TEXT: AKRATIC WIZARDRY 
  By Akrasia 
  Here is a summary of my house rules for Swords & Wizardry (with appropriate links).  They are 
  intended, when used together, to simulate more closely the ‘swords and sorcery’ genre, as exemplified 
  in the fiction of Robert E. Howard and Fritz Leiber.   Nonetheless, most of these house rules can be 
  used on their own in a ‘standard’ or ‘classic’ ‘Old School’ D&D game (including Original D&D, 
  Basic D&D, RC D&D, Labyrinth Lord, 1e AD&D, OSRIC, etc.). 
  1. Miscellaneous House Rules.  Some minor rules for ability scores and combat (critical hits, 
  fumbles, etc.) 
  2. Hit Points and Constitution.  A system for treating hit points as ‘superficial’ damage (i.e., 
  exhaustion, minor bruises, etc.), and constitution as ‘serious’ damage.  The former is easy to heal, 
  whereas the latter is not. 
  3. Wisdom as Sanity.  A system for treating a character’s ‘wisdom’ score as a measurement of 
  his/her sanity. 
  4. Background Professions.  A list of ‘background professions’ (e.g., alchemist, minstrel, sailor) for 
  characters, designed to give them some more flavour, and a few minor special abilities. 
  5. General Task Resolution Mechanic.  A system for using the generic ‘saving throws’ in S&W as 
  a ‘general task resolution mechanic,’ i.e., a system for determining whether characters succeed at 
  various things. 
  6. Class-Based Weapon Damage.  This system uses a character’s class in order to determine how 
  much damage that character can do with a particular weapon. 
  7. The Thief.  My version of the ‘thief’ class, inspired primarily by the ‘Gray Mouser’ character. 
  8. Everyone can Backstab.  Pretty self-explanatory, I think. 
  9. Fighting Styles for Fighters.  A list of six different ‘fighting styles’ (e.g., berserker, shield-master, 
  etc.) available to fighter characters. 
  10. Magicians and the Colours of Magic.  The magician is a new class meant to replace the cleric 
  and magic-user classes.  I designed it to have a stronger ‘pulp sorcerer’ flavour than the standard 
  spell-casting classes.  The ‘colours of magic’ refers to my categorization of all spells as either ‘white 
  magic,’ ‘grey magic,’ or ‘black magic.’  All spells cause ‘exhaustion’ for magicians, and black magic 
  spells might cause ‘corruption’ (i.e., loss of wisdom/sanity). 
  11. Experience Points.  Quite simply, an alternative system for assigning experience points to 
  characters. 
  Enjoy, gentle readers!  
  
  Miscellaneous S&W/OD&D House Rules 
  Over the past few weeks I’ve posted most of the house rules that I use in my current Swords & 
  Wizardry (OD&D-based) game.  I now offer for your consideration, gentle readers, the remaining 
  few. 
  Rolling for Ability Scores 
  Players roll 3d6 seven times, rerolling any rolls of ‘1’ (so the lowest score that a starting character can 
  have in any ability score is ‘6’).  Players drop the lowest score, and assign the other six to their 
  characters’ abilities (strength, intelligence, wisdom, dexterity, constitution, and charisma) as they 
  choose.  If a player’s character does not have at least two ability scores that are 13 or greater, he or 
  she may reroll the entire set. 
  Additional Ability Score Modifiers  
  A score of 18 confers a bonus of +2 to any roll affected by that ability score.  A score of 3 confers a 
  penalty of -2 to any roll affected by that ability score. 
  Critical Hits 
  If a character rolls a natural ‘20’ he rolls again to see if he scores a critical hit.  If the second roll is also 
  a hit, the character does maximum damage plus an additional damage roll.  (For instance, say a fighter 
  wielding a broadsword scores a critical hit.  He does 8 points of damage + 1d8 + any applicable 
  modifiers.) 
  Firing Missile Weapons into Melee 
  If a character is using a ranged weapon (bow, sling, etc.) and fires into a melee combat involving an 
  ally, he suffers a -2 to his roll to hit his target (this penalty is due to the character being careful not to 
  hit his ally).    
  Fumbles 
  If a character rolls a natural 1 in an attack roll he must make a saving throw (modified by his dexterity 
  bonus/penalty).  If he fails, he drops his weapon and must make another saving throw (again modified 
  by his dexterity bonus/penalty).  If he fails again, he has fallen down and is prone for one round (-2 
  to AC). 
  Final Notes: 
  Well, fellow gamers, that's it for my house rules for S&W/OD&D (at least for now).  They have 
  been play tested (albeit modestly), and seem to work well.  At some point I will provide summary of 
  them all in a single post, along with appropriate links.  Unfortunately, I will not have time to do that 
  in the immediate future.  Cheers! 
  
  Pulp Heroes and Damage 
  The protagonists of classic ‘swords and sorcery’ tales are a remarkable lot.  They are a ‘cut above’ the 
  common stock of humanity, physically and mentally superior to most people, although perhaps 
  sometimes less prudent.  Even this occasional lack of prudence, however, is compensated with 
  superior luck and drive.  Characters such as Conan, Kull, Fafhrd, and the Gray Mouser are capable of 
  overcoming foes and surviving challenges that would easily defeat most common men.  Classic 
  ‘swords and sorcery’ tales focus on highly exceptional and powerful individuals, not the ‘little guys’ of 
  the world.  Even as neophytes, most ‘swords and sorcery’ characters are exceptionally tough and 
  capable.  
  To reflect this aspect of the ‘swords and sorcery’ genre, it is recommended that first-level player 
  characters start with the maximum number of hit points possible for their class, plus five additional 
  hit points (modified by their constitution scores, as appropriate).  Hit points should be rolled 
  normally after first level.  
  Only player characters and important non-player characters (namely, noteworthy allies and antagonists) 
  should use this system for determining hit points.  The Game Master should roll normally for the hit 
  points of ‘regular’ non-player characters, as well as most ‘monsters.’ 
  Player characters’ hit points represent only ‘superficial’ damage (i.e., exhaustion, light bruises, minor 
  scrapes, and so forth.).  Because of this, all lost hit points may be recovered by sleeping without 
  interruption for eight full hours.  Resting (not sleeping), or sleeping for less than eight hours, will 
  enable a player character to recover one hit point per full hour of rest or sleep. 
  Cure Wounds spells and potions of Healing do not heal hit points, but only lost points of 
  Constitution (as explained below).  However, a draught of ‘strong drink’ (ale, wine, liquor) can 
  ‘invigorate’ a character, enabling him/her to recover immediately 1d4 hit points.  Game Masters may 
  also want to allow alchemists to sell ‘Elixirs of Invigoration’ for 200 to 300 gold pieces.  Drinking 
  such an elixir might enable a player character to recover instantly 1d6 + 2 hit points.  Only one such 
  draught, whether of strong drink or an elixir, will have this effect per day. 
  Once a player character’s hit points have been depleted, any further damage is done to the character’s 
  constitution score.  Damage to a character’s constitution score represents ‘serious’ damage.  Every time 
  a character takes damage to his/her constitution, he/she must make a saving throw (versus ‘death’ if 
  using a system other than S&W) or fall unconscious.  In addition, a character that has taken damage 
  to his/her constitution suffers a -2 penalty to all actions (including attack rolls and saving throws).  If 
  a character’s constitution score is reduced to 0 or lower that character is dead. 
  Characters who have suffered damage to their constitution and have fallen unconscious regain 
  consciousness after eight hours of rest.  If that character’s constitution is still reduced, he/she 
  continues to have 0 hit points and suffers the -2 penalty to all actions until he/she can rest and 
  recover.  Characters subsequently can recover one constitution point for every two days of complete 
  rest (i.e., no travelling or adventuring).  The care of a doctor or other non-magical healer can improve 
  the rate of healing to one constitution point per day of rest.  A character cannot recover any hit 
  points until all constitution points have been recovered. 
  
