TEXT: The Holmes Companion 
  A Level 4-9 Rules Expansion for TSR’s 1977 D&D Basic Set 
   
   
   
  The Original 1974 Dungeons & Dragons game, as well as discussions that took 
  place on Dragonsfoot, the K&K Alehouse, Finarvyn’s OD&D Forum, and especially 
  Philotomy's OD&D Musings inspired this four-page rules expansion. The goal was to make 
  “Holmes D&D” a gritty, more focused, and complete name-level (9th) dungeon-crawling 
  game without requiring the Advanced Dungeons & Dragons rulebooks for expansion, 
  thus keeping it more faithful to the mechanics and feel of Original D&D. 
   
  Rule Variants 
   
  • 
  MAGIC MISSILE (Page 15): For every three levels beyond the first (fourth, seventh, 
  etc.), an additional missile is created by the same spell. 
  • 
  DAMAGE (Page 19): When rolling damage for a two-handed weapon, roll 1 six-
  sided die and add one.  When using two single-handed weapons in melee 
  combat, roll 2 six-sided dice and discard the lower die for damage. Only Fighting 
  Men & Thieves with a DEX of 13 or higher may use two weapons at once and the 
  offhand weapon must always be of equal size or smaller than the main. When 
  using magic weapons, always use whichever bonus is higher. 
  • 
  COMBAT ROUNDS (Page 20): Regardless of their size, all weapons can only be 
  used once per combat round. Magical weapons that specify otherwise are 
  exempt from this rule. 
  • 
  MONSTER (Page 22): Monsters Hit Dice are rolled with a D6, not a D8. 
  • 
  CRITICAL HITS (N/A): Whenever a 20 is rolled in combat, maximum damage is 
  automatically inflicted. 
   
  Racial Level Limits 
   
  • Humans: 9 
  • Elves: 4/6 (Hero/Magician) 
  • Dwarves: 7 (Champion) 
  • Halflings: 4/6 (Hero/Sharper) 
   
   
  Experience Points for Monsters Overcome 
  Monster's Hit 
  Dice 
  Value 
  Bonus of 
  Special 
  Abilities 
  Monster's Hit 
  Dice 
  Value 
  Bonus of 
  Special 
  Abilities 
  6 
  275 
  225 
  9 to 10 
  900 
  700 
  6+ 
  350 
  300 
  11 to 12 
  1100 
  800 
  7 
  450 
  400 
  12+ to 13 
  1350 
  950 
  7+ 
  525 
  475 
  14 to 16 
  1650 
  1150 
  8 
  650 
  500 
  17 to 20 
  2000 
  1500 
  8+ 
  750 
  625 
  21+ 
  2500 
  2000 
   
  
  FIGHTING MEN 
       Fighting Men with STR of 13 or higher add 1 to their damage in melee combat. 
   
  Level 
  Experience 
  Points 
  Hit Dice 
  Spells & 
  Abilities 
  To-Hit Rank 
  (Page 19) 
  Saving 
  Throws 
  4 (Hero) 
  8000 
  4-8 sided 
  - 
  2 to 3 
  +2 
  5 (Swashbuckler) 
  16000 
  5-8 sided 
  - 
  2 to 3 
  +2 
  6 (Myrmidon) 
  32000 
  6-8 sided 
  - 
  2 to 3 
  +2 
  7 (Champion) 
  64000 
  7-8 sided 
  - 
  4+ to 6+ 
  +4 
  8 (Super Hero) 
  120000 
  8-8 sided 
  - 
  4+ to 6+ 
  +4 
  9 (Lord) 
  240000 
  9-8 sided 
  - 
  4+ to 6+ 
  +4 
   
   
   
   
   
   
   
   
   
   
   
   
  MAGIC-USERS 
  Level 
  Experience 
  Points 
  Hit Dice 
  Spells & 
  Abilities 
  To-Hit Rank 
  (Page 19) 
  Saving 
  Throws 
  4 (Theurgist) 
  10000 
  4-4 sided 
  2/2 
  - 
  - 
  5 (Thaumaturgist) 
  20000 
  5-4 sided 
  2/2/1 
  - 
  - 
  6 (Magician) 
  40000 
  6-4 sided 
  2/2/2 
  2 to 3 
  +2 
  7 (Enchanter) 
  80000 
  7-4 sided 
  3/2/2/1 
  2 to 3 
  +2 
  8 (Warlock) 
  150000 
  8-4 sided 
  3/3/2/2 
  2 to 3 
  +2 
  9 (Wizard) 
  300000 
  9-4 sided 
  3/3/3/2/1 
  2 to 3 
  +2 
   
