TEXT: B/X
  ASCENDING
  
  2
  1
  B/X ASCENDING
  A Modern Twist to
  B/X Essentials
  - written by -
  Mark Craddock
  - edited by -
  Tim Baker
  Matt Jackson
  - artwork by -
  David and Mellissa Guyll
  Awful Good Games
  daegames.blogspot.com
  B/X Essentials is a trademark of Gavin Norman.
  The trademark and compatibility logo are used with
  permission of Necrotic Gnome, under license.
  Table of Contents
  What is B/X Ascending?..................................................................................3
  Ascending Armor Class....................................................................................3
  Trained and Untrained Skill Saving Throws....................................................3
  Assassin............................................................................................................4
  Cleric.................................................................................................................7
  Druid...............................................................................................................10
  Dwarf..............................................................................................................12
  Elf...................................................................................................................14
  Fighter............................................................................................................16
  Halfling...........................................................................................................18
  Illusionist........................................................................................................20
  Magic-User.....................................................................................................22
  Monk...............................................................................................................24
  Paladin............................................................................................................27
  Ranger.............................................................................................................29
  Thief................................................................................................................31
  Druid Spell List...............................................................................................34
  Druid Spells....................................................................................................36
  Illusionist Spell List........................................................................................35
  Illusionist Spells..............................................................................................48
  Monster Attacks..............................................................................................61
  Demi-Human Class Flexibility.......................................................................61
  Optional Skill Rules........................................................................................61
  CR
  SSPLANES
  g a m e
  s t u d i o
  www.crossplanes.com
  
  CLASSES
  Assassin
  Requirements: DEX 12, INT 12, STR 12,
  Prime Requisite: None
  Hit Dice: 1d4
  Allowed Armor: Leather, including shields
  Allowed Weapons Any
  Maximum Level: 14
  Languages: Common
  The assassin class is a specialized variation of the
  thief class, with the primary objective of killing
  for hire. Assassins may also be hired as spies.
  An assassin will usually belong to an assassins
  guild from the characters’s local town. The guild
  provides protection and may offer jobs to an
  assassin in good standing. At the Game Master’s
  discretion, an assassin may have to forfeit a
  portion of his earnings to the guild in exchange
  for these services. Assassin guilds can be much
  more territorial than thieves’ guilds, and a
  character may face penalties, including death, if
  he is not a member of a local guild and he has
  decided to practice his trade in their domain.
  Abilities
  Combat: Assassins, like thieves, cannot wear
  armor heavier than leather; however, assassins
  may use shields and any kind of weapon.
  Backstab: An assassin may backstab as a thief, to
  do so an assassin must catch an opponent
  unaware of his presence (achieve surprise),
  usually by using move silently and hide in
  shadows. When backstabbing, an assassin will
  receive an attack bonus of +4 and will multiply
  all damage by 2. The damage multiplier applies
  even if the instant assassination roll fails.
  Assassins may roll to instantly kill a victim of a
  backstab (see Assassination).
  Killers: Assassins are restricted to the chaotic
  and neutral alignments, because no lawful
  character can be a hired killer.
  Thief Abilities: Assassins have all thief skills.
  Additional Languages: An assassin speaks
  two additional languages of their choice.
  Assassination: Assassins may attempt to kill a
  target instantly. The assassin must attempt and
  succeed in a backstab and achieve surprise on
  his opponent. The base chance of success is
  11+ on 1d20 against a victim of equal level or
  monster HD to the assassin. This probability is
  raised or lowered by +1/-1 for each level or HD
  the target is above or below the assassin.
  For example, if a 5th level assassin attempts
  to assassinate a 7th level character, the
  chance of success goes down to 9+. If that
  same 5th level assassin attempts to assassinate
  a 3 HD monster, the chance goes up to 13+.
  4
  WHAT IS
  B/X ASCENDING?
  B/X Ascending takes the Moldvay Basic and
  Expert version of the World’s First Role
  Playing Game, as well as B/X Essentials, and
  updates portions of the rules so that it is a
  unified, roll-high d20 mechanic. It is designed
  for those that love the B/X foundation, but
  prefer a more modern approach. Highlights
  include a purely ascending armor class, attack
  bonuses for monsters and classes, a focus on a
  unified resolution system using d20 roll high
  system inspired by the Saving Throw
  mechanic, and a new system that treats trained
  and untrained skills as classic saving throws.
  B/X Ascending converts no only the B/X
  Essential classes, but also many of those found
  in the Advanced era of the game. In every
  instance, preserving the foundation of B/X is
  paramount when modernizing and unifying the
  game’s system.
  ASCENDING
  ARMOR CLASS
  Type
  AC
  Leather
  12
  Chain Mail
  14
  Plate Mail
  16
  Shield
  +1
  3
  TRAINED AND
  UNTRAINED SKILLS
  AS SAVING THROWS
  Each class has two saving throws that are new
  to this supplement: Trained Skills and
  Untrained Skills.
  When the Game Master requires a skill roll,
  they should assess wether it is trained by
  determining if a character’s race, class,
  background, or secondary skill would apply to
  the task. If not, it is an untrained skill save.
  If the GM decides that an Ability Score
  would modify the skill save, then apply it to the
  roll.
  Untrained Skill saving throws are not
  designed to allow a character to use a class’s
  special abilities, such as thief skills. If the
  referee decides a character can attempt that
  ability, have them roll the saving throw with
  2d20’s and take the lowest roll.
  
  Assassin Level Progression
  Saving Throws
  Level
  XP
  HD
  AB
  D
  W
  P
  B
  S
  T
  U
  1
  0
  1d4
  +1
  13 14
  13
  16 15 13
  16
  2
  1,500
  2d4
  +1
  13 14
  13
  16 15 13
  16
  3
  3,000
  3d4
  +1
  13 14
  13
  16 15 13
  16
  4
  6,000
  4d4
  +2
  13 14
  13
  16 15 13
  16
  5
  12,000
  5d4
  +2
  12 13
  11
  14 12 12
  14
  6
  25,000
  6d4
  +3
  12 13
  11
  14 12 12
  14
  7
  50,000
  7d4
  +3
  12 13
  11
  14 12 12
  14
  8
  100,000
  8d4
  +3
  12 13
  11
  14 12 12
  14
  9
  200,000
  9d4
  +4
  10 11
  9
  12 10 10
  12
  10
  300,000
  9d4+2*
  +4
  10 11
  9
  12 10 10
  12
  11
  400,000
  9d4+4*
  +5
  10 11
  9
  12 10 10
  12
  12
  500,000
  9d4+6*
  +6
  10 11
  9
  12 10 10
  12
  13
  600,000
  9d4+8*
  +7
  8
  9
  7
  10
  8
  8
  10
  14
  700,000
  9d4+10* +7
  8
  9
  7
  10
  8
  8
  10
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand;
  AB: Attack Bonus
  P=paralysis/petrify; B=dragon breath
  S=rod/staff/spell; T=trained skill;
  U=untrained skill
  6
  Disguise: Assassins frequently employ
  disguises in their trade, in order to better
  deceive their targets, conceal their identities,
  and pass without notice. Assassins may
  disguise themselves to appear as another class,
  race, or sex, but they may not convincingly
  alter their height by more than 3% shorter or
  5% taller.
  The base chance of successfully disguising
  oneself is a 6+ on 1d20. The base chance is
  increased to 9+ on a 1d20 if the assassin is
  disguising themselves as another race or as the
  opposite sex.
  This base chance is further modified in the
  following way: add the higher of the INT or
  WIS Modifier of the person being deceived to
  the base chance for disguise. Finally, this
  disguise becomes less convincing the longer
  people are exposed to it. There is a cumulative
  +1 penalty to the base chance for each day after
  the first that the same disguise is maintained
  around the same people. This penalty is
  doubled if the assassin is imitating a different
  race or sex, but the maximum penalty is +10.
  Poison Use: Assassins are trained in the safe
  use and handling of poisons. They may add it
  to a victim’s food or drink, using stealth and/or
  disguise, or use poison on their weapons.
  However, when using poisoned weapons a
  person may notice their use on a a 19+ on 1d20
  if they are within 10’. There is a -2 chance to
  notice each round someone fights or observes
  the assassins’ weapon. It is highly illegal to
  employe poisons and the consequences are
  dire.
  Reaching 4th level: assassins may have
  hirelings, but they may only be assassins of an
  equal or lower level to the character’s. Starting
  at 8th level an assassin may also hire thieves,
  and at 12th level an assassin may hire members
  of any class.
  Reaching 10th Level: An assassin can read
  and cast magic from magic-user (and elf)
  scrolls with a roll of 3+ on 1d20. A failed roll
  means the spell does not function as expected,
  and can create a horrible effect at the Game
  Master’s discretion.
  5
  