  Game Masters should assume that most non-player characters and monsters are dead or unconscious 
  when they reach 0 hit points or lower.  Only player characters and special non-player characters – 
  important figures in the world, whether allies or antagonists of the player characters – should use the 
  complete rules outlined above. 
  (Note: This house rule will appear as part of a longer article on 'swords & sorcery' adventures in 
  Knockspell #3.) 
  Sanity 
  Witnessing unspeakable supernatural horrors – always a professional risk for any protagonist in a 
  ‘swords and sorcery’ adventure – can drive a mortal man or woman mad.  Deliberately delving into 
  ancient eldritch secrets for the purposes of unleashing unnatural forces or contacting demonic 
  intelligences radically increases this risk.  Insane sorcerers and men whose minds have been broken 
  by ancient evils are standard staples in ‘swords and sorcery’ tales. 
  In order to simulate this aspect of the ‘swords and sorcery’ genre, these rules treat a character’s 
  Wisdom score as a measurement of his/her sanity.  A character with a Wisdom score of 18 has a 
  firm grasp of the nature of reality, considerable self-discipline, and remarkable strength of will.  In 
  contrast, a character with a Wisdom score of 3 is barely lucid, easily confuses reality with fantasy, and 
  is on the border of lapsing into madness.  Characters with Wisdom scores of 2 or lower are utterly 
  insane, and must be treated as non-player characters.  (If this Wisdom loss is temporary, as explained 
  below, the character is under the control of the Game Master until he/she regains his/her sanity.) 
  If a character witnesses an unspeakable horror, the Game Master may require the player to make a 
  saving throw (versus ‘spells,’ if using a system other than S&W).  The saving throw should be 
  modified by the severity of the horror in question.  If the character fails his or her saving throw, he 
  or she loses points of temporary Wisdom.  The exact amount should be determined by rolling 
  1d6.  If a ‘6’ is rolled, the character also permanently loses one point of Wisdom (i.e., one permanent 
  point of Wisdom and five temporary points of Wisdom).  Temporarily lost points of Wisdom may be 
  regained at a rate of one point per day of complete rest.  The spell ‘Restoration’ (which I treat as a 6th 
  level spell of ‘white magic’ in my game) will restore instantly temporarily lost Wisdom points, but will 
  not restore any permanently lost Wisdom points. 
  Characters may also lose Wisdom by casting spells that are characterized as ‘black magic’ in 
  nature.  This will be explained in a future post. 
  (Note: This house rule will appear in a longer article in Knockspell # 3.) 
  Background Professions 
  Player characters weren’t always adventurers.  Before they decided to head off into dark mysterious 
  dungeons or ogre-infested wild lands, they most likely started down one or more ‘respectable’ career 
  
  paths.  In most ‘old school’ fantasy role-playing games like Swords & Wizardry and Labyrinth Lord, 
  however, this aspect of a character’s early life has no effect on that character’s abilities.  This optional 
  rule aims to rectify this situation.  
  In addition, by providing all characters with at least one ‘background profession,’ this optional rule 
  should provide greater depth and personality to the players’ characters.  Consider, for instance, the 
  following party.  Cormac the fighter was once a hunter who was raised near the Highland Forest, 
  hence his skill in tracking prey and moving stealthily in hill and wood.  In contrast, his ally Elowyn, 
  also a fighter, was once a scholar in the city of Bookbridge, hence her wide-ranging knowledge of 
  different esoteric subjects.  Elowyn’s sage-like lore intimidates her companion, the magic-user Alaric, 
  whose own background as a petty noble in the court of the Duke of Briz means that he knows much 
  of current politics and fashion, but little of ancient eldritch secrets, despite his arcane 
  training.  Finally, their holy ally – the rotund Fredigar, priest of Muirgen, Mistress of the Sea – spent 
  years as a merchant and sailor before being called to service by his goddess. 
  With this optional rule all characters start with at least one ‘background profession.’  More precisely, 
  players may either choose one career from chart I or two careers from chart II below (the background 
  professions on chart I are slightly more useful for adventuring characters). 
  It is assumed that characters abandoned their professions in order to become adventurers before 
  progressing beyond the ‘apprentice’ stage (or equivalent).  Thus a character who has the background 
  profession of ‘alchemist,’ for example, would not be as skilled at alchemy as most ‘professional’ (non 
  player character) alchemists. 
  A character’s background profession(s) can enable that character to do or know certain things that 
  other characters cannot do or know.  For example, a frontiersman may know whether a kind of wild 
  berry is poisonous or not, or a doctor may know how to treat a particular infection.  A character’s 
  background profession(s) can also give that character a bonus (typically equivalent to +4 on a d20) 
  when attempting certain kinds of tasks.  For example, a hunter may receive a +4 bonus when trying 
  to track a monster outdoors.  If a character has two professions, any bonuses from those professions 
  are not cumulative (so a character with both the ‘farmer’ and ‘sailor’ background professions, for 
  instance, would not gain a +8 bonus to his/her attempts to predict the weather, but only a +4 
  bonus).  Similarly, if a character’s class and background profession provide a bonus for a particular 
  kind of task, these bonuses are not cumulative – instead, the character simply uses the higher of the 
  two bonuses.  (For example, my version of the ‘thief’ class provides a character with a +3 bonus to 
  picking locks.  If such a character also has the ‘locksmith’ background profession, that character 
  would have a +4 [not a +7 bonus] to attempts at picking locks.)  
  Ultimately, of course, it is the Game Master’s decision whether or not a character’s background 
  profession confers any special advantage in any particular situation.  Similarly, it is up to the GM to 
  determine whether a particular background profession is available to a character.  The GM may 
  decide to prohibit certain races from having certain background professions (for instance, the GM 
  may decide that dwarf characters cannot have the ‘sailor’ background profession). 
  Background Profession Charts 
  Players may select (or roll for) either one profession on chart I or two professions on chart II. 
  Chart I 
  1 Alchemist [Requires Intelligence of 12+] 
  
  2 Aristocrat 
  3 Doctor [Requires Intelligence and Wisdom of 10+] 
  4 Frontiersman [Requires Constitution of 9+] 
  5 Hunter [Requires Dexterity of 9+] 
  6 Scholar [Requires Intelligence of 12+] 
  Chart II 
  1 Blacksmith [Requires Strength of 10+] 
  2 Farmer 
  3 Fisher 
  4 Fletcher/Bowyer 
  5 Gambler [Requires Intelligence of 9+] 
  6 Leatherworker/Tanner 
  7 Locksmith 
  8 Mason 
  9 Merchant [Requires Wisdom of 9+] 
  10 Minstrel [Requires Charisma of 12+] 
  11 Sailor 
  12 Sentinel 
  List of Background Professions 
  Alchemist [Requires an Intelligence of 12+] 
  Alchemists are skilled at identifying elixirs, poisons, potions, and so forth.  (Normally there is no 
  bonus to the roll, except for +1 if Intelligence is 13 or greater, but only alchemists can try this.  If an 
  alchemy lab is available – typically only found in towns with populations of 2500 or more – the 
  alchemist gains a +4 bonus, but must pay 30 +2d10 gold pieces per day to rent necessary 
  supplies.)  Characters with the alchemist background profession start with 1+1d3 potions (to be 
  determined randomly or by the GM). 
  Aristocrat  
  