   
   
   
   
   
   
   
   
   
   
   
  CLERICS 
  Level 
  Experience 
  Points 
  Hit Dice 
  Spells & 
  Abilities 
  To-Hit Rank 
  (Page 19) 
  Saving 
  Throws 
  4 (Vicar) 
  6000 
  4-6 sided 
  2/1 
  - 
  - 
  5 (Curate) 
  12000 
  5-6 sided 
  2/2 
  2 to 3 
  +2 
  6 (Bishop) 
  25000 
  6-6 sided 
  2/2/1 
  2 to 3 
  +2 
  7 (Lama) 
  50000 
  7-6 sided 
  2/2/2 
  2 to 3 
  +2 
  8 (Patriarch) 
  100000 
  8-6 sided 
  3/2/2/1 
  2 to 3 
  +2 
  9 (High Patriarch) 
  200000 
  9-6 sided 
  3/3/2/2 
  4+ to 6+ 
  +5 
   
   
   
   
   
   
   
   
   
   
   
   
  THIEVES 
       Thieves with DEX of 13 or higher add 1 to their Armor Class. 
   
  Level 
  Experience 
  Points 
  Hit Dice 
  Spells & 
  Abilities 
  To-Hit Rank 
  (Page 19) 
  Saving 
  Throws 
  4 (Burglar) 
  4800 
  4-4 sided 
  D 
  - 
  - 
  5 (Cutpurse) 
  9600 
  5-4 sided 
  E 
  2 to 3 
  +2 
  6 (Sharper) 
  20000 
  6-4 sided 
  F 
  2 to 3 
  +2 
  7 (Pilferer) 
  40000 
  7-4 sided 
  G 
  2 to 3 
  +2 
  8 (Rogue) 
  80000 
  8-4 sided 
  H 
  2 to 3 
  +2 
  9 (Master Thief) 
  160000 
  9-4 sided 
  I 
  4+ to 6+ 
  +5 
   
  Once the maximum level has been reached, every 100,000 experience points earned still 
  grants additional Hit Points to your total.  Constitution bonuses or penalties no longer apply. 
  • 
  Fighting Men and Dwarves get +3 Hit Points per level 
  • 
  Clerics, Elves, and Halflings get +2 Hit Points per level 
  • 
  Magic-Users and Thieves get +1 Hit Points per level 
  
  CLERICS VS. UNDEAD TABLE 
  Cleric 
  Level 
  Skeleton 
  Zombie 
  Ghoul 
  Wight 
  Wraith 
  Mummy 
  Spectre 
  Vampire 
  4 
  D 
  T 
  T 
  7 
  9 
  11 
  no effect 
  no effect 
  5 
  D 
  D 
  T 
  T 
  7 
  9 
  11 
  no effect 
  6 
  D 
  D 
  D 
  T 
  T 
  7 
  9 
  11 
  7 
  D 
  D 
  D 
  D 
  T 
  T 
  7 
  9 
  8 
  D 
  D 
  D 
  D 
  D 
  T 
  T 
  7 
  9 
  D 
  D 
  D 
  D 
  D 
  D 
  T 
  T 
   
   
   
   
   
   
   
   
   
  EXPLANTION OF THIEF'S ABILITIES 
  Rank 
  open 
  lock 
  remove 
  trap 
  pick 
  pocket 
  move 
  silently 
  climb 
  sheer 
  surfaces 
  hide in 
  shadows 
  hear 
  noise 
  backstab 
  D 
  35% 
  30% 
  40% 
  40% 
  90% 
  30% 
  roll of 1-3 
  x2 
  E 
  45% 
  40% 
  50% 
  50% 
  91% 
  40% 
  roll of 1-4 
  x3 
  F 
  55% 
  50% 
  60% 
  60% 
  92% 
  50% 
  roll of 1-4 
  x3 
  G 
  65% 
  60% 
  70% 
  70% 
  93% 
  60% 
  roll of 1-5 
  x3 
  H 
  75% 
  70% 
  80% 
  80% 
  94% 
  70% 
  roll of 1-5 
  x3 
  I 
  85% 
  80% 
  90% 
  90% 
  95% 
  80% 
  roll of 1-5 
  x4 
   