  Using Magic Items: As spell casters, clerics
  can use magic scrolls of spells on their spell
  list. There are also items (e.g. some staves) that
  only clerics can use.
  Reaching 9th Level
  Once attaining 9th level, a cleric may establish
  or build a stronghold. So long as the cleric is
  currently in favor with his or her god, a
  stronghold may be bought or built at
  alf the normal price, due to divine intervention.
  Once a stronghold is established, the cleric will
  attract followers (5d6 × 10 fighters of 1st or
  2nd level). These troops are completely
  devoted to the cleric (never checking morale).
  The referee chooses which proportions of
  followers are 1st and 2nd level and which are
  bowmen, infantry, etc.
  Cleric Level Progression
  Saving Throws
  Spells per Day
  Level
  XP
  HD
  AB
  D
  W
  P
  B
  S
  T
  U
  1
  2
  3
  4
  5
  1
  0
  1d6
  +1
  11 12
  14
  16 15 11 16
  -
  -
  -
  -
  -
  2
  1,500
  2d6
  +1
  11 12
  14
  16 15 11 16
  1
  -
  -
  -
  -
  3
  3,000
  3d6
  +1
  11 12
  14
  16 15 11 16
  2
  -
  -
  -
  -
  4
  6,000
  4d6
  +2
  11 12
  14
  16 15 11 16
  2
  1
  -
  -
  -
  5
  12,000
  5d6
  +2
  9
  10
  12
  14 12
  9
  14
  2
  2
  -
  -
  -
  6
  25,000
  6d6
  +3
  9
  10
  12
  14 12
  9
  14
  2
  2
  1
  1
  -
  7
  50,000
  7d6
  +3
  9
  10
  12
  14 12
  9
  14
  2
  2
  2
  1
  1
  8
  100,000
  8d6
  +3
  9
  10
  12
  14 12
  9
  14
  3
  3
  2
  2
  1
  9
  200,000
  9d6
  +4
  6
  7
  9
  11
  9
  6
  11
  3
  3
  3
  2
  2
  10
  300,000
  9d6+1*
  +4
  6
  7
  9
  11
  9
  6
  11
  4
  4
  3
  3
  2
  11
  400,000
  9d6+2*
  +5
  6
  7
  9
  11
  9
  6
  11
  4
  4
  4
  3
  3
  12
  500,000
  9d6+3*
  +6
  6
  7
  9
  11
  9
  6
  11
  5
  5
  4
  4
  3
  13
  600,000
  9d6+4*
  +7
  3
  5
  7
  8
  7
  3
  8
  5
  5
  5
  4
  4
  14
  700,000
  9d6+5*
  +7
  3
  5
  7
  8
  7
  3
  8
  6
  5
  5
  5
  4
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath
  AB: Attack Bonus
  S=rod/staff/spell; T=trained skill; U=untrained skill
  8
  Cleric
  Requirements: None
  Prime Requisite: WIS
  Hit Dice: 1d6
  Allowed Armor: Any, including shields
  Allowed Weapons Any blunt weapons
  Maximum Level: 14
  Languages: Common
  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 fight- ing
  holy crusaders, not as passive priests.
  Holy Symbol: A cleric must carry a holy
  symbol (see B/X Esseintials: Characters and
  Equipment, p24)
  Deity Disfavor: If a cleric ever falls from
  favor, due to violating the beliefs or strictures
  of his or her deity or clergy, penalties
  (determined by the referee) may be imposed
  upon the cleric. These may include penalties to
  attack (-1) or even a reduction in spells.
  Abilities
  Combat: Clerics can use any form of armor,
  but strict holy doctrine prevents their use of
  weapons that have a sharp edge. Thus, only the
  following weapons from the standard lists in
  Equipment (p24) may be used: club, mace,
  sling, staff, warhammer.
  Magical Research: A cleric of any level may
  spend time and money to research new spells
  associated with his or her deity. When a cleric
  reaches 9th level, he or she is also able to
  create magic items and research other magical
  effects. These rules are detailed in
  B/X Essentials: Core Rules, p31.
  Spell Casting: From 1st level, a cleric may
  pray to receive spells from his or her deity. The
  power and number of spells avail- able to a
  cleric are determined by the character’s
  experience level. The rules for divine spell
  casting are found in B/X Essentials: Core
  Rules, p28. The list of spells available to
  clerics is found in B/X Essentials: Cleric and
  Magic-User Spells.
  Turning the 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. The chart opposite lists
  a “No”, a “T”, a “D”, or a number
  corresponding to the Hit Dice of an undead
  creature and the level of the cleric:
  • A “No” means an automatic failure.
  • A number indicates that the player must roll
  that number or higher on 1d20 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 destroyed, 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
  destroyed, as appropriate, on a successful
  turning. Turned 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.
  7
  
  Druid
  Requirements: CHA 15, WIS 12
  Prime Requisite: CHA, WIS
  Hit Dice: 1d6
  Allowed Armor: Leather and wood armor
  and shields
  Allowed Weapons Any, except crossbows
  and bows
  Maximum Level: 14
  Languages: Common, Druidic
  Druids are a secretive subclass of clerics. Their
  ambitions and methods are often not
  understood, which makes them objects of both
  fascination and fear. Much like clerics, druids
  can be seen as holy warriors, but their
  allegiance is not to a typical god. Rather, they
  pay homage to nature. The sun, the moon, the
  earth, the elements, and all things associated
  with these forces are their gods.
  As a consequence, druids are not bound by
  typical concepts of good or evil, for nature
  does not exist to adhere to human moral
  concepts.
  Thus, all druids must be natural in alignment.
  Druids are dedicated to protecting the balance
  of nature; sometimes protecting that balance
  requires acts others might view as evil or good.
  Abilities
  Combat: Because of their close ties to nature,
  druids may not use metal armor or shields, but
  may use leather or wood armor and shields.
  They may use most weapons, except
  crossbows and bows.
  Elemental Resistance: Druids receive a +2
  bonus to saving throws against all fire or
  electrical based attacks.
  Magic items: Druids may use magical items
  available to clerics, except spell scrolls since
  druids have access to different powers and
  spells.
  Natural World: Druids have no power over
  undead.
  Reaching 3rd level
  Druids gain the ability to identify animals and
  plants. In addition, they may discern whether
  water or food is pure, safe, or poisoned.
  Druids gain the ability to pass through thick
  vegetation with neither a penalty to movement
  rate nor any evidence of their passing.
  Reaching 7th level
  Druids gain the ability to assume animal
  shapes, three times per day. Any normal animal
  form may be chosen, from as small as a bat or
  rat to as large as approximately twice human
  size, such as a bear. A specific animal shape
  may be taken only one time per day, for
  unlimited duration.
  While in the form of an animal the druid has
  all of the physical properties of that animal,
  while retaining his normal mental state.
  Transitioning from one form to another allows
  the druid to heal to the maximum hit points of
  their new form.
  Druids become immune to charm or charm-
  like effects from sylvan beings.
  Reaching 9th level
  A druid will attract 1d6 druidic apprentices,
  50% of them are 1st level and 50% are 2nd
  level.
  Druids do not build permanent strongholds,
  but may have temporary, hidden homes within
  thick vegetation and caves.
  10
  Cleric Turning the Undead Table
  Monster Hit Dice
  Level
  1
  2
  2*
  3
  4
  5
  6
  7+
  1
  10
  16
  19
  -
  -
  -
  -
  -
  2
  T
  10
  16
  19
  -
  -
  -
  -
  3
  T
  T
  10
  16
  19
  -
  -
  -
  4
  D
  T
  T
  10
  16
  19
  -
  -
  5
  D
  D
  T
  T
  10
  16
  19
  -
  6
  D
  D
  D
  T
  T
  10
  16
  19
  7
  D
  D
  D
  D
  T
  T
  10
  16
  8
  D
  D
  D
  D
  D
  T
  T
  10
  9
  D
  D
  D
  D
  D
  D
  T
  T
  10
  D
  D
  D
  D
  D
  D
  D
  T
  11+
  D
  D
  D
  D
  D
  D
  D
  D
  * 2 Hit Dice monsters with a special ability (e.g. paralysing
  touch, immunity to normal weapons, etc.) are more difficult to
  turn, as indicated by this column of the chart. Such monsters
  will have an asterisk next to their HD rating, in the monster
  description.
  9
  
  Dwarf
  Requirements: CON 9
  Prime Requisite: STR
  Hit Dice: 1d8
  Allowed Armor: Any, including shields
  Allowed Weapons Any small or normal sized
  Maximum Level: 12
  Languages: Common, Dwarven
  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
  colors in earth tones. Dwarves have a
  reputation for having surly attitudes and are
  particularly gruff with elves. Dwarves are
  particularly hardy people and have a strong
  resistance to magic, as reflected in their saving
  throws.
  Abilities
  Combat: Dwarves may use any type of armor,
  however, due to their short height, may only
  use small or normal sized weapons. This means
  that dwarves cannot use longbows or two-
  handed swords.
  Detect Construction Tricks: From their
  experience underground, dwarves have a
  chance of detecting false walls, hidden
  construction, or sloping passages with a roll of
  15+ on 1d20. A dwarf must be actively
  searching for these abilities to function.
  Detect Traps: Due to their expertise with
  construction, dwarves may detecting non-
  magical traps, when searching (see Searching
  in B/X Essentials: Core Rules, p19) with a roll
  of 15+ on 1d20.
  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’ (see Light, Vision, and Visibility in B/X
  Essentials: Core Rules, p16).
  Listening at Doors: Dwarves may hear noises
  with a roll of 15+ on 1d20. (see Doors, B/X
  Essentials: Core Rules, p10).
  Reaching 9th Level
  When a dwarf reaches level 9, he or she has the
  option of creating an underground stronghold
  that will attract dwarves from far and wide.
  Dwarves usually live in clans, so dwarves of
  the character’s clan will be attracted to live
  under his or her roof. Dwarves from other clans
  will also come and live nearby to be ruled by
  the character. A dwarf ruler is able to hire
  dwarven soldiers or mercenaries, but may only
  hire members of other races for other tasks,
  such as human alchemists or elves for spell
  casting.
  12
  Druid Level Progression
  Saving Throws
  Spells per Day
  Level
  XP
  HD
  AB
  D
  W
  P
  B
  S
  T
  U
  1
  2
  3
  4
  5
  1
  0
  1d6
  +1
  11 12
  14
  16 15 11 16
  1
  -
  -
  -
  -
  2
  1,550
  2d6
  +1
  11 12
  14
  16 15 11 16
  1
  -
  -
  -
  -
  3
  3,100
  3d6
  +1
  11 12
  14
  16 15 11 16
  2
  -
  -
  -
  -
  4
  6,100
  4d6
  +2
  11 12
  14
  16 15 11 16
  2
  1
  -
  -
  -
  5
  12,500
  5d6
  +2
  9
  10
  12
  14 12
  9
  14
  2
  2
  -
  -
  -
  6
  25,500
  6d6
  +3
  9
  10
  12
  14 12
  9
  14
  2
  2
  1
  1
  -
  7
  50,500
  7d6
  +3
  9
  10
  12
  14 12
  9
  14
  2
  2
  2
  1
  1
  8
  101,000
  8d6
  +3
  9
  10
  12
  14 12
  9
  14
  3
  3
  2
  2
  1
  9
  201,000
  9d6
  +4
  6
  7
  9
  11
  9
  6
  11
  3
  3
  3
  2
  2
  10
  301,000
  9d6+1*
  +4
  6
  7
  9
  11
  9
  6
  11
  4
  4
  3
  3
  2
  11
  401,000
  9d6+2*
  +5
  6
  7
  9
  11
  9
  6
  11
  4
  4
  4
  3
  3
  12
  501,000
  9d6+3*
  +6
  6
  7
  9
  11
  9
  6
  11
  5
  5
  4
  4
  3
  13
  601,000
  9d6+4*
  +7
  3
  5
  7
  8
  7
  3
  8
  5
  5
  5
  4
  4
  14
  701,000
  9d6+5*
  +7
  3
  5
  7
  8
  7
  3
  8
  6
  5
  5
  5
  4
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath
  AB: Attack Bonus
  S=rod/staff/spell; T=trained skill; U=untrained skill
  11
  