  Aristocrats have knowledge of court etiquette, heraldry, recent history, and politics.  They are skilled 
  at difficult riding manoeuvres (+4 bonus) and mounted combat (+1 bonus to hit when on a trained 
  warhorse).  Characters of an aristocratic background start the game with an inherited high-quality 
  weapon, shield, or suit of armour (player’s choice).  Because of its superior quality, this item will have 
  a +1 non-magical bonus (i.e., the weapon will have a +1 bonus to hit but not damage, or the shield or 
  armour will grant a +1 bonus to AC).    Aristocratic characters also start with a bonus of 2d20 gold 
  pieces. 
  Blacksmith [Requires a Strength of 10+] 
  Blacksmiths can repair metal weapons and armour with proper equipment (costs 10% of ‘market’ 
  weapon/armour price for supplies and to rent forge; normally takes one day per item).  Blacksmiths 
  can also determine the correct value of non-magical weapons and armour within 10%. 
  Doctor [Requires an Intelligence and Wisdom of 10+] 
  Doctors can bandage wounded characters with proper equipment.  A doctor can heal 1-2 hit points 
  after one turn of applying a bandage or a salve.  Alternatively, a doctor can treat an unconscious 
  character, returning that character to consciousness after applying a bandage or salve and using 
  smelling salts for one turn.  Doctors can heal a character in this way only once per combat.  (A 
  ‘medical kit’ with 10 bandages, 5 salves, and smelling salts, costs 15 gold pieces; characters with the 
  doctor background profession start with one free kit.)  Doctors can also try to draw out poisons (+4 
  bonus) and treat many natural diseases (+4 bonus). 
  Farmer  
  Characters who were once farmers are skilled at predicting weather (+4 bonus) and at bartering (+4 
  bonus). 
  Fisher 
  If near a body of water and properly supplied (with a net, etc.), former fishers can capture enough 
  fish to feed a 3+1d4 people for a day.  Fishers are also skilled at swimming (+4 bonus). 
  Fletcher/Bowyer 
  Characters who were once fletchers/bowyers can make 1d4+1 scores (i.e., 40-100) of arrows or bolts 
  per day with proper equipment (costs 10% of normal price).  Such characters also are skilled at 
  repairing damaged arrows and bows (+4 bonus).  Fletchers/bowyers can determine the correct value 
  of non-magical bows within 10%. 
  Frontiersman  [Requires a Constitution of 9+] 
  Characters who grew up on the edges of civilization are skilled at finding their way in the wilds (i.e., 
  they cannot become ‘lost’).  Frontiersmen also have knowledge of natural herbs and poisons (+4 
  bonus if roll is required), knowledge of regional wildlife (+4 bonus if roll is required), and are good at 
  predicting weather (+4 bonus). 
  Gambler [Requires an Intelligence of 9+] 
  
  Characters who once made their living by gambling obviously are skilled at such games (+4 
  bonus).  They may earn (or lose!) 1d100 – 20 silver pieces (-19 to 80 silver pieces) per week by 
  playing such games in any decent-sized town (normally a population of 2000 or greater), but may not 
  adventure during that period.  (Note that there is a possibility that a gambler may lose silver pieces 
  during a period of gambling thanks to an unlucky streak.) 
  Hunter [Requires Dexterity of 9+] 
  Characters who were once hunters have good knowledge of regional wildlife (+4 bonus if roll is 
  required).  They are skilled at tracking creatures (any land-based animal, humanoid, or monster) in 
  the wilds (+4 bonus), and are good at hiding and moving silently in the outdoors (+4 bonus). 
  Leatherworker/Tanner 
  Characters who were once leatherworkers can repair any leather good, including leather armour, with 
  proper supplies (costs 10% of normal price; normally takes half a day per good).  Leatherworkers can 
  also determine the correct value of non-magical leather goods and hides within 10%. 
  Locksmith 
  Locksmiths are skilled at repairing and disabling most mechanical devices, such as locks, mechanical 
  traps, etc. (+4 bonus). 
  Mason 
  Masons receive a bonus (+4) to notice unusual stonework (including secret doors, stone traps, 
  sloping passageways, etc.).  
  Merchant [Requires Wisdom 9+] 
  Merchants are knowledgeable of the regional economy and current politics, and are good at bartering 
  (+4 bonus if roll required).  Characters with the merchant background profession start the game with 
  extra ‘supplies’ (player’s choice of kind of goods) worth (2+1d4) x 20 (i.e., 60-120) gold pieces. 
  Minstrel [Requires a Charisma of 12+] 
  Characters who were once minstrels are knowledgeable of regional culture, court etiquette, and 
  current politics.  They know how to play one instrument (player’s choice), and own that instrument 
  (decent quality – worth 20+2d20 gold pieces).  Minstrels can earn 2d12 silver pieces per week from 
  performing (the character cannot adventure during this time) in any decent-sized town (population 
  1000+).  Minstrels can only earn 1d12 silver pieces per week in smaller locales. 
  Sailor 
  Former sailors are skilled at predicting weather (+4 bonus) and swimming (+4 bonus). 
  Scholar [Requires Intelligence 12+] 
  Characters who devoted their pre-adventuring years to study are knowledgeable of a wide range of 
  topics, including culture, geography, history, religion, etc. (+4 bonus if roll is required).  Scholars also 
  