  THIRD LEVEL CLERICAL SPELLS  
    
  1. 
  Continual Light - This spell is the same as the 2nd level magic-users, except the light is equal to sunlight. 
  2. 
  Cure Disease or Blindness – Range: touch.  Instantly cures inflicted target of all diseases or blindness.  
  3. 
  Locate Object - This spell is the same as the 2nd level magic-user spell, except the range is 90 feet.  
  4. 
  Remove Curse – This spell is the same as the 4th level magic-user spell. 
  5. 
  Speak with the Dead – Allows the caster to ask up to three questions with a single deceased entity. 
  6. 
  Striking – Range: 30 feet; Duration: 1 turn. This spell allows any one weapon to inflict an additional dies 
  worth of magical damage per attack.  
    
  FOURTH LEVEL CLERICAL SPELLS  
   
  1. 
  Create Food or Water - This spell the Cleric can create a days worth of drinkable water or edible food 
  for a dozen men and their horses.   
  2. 
  Cure Serious Wounds – This spell is the same as Cure Light Wounds, but heals 2 dice plus the casters 
  level worth of hit points. 
  3. 
  Dispel Magic – This spell is the same as the 3rd level magic-user spell. 
  4. 
  Neutralize Poison – Range: touch.  Instantly removes the effects of any poisons from the target.    
  5. 
  Protection from Evil, 10' Radius - This spell is the same as the 3rd level magic-user spell.  
  6. 
  Raise Dead – Range: touch. This spell can be used on a deceased (and willing!) ally to bring him back 
  to life, restoring him to 1 hp.  Any spells previously prepared are lost.  As raising the dead is a serious 
  ordeal, the target also loses a full level of experience, reverting to the minimum needed for that level.  
   
  THIRD LEVEL MAGIC-USER SPELLS  
    
  1. 
  Clairaudience – Range: 60 feet; Duration: 12 turns.  Works the same as ‘ESP’ except that the caster 
  can hear rather than pick up thoughts.  
  2. 
  Clairvoyance – Range: 60 feet; Duration: 12 turns.  Works the same as ‘ESP’ except that the caster can 
  see rather than pick up thoughts.  
  3. 
  Dispel Magic - Range: 120 feet; Duration: 1 turn.  This spell can dispel most kinds of spells or 
  enchantments except those on magical items.   
  4. 
  Explosive Runes - Range: touch; Duration: permanent.  These magic runes can be placed upon a 
  parchment to safeguard it from unauthorized reading. When read by someone other than the caster, 
  the runes explode, destroying the parchment and dealing 4-24 points of damage w/o a saving throw.   
  5. 
  Fire Ball - Range: 240 feet.  An explosive burst of flame, which detonates with a radius of 20’ and 
  causes 1d6 damage per level, with a saving throw halving damage.   
  6. 
  Fly - Range: touch; Duration: level +1d6 turns.  Allows the target to fly at 120’ per turn.  
  7. 
  Haste Spell - Range: 240 feet; Duration: 3 turns.  When this spell is cast, targets move and attack at 
  twice their normal rate.  Effects up to 24 creatures in an area of 60’ x 120’.  
  
  8. 
  Hold Person – Same as 2nd level Cleric spell. 
  9. 
  Infravision - Range: touch; Duration: 12  + 6 turns per level.  When cast, the target gains the gift of 
  infravision identical to that of a demi-human.  
  10. Invisibility, 10’ Radius – Same as the Invisibility spell but with a 10’ radius.  
  11. Lightning Bolt – Range: 240 feet.  This 60 foot long bolt of lightning causes 1d6 damage per level to 
  everyone within its area of effect, with a saving throw halving damage.  
  12. Monster Summoning I - Range: 10 feet; Duration: 6 turns.  The caster calls forth a monster or monsters 
  to appear from the Level 1 Wandering Monsters Chart (page 10).  The monster or monsters summoned 
  are faithful to the magic-user until the spell ends.  
  13. Protection from Evil, 10' Radius - Same as the Protection from Evil spell but with a 10’ radius and double 
  the duration.  
  14. Protection from Normal Missiles – Range: 30 feet; Duration: 12 turns.  Once cast upon, the target 
  becomes completely impervious to normal missiles.   
  15. Rope Trick - Range: touch; Duration: level + 6 turns. Once cast, any length of rope (up to 50') can 
  stand upright by itself.   
  16. Slow Spell – This spell is the opposite of ‘Haste’. 
  17. Suggestion – Range: 5 feet; Duration: 1 week.  Unless a saving throw is made, target will carry out any 
  single suggestion, Suggestions must be simple and relatively short.  
  18. Water Breathing - Range: Touch; Duration: 12 turns.  When cast, the target gains the ability to breathe 
  under water. 
   