  Elf
  Requirements: INT 9
  Prime Requisite: INT and STR
  Hit Dice: 1d6
  Allowed Armor: Any, including shields
  Allowed Weapons Any
  Maximum Level: 10
  Languages: Common, Elven
  Elves are slender, fey demi-humans with
  pointed ears. They are very diverse in
  appearance, much like humans, and there are
  said to be different kinds of elves in distant
  locations. They typically weigh about 120
  pounds and are between 5 and 51⁄2 feet tall.
  Though a peaceful people who enjoy good,
  light food and play, elves are very talented
  fighters and users of magic.
  Prime Requisites: An elf must have at least 13
  in both prime requisites in order to get the +5%
  bonus to experience. An elf with an INT of at
  least 16 and a STR of at least 13 receives a
  +10% XP bonus.
  Abilities
  Combat: Elves are able to use all forms of
  weapon and armour.
  Detect Secret Doors: Elves have keen eyes
  that allow them, when actively search- ing, to
  detect hidden and secret doors with a 2-in-6
  chance (see Searching in B/X Essentials:
  Core Rules, p19).
  Immunity to Ghoul Paralysis: Elves are
  completely unaffected by the paralysis ghouls
  can inflict.
  Infravision: Elves have infravision to 60’ (see
  Light, Vision, and Visibility in B/X
  Essentials: Core Rules, p16).
  Listening at Doors: Elves may hearing noises
  with a 15+ on 1d20 (see Doors, B/X
  Essentials: Core Rules, p10).
  Spell Casting: Elves carry spell books that
  hold the formulae for arcane spells written on
  their pages. An elf can only memorize a certain
  number of spells at any given time. The level
  progression chart (below) shows both the
  number of spells in the elf’s spell book and the
  number he or she may memorize, determined
  by the character’s experience level. Thus, a 1st
  level elf has one spell in his or her spell book,
  selected by the referee (who may allow the
  player to choose). The rules for arcane spell
  casting and spell books are described in the
  Magic section of B/X Essentials: Core Rules,
  p28. The list of spells available to elves is
  provided in B/X Essentials: Cleric and
  Magic-User Spells (elves have the same spell
  selection as magic-users).
  Using Magic Items: 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 elves or magic-users.
  14
  Dwarf Level Progression
  Saving Throws
  Level
  XP
  HD
  AB
  D
  W
  P
  B
  S T
  U
  1
  0
  1d8
  +1
  8
  9
  10
  13 12
  8 13
  2
  2,200
  2d8
  +1
  8
  9
  10
  13 12
  8 13
  3
  4,400
  3d8
  +1
  8
  9
  10
  13 12
  8 13
  4
  8,800
  4d8
  +2
  6
  7
  8
  10 10
  6 10
  5
  17,000
  5d8
  +2
  6
  7
  8
  10 10
  6 10
  6
  35,000
  6d8
  +3
  6
  7
  8
  10 10
  6 10
  7
  70,000
  7d8
  +3
  4
  5
  6
  7
  8
  4
  7
  8
  140,000
  8d8
  +3
  4
  5
  6
  7
  8
  4
  7
  9
  270,000
  9d8
  +4
  4
  5
  6
  7
  8
  4
  7
  10
  400,000
  9d8+3*
  +4
  2
  3
  4
  4
  6
  2
  4
  11
  530,000
  9d8+6*
  +5
  2
  3
  4
  4
  6
  2
  4
  12
  660,000
  9d8+9*
  +6
  2
  3
  4
  4
  6
  2
  4
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand;
  AB: Attack Bonus
  P=paralysis/petrify; B=dragon breath
  S=rod/staff/spell; T=trained skill;
  U=untrained skill
  13
  
  Fighter
  Requirements: None
  Prime Requisite: STR
  Hit Dice: 1d8
  Allowed Armor: Any, including shields
  Allowed Weapons Any
  Maximum Level: 14
  Languagnes: Common
  Fighters are humans who dedicate them- selves
  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.
  Abilities
  Combat: Fighters can use all forms of weapon
  and armor.
  Stronghold: Any time a fighter wishes (and
  has sufficient money), he or she can build a
  castle or stronghold and control the
  surrounding lands.
  Reaching 9th Level
  Upon achieving 9th level, a fighter may be
  granted a title such as Baron or Baroness. The
  land under the fighter’s control is then known
  as a Barony
  16
  Elf Level Progression
  Saving Throws
  Spells per Day
  Level
  XP
  HD
  AB
  D
  W
  P
  B
  S
  T
  U
  1
  2
  3
  4
  5
  1
  0
  1d6
  +1
  12 13
  13
  16 15 12 16
  1
  -
  -
  -
  -
  2
  4,000
  2d6
  +1
  12 13
  13
  16 15 12 16
  2
  -
  -
  -
  -
  3
  8,000
  3d6
  +1
  12 13
  13
  16 15 12 16
  2
  1
  -
  -
  -
  4
  16,000
  4d6
  +3
  10 11
  11
  16 13 10 16
  2
  2
  -
  -
  -
  5
  32,000
  5d6
  +3
  10 11
  11
  14 13 10 14
  2
  2
  1
  -
  -
  6
  64,000
  6d6
  +3
  10 11
  11
  14 13 10 14
  2
  2
  2
  -
  -
  7
  120,000
  7d6
  +6
  8
  9
  9
  14 10
  8
  14
  3
  2
  2
  1
  -
  8
  250,000
  8d6
  +6
  8
  9
  9
  14 10
  8
  14
  3
  3
  2
  2
  -
  9
  400,000
  9d6
  +6
  8
  9
  9
  11 10
  8
  11
  3
  3
  3
  2
  1
  10
  600,000
  9d6+1*
  +8
  6
  7
  8
  11
  8
  6
  11
  3
  3
  3
  3
  2
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath
  AB: Attack Bonus
  S=rod/staff/spell; T=trained skill; U=untrained skill
  15
  
  Halfling
  Requirements: CON 9, DEX 9
  Prime Requisite: DEX and STR
  Hit Dice: 1d6
  Allowed Armor: Any appropriate to size,
  including shields
  Allowed Weapons Any appropriate to size
  Maximum Level: 8
  Languages: Common, 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
  relaxation, good food, and good drink. They
  love comfort and will spend their riches on the
  most extravagant items.
  Prime Requisites: A halfling must have at
  least 13 in one or the other prime requisite in
  order to get a +5% to experience. The
  character must have a STR and DEX of 13 or
  higher to get a +10% bonus.
  Abilities
  Combat: Halflings may use any type of armor,
  though it must be tailored to their small size.
  Similarly, they may use any weapon which is
  appropriate to their stature. They cannot use
  longbows or two-handed swords.
  Defensive Bonus: Because they are so small,
  halflings have a +1 to Armor Class
  Hiding: Halflings have an uncanny ability to
  disappear from sight:
  • In bushes or other outdoor cover, a halfling
  can hide with a roll of 3+ on 1d20.
  • In dungeons, a halfling can also hide in
  shadows or behind other forms of cover, so
  long as he or she remains silent and motionless
  with a roll of 15+ on 1d20.
  Initiative Bonus : Halflings get a bonus of +1
  to initiative rolls.
  Listening at Doors: Halflings may hear noises
  (see Doors, B/X Essentials: Core Rules, p10)
  with a roll of 15+ on 1d20.
  Missile Attack Bonus: Halflings’ keen
  coordination grants them +1 on any missile
  attacks.
  Stronghold: Any time a halfling wishes (and
  has sufficient money), he or she can build a
  stronghold. These strongholds will be in
  serene, beautiful valleys and halflings will
  come from great distances to settle there. The
  character becomes the leader of the people
  (called the sheriff) and must rule them wisely
  and well.
  18
  Fighter Level Progression
  Saving Throws
  Level
  XP
  HD
  AB
  D W
  P
  B
  S
  T
  U
  1
  0
  1d8
  +1
  12 13
  14
  15 16 12 16
  2
  2,000
  2d8
  +1
  12 13
  14
  15 16 12 16
  3
  4,000
  3d8
  +1
  12 13
  14
  15 16 12 16
  4
  8,000
  4d8
  +3
  10 11
  12
  13 14 10 14
  5
  16,000
  5d8
  +3
  10 11
  12
  13 14 10 14
  6
  32,000
  6d8
  +3
  10 11
  12
  13 14 10 14
  7
  64,000
  7d8
  +6
  8
  9
  10
  10 12
  8
  12
  8
  120,000
  8d8
  +6
  8
  9
  10
  10 12
  8
  12
  9
  240,000
  9d8
  +6
  8
  9
  10
  10 12
  8
  12
  10
  360,000
  9d8+2*
  +8
  6
  7
  8
  8
  10
  6
  10
  11
  480,000
  9d8+4*
  +8
  6
  7
  8
  8
  10
  6
  10
  12
  600,000
  9d8+6*
  +8
  6
  7
  8
  8
  10
  6
  10
  13
  720,000
  9d8+8*
  +10
  5
  5
  6
  6
  8
  5
  8
  14
  840,000
  9d8+10* +10
  5
  5
  6
  6
  8
  5
  8
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand;
  AB: Attack Bonus
  P=paralysis/petrify; B=dragon breath
  S=rod/staff/spell; T=trained skill;
  U=untrained skill
  17
  