  are knowledgeable of certain legends, including those concerning powerful monsters, ancient heroes 
  and villains, powerful relics and magic items, etc. (+4 bonus).  Scholars can try to identify a magic 
  item (no bonus to roll, except for +1 if Intelligence is 13 or greater, but only scholars can try this) if 
  appropriate libraries and/or colleges are available (typically requires a town with a population of 5000 
  or greater, takes one week of research per item, and costs 50+1d20 gold pieces). 
  Sentinel 
  Characters who were once sentinels or guards are trained to be observant (+4 bonus to rolls to 
  notice unusual things). 
  Note on Rolls 
  As noted in the various descriptions of the background professions above, characters may receive a 
  bonus (typically +4 on a d20) when attempting certain tasks associated with their background 
  profession.  This system uses characters’ saving throws as a general task resolution mechanic (a house 
  rule that I presented earlier).   Below is a summary of that system. 
  Roughly, under this system, when attempting a particular task, the player rolls 1d20, applies any 
  relevant attribute modifiers (a bonus of +1 or a penalty of -1, depending on the attribute score), and 
  any general modifiers that the GM judges appropriate (typically ranging from -10 to +10).  If the 
  modified roll equals or exceeds the character’s saving throw number, the task is successful.  Using 
  this system, any bonus derived from a character’s background profession (typically +4) is applied to 
  the character’s saving throw roll.   
  For example, a character with an Intelligence score of 14 and the ‘scholar’ background profession 
  attempting to remember the history of a nearby ruined temple would roll 1d20, add her intelligence 
  bonus (+1), and add +4 because of her background profession.  (For this example we will assume 
  that there are no difficulty modifiers.)  If her roll +5 equals or exceeds her saving throw number she 
  successfully remembers the history of the ruined temple. 
  Final Notes: 
  A slightly different version of this house rule appeared as an article in Fight On! #5.  
  One difference between this version and the Fight On! article is that in the published version 
  alternative ways of using the background professions are outlined (i.e., systems that do not use the 
  Swords & Wizardry saving throw system as a ‘general task resolution mechanic,’ e.g., a d6 system). 
  Another difference between this version and the article that appeared in Fight On! is that the latter 
  included the background professions ‘brigand’ and ‘burglar.’  Since I have added a version of the 
  thief class to my own game, however, I decided that these background professions were no longer 
  necessary.  Nonetheless, if you would like to use this system, do not own Fight On! #5 (shame on 
  you!), and do not use a ‘thief’ class in your game, below are the missing background professions: 
  Brigand [Requires a Strength of 9+ and a Dexterity of 9+] 
  Characters who once spent time as brigands are skilled at hiding, moving silently, and ambushing 
  opponents (+4 bonus). 
  
  Burglar  [Requires a Dexterity of 12+] 
  Characters who once spent time as burglars are skilled at hiding and moving silently (+4 bonus), and 
  at opening locks, finding traps, and disarming traps (+4 bonus).  Characters with the burglar 
  background profession start the game with a set of good lockpicks (+1 on d20, or +5%, non-magical 
  bonus). 
  Saving Throws as a General Task Resolution System 
  All classes in S&W have a single saving throw that may be used as a general ‘task resolution’ 
  mechanism.  Under this system, when attempting a particular task, the player rolls 1d20, applies any 
  relevant attribute modifiers (a bonus of +1, a penalty of -1, or no modifier, depending on the 
  attribute score), and any additional modifiers that the GM judges appropriate.  Very easy, but not 
  automatically successful, tasks might receive a bonus of +10, while extremely difficult, but not 
  impossible, tasks might receive a penalty of -10.  Less extreme modifiers should apply to rolls 
  involving tasks of intermediate ease or difficulty.  The difficulty modifier is applied to the character’s 
  saving throw roll.  (It is up to the GM to determine whether the player has knowledge of this 
  modifier.)  If the modified roll equals or exceeds the character’s saving throw number, the task is 
  successful.  An unmodified roll of a 20 always indicates success, and an unmodified roll of a 1 always 
  indicates failure (otherwise, there is no point in making the roll in the first place, and the GM should 
  simply decide that the character automatically succeeds or fails).  
  For example, Nibold the Purple, a bold roguish warrior, is attempting to swim across a dangerous 
  rushing river.  Because Nibold is a fifth level fighter, his base saving throw number is 12.  The GM 
  judges that superior strength would assist anyone attempting such a feat, and thus allows the player 
  to apply Nibold’s strength bonus, in this case +1, to the roll.  Because the river is flowing swiftly, and 
  contains dangerous rocks and currents, the GM assigns a -2 penalty to the player’s roll.  Finally, the 
  GM notes that Nibold’s background is that of a sailor, and therefore grants the character a +4 bonus 
  to the roll.  This leaves the player with a net +3 bonus to his roll for Nibold.  The player rolls a 10 
  and adds 3 for a total of 13.  Since that exceeds Nibold’s saving throw number of 12, Nibold 
  successfully swims across the river.  If the player had failed his roll, the GM may have decided that 
  Nibold suffered 1d6 points of damage from being bashed about the rocks by the stream’s strong 
  currents.  A roll of a natural 1 may have resulted in Nibold being knocked unconscious, and likely 
  drowning to death, unless rescued by his compatriots (assuming that he has some nearby!). 
  Finally, GMs should always exercise discretion when using this system.  It should not replace common 
  sense or player creativity.  If the task in question is one that any normal human being would typically 
  succeed at accomplishing, then a roll should be unnecessary.  Avoid having players roll to determine 
  if their characters can climb a ladder, jump across a three foot crevice, or swim across a calm 
  pond.  Moreover, if a player comes up with an ingenious plan to overcome some difficulty or 
  challenge, the GM may want to reward that player by allowing the plan to succeed without a roll, or, 
  if the GM thinks that the plan is risky enough to require a roll, with a positive modifier.  Interesting 
  and daring plans make the game more exciting for everyone, and thus generally should be rewarded 
  by GMs.  (Foolish plans, on the other hand, are rightfully mocked!) 
  (Published in Knockspell #2.) 
  
  EDIT: In the third printing of S&W, fighters and magic-users both start with a saving throw of '15,' 
  and improve by 1 per level until level 11.  Clerics retain their original saving throws. 
  Class-Based Weapon Damage 
  It always has seemed strange to me that in most ‘old school’ fantasy role-playing games (including, of 
  course, Swords & Wizardry and Labyrinth Lord) magic-users cannot wield a sword, even to defend 
  themselves. Stranger still, in my opinion, is the prohibition on edged weapons for clerics. This 
  restriction, while perhaps appropriate for priests whose religion resembles that of Medieval 
  Christianity, makes absolutely no sense for the followers of deities such as Athena, Crom, Odin, or 
  Ra. 
   
  With this optional system, characters of any class can use any weapon. However, because of different 
  levels of training, the amount of damage a character can do with a given weapon varies depending on 
  his/her class. Moreover, magic-users suffer a -1 penalty to hit when using large weapons. 
   
  Weapon Damage Chart* 
   
  Small Weapons/ Medium Weapons/ Large Weapons 
  Fighters 1d6 / 1d8 / 1d10 
  Clerics 1d4 / 1d6 / 1d8 
  Magic-users 1d4 / 1d4**/ 1d6*** 
   
  Small Weapons: clubs, daggers, darts, light maces, short swords, slings 
  Medium Weapons: bows, broadswords, crossbows, flails, hand axes, javelins, heavy maces, spears, war 
  hammers, quarterstaffs (two-handed), long swords 
  Large Weapons: battleaxes (two-handed), great swords (two-handed), halberds (two-handed), lances 
  (mounted only) 
   
  * This weapon damage chart is meant to replace the weapon damage chart included in the Swords & 
  Wizardry Core Rules. 
  ** Magic-users do 1d6 when wielding quarterstaffs with two hands (so the quarterstaff remains the 
  best melee weapon for pointy-headed spell-slingers). 
  *** Magic-users have a -1 penalty to hit when using large weapons. 
   