  FOURTH LEVEL MAGIC-USER SPELLS   
   
  1. 
  Charm Monster - Same as the Charm Person spell, but employable against any creature. 
  2. 
  Confusion – Range: 120 feet; Duration: 12 turns. This spell will confuse its victims, affecting all targets 
  within a 30 foot radius.  The DM rolls 2d6 each round to see determine behavior: attack the magic-
  user’s party (2-5), stand around doing nothing (6-8), or attack each other (9-12).  Targets with 2 HD or 
  less receive no saving throw while others receive one saving throw each round.  
  3. 
  Fear – Range: 240 feet; Duration: 6 turns.  When this spell is cast, all creatures in a 60 x 30 cone must 
  make a saving throw or be panicked, dropping everything they are holding and flee for 1-3 turns.  
  4. 
  Ice Storm – Range: 120 feet; Duration: 1 turn.  This spell creates a 30x30 foot storm of hail and ice 
  causing 3-30 points of damage.  No saving throw is allowed.  
  5. 
  Massmorph - Range: 240 feet; Duration: permanent. Affects up to 100 humanoids or a large area of 
  terrain making them appear to be trees, rocks, or other plants appropriate to the area.  
  6. 
  Monster Summoning II - Same as the Monster Summoning I spell, but uses 2nd level chart.  
  7. 
  Polymorph – Range: 60 feet; Duration: level + 6 turns.  Allows caster to take or grant the shape of 
  anything he desires, but won’t acquire any special combat abilities.  For example, changing into a 
  dragon will allow you to fly, but not breathe fire. 
  8. 
  Remove Curse – Range: touch.  Removes all curses from target.  
  9. 
  Wall of Fire/Ice – Range: 90 feet; Duration: 1 turn per level.  Creates a wall of fire or ice up to 60 feet in 
  length and 20 feet in height.  
  10. Wizard Eye – Range: 240 feet; Duration: 6 turns.  Allows caster to send a mobile invisible “eye” to scout 
  for him.  The eye moves at 120 feet per turn.  
   
  FIFTH LEVEL MAGIC-USER SPELLS   
   
  1. 
  Animate Dead - For each level of the Magic-User, he may animate one Hit Die worth of skeletons 
  and/or zombies. The appropriate corpses must be readily available to animate them. 
  2. 
  Cloud Kill - Duration: 6 turns.  Creates a 30' diameter moving, poisonous cloud of deadly vapor that is 
  deadly to creatures with less than 5 hit dice. Moves 60' per turn according to the wind direction, or 
  directly away from the magic-user if there is no wind.  
  3. 
  Contact Higher Plane - This spell allows the magic-user to seek advice from creatures inhabiting higher 
  planes of existence (the DM). Only "yes" or "no" questions are permitted. 
  4. 
  Disintegrate – Range: 60 feet.  Causes any non-magical material (tree, dragon, wall, man, etc), which 
  fails a saving throw, to completely disintegrate.  This powerful spell requires a single lodestone, a rare 
  material component that costs at least 1,000 gold pieces. 
  5. 
  Hold Monster - Same as the Hold Person spell, but employable against any creature. 
  6. 
  Magic Jar - The magic-user can houses his life force into an inanimate object and attempts to possess 
  the body of any other creature within 120' of his Magic “Jar. If the possessed body is destroyed, the 
  spirit of the magic-user returns to the Magic Jar, and may attempt another possession or return to the 
  magic-user's body. If the Magic Jar is destroyed the magic-user is totally destroyed. 
  7. 
  Monster Summoning III - Same as the Monster Summoning I spell, but uses 3rd level chart.  
  8. 
  Pass Wall - Range: 30 feet; Duration: 3 turns.  Opens a man-sized hole up to 10' in length in a solid wall. 
  9. 
  Teleport - Transports the recipient from place to place, regardless of the distance, provided that 
  he/she knows where they are going. 
  10. Wall of Iron/Stone - Range: 60 feet; Duration 12 turns.  Creates a 2.5 foot thick iron or stone wall up to 
  75 feet in length and 30 feet in height.  
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D Basic (Holmes, B, X, BECMI)/1977 Holmes/The Holmes Companion.pdf