  Illusionist
  Requirements: DEX 16, INT 15
  Prime Requisite: None
  Hit Dice: 1d4l
  Allowed Armor: None
  Allowed Weapons Dagger and quarterstaff
  only
  Maximum Level: 14
  Languages: Common
  Illusionists are a specialized form of magic-
  user. They have access to some of the same
  spells, but also an array of specialist spells
  designed to confuse the senses and deceive the
  unwary.
  Illusionists do not gain bonus experience
  points and so they have no prime requisite.
  Abilities
  Combat: They are limited in their choice of
  weapons, as they are only able to use small
  weapons such as a dagger. They are unable to
  use shields or wear any kind of armor.
  Magic Items: Illusionists may use the
  following items: magic weapons (allowed by
  class), crystal ball (without additional powers),
  detection wands, staff of striking, rod of
  cancelation, wand of wonder, wand of fear,
  wand of illusion, rings, and spell scrolls which
  contain illusionist spells.
  Spell Casting: Illusionists carry spell books
  that hold the written formulae for arcane spells.
  An illusionist can only memorize a certain
  number of spells at any given time. The level
  progression chart (opposite) shows both the
  number of spells in the magic-user’s spell book
  and the number he or she may memorize,
  determined by the character’s experience level.
  Thus, a 1st level magic-user has one spell in his
  or her spell book, selected by the referee (who
  may allow the player to choose).
  The rules for arcane spell casting and spell
  books are described in the Magic section of
  B/X Essentials: Core Rules, p28. The list of
  spells available to magic-users is provided in
  B/X Essentials: Cleric and Magic-User
  Spells.
  Reaching 11th Level
  An illusionist may build a stronghold, often a
  great tower, when he or she reaches level 11.
  1d6 apprentices of levels 1-3 will then arrive to
  study under the illusionist
  20
  Halfling Level Progression
  Saving Throws
  Level
  XP
  HD
  AB
  D
  W
  P
  B
  S
  T
  U
  1
  0
  1d6
  +1
  8
  9
  10
  13 12
  8
  13
  2
  2,000
  2d6
  +1
  8
  9
  10
  13 12
  8
  13
  3
  4,000
  3d6
  +1
  8
  9
  10
  13 12
  8
  13
  4
  8,000
  4d6
  +3
  6
  7
  8
  10 10
  6
  11
  5
  16,000
  5d6
  +3
  6
  7
  8
  10 10
  6
  11
  6
  32,000
  6d6
  +3
  6
  7
  8
  10 10
  6
  11
  7
  64,000
  7d6
  +6
  4
  5
  6
  7
  8
  4
  9
  8
  120,000
  8d6
  +6
  4
  5
  6
  7
  8
  4
  9
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand;
  AB: Attack Bonus
  P=paralysis/petrify; B=dragon breath
  S=rod/staff/spell; T=trained skill;
  U=untrained skill
  19
  
  Magic-User
  Requirements: None
  Prime Requisite: INT
  Hit Dice: 1d4
  Allowed Armor: None
  Allowed Weapons Dagger and quarterstaff
  only
  Maximum Level: 14
  Languages: Common
  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 increas- ingly
  powerful spells as they advance in level.
  Abilities
  Combat: Magic-users may only use daggers
  and are unable to use shields or wear any kind
  of armor. For this reason, magic-users are weak
  at low levels and, in an adventuring group,
  should be protected.
  Magical Research: A magic-user of any level
  may spend time and money to research new
  spells to add to his or her spell book. When a
  magic-user reaches 9th level, he or she is also
  able to create magic items and research other
  magical effects. These rules are detailed in the
  Magic section of B/X Essentials: Core Rules,
  p31.
  Spell Casting: Magic-users carry spell books
  that hold the written formulae for arcane spells.
  A magic-user can only memorize a certain
  number of spells at any given time. The level
  progression chart (next page) shows both the
  number of spells in the magic-user’s spell book
  and the number he or she may memorize,
  determined by the character’s experience level.
  Thus, a 1st level magic-user has one spell in his
  or her spell book, selected by the referee (who
  may allow the player to choose).
  The rules for arcane spell casting and spell
  books are described in the Magic section of
  B/X Essentials: Core Rules, p28. The list of
  spells available to magic-users is provided in
  B/X Essentials: Cleric and Magic-User
  Spells.
  Using Magic Items: 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.
  Reaching 11th Level
  A magic-user may build a stronghold, often a
  great tower, when he or she reaches level 11.
  1d6 apprentices of levels 1-3 will then arrive to
  study under the magic-user.
  22
  Illusionist Level Progression
  Saving Throws
  Spells per Day
  Level
  XP
  HD
  AB
  D
  W
  P
  B
  S
  T
  U
  1
  2
  3
  4
  5__6__
  1
  0
  1d4
  +1
  13 13
  13
  16 14 13 16
  2
  -
  -
  -
  -
  -
  2
  3,000
  2d4
  +1
  13 13
  13
  16 14 13 16
  2
  -
  -
  -
  -
  -
  3
  6,000
  3d4
  +1
  13 13
  13
  16 14 13 16
  2
  2
  -
  -
  -
  -
  4
  12,000
  4d4
  +1
  13 13
  13
  16 14 13 16
  2
  2
  -
  -
  -
  -
  5
  24,000
  5d4
  +1
  13 13
  13
  16 14 13 16
  2
  2
  2
  -
  -
  -
  6
  48,000
  6d4
  +3
  13 13
  13
  14 12 13 14
  3
  2
  2
  -
  -
  -
  7
  88,000
  7d4
  +3
  11 11
  11
  14 12 11 14
  3
  3
  2
  2
  -
  -
  8
  160,000
  8d4
  +3
  11 11
  11
  14 12 11 14
  3
  3
  3
  2
  -
  -
  9
  310,000
  9d4
  +3
  11 11
  11
  14 12 11 14
  3
  3
  3
  3
  2
  -
  10
  460,000
  9d4+1*
  +3
  11 11
  11
  14 12
  11 14
  4
  3
  3
  3
  3
  -
  11
  610,000
  9d4+2*
  +6
  8
  8
  8
  11
  9
  8
  11
  4
  4
  3
  3
  3
  2
  12
  760,000
  9d4+3*
  +6
  8
  8
  8
  11
  9
  8
  11
  4
  4
  4
  4
  4
  3
  13
  910,000
  9d4+4*
  +6
  8
  8
  8
  11
  9
  8
  11
  5
  4
  4
  4
  5
  4
  14 1,060,000
  9d4+5*
  +6
  8
  8
  8
  11
  9
  8
  11
  5
  5
  4
  4
  5
  4
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath
  AB: Attack Bonus
  S=rod/staff/spell; T=trained skill; U=untrained skill
  21
  
  Monk
  Requirements: STR 12, DEX 12, WIS 12
  Prime Requisite: None
  Hit Dice: 1d8
  Allowed Armor: None
  Allowed Weapons Any
  Maximum Level: 14
  Languages: Common
  Monks are a subclass of clerics; however,
  while clerics look outward for wisdom monks
  seek inner enlightenment.
  hey finely hone themselves to their full
  potential through training of both mind and
  body
  Monks may be of any alignment; the sphere
  they adhere to reveals the path they take toward
  inner perfection, whether it be through law,
  chaos, or a balance of forces in neutrality.
  Monks may only have small amounts of
  money, like paladins.
  Abilities
  Combat: They may wear no armor. However,
  they may use any weapon. Their study of the
  body grants them +1 damage when using
  weapons.
  Monks do not benefit from bonuses to hit and
  damage from STR, or bonuses to AC from
  DEX.
  Stunning Strike: When fighting with bare
  hands, if a monk succeeds in an attack by 5
  more than needed, the opponent is stunned for
  1 round.
  Dodge: A monks natural AC improves each
  level. These are indicated on the table on the
  following page.
  They may dodge missiles of a non-magical
  nature with a successful saving throw versus
  breath attacks or dodge magic missiles with a
  successful save versus spell-like devices.
  When saving against other effects that deal
  damage, successful saving throws result in no
  damage even when damage would normally be
  half. At 9th level, even an unsuccessful save
  results in half damage.
  They advance as thieves of an equal level in
  the following abilities: pick locks, find and
  remove traps, move silently, climb walls, hide
  in shadows, and hear noise.
  Monks are surprised with a 16+ on 1d20.
  Reaching 4th level: Monks gain the ability
  to speak with plants.
  Reaching 5th level: Monks may feign death
  for a number of turns equal to 1d6 x their level.
  Further, at this level a monk gains the ability to
  fall 20' and suffer no damage, so long as he is
  no further than 1’ from a wall to help break the
  fall.
  Reaching 6th level: On a roll of 3+ on 1d20
  they are immune to ESP.
  Additionally, a monk gains the ability to fall
  30’ and suffer no damage, so long as he is no
  further than 4’ from a wall to help break the
  fall.
  Reaching 7th level: Monks may meditate for
  1 turn, healing 1d6+1 hp of damage once per
  day. An additional point is added for each level
  above 7th.
  Reaching 8th level: Monks gain the ability
  to speak with animals, and they become
  completely immune to hypnotizing effects and
  suggestion.
  On a roll of 11+ on 1d20 they are immune to
  charm related effects.
  A monk may attract 1d4+1 1st level monk
  followers, and one or two additional followers
  per level of experience beyond 8th.
  24
  Magic-User Level Progression
  Saving Throws
  Spells per Day
  Level
  XP
  HD
  AB
  D
  W
  P
  B
  S
  T
  U
  1
  2
  3
  4
  5__6__
  1
  0
  1d4
  +1
  13 14
  13
  16 15 13 16
  1
  -
  -
  -
  -
  -
  2
  2,500
  2d4
  +1
  13 14
  13
  16 15 13 16
  2
  -
  -
  -
  -
  -
  3
  5,000
  3d4
  +1
  13 14
  13
  16 15 13 16
  2
  1
  -
  -
  -
  -
  4
  10,000
  4d4
  +1
  13 14
  13
  16 15 13 16
  2
  2
  -
  -
  -
  -
  5
  20,000
  5d4
  +1
  13 14
  13
  16 15 13 16
  2
  2
  1
  -
  -
  -
  6
  40,000
  6d4
  +3
  13 14
  13
  14 12 13 14
  3
  2
  2
  -
  -
  -
  7
  80,000
  7d4
  +3
  11 12
  11
  14 12 11 14
  3
  2
  2
  1
  -
  -
  8
  150,000
  8d4
  +3
  11 12
  11
  14 12 11 14
  3
  3
  2
  2
  -
  -
  9
  300,000
  9d4
  +3
  11 12
  11
  14 12 11 14
  3
  3
  3
  2
  1
  -
  10
  450,000
  9d4+1*
  +3
  11 12
  11
  14 12 11 14
  4
  3
  3
  3
  2
  -
  11
  600,000
  9d4+2*
  +6
  8
  9
  8
  11
  8
  8
  11
  4
  2
  3
  3
  2
  1
  12
  750,000
  9d4+3*
  +6
  8
  9
  8
  11
  8
  8
  11
  4
  4
  2
  2
  3
  2
  13
  900,000
  9d4+4*
  +6
  8
  9
  8
  11
  8
  8
  11
  4
  4
  4
  2
  3
  3
  14 1,050,000
  9d4+5*
  +6
  8
  9
  8
  11
  8
  8
  11
  4
  4
  4
  2
  3
  3
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath
  AB: Attack Bonus
  S=rod/staff/spell; T=trained skill; U=untrained skill
  23
  