  Note on Magical Weapons 
   
  One implication of this optional system is that non-fighters will now be able to wield magical 
  weapons (swords, bows, and so forth) previously restricted to fighters. This optional system 
  therefore takes away one of the main advantages of fighters vis-à-vis non-fighters. There are at least 
  three ways for Game Masters do deal with this potential problem. First, Game Masters may simply 
  restrict certain magical weapons to fighters (such a restriction would presumably be part of the 
  enchantment). Second, the Game Master may weaken the benefits conferred by magical weapons on 
  non-fighters. For instance, the Game Master may decree that non-fighters wielding certain weapons 
  (namely, those previously restricted to fighters) receive only half the normal attack and damage 
  bonuses (rounded up) from such weapons. So, for example, a cleric or magic-user wielding a +3 
  broadsword would receive a bonus of only +2. Finally, if the Game Master is also using the optional 
  system of ‘fighting styles’ for fighters included in this issue of Knockspell, then he or she may decide 
  
  that fighters have an adequate number of new advantages – namely, the advantages gained by the 
  fighting styles as well as the greater damage inflicted by fighter characters with all weapons, magical 
  or not – that the ability of non-fighters to use any magical weapon is not a serious concern. 
   
  (First published in Knockspell #1) 
   
  Additional Notes 
   
  a. Obviously, in addition to S&W, this system could also be used with any pre-3e version of D&D 
  (OD&D, Basic D&D, 1e AD&D, 2e AD&D, and RC D&D), and their respective retro-clones 
  (Labyrinth Lord, BFRP, OSRIC). 
   
  b. If using the 'standard' thief (i.e., the version of the class found in OD&D, Basic D&D, 1e AD&D, 
  etc.), thieves should use the 'cleric' chart. 
   
  c. If using the version of the thief that I presented in Knockspell #2 (which treats the thief as a 'sub-
  class' of the fighter), thief characters should use the 'fighter' chart, except that they only do 1d8 
  damage with 'large' weapons. 
  The Akratic Thief 
  My version of the thief class relies on using the saving throw system in Swords & Wizardry as a kind 
  of ‘general task resolution system,’ that is, as a system for determining whether a character succeeds 
  at a particular task when his/her success or failure is not certain. 
  My interpretation of the thief class is inspired primarily by the fictional characters of “Fafhrd” and 
  the “Gray Mouser,” as found in the stories by Fritz Leiber, as well as other roguish characters from 
  classic ‘pulp’ swords and sorcery fiction.  Consequently, I understand the thief typically to be a good 
  fighter, a roguish scrapper capable of standing his own ground in most cases.  Therefore, the thief is 
  understood to be a ‘sub-class’ of the fighter (fighting-man) class.  Except for the special restrictions 
  and abilities noted below, the thief follows the rules (including experience point requirements and 
  attack rolls) for fighters. 
  Prime Attribute: Dexterity, 13+ (5% experience) 
  Hit Dice: 1d6+1/level (Gains 2 hp/level after 9th) 
  Armour/Shield Permitted: Thieves may use their special abilities only when wearing leather armour 
  or no armour, and not using a shield.  When wearing armour heavier than leather and/or using a 
  shield, they may fight as normal (as a fighter), but may not use their unique abilities and advantages 
  (including their combat advantages, as described below).  
  Weapons Permitted: When using two-handed weapons, thieves may not use their special abilities 
  and advantages.  They may use any one-handed weapon without penalty, including a weapon in each 
  hand (more information on this below, in the description of thieves’ special abilities).  The one 
  exception to this rule is short bows, which thieves may use without penalty.  (If using the ‘Class-
  
  Based Damage’ system that I presented in the first issue of Knockspell, thieves use the ‘fighter’ chart – 
  except for large weapons.  When using large weapons thieves only do 1d8 damage.) 
  Saving Throw: As Clerics (i.e., starts at 14 at first level, and improves by one every level thereafter, 
  until level 11, when the thief’s saving throw is 4, and no longer improves). 
  Establish Thieves Guild (9th level): Instead of establishing a traditional stronghold like regular 
  fighters, thieves may, upon reaching ninth level, establish a guild in any urban area of appropriate size 
  (population 3,000 or greater).  Upon establishing such a guild, the thief typically will attract 4+1d6 
  thieves as followers (levels 1-4; roll separately for each thief).  (The GM may decide that additional 
  thieves will join the guild in very large cities, e.g., cities with populations of 20,000 or greater, and that 
  fewer thieves will join the guild in smaller settlements, e.g., towns with populations less than 
  8,000.)  Additional thieves may join the guild later, if it proves to be successful (GM’s 
  discretion).  However, if the town or city in which a thief establishes a guild already has a well-
  organized thieves guild in it, the GM may want to role-play the subsequent conflict between the two 
  guilds (or negotiations over ‘territory,’ etc.).  
  Races: Thieves may be of any race (Elf, Dwarf, Halfling, or Human), unless the GM judges 
  otherwise.  Non-human thieves may progress to any level, but have a Hit Dice of only 1d6 (and gain 
  only 1 hp/level after 9th). 
  Thief Special Abilities 
  Thieving ‘Tasks’ – Climbing, Legerdemain, Opening Locks, Perception, Stealth, and Traps 
  The thief enjoys a +3 bonus to any roll involving the following categories of tasks (using the saving 
  throw system described earlier). 
  Climbing 
  This category covers attempts by characters to scale sheer surfaces, including walls and cliffs.  If a 
  rope and grappling hook are available, though, the character normally need not make a roll in order 
  to climb (although if the situation is very stressful, e.g., the character is being pursued by trolls, then 
  the GM may judge that a roll is necessary). 
  Legerdemain 
  This category covers tasks involving the skilful use of one’s hands when performing tricks (e.g., 
  hiding a dagger from a guard), as well as attempts to pick the pockets of others without attracting 
  notice.  Halflings (if understood in the ‘standard’ fantasy way) receive a +1 bonus to any legerdemain 
  task. 
  Opening Locks 
  This category covers attempts to pick locks.  Halflings (if understood in the ‘standard’ fantasy way) 
  receive a +1 bonus to attempts to pick locks.  If the thief lacks a proper set of lock picks, he/she 
  suffers a penalty of -2 or greater (as the GM judges) to his/her attempt.  Especially well crafted lock 
  picks may give the thief a bonus to his/her attempts.  Legends speak of magical lock picks that 
  enable thieves to overcome even the most difficult of locks. 
  
