 Chris Gonnerman, Ola Berg, Angelo Bertolli, Jeff
  Querner, Everett Bradshaw, Emiliano Marchetti, Ethan Moore, Jim Bobb, and Scott Abraham.
  OSRIC™©2006, Stuart Marshall, adapting material prepared by Matthew J. Finch, based upon
  the System Reference Document, and inspired by the works of E. Gary Gygax, Dave Arneson, and
  many others.
  Swords & Wizardry Core Rules, ©2008, Matthew J. Finch.
  Eldritch Weirdness, Book One, ©2008, Matthew J. Finch.
  Darwin’s World ©2002, RPGObjects; Authors Dominic Covey and Chris Davis.
  Mutant Future™©2008, Daniel Proctor and Ryan Denison.
  Authors Daniel Proctor and Ryan
  Denison.
  Advanced Edition Companion, ©2009–2010, Daniel Proctor. Author Daniel Proctor.
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Deluxe Edition, ©2010, LotFP.
  Author James Edward Raggi IV.
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Bookspeak, ©2011 Daniel Smith.
  First Level Magic-User Spells Grindhouse Edition Spell Contest: Howl of the Moon, ©2011 Joel
  Rojas).
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Grindhouse Edition, ©2011,
  LotFP, Author James Edward Raggi IV.
  Lamentations of the Flame Princess: Weird Fantasy Role-Playing Player Core Book: Rules & Magic
  ©2013 LotFP, author James Edward Raggi IV.
  Labyrinth Lord™©2007-2009, Daniel Proctor. Author Daniel Proctor.
  B/X Essentials: Core Rules ©2017 Gavin Norman. Author Gavin Norman.
  B/X Essentials: Classes and Equipment ©2017 Gavin Norman. Author Gavin Norman.
  First Five Fantasy Roleplaying Player’s Guide ©2018 Andrew Marrington. Author Andrew Marring-
  ton.
  DESIGNATION OF PRODUCT IDENTITY
  All artwork.
  All trademarks and registered trademarks, the Grimm Aramil Publishing logo and all other trade dress.
  DESIGNATION OF OPEN GAME CONTENT
  All game mechanics.
  All other text not identiﬁed as product identity above.
  30
  
  !"#$%
  !&'%&$()
  *+,-.,&("'/
  0,&(-#1$23&4-
  56&#&7%-#1$23&4-2
  2
  2
  8,"/'4-'%
  5,&$$2
  2
  2
  2
  2
  9-:-,
  0+#%#&"%
  8#4+;#25,&$$
  <"%2="7-
  <"%20+"'%$
  8>","%"-$
  8?@;$%4-'%$
  A&:"'/2B6#+C$
  *+,,2 -D;&,2 %+2 +#2 &>+:-2 %6-2
  $7+#-2,"$%-?2%+24&E-2(+;#2$&:-F
  A%#-'/%6
  =-G%-#"%(
  5+'$%"%;%"+'
  H'%-,,"/-'7-
  I"$?+4
  56&#"$4&
  4-,--2%+26"%2J2?&4&/-
  +.-'2?++#2#+,,$
  4"$$",-2%+26"%
  8#4+;#25,&$$
  #+,,"'/26"%2?"7-2K+#26"%2
  .+"'%$
  >+';$2,&'/;&/-$
  4&/"7L>&$-?2$&:"'/2
  %6#+C$
  #-&7%"+'2#+,,$
  #-%&"'-#24+#&,-
  85
  M
  N
  O
  P
  )
  Q
  R
  S
  T
  U
  LT
  LS
  LR
  *+,,
  V-,--
  V"$$",-
  8%%&7E2B&>,-
  In the melee and missile boxes, write any modifiers to your rolls to hit. To attack, roll T?SUW2&??2%6-2
  melee or missile modifier, and check the table to see the best Armour Class (AC) you hit with your roll. 
  =-&%6
  0&#&,($"$
  I&'?$
  X#-&%6
  A.-,,$
  5,&$$28>","%"-$W2AE",,$W2&'?2A.-,,$
  X"+/#&.6"7&,2=-%&",$
  8/-Y
  Z-'?-#Y
  <-"/6%Y
  I-"/6%Y
  <+4-,&'?Y
  9&'/;&/-$2A.+E-'Y
  [222\29"%-#&%-
  5+"'$
  ..Y
  /.Y
  -.Y
  $.Y
  7.Y
  ]G.-#"-'7-20+"'%$
  5;##-'%Y
  3--?-?2K+#23-G%29-:-,Y
  Modifier for Prime Requisite:
  LSU^
  LTU^
  U^
  _)^
  _TU^
  ]D;".4-'%
  I-"/6%
  B+%&,
  
  First Five Fantasy Roleplaying is an easy-to-master game 
  based on the ﬁ fth introductory boxed version of the orig-
  inal fantasy roleplaying game. It is ideal for young players 
  and players who are young at heart. This Player’s Guide
  contains all the rules you need to play exciting dungeon 
  adventures, through levels 1 to 5.  Just add some funny 
  shaped dice, monsters, and friends!
  This book is the Player’s Guide for First Five Fantasy 
  Roleplaying. To play the game, at least one person in the 
  group will need a copy of the complete First Five Fanta-
  sy Roleplaying rulebook, or the popular encyclopedia of 
  rules, which is also suggested for use once your adventur-
  ers gain enough experience to move beyond the ﬁ rst ﬁ ve 
  levels.
  For Ages 11 and Up
  
SOURCE: textdata/thevault/First 5 Fantasy Roleplaying (osr)/First 5 Fantasy Roleplaying Players Guide (v4).pdf