  Monk Ability Progression
  Find or
  Climb
  Pick
  Remove
  Move
  Sheer
  Hide in
  Hear
  Level Lock
  Traps
  Silently
  Surfaces
  Shadows
  Noise
  AC_
  1
  17
  19
  17
  4
  19
  15
  10
  2
  17
  18
  16
  4
  18
  15
  11
  3
  16
  17
  15
  4
  17
  11
  12
  4
  15
  16
  14
  4
  15
  11
  13
  5
  14
  15
  13
  4
  14
  11
  14
  6
  12
  13
  13
  3
  12
  8
  15
  7
  10
  11
  11
  3
  10
  8
  16
  8
  8
  9
  9
  3
  8
  8
  17
  9
  6
  7
  7
  2
  6
  8
  17
  10
  4
  5
  5
  2
  4
  5
  18
  11
  2
  3
  3
  2
  3
  5
  18
  12
  2
  2
  2
  2
  2
  5
  19
  13
  2
  2
  2
  2
  2
  5
  19
  14
  2
  2
  2
  2
  2
  5
  20
  26
  Reaching 10th level: A monk becomes
  immune to the effects of poisons, geas and
  quest spells.
  Reaching 13th level: A monk gains his
  much-feared quivering palm attack. The monk
  announces he has begun the vibrations in his
  palm, and he must succeed in an attack against
  an opponent within 3 rounds. If successful, the
  monk immediately decides when the
  transferred quivering sensation of death will
  cause fatality, which can be any time within 1
  day per level of the monk.
  The target must roll 6+ on 1d20 or die. Note
  that this ability, once initiated and regardless of
  whether successful, can only be used once per
  week. This effect does not work against beings
  under the influence of feign death, any form of
  undead, or creatures with more HD or levels
  than the attacking monk.
  A monk gains the ability to fall from an
  unlimited height and suffer no damage, so long
  as he is no further than 8’ from a wall to help
  break the fall.
  Monk Level Progression
  Saving Throws
  Level
  XP
  HD
  AB
  D
  W
  P
  B
  S
  T
  U
  1
  0
  1d8
  +1
  11 12
  14
  14 15 12 15
  2
  2,000
  2d8
  +1
  11 12
  14
  14 15 12 15
  3
  4,000
  3d8
  +1
  11 12
  14
  14 15 12 15
  4
  8,000
  4d8
  +2
  11 12
  14
  14 15 12 15
  5
  16,000
  5d8
  +2
  9
  10
  12
  12 12 10 12
  6
  30,000
  6d8
  +3
  9
  10
  12
  12 12 10 12
  7
  60,000
  7d8
  +3
  9
  10
  12
  12 12 10 12
  8
  110,000
  8d8
  +3
  9
  10
  12
  12 12 10 12
  9
  220,000
  9d8
  +4
  6
  7
  9
  9
  9
  7
  9
  10
  330,000
  9d8+2*
  +4
  6
  7
  9
  9
  9
  7
  9
  11
  440,000
  9d8+4*
  +5
  6
  7
  9
  9
  9
  7
  9
  12
  550,000
  9d8+6*
  +6
  6
  7
  9
  9
  9
  7
  9
  13
  660,000
  9d8+8*
  +7
  3
  5
  7
  5
  7
  5
  7
  14
  770,000
  9d8+10* +7
  3
  5
  7
  5
  7
  5
  7
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand;
  AB: Attack Bonus
  P=paralysis/petrify; B=dragon breath
  S=rod/staff/spell; T=trained skill;
  U=untrained skill
  25
  
  Paladin Level Progression
  Saving Throws
  Level
  XP
  HD
  AB
  D W
  P
  B
  S
  T
  U
  1
  0
  1d8
  +1
  10 11
  12
  13 16 12 16
  2
  2,500
  2d8
  +1
  10 11
  12
  13 16 12 16
  3
  5,000
  3d8
  +1
  10 11
  12
  13 16 12 16
  4
  10,000
  4d8
  +3
  8
  9
  10
  11 14 10 14
  5
  20,000
  5d8
  +3
  8
  9
  10
  11 14 10 14
  6
  40,000
  6d8
  +3
  8
  9
  10
  11 14 10 14
  7
  80,000
  7d8
  +6
  6
  7
  8
  8
  12
  8
  12
  8
  160,000
  8d8
  +6
  6
  7
  8
  8
  12
  8
  12
  9
  300,000
  9d8
  +6
  6
  7
  8
  8
  12
  8
  12
  10
  400,000
  9d8+2*
  +8
  4
  5
  6
  6
  10
  6
  10
  11
  500,000
  9d8+4*
  +8
  4
  5
  6
  6
  10
  6
  10
  12
  650,000
  9d8+6*
  +8
  4
  5
  6
  6
  10
  6
  10
  13
  750,000
  9d8+8*
  +10
  3
  3
  4
  4
  8
  4
  8
  14
  900,000
  9d8+10* +10
  3
  3
  4
  4
  8
  4
  8
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand;
  AB: Attack Bonus
  P=paralysis/petrify; B=dragon breath
  S=rod/staff/spell; T=trained skill;
  U=untrained skill
  28
  Paladin
  Requirements: CHA 17, INT 9, STR 12,
  WIS 13
  Prime Requisite: STR, WIS
  Hit Dice: 1d8
  Allowed Armor: Any, including shields
  Allowed Weapons Any
  Maximum Level: 14
  Languages: Common
  Paladins are a type of fighter that adheres to a
  strict moral code. They must always have a
  lawful alignment and never may commit
  morally questionable, or evil, acts. Should a
  paladin knowingly act in a chaotic way, only
  confession and paying penance to a cleric of
  7th level or higher will remove the mark of the
  sin. Committing an evil act is unforgivable,
  and a paladin immediately loses all special
  class abilities and becomes an ordinary fighter
  of equal level, with the lowest possible
  experience points.
  Paladins must meet the prime requisite
  requirements for all of the prime requisite
  abilities listed above in order to receive a bonus
  to experience.
  Paladins may only have (1) magical suit of
  armor, (1) magical shield, (4) magical weapons
  (not counting magical arrows or quarrels), and
  (4) miscellaneous magical items.
  Paladins may only keep small amounts of
  money, and pay 10% of all earnings to a
  church. Any excess items or money found must
  be donated to the paladin’s church or another
  worthy church of similar alignment.
  Paladins may only ever hire lawful
  henchman. They will adventure with chaotic
  characters, but they will cease to do so with
  characters who commit evil acts.
  Abilities
  Combat: Paladins may use any armor and any
  weapon.
  Lay on Hands
  • Once per day heal 2 hp per level to a
  wounded being.
  • Cure disease 1 time per day, per every 5
  levels.
  • Paladins are immune to disease.
  Detect Evil: As the spell, out to 60’, when
  concentrating.
  Protection From Evil: Radiates in a 10’ radius
  at all times.
  Reaching 3rd level: Paladins are able to turn
  undead as a cleric 2 levels lower (pg. 6)
  Reaching 4th level: A paladin may summon a
  special war horse, but only one time each 10
  years. The horse has AC 14, HD 5+5, and
  movement of 60’
  Reaching 9th level: Paladins gain the ability to
  cast clerical spells. However, they may not use
  cleric spell scrolls. Paladins do not attract
  followers.
  27
  