  Perception 
  This category covers attempts by characters to notice hidden or concealed objects (e.g., secret doors 
  or traps) or creatures (e.g., brigands waiting in ambush).  Elves (if understood in the ‘standard’ 
  fantasy way) receive a bonus of +2 to all attempts at perception.  Dwarves (if understood in the 
  ‘standard’ fantasy way) receive a bonus of +4 to all attempts involving perception vis-à-vis stone 
  surfaces or objects (e.g., stone traps or secret doors). 
  Stealth 
  This category covers attempts by characters to remain unnoticed, including hiding and/or moving 
  silently.  Dark shadows or dense foliage may give characters a bonus to their saving throws, while 
  bright lights or clear ground may give them a penalty (or even make an attempt at stealth 
  impossible).  Halflings (if understood in the ‘standard’ fantasy way) receive a bonus of +4 to all 
  attempts at stealth.  Wearing armour heavier than leather normally prohibits a character from moving 
  silently.  Carrying a torch or other light source prohibits a character from hiding. 
  Traps 
  This category covers attempts by characters to disable or set traps.  The GM may sometimes judge a 
  roll unnecessary, if the player describes his/her character’s actions in such a way that the GM thinks 
  guarantees success or failure.  Dwarves (if understood in the ‘standard’ fantasy way) receive a bonus 
  of +2 involving attempts to disable mechanical traps. 
  Exactly which tasks fall under the above categories is, of course, to be determined by the GM 
  (although in most cases this should be obvious).  Moreover, it is important to keep in mind that any 
  character of any class may attempt any of the above kinds of tasks – if the GM judges that it is 
  possible for that character (e.g., the GM may decide that a character who has no understanding of 
  locks simply cannot attempt to pick a lock).  These abilities are not the unique province of 
  thieves.  Non-thief characters, however, simply do not receive the same bonus (+3) that the thief 
  does.  Thus it is possible for a fighter with a good dexterity, and not wearing armour (or only leather 
  armour), to be quite good at the ‘thief-like’ tasks summarized above, despite not enjoying the special 
  bonus that thieves do.  (The character of ‘Conan,’ as described by R. E. Howard, can be interpreted 
  as an example of such a fighter.) 
  Languages 
  The thief learns a new language at level 5, another new language at level 10, and a final new language 
  at level 15.  At no point, however, may a thief exceed the maximum number of languages that he/she 
  may know, as determined by his/her intelligence.  These bonus languages are in addition to any new 
  languages that the thief may have learned ‘normally’ (based on the GM’s discretion or house-rules). 
  Reading Scrolls 
  At level 6, thieves with an intelligence of 12 or greater may read and use magic-user scrolls as though 
  they were magic-users five levels lower than their thief level (thus a 10th level thief may use magic-
  user scrolls as though he/she were a 5th level magic-user).  There is always a chance that a thief’s 
  attempt to use a scroll will fail.  The chance of failure = 5% + (2 x spell level) – intelligence 
  bonus.  (Example: a thief with 14 intelligence attempts to use a magic-user ‘fireball’ scroll.  Her 
  chance of failure is 10% [5 + 6 - 1].)  If a thief’s attempt to use a magic-user scroll fails, he/she must 
  make a saving throw.  If the thief fails that saving throw, the scroll ‘backfires’ in a manner to be 
  
  determined by the GM.  (For instance, if the thief in the previous example failed in her attempt to 
  use the fireball scroll, and then failed her saving throw, the GM may decide that the fireball explodes 
  right in her hands!) 
  Two Weapon Fighting 
  So long as the thief is wearing ‘light’ armour (no heavier than leather), and is not using a shield, 
  he/she gains a +2 to hit (instead of the standard +1) when using two weapons.  
  Artful Dodging 
  So long as the thief is wearing leather armour or no armour, is not using a shield, and is not wielding 
  a ‘large’ (i.e., two-handed) weapon, he/she receives a -2 [+2] bonus to his/her armour class. 
  (Perceptive readers who own Knockspell #1 may notice that thieves automatically enjoy the benefits of 
  the ‘swashbuckling’ fighting style described in my article, “Fighter With Flair!”  This is the only 
  fighting style that they can use.  Unlike regular fighters, thieves do not have access to any additional 
  fighting styles.  The thief class described above may be used with or without the ‘fighting styles’ 
  system described in “Fighters With Flair!”) 
  (This version of the thief class was published previously in Knockspell #2.) 
  Everyone can Backstab ... 
  ... because everyone is a rogue! 
   
  In a classic 'swords and sorcery' setting -- such as R. E. Howard's "Hyboria" or F. Leiber's "Nehwon" 
  -- pretty much every protagonist is a 'rogue' in the broad sense of the word.  That is, either you're a 
  charming rogue, capable of overcoming foes and surmounting dangers that would defeat a lesser 
  mortal, or you're a soon-to-be-dead-or-forgotten pleb.   
   
  Adventurers like Conan and the Gray Mouser don't fight nice.  They use every advantage at their 
  disposal to overcome their foes. 
   
  In order to simulate this aspect of the 'swords and sorcery' genre, I've decided to let any character of 
  any permitted class -- fighter, thief, or magician -- to 'backstab' an opponent, should the opportunity 
  arise.  If the character can attack from behind, or without being noticed, that character enjoys a 
  bonus to hit (+2 to +4, depending on the circumstances, as the Game Master decides), and rolls two 
  damage dice upon a successful hit (e.g., if a fighter were to backstab a brutish oaf with a longsword, 
  and that fighter successfully hit the brutish oaf, the player would roll 2d8 for damage). 
   
  Good guys finish last in the world of 'swords and sorcery'! 
   
  (Thanks to Age of Fable for this suggestion!)  
  
  Fighters with Flair! 
  One of the great virtues of Swords & Wizardry, Labyrinth Lord, and similar ‘old school’ games, is that 
  elaborate rules are not relied upon in order to distinguish different fighters from one 
  another.  Whether a player’s fighter character is like Aragorn, Conan, Robin Hood, or Sinbad the 
  Sailor is determined primarily through role-playing.  Nonetheless, some groups may wish for some 
  way to distinguish their fighter characters in game terms.  This optional system of ‘fighting styles’ for 
  fighters is intended to satisfy this desire, while remaining easy and fast.  Using this system, not only 
  will a Conan-like character differ from a Robin Hood-like character by means of role-playing, but 
  also, as a tactical matter, through those characters’ somewhat different combat abilities. 
  If you use these rules, a first level a fighter can choose two different fighting styles.  The ‘berserker,’ 
  ‘shield master,’ and ‘swashbuckler,’ styles can be chosen only once each.  The ‘unarmed combat’ style 
  can be chosen only twice.  The ‘weapon mastery’ and 'weapon grandmastery' options can be chosen 
  multiple times, but only once per weapon type (so a fighter could not choose weapon mastery in 
  spears twice in order to gain a +2 bonus to hit with spears). 
  An additional fighting style can be chosen by a fighter character once he/she reaches level 4, level 8, 
  and level 12 (so a 12th level fighter will have five fighting styles in total).  
  Seven fighting styles are available (although, of course, the Game Master is free to design others for 
  players to select): 
  1. Berserker.  The fighter gains a +2 bonus to hit and damage for the duration of one combat 
  (melee weapon only), but suffers a +2 [-2] penalty to his/her AC while berserk.  Afterwards, the 
  character is exhausted, taking a -2 penalty to all actions.  One hour of complete rest (no walking) 
  eliminates the exhaustion. 
  2. Shield Master.  The fighter gains an extra -1 [+1] bonus to his/her AC when using a shield. 
  3. Swashbuckler.  So long as the fighter is wearing ‘light’ armour (no heavier than leather), is 
  not using a shield, and is not using a large weapon, he/she gains a -2 [+2] bonus to his/her 
  AC.  Also, when using two weapons the fighter gains a +2 to hit (instead of +1). 
  4. Unarmed Combat.  The fighter can do 1d6 of normal damage with only his/her fists and 
  feet.  If he/she takes this fighting style a second time, this damage increases to 1d8. 
  5. Weapon Master.  The fighter gains a +1 to hit with any one type of weapon (axes, bows, 
  broad & long swords, clubs, crossbows, daggers, darts, flails, great swords, halberds, hammers, 
  javelins & spears, maces, quarterstaffs, short swords, slings, etc.).  Each type of weapon may be 
  chosen only once by a character. 
  6. Weapon Grandmaster.  If a fighter is already a weapon master of a particular type of weapon 
  (axes, bows, broad & long swords, clubs, crossbows, daggers, darts, flails, great swords, halberds, 
  hammers, javelins & spears, maces, quarterstaffs, short swords, slings, etc.), he/she may become 
  a ‘grandmaster’ of that weapon type.  A grandmaster gains a +1 bonus to damage in addition to 
  