  Ranger Level Progression
  Druid
  Magic-User
  Saving Throws
  Spells
  Spells
  Level
  XP
  HD
  AB
  D W
  P
  B
  S
  T
  U___1__2________1__2___
  1
  0
  1d8
  +1
  12 13
  14
  13 16 12 16
  -
  -
  -
  -
  2
  2,500
  2d8
  +1
  12 13
  14
  13 16 12 16
  -
  -
  -
  -
  3
  5,000
  3d8
  +1
  12 13
  14
  13 16 12 16
  -
  -
  -
  -
  4
  10,000
  4d8
  +3
  10 11
  12
  11 14 10 14
  -
  -
  -
  -
  5
  20,000
  5d8
  +3
  10 11
  12
  11 14 10 14
  -
  -
  -
  -
  6
  40,000
  6d8
  +3
  10 11
  12
  11 14 10 14
  -
  -
  -
  -
  7
  80,000
  7d8
  +6
  8
  9
  10
  8
  12
  8
  12
  -
  -
  -
  -
  8
  160,000
  8d8
  +6
  8
  9
  10
  8
  12
  8
  12
  1
  -
  -
  -
  9
  300,000
  9d8
  +6
  8
  9
  10
  8
  12
  8
  12
  1
  -
  1
  -
  10
  400,000
  9d8+2*
  +8
  6
  7
  8
  6
  10
  6
  10
  2
  -
  1
  -
  11
  5000,000 9d8+4*
  +8
  6
  7
  8
  6
  10
  6
  10
  2
  1
  2
  -
  12
  650,000
  9d8+6*
  +8
  6
  7
  8
  6
  10
  6
  10
  2
  1
  2
  -
  13
  750,000
  9d8+8*
  +10
  5
  5
  6
  4
  8
  5
  8
  2
  2
  2 1
  14
  900,000
  9d8+10* +10
  5
  5
  6
  4
  8
  5
  8
  2
  2
  2 1
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand; P=paralysis/petrify; B=dragon breath
  AB: Attack Bonus
  S=rod/staff/spell; T=trained skill; U=untrained skill
  Reaching 8th level: Rangers may cast druid
  spells.
  Reaching 9th level: Rangers may cast magic-
  user spells.
  Reaching 10th level: Rangers gain the ability
  to employ any magic item, excluding scrolls,
  which confers the ability to employ
  clairaudience, clairvoyance, ESP, or telepathy.
  Further, at this level rangers attain 3d6
  followers of 1st or 2nd level from the ranger,
  fighter, cleric, or magic-user classes, to be
  determined randomly. Note that no more than
  two ranger followers may be attained.
  30
  Ranger
  Requirements: CON 15, INT 12, WIS 12
  Prime Requisite: INT, STR, WIS
  Hit Dice: 1d8
  Allowed Armor: Any, including shields
  Allowed Weapons Any
  Maximum Level: 14
  Languages: Common
  This sub-class of the fighter is a specialist of
  wilderness survival, whether that wilderness is
  above or below ground.
  They adhere to their own sort of morals, such
  that they may be lawful, chaotic, or neutral
  with their larger world views, which may not
  reflect their disposition to other beings. In this
  regard, they have some similarity to the druids.
  Rangers must meet the prime requisite
  requirements for all of the prime requisite
  abilities listed above in order to receive a bonus
  to experience.
  Due to their vagabond lifestyles, rangers may
  only own what can be carried (on person and/or
  on a mount); any other items or treasure must
  be donated (but not to other PCs).
  Rangers cannot hire henchman until they
  reach 8th level. In addition, only three rangers
  can adventure together at a time, although there
  is no restriction of numbers of any other class
  in the adventuring party.
  Abilities
  Favored Enemies: Rangers receive +3 to
  damage against goblinoids and giants
  (bugbears, orcs, kobolds, goblins, hobgoblins,
  ogres, ettins, all giants, and trolls).
  Ambush: Rangers are surprised only on 18+
  on 1d20; they may surprise others on 9+ on
  1d20.
  Tracking: Rangers are able to track creatures
  in wilderness and underground environments.
  The base chance is a 3+ on 1d20 when in the
  wilderness.
  • +1 to the roll if there is more than one
  creature in the party being tracked
  • There is a cumulative penalty of -6 to the roll
  for every hour of rain
  • -2 to the roll for every day that has passed
  since tracks were made.
  In underground environments. The base chance
  is a 3+ on 1d20 when in the wilderness.
  • +1 to the roll if there is more than one
  creature in the party being tracked
  • There is a cumulative penalty of -6 to the roll
  for every hour of rain
  • -2 to the roll for every day that has passed
  since tracks were made.
  Underground Tracking: Rangers must watch
  a creature to be tracked for 3 turns prior to
  tracking it, to observe its manner. The base
  chance in this case is an 8+ on 1d20 when
  underground, modified in the following
  manner:
  • -9 to the roll if the creature enters a secret
  door
  • -5 to the roll if the creature enters a
  concealed door
  or passage
  • -2 to the roll if the creature enters a normal
  door or otherwise takes a deviation from a path
  • No adjustment to the roll if the creature
  continues on a path without much deviation
  29
  
  • Pick Pockets: This skill is the bread and
  butter of non-adventuring thieves; it is a quick
  (if perilous) source of income. If the victim is
  above 5th level, the thief’s roll is penalised by
  5% for every level above 5th. There is always
  at least a 1% chance of failure. A roll of more
  than twice the percentage required for success
  means the intended target notices the thieving
  attempt. The referee will then roll 2d6 on the
  reaction table (see Encounters in B/X
  Essentials: Core Rules, p11) to determine the
  target’s reaction.
  Reaching 9th Level
  When a thief attains level 9, he or she can
  establish a thief den. 2d6 thief apprentices of
  1st level will come to work with the character.
  These thieves will serve the character with
  some reliability; however, should any be
  arrested or killed, the character will not be able
  to attract more followers of this type to replace
  them. A successful thief might use these
  followers to start a Thieves’ Guild.
  Thief Level Progression
  Saving Throws
  Level
  XP
  HD
  AB
  D W
  P
  B
  S
  T
  U
  1
  0
  1d4
  +1
  13 14
  13
  16 15 10 16
  2
  1,200
  2d4
  +1
  13 14
  13
  16 15 10 16
  3
  2,400
  3d4
  +1
  13 14
  13
  16 15 10 16
  4
  4,800
  4d4
  +1
  13 14
  13
  16 15 10 16
  5
  9.600
  5d4
  +3
  12 13
  11
  14 13
  8
  14
  6
  20,000
  6d4
  +3
  12 13
  11
  14 13
  8
  14
  7
  40,000
  7d4
  +3
  12 13
  11
  14 13
  8
  14
  8
  80,000
  8d4
  +3
  12 13
  11
  14 13
  8
  14
  9
  160,000
  9d4
  +6
  10 11
  9
  12 10
  6
  12
  10
  280,000
  9d4+2*
  +6
  10 11
  9
  12 10
  6
  12
  11
  400,000
  9d4+4*
  +6
  10 11
  9
  12 10
  6
  12
  12
  530,000
  9d4+6*
  +6
  10 11
  9
  12 10
  6
  12
  13
  640,000
  9d4+8*
  +8
  8
  9
  7
  10
  8
  4
  10
  14
  760,000
  9d4+10*
  +8
  8
  9
  7
  10
  8
  4
  10
  *CON modifier no longer applies
  Saves: D=death/poison; W=wand;
  AB: Attack Bonus
  P=paralysis/petrify; B=dragon breath
  S=rod/staff/spell; T=trained skill;
  U=untrained skill
  32
  Thief
  Requirements: None
  Prime Requisite: DEX
  Hit Dice: 1d4
  Allowed Armor: Leather, noshields
  Allowed Weapons Any
  Maximum Level: 14
  Languages: Common
  Thieves are humans who live by their wits and
  skills of deception and intrigue. Their range of
  unique skills makes them very handy
  companions in adventures. However, thieves
  are not always to be trusted.
  Backstab: When attacking an unaware
  opponent from behind, a thief receives a +4
  bonus to hit and doubles any damage dealt.
  Combat: Because of their need of stealth and
  free movement, thieves cannot wear armor
  heavier than leather and cannot use shields.
  They can use any weapon.
  Read Languages: A thief of 4th level or
  higher can read non-magical text in any
  language (including dead languages and basic
  codes) with a 5+ on 1d20. If the roll does not
  succeed, the thief may not try to read that
  particular piece of writing again until he or she
  reaches a higher level of experience.
  Scroll Use: A thief of 10th level or higher can
  cast spells from arcane scrolls with 90%
  accuracy. A failed roll means the spell does not
  function as expected and creates an unusual or
  deleterious effect.
  Thief Skills: Thieves have the following skills,
  which improve as the character gains levels
  (see the chart opposite). Note that dice
  rolls for these abilities are usually made by the
  referee, because a thief is not always aware that
  he or she has 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 he or she 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
  he or she is successful in this skill and will not
  know otherwise until others react to his or her
  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 he or she is moving
  silently and will only know otherwise by
  others’ reaction.
  • Pick Locks: A thief is skilled in picking
  locks, but needs thieves’ tools to do so (see
  Equipment, p24). He or she can only try to pick
  a lock one time and, if the roll fails, may not
  try the same lock again before gaining an
  experience level.
  31
  
  Druid Spell List
  LEVEL 1
  1. Animal Companion
  2. Detect Magic
  3. Detect Snares and Pits
  4. Divine Weather
  5. Entangle
  6. Faerie Fire
  7. Invisibility, Animal
  8. Locate Creature
  9. Pass without Trace
  11. Shillelagh
  12. Speak with Animals
  LEVEL 2
  1. Barkskin
  2. Charm Person or Mammal
  3. Create Water
  4. Cure Light Wounds (Cause Light Wounds)
  5. Feign Death
  6. Find Plant
  7. Fire Trap
  8. Heat Metal
  9. Obscuring Mist
  10. Produce Flame
  11. Stumble
  12. Warp Wood
  LEVEL 3
  1. Call Lightning
  2. Cure Disease
  3. Hold Animal
  4. Insect Swarm
  5. Neutralize Poison
  6. Plant Growth
  7. Protection from Fire
  8. Pyrotechnics
  9. Snare
  10. Stone Shape
  11. Tree Shape
  12. Water Breathing
  LEVEL 4
  1. Cure Serious Wounds (Cause Serious
  Wounds)
  2. Dispel Magic
  3. Flash Fire
  4. Hallucinatory Terrain
  5. Hold Vegetation and Fungus
  6. Passplant
  7. Protection from Electricity
  8. Repel Vermin
  9. Speak with Plants
  10. Summon Animal I
  11. Summon Sylvan Beings
  12. Temperature Control
  LEVEL 5
  1. Animal Growth
  2. Anti-Plant Shell
  3. Commune with Nature
  4. Control Winds
  5. Insect Plague
  6. Sticks to Snakes
  7. Summon Animal II
  34
  Thief Ability Progression
  Find or
  Climb
  Pick
  Remove
  Pick
  Move
  Sheer
  Hide in
  Hear
  Level Lock
  Traps
  Pockets
  Silently
  Surfaces
  Shadows
  Noise
  1
  18
  19
  17
  17
  4
  19
  15
  2
  17
  18
  16
  16
  4
  18
  15
  3
  16
  17
  15
  15
  4
  17
  11
  4
  15
  16
  14
  14
  4
  15
  11
  5
  14
  15
  13
  13
  4
  14
  11
  6
  12
  13
  12
  13
  3
  12
  8
  7
  10
  11
  10
  11
  3
  10
  8
  8
  8
  9
  8
  9
  3
  8
  8
  9
  6
  7
  6
  7
  2
  6
  8
  10
  4
  5
  4
  5
  2
  4
  5
  11
  2
  3
  3
  3
  2
  3
  5
  12
  2
  2
  2
  2
  2
  2
  5
  13
  2
  2
  2
  2
  2
  2
  5
  14
  2
  2
  2
  2
  2
  2
  5
  33
  
  1st Level Druid Spells
  Animal Companion
  Duration: Permanent
  Range: 10’
  A druid may use this spell to attract 2 HD of
  normal animals per caster level, and befriend
  them. The animals must have a neutral
  alignment. The druid may train these animals,
  so long as training takes place within 4 months
  of befriending them. A maximum of three
  specific behaviors may be trained, much like
  one might train a dog. It takes 1 week to train
  an animal to perform 1 behavior, but if the
  training is interrupted for more than 3 days it
  must be started all over. It takes 6 turns to cast
  this spell.
  Cure Light Wounds
  Duration: Instant
  Range: The cleric or a creature touched
  This spell has two uses:
  1. Healing a living subject of 1d6+1 hit points
  of damage. This cannot grant more hit points
  than the subject’s normal maximum.
  2. Curing the subject of paralysis.
  Reversed: Cause Light Wounds
  Inflicts 1d6+1 hit points of damage to a
  touched creature. In combat, a melee attack roll
  is required.
  Detect Magic
  Duration: 2 turns
  Range: 60’
  Enchanted objects, areas, or creatures are
  caused to glow. Both permanent and temporary
  enchantments are revealed.
  Detect Snares and Pits
  Duration: 4 rounds per level
  Range: 60’
  In the wilderness, the druid can detect simple
  pits, deadfalls, and snares as well as
  mechanical traps. The spell does not detect
  complex trap. In a dungeon or other below
  ground environment, the druid may only detect
  simple pits.
  Divine Weather
  Duration: 2 hours per level
  Range: The caster
  A druid may use this spell to divine coming
  weather conditions within a 5 mile radius. The
  caster can predict the weather into the future by
  2 hours per caster level. This spell only grants
  knowledge about general weather conditions
  but cannot detect specific future locations of
  lightning strikes, tornadoes, etc.
  Entangle
  Duration: 1 turn
  Range: 80’
  Grasses, weeds, bushes, and even trees wrap
  and entwine about creatures in a 40’ diameter
  area or those that enter the designated area,
  holding them fast and causing them to become
  entangled. A creature may move half its normal
  movement if it succeeds in a saving throw
  versus spells.
  Faerie Fire
  Duration: 4 rounds per level
  Range: 80’
  A pale glow surrounds and outlines the
  subjects. Outlined subjects shed light that
  makes them visible in darkness at a distance of
  80’, or half this if the creatures are near a light
  source. The druid may affect creatures within a
  40’ radius, and may outline up to 12’ per caster
  level. For instance, 2 human sized targets at
  first level, and 4 human sized targets at 2nd
  level, etc. The faerie fire does not cause any
  harm to the objects or creatures thus outlined.
  However, their greater visibility grants
  attackers +2 to hit while the spell is in effect.
  36
  Illusionist Spell List
  LEVEL 1
  1. Auditory Illusion
  2. Color Spray
  3. Dancing Lights
  4. Darkness Globe
  5. Detect Illusion
  6. Detect Invisibility
  7. Doppelganger
  8. Hypnotism
  9. Light
  10. Phantasmal Force
  11. Refraction
  12. Wall of Vapor
  LEVEL 2
  1. Blindness
  2. Blur
  3. Deafness
  4. Detect Magic
  5. Fog Cloud
  6. Hypnotic Pattern
  7. Invisibility
  8. Magic Mouth
  9. Mirror Image
  10. Misdirection
  11. Phantasmal Force, Greater
  12. Ventriloquism
  LEVEL 3
  1. Continual Light (reversible)
  2. Dispel Phantasm
  3. Fear
  4. Hallucinatory Terrain
  5. Illusionary Script
  6. Invisibility 10' Radius
  7. Nondetection
  8. Paralyze
  9. Rope Trick
  10. Spectral Force
  11. Suggestion
  LEVEL 4
  1. Confusion
  2. Illusory Stamina
  3. Implant Emotion
  4. Invisibility, Greater
  5. Massmorph
  6. Minor Creation
  7. Phantasmal Killer
  8. Phantasmal Monsters
  LEVEL 5
  1. Confusion, Greater
  2. Major Creation
  3. Maze
  4. Phantasmal Door
  5. Phantasmal Monsters, Greater
  6. Project Image
  7. Shadow Evocation
  8. Summon Shadow
  LEVEL 6
  1. Conjure Animals
  2. Phantasmal Monsters, Advanced
  3. Shadow Evocation, Greater
  4. Spectral Force, Permanent
  5. Spectral Force, Programmed
  6. Suggestion, Mass
  7. True Seeing
  8. Veil
  35
  
  The charm lasts indefinitely, but the subject is
  allowed to make further saves vs spells at
  intervals. If one of these saves succeeds, the
  spell ends.
  • A creature with an INT score of 3-8 gains a
  new save once every month.
  • A creature with an INT of 9-12 gains a new
  save each week
  • A creature with an INT of 13-18 gains a new
  save once every day.
  Create Water
  Duration: Permanent
  Range: 10’
  This spell generates wholesome, drinkable
  water, just like clean rain water. Water can be
  created in an area as small as will actually
  contain the liquid, or up to 1’ cubed per caster
  level. It takes 1 turn to cast this spell.
  Feign Death
  Duration: 6 rounds, +1 round per level
  Range: Touch
  The caster of this spell causes a state of death-
  like paralytic arrest in himself or another
  willing creature. This physical state completely
  mimics death to any observer, even if the
  creature is physically examined. The target
  must have equal or fewer levels or HD to the
  caster. No saving throw is permitted. Any
  being under the effect of this spell is conscious
  and can hear and smell, but cannot move and is
  completely numb. Damage inflicted to a
  creature in this state is reduced by 1/2, and
  poison, paralysis, or energy drain attacks are
  ineffective. However, any poison that retains
  its effective duration after the spell ends will
  affect the creature once the spell ends or is
  negated. The caster may negate the spell before
  the duration ends, but 1 round must pass for the
  body to resume normal life functions.
  .
  Find Plant
  Duration: 1 turn per level
  Range: The caster
  The caster of this spell is able to find a specific
  plant within a 10’ diameter circle per caster
  level, centeredon the caster. The caster may
  concentrate on a different plant type each
  round
  Fire Trap
  Duration: See below
  Range: Touch
  Fire trap creates a fiery explosion when an
  intruder opens the item that the trap protects. A
  fire trap can ward any object that can be
  opened and closed. When someone other than
  the caster opens the object, a fiery explosion
  fills the area within a 5’ radius around the
  trapped area. The flames deal 1d4 points
  of fire damage +1 point per caster level. A
  saving throw versus spells is allowed for half
  damage. The item protected by the trap
  is not harmed by this explosion. A knock spell
  does not bypass a fire trap. Fire trap is hard to
  detect and disable. All attempts to remove the
  trap are at -5, and failure triggers the trap.
  Heat Metal (Chill Metal)
  Duration: 7 rounds
  Range: 40’
  Heat metal makes metal extremely warm. A
  creature takes fire damage if its metal weapons,
  armor, or equipment is heated as shown on the
  table below.
  38
  Invisibility, Animal
  Duration: Permanent (but may be broken,
  see below)
  Range: Touch
  The caster or another willing creature within
  range becomes invisible to ordinary (and giant)
  animals of normal animal intelligence. Any
  gear the subject is carrying is also rendered
  invisible. 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.
  Locate Creature
  Duration: 1 round per level
  Range: See Below
  By casting this spell, a druid may stand and
  detect whether a specific kind of animal is
  within range, and where in range it is located.
  The range is directly in front of the caster, in a
  20’ wide path that is 20’ long per caster level.
  The caster may face in a different direction
  each round.
  Pass without Trace
  Duration: 1 turn per level
  Range: Touch
  The caster or a subject can move through any
  type of terrain and leave neither footprints nor
  scent. Tracking the subjects is impossible;
  however, for 6d6 turns any area passed over
  will radiate faint magic.
  Shillelagh
  Duration: 1 round per level
  Range: Touch
  The caster’s own nonmagical club or
  quarterstaff gains a +1 to attack rolls and deals
  2d4 damage. These effects only occur when the
  weapon is wielded by the caster.
  Speak with Animals
  Duration: 6 turns
  Range: 60’
  This spell functions in an identical way to the
  cleric spell speak with animals.
  2nd Level Druid Spells
  Barkskin
  Duration: 4 rounds, +1 round per level
  Range: Touch
  Barkskin toughens a creatureÊs skin; this spell
  may be used on the caster or another willing
  creature. The spell grants +1 AC to a creature,
  and provides a +1 to all saving throws except
  versus spells.
  Charm Person or Mammal
  Duration: One or more days (see below)
  Range: 120’
  A single, humanoid creature must save versus
  spells or be charmed, as follows:
  • 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.
  Humanoids of greater than 4+1 HD and undead
  are not affected.
  37
  