  the +1 to hit he/she already enjoys as a master of the weapon type in question.  Each type of 
  weapon may be chosen only once by a character. 
  (An earlier version of this article appeared in Knockspell #1.  The 6th fighting style is new.)  
  Magicians and the Colours of Magic 
  These rules are meant to modify the Swords and Wizardry magic rules [or the rules of 0e D&D, 
  Basic/Expert D&D, Labyrinth Lord, Basic Fantasy RPG, or – with a little work – 1e AD&D or 
  OSRIC] so that they more closely resemble the way that magic works in most classic ‘swords and 
  sorcery’ tales.  Specifically, they introduce the idea of the ‘colours of magic’ – magic spells are 
  classified as ‘white,’ ‘grey,’ or ‘black’ in nature.  A new system of casting spells is also outlined, as well 
  as a new class, the ‘magician,’ that replaces both the standard cleric and magic-user classes. 
  The Magician Class 
  The magic-user and cleric classes are replaced with the magician class.  Magicians may be 
  benevolent witches, reclusive shamans, eccentric sages, enigmatic priests, malevolent necromancers, 
  or megalomaniacal sorcerers – their exact nature depends on their background, goals, spells, and 
  sanity. 
  There is no longer any division between ‘cleric’ and ‘magic-user’ spells.  Instead, spells are 
  categorized as ‘white,’ ‘grey,’ or ‘black’ (as explained below).  Magicians may learn and cast any kind 
  of spell.  Magicians who focus on white magic tend to be called wizards, savants, or 
  thaumaturges.  Magicians who focus on grey magic often are called enchanters, mages, or 
  illusionists.  Magicians who focus on black magic tend to be called sorcerers, warlocks, or 
  necromancers.  Magicians of any focus who are associated with a cult or religious order might be 
  called priests, seers, or acolytes. 
  The Prime Attribute of Magicians is Intelligence.  Magicians with an Intelligence of 13 or 
  greater receive a bonus of 5% to all experience points earned.  Magicians with an Intelligence of 15 
  or greater can prepare an additional first-level spell. 
  Magicians use the ‘magic-user’ experience chart, spell chart (ignoring spells above level 6), and saving 
  throws.  Like magic-users, they typically eschew armour, although they may wear leather armour 
  without interfering with their spell casting, and are not trained in the use of shields.  
  Magicians may use any weapon, although they receive a -1 to all damage rolls (but always do a 
  minimum of ‘1’ point of damage), unless they are using daggers, darts, quarterstaffs, or slings.  (If 
  using the ‘Class-Based Damage’ system that I presented in Knockspell #1, magicians use the ‘cleric’ 
  damage table, and do not suffer any penalty to their damage rolls.)  Since magicians normally need at 
  least one hand free in order to cast their spells, they rarely will use two-handed weapons (except for 
  quarterstaffs, which are easily held in one hand when necessary).    
  Magicians use the ‘cleric’ attack chart when using one-handed weapons (including slings, throwing 
  daggers, and darts) or quarterstaffs.  They use the ‘magic-user’ attack chart when using any other kind 
  of weapon (including missile weapons other than slings, throwing daggers, and darts). 
  
  Magicians use a d6 (no modifier) as their hit die.  (Thus, using the damage rules outlined above, first 
  level magicians start with 11 hit points, prior to any constitution modifiers.)  They receive one hit 
  point per level after level nine.  
  First-level magicians start with a spellbook that contains three first-level spells (player’s choice) and 
  one second-level spell (player’s choice).  All other spells must be found, learned from a tutor (usually 
  for a steep fee), or purchased (also usually for a steep fee). 
  Magicians can prepare a number of spells as determined by their level (see the magic-user spell chart; 
  as noted earlier, magicians with an Intelligence score of 15 or greater may prepare an additional first-
  level spell).  A magician may change the spells that he/she has prepared with eight uninterrupted 
  hours of study (the magician’s spellbook must be available). 
  Magicians may cast any spell that they have prepared any number of times – however, as explained 
  below, they suffer exhaustion (loss of hit points) every time that they cast a spell, which limits how 
  many spells they can cast before resting. 
  Magicians can write their own scrolls, copying the spells from their spellbooks, at the cost of 200 
  gold pieces per spell 
   level for supplies (special ink and parchment).  It takes one full day per spell level of careful work to 
  copy a scroll (one has to be very careful when dealing with the mystical powers!).  Thus writing a 
  scroll of a fourth-level spell would cost 800 gold pieces and take four full days of work.  Spells cast 
  from scrolls, whether prepared by the magician or found, cause exhaustion – and, if the spell is 
  classified as ‘black magic,’ corruption – just as if the magician had cast the spell normally.  Scrolls 
  increase the range of spells available to a magician; they do not reduce the physical costs of casting 
  spells.  (Exhaustion and corruption are explained below.) 
  Magician Summary 
  Prime Attribute: Intelligence, 13+ (5% experience) 
  Hit Dice: 1d6 (Gains 1 hp/level after 9th level) 
  Saving Throws: As Magic-User 
  Experience Chart: As Magic-User 
  Armour/Shield Permitted: Leather only 
  Weapons Permitted: Any, but does less damage with certain weapons (see description above) 
  Attack Charts: Cleric (if using one-handed weapon or quarterstaff) or Magic-User (all other weapons) 
  Spells Prepared: As Magic-User 
  Spell Casting: Any number of times per day, but spells cost exhaustion (hit points), and possibly 
  corruption (if a ‘black magic’ spell is cast) 
  Spells 
  
  There is no division between ‘clerical’ and ‘magic-user’ spells – all spells can be learned by magicians 
  in the same way that magic-users do (i.e., by recording them in spellbooks, and ‘preparing’ them to be 
  cast later).  If a spell has both a ‘cleric’ and a ‘magic-user’ version, use the ‘magic-user’ version.  
  No spells above level 6 exist, although powerful but costly ‘rituals’ may be created by the Game 
  Master in order to simulate the powers of higher-level spells – including especially the summoning of 
  vile demons!   
  There is no ‘read magic’ spell.  Instead, all magicians know the ancient eldritch language in which all 
  magic is written. 
  Spells are divided into White Magic (spells that promote or maintain life, protect against harm, and 
  generally are ‘in tune’ with the natural laws and forces of the universe), Grey Magic (spells that typically 
  involve the manipulation and/or alteration of objects and/or minds), and Black Magic (spells that 
  typically are destructive and/or ‘contrary to nature,’ say, by being necromantic in character or by 
  drawing on forces beyond this universe).  
  White Magic 
  First Level: Cure Light Wounds (applies only to lost constitution points, not hit points), Detect Evil, 
  Detect Magic, Light, Protection from Evil, Purify Food and Drink, Read Languages, Shield. 
  Second Level: Bless, Continual Light, Detect Invisibility, Find Traps, Speak with Animals, 
  Strength.  [Excruciating Cauterization] [Force of Forbidment] 
  Third Level: Cure Disease, Dispel Magic, Prayer, Protection from Evil (10 ft radius), Protection from 
  Normal Missiles, Remove Curse, Water Breathing.  [Word of Ioun] 
  Fourth Level: Create Water, Cure Serious Wounds (applies only to lost constitution points, not hit 
  points), Neutralize Poison, Plant Growth, Protection from Evil (10 ft radius), Remove Curse, Speak 
  with Plants.  
  Fifth Level: Animal Growth, Create Food, Dispel Evil, Insect Plague.  
  Sixth Level: Anti-Magic Shell, Control Weather, Conjure Animals, Legend Lore, Restoration. 
  Grey Magic 
  First Level: Charm Person, Hold Portal, Sleep 
  Second Level: ESP, Invisibility, Knock, Levitate, Magic Mouth, Miror Image, Phantasmal Force, 
  Pyrotechnics, Silence (15 ft radius), Snake Charm, Web, Wizard Lock. 
  Third Level: Clairaudience, Clairvoyance, Darkvision, Fly, Haste, Hold Person, Invisibility (10 ft 
  radius), Rope Trick, Slow, Suggestion.  [Ball of Ice]  [Filigree]  [Omar’s Mistake]  [Red 
  Bull]  [Rejectment]  [Strange Waters] 
  Fourth Level: Charm Monster, Confusion, Dimension Door, Fear, Hallucinatory Terrain, Massmorph, 
  Polymorph 
  Other, 
  Polymorph 
  Self, 
  Sticks 
  to 
  Snakes, 
  Wall 
  of 
  Fire, 
  Wall 
  of 
  Ice.  [Hylogenesis]  [Imperfect Suspension]  [Infuse]  [Seven Gates] 
  
  Fifth Level: Feeblemind, Hold Monster, Magic Jar, Passwall, Quest, Telekinesis, Teleport, Transmute 
  Rock to Mud, Wall of Iron, Wall of Stone.  [Crystallogenesis]  [Magpie] 
  Sixth Level: Animate Object, Enchant Item, Geas, Lower water, Move Earth, Part Water, Project 
  Image, Repulsion, Speak with Monsters, Stone to Flesh, Word of Recall.  [Twilight of Thieves] 
  Black Magic 
  First Level: Magic Missile. 
  Second Level: Darkness (15 ft radius), Stinking Cloud.  [Strangulations]  [Tarnu’s Collaring Coiffure]  
  Third Level: Fireball, Lightning Bolt, Monster Summoning I, Speak with Dead.  [Tarantella] 
  Fourth Level: Ice Storm, Monster Summoning II, Wizard Eye.  [Beast of Chaos]  [Deadly Bliss] 
  Fifth Level: Animate Dead, Cloudkill, Commune, Conjure Elemental, Contact Other Plane, Finger of 
  Death, Monster Summoning III.  [Deadly Dissolvative]  [Most Horrible Absorption]  [Six Mouths of 
  Horror]  
  Sixth Level: Death Spell, Disintegrate, Invisible Stalker, Monster Summoning IV.  [Cohesive Cocoon] 
  Spell Notes 
  In addition to all 7th-9th level spells (except for ‘Restoration,’ which I have made a 6th level spell), I 
  have removed the spells ‘raise dead’ and ‘reincarnation,’ as they seem inappropriate for a ‘swords and 
  sorcery’ flavoured magic system.  To ameliorate the consequences of ‘permanent death,’ the modified 
  rules concerning hit points and damage presented earlier should make character death somewhat less 
  frequent. 
  The ‘Extension’ spells (I-III) do not belong to a particular colour (white/grey/black).  Rather, they 
  belong to the same colour as the spell they are used to ‘extend.’  So using Extension I to extend the 
  duration of a ‘fly’ spell means that the magician in question has cast two ‘grey magic’ spells (and thus 
  would suffer 12 points of exhaustion damage, as explained below). 
  Remember that the ‘cure wounds’ spells only heal lost constitution points – not hit points! 
  Spells in square brackets are taken from Matt Finch’s ‘Eldritch Weirdness: Book One.’ 
  Spell Casting: Exhaustion, Corruption, and Sanity 
  When magicians cast ‘white magic’ spells they suffer exhaustion damage equal to one hit point plus 
  one hit point per level of the spell cast (so a magician who casts a third level white magic spell would 
  suffer four points of damage). 
  When magicians cast ‘grey magic’ spells they suffer exhaustion damage equal to twice the level of the 
  spell cast (so a magician who casts a third level grey magic spell would suffer six points of damage).  
  When magicians cast ‘black magic’ spells they suffer exhaustion damage identical to that caused by 
  ‘grey magic’ spells (twice the spell level).  In addition, magicians casting ‘black magic’ spells must 
  
  make a saving throw (versus ‘spells’ if using a system other than S&W) in order to avoid corruption.  If 
  this saving roll is failed, the magician is corrupted slightly and suffers a loss of temporary Wisdom 
  points equal to the spell level (e.g., 3 points of temporary Wisdom for a third-level 
  spell).  Temporarily lost points of Wisdom can be recovered at a rate of one point per complete day 
  of rest and meditation (no other action possible).  The spell ‘Restoration’ will restore instantly all 
  temporarily lost Wisdom points.  
  Furthermore, if a magician casting a ‘black magic’ spell fails his/her saving throw by rolling a ‘1,’ then 
  that magician loses one point of Wisdom permanently (so if a magician fails his/her saving throw 
  casting a third-level black magic spell by rolling a ‘1,’ he/she would lose one permanent point of 
  Wisdom and two temporary points of Wisdom).  The spell ‘Restoration’ will not restore any 
  permanently lost Wisdom points. 
  A magician whose permanent wisdom score is lowered to 2 becomes insane, and possibly the thrall of 
  an extra-planar demonic force.  He/she henceforth is a non-player character! 
  Final Notes 
  1. These house rules are meant to be used with my other house rules, and in particular my rules for 
  sanity and damage (both already posted on this blog). 
  2.  A version of these house rules will appear in a longer article on ‘swords and sorcery’ campaigns in 
  issue 3 of Knockspell magazine. 
  Are You Experienced? 
  Because of the relative dearth of valuable treasure in my Swords & Wizardry ‘Ilmahal’ campaign 
  setting, experience points are not awarded for treasure found (gold pieces, magic items, etc.).  Instead, 
  experience points are awarded for opponents and obstacles overcome, missions completed, and 
  clever playing (as outlined below). 
  1.     Experience points are awarded for foes overcome, whether slain, subdued, fooled, dealt 
  with diplomatically, or whatever.  (If characters unnecessarily fight non-player characters or 
  monsters, experience point awards are reduced or even eliminated.)  The amount awarded = 
  100 x HD + bonuses for special abilities (d4 HD creatures = 50 exp; d6 HD = 80 
  exp).  ‘Challenges’ overcome without combat are assigned a ‘hit dice equivalent’ by the 
  Game Master. 
  2.     Experience points should also be awarded for traps, tricks, and other life-threatening 
  obstacles overcome.  In general, 50-1000 experience points should be awarded, depending 
  on the difficulty of the obstacle in question (a rough guide is 100 x average character level). 
  3.     Finally, experience points are awarded for missions completed (typically 200 x Party 
  Average Level). 
  
  The above awards are totalled and divided amongst all characters at the end of an adventure.  The 
  Game Master may also provide individual experience awards for clever thinking, good ideas, etc.  Such 
  awards normally should not exceed 100 x character level. 
   
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Supplemental/Akratic Wizardry (SW).pdf