  3rdLevel Druid Spells
  Call Lightning
  Duration: 10 rounds per level
  Range: The caster
  Immediately upon completion of the spell, and
  once per round thereafter, the caster may call
  down a vertical bolt of lightning that deals 2d8,
  +1d8 per level points of electricity damage.
  The caster must be outdoors and in a stormy
  area, a rain shower, clouds and wind, hot and
  cloudy conditions, or even a tornado. The bolt
  of lightning flashes down in a vertical stroke at
  whatever target point chosen within a 360’
  radius of the caster. Any creature within a 10’
  radius of the target area or in the path of the
  bolt is affected. A bolt of lightning may be
  called once every 10 rounds. This spell does
  not function underground, unless there is a
  clear straight vertical path outdoors. Victims
  may save versus spells for half of the dice
  damage.
  Cure Disease (Cause Disease)
  Duration: Instant
  Range: 30’
  This spell has two uses:
  1. Cure a subject of any disease, including
  those of magical origin.
  2. Instantly kill green slime.
  Reversed: Cause Disease
  Inflicts a terrible withering disease on a victim,
  if a saving throw versus spells is failed. The
  disease has the following effects:
  • Death within 2d12 days.
  • A -2 penalty to attack rolls.
  • Natural healing takes twice the usual time.
  • Magical healing is utterly ineffective.
  This disease can be cured with a casting of cure
  disease.
  Hold Animal
  Duration: 2 rounds per level
  Range: 120’
  This spell causes one or more animals to be
  paralysed if they fail a saving throw versus
  spells. It may be cast in two ways:
  1. Against an individual. The target’s saving
  throw is at -2.
  2. Against a group. 1d4 individuals in the
  group are targeted.
  Animals of greater than 400 pounds are not
  affected.
  Insect Swarm
  Duration: 1 round per level
  Range: 30’
  As soon as this spell is cast, a swarm of biting,
  pinching, and stinging insects engulfs a victim
  There is a 50% chance either way that the
  swarm is a mass of flying or crawling insects.
  They inflict 2 hp damage per round, and a
  victim may commit no other action than try to
  get rid of the insect swarm. The caster may
  direct the swarm to attack different opponents,
  but it takes one round for the insects to
  disengage one opponent and move to another.
  Flying insects move at 180’ (60’) and crawling
  insects move at 120’ (40’).
  .
  40
  Round
  Temperature
  Damage
  1
  Warm (Cool)
  None
  2
  Hot (Cold)
  1d4 (1d2)
  3–5
  Scorching (Freezing)
  2d4 (1d4)
  6
  Hot (Cold)
  1d4 (1d2)
  7
  Warm (Cool)
  None
  Reversed: Chill Metal
  Has effects as noted in parenthesis in the table
  above. However, when freezing damage is
  dealt, small body parts like the ears, the nose,
  toes, fingers, etc. are completely frozen and
  must be amputated and penalties to CHA may
  apply. Note that magical items or spells that
  provide protection from fire or cold will all
  negate the appropriate spell effect.
  Invisibility
  Duration: Permanent (but may be broken,
  see below)
  Range: Touch
  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 armor). 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.
  Obscuring Mist
  Duration: 4 rounds per level
  Range: The caster
  A misty vapor arises around the caster. It is
  stationary once created. The vapor obscures all
  sight, including infravision, beyond 2d4 feet
  for 4 rounds per caster level and covers 10Ê
  cubed per caster level. A strong wind disperses
  the fog, reducing its duration to 25% of normal.
  Produce Flame
  Duration: 2 rounds per level
  Range: The caster
  Flames as bright as a torch appear in the
  caster’s open hand, for 2 rounds per caster
  level (unless dismissed early). The flames harm
  neither the caster nor his equipment; however,
  they will ignite other flammable materials. In
  addition to providing illumination, the flames
  can be hurled at enemies up to 40’, bursting to
  deal 1d4 damage within a 2’ radius of the
  impact point.
  Stumble
  Duration: 1 turn per level
  Range: Touch
  The caster of this spell may enchant up to 10’
  length of organic material, such as a hemp
  rope, staff, stick, etc.
  When a creature or creatures walk over the
  object, it very suddenly rises to trip them. If a
  victim fails a saving throw versus spells, he
  falls to the ground. Any creatures already
  aware of its magical behavior may save with a
  +4 bonus. There is only a 20% chance of
  detecting this trip trap by nonmagical methods.
  If running, a creature suffers 1d6 damage from
  the fall and is stunned for 1 round.
  Warp Wood
  Duration: Permanent
  Range: 10’ per level
  The caster causes wood to bend and warp
  permanently. The caster may warp a volume of
  approximately 15 square inches per caster
  level.
  39
  
  Snare
  Duration: See below
  Range: Touch
  This spell enables the caster to make a snare
  that functions as a magic trap. The snare can be
  made from any supple vine, a rope, or
  something similar. When snare is cast, the
  cordlike object blends with its surroundings
  (only 10% chance to detect by nonmagical
  means). One end of the snare is tied in a loop
  that contracts around one or more of the limbs
  of any creature stepping inside the circle.
  If a strong and supple tree is nearby, the snare
  can be fastened to it. The spell causes the tree
  to bend and then straighten when the loop is
  triggered, dealing 1d6 points of damage to the
  creature trapped and lifting it off the ground by
  the trapped limb or limbs. If no such tree is
  available, the cordlike object tightens around
  the creature, dealing no damage but causing it
  to be entangled.
  The snare is magical and will restrain a victim
  for 12 hours. To escape, a trapped creature
  must be as strong as a giant to break the bonds.
  The bonds lose their strength over time, so that
  after 4 hours STR 18 or ogre strength is
  needed, and after 8 hours STR 16 is needed.
  Stone Shape
  Duration: Permanent
  Range: Touch
  This spell can form an existing piece of stone
  into any shape that suits the caster’s purpose, to
  a total volume of 3’ cubed, +1’ cubed per level.
  While it’s possible to make crude coffers,
  doors, and so forth with stone shape, fine detail
  isn’t possible.
  Tree Shape
  Duration: 6 turns, +1 turn per level
  Range: 0
  By means of this spell, the caster is able to
  assume the form of a small living tree or shrub
  or a large dead tree trunk with a small number
  of limbs. The closest inspection cannot reveal
  that the tree in question is actually a magically
  concealed creature. To all normal tests the
  caster is, in fact, a tree or shrub. While in tree
  form, the caster can observe all that transpires
  around him just as if he were in his normal
  form. All clothing and gear carried or worn
  also changes. The caster may end the spell at
  any time, and may attack or undertake other
  normal actions the same round the spell is
  dismissed.
  Water Breathing
  Duration: 1 day
  Range: 30’
  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.
  4th Level Druid Spells
  Cure Serious Wounds
  (Cause Serious Wounds)
  Duration: Instant
  Range: The cleric or a creature touched
  The cleric’s touch heals 2d6+2 hit points of
  damage in one living subject. This cannot grant
  more hit points than the subject’s normal
  maximum.
  42
  Neutralize Poison
  Duration: Instant
  Range: The cleric or a creature or object
  touched
  This spell has two uses:
  1. Neutralize the effects of poison on a
  character. A character who has died from
  poisoning can be revived, if neutralize poison
  is cast within ten rounds.
  2. Remove poison from an item.
  Plant Growth
  Duration: Permanent
  Range: 160’
  Plant growth causes normal vegetation
  (grasses, briars, bushes, creepers, thistles, trees,
  vines) within range and a 20’ square area per
  level to become thick and overgrown.
  Protection from Fire
  Duration: See below
  Range: Touch
  This spell may be used on the caster or another
  creature, with different effects in each case.
  When used on the caster, he is rendered
  completely immune to all damage from normal
  and magical fires, no matter their source, for an
  unlimited time or until an accumulation of 12
  hp of damage per caster level is dealt. At that
  point the spell ends and immunity ends. If the
  spell is used on another creature, the duration is
  1 turn per caster level, during which time the
  recipient benefits from immunity to all
  nonmagical fires and 50% immunity (half
  damage) from magical or other fires. In
  addition, the recipient may save versus fire-
  based attacks with a +4 bonus.
  Pyrotechnics
  Duration: See below
  Range: 160’
  Pyrotechnics turns a fire into either a burst of
  blinding fireworks or a thick cloud of choking
  smoke, depending on the wishes of the caster.
  • Fireworks: The fireworks are a flashing, fiery,
  momentary burst of glowing, colored aerial
  lights. This effect causes creatures within 120’
  of the area of effect to become blinded. The
  size of the pyrotechnics is equal to 10x the size
  of the fire source. Creatures must have line of
  sight to the fire to be affected.
  • Smoke Cloud: A writhing stream of smoke
  billows out from the source, forming a choking
  cloud. The cloud obscures all vision of
  anything 20’ or more distant and lasts for 1
  round per caster level. The smoke fills a total
  area equal to 100x the size of the fire source.
  41
  
  Protection From Fire
  Duration: See below
  Range: Touch
  This spell may be used on the caster or another
  creature, with different effects in each case.
  When used on the caster, he is rendered
  completely immune to all damage from normal
  and magical electricity, no matter their source,
  for an unlimited time or until an accumulation
  of 12 hp of damage per caster level is dealt. At
  that point the spell ends and immunity ends. If
  the spell is used on another creature, the
  duration is 1 turn per caster level, during which
  time the recipient benefits from immunity to all
  nonmagical electricity and 50% immunity (half
  damage) from magical or other fires. In
  addition, the recipient may save versus
  electricity-based attacks with a +4 bonus.
  Repel Vermin
  Duration: 1 turn per level
  Range: 0
  The caster of this spell is able to prevent all
  ordinary insects, rats, spiders, etc. from coming
  with a 10’ radius. Giant vermin or vermin of 2
  HD or more may enter the area if they succeed
  in a saving throw versus spells. However,
  entering the area causes 1d6 hp damage to
  them. This spell does not affect wererats or
  intelligent vermin-like creatures.
  Speak with Plants
  Duration: 3 turns
  Range: 30’
  This spell has two uses:
  1. Communication with normal plants. The
  cleric is able to ask questions and receive
  answers and may ask for simple favors. Plants
  may comply, if the request is within their
  ability to understand and perform. For
  example, densely overgrown plants may clear a
  passageway through which the cleric and party
  may travel.
  2. Communication with plant-like or plant-
  based monsters.
  Summon Animal I
  Duration: See below
  Range: 40’ per level
  The caster of the spell summons 1d8 ordinary
  animals (including giant types) of up to 4 HD
  per animal, if they are within range of the spell.
  The referee will decide the chance of a
  particular animal type being available, and the
  caster may attempt up to three different
  animals before the spell is a failure. Summoned
  animals will serve the caster for a specific task,
  including fighting, aiding on a quest, or other
  goals that may be short term or relatively
  longer term. The caster may dismiss animals at
  any time.
  Summon Sylvan Beings
  Duration: See below
  Range: 120’, +10’ per level
  The caster of this spell must be outdoors, and
  must both chant and make magical hand
  gestures. The casting ends when sylvan beings
  appear, or if 2 turns have passed with no
  results. The referee decides the probability of a
  particular type of woodland creature being
  available within range, based on the
  circumstances and terrain type. Refer to the
  table below for the type of creatures this spell
  may beckon forth, and how many of each will
  appear.
  Creatures
  Number
  Creature
  Number
  Centaur
  1d4
  Sprite
  1d6
  Dryad
  1d4
  Treant
  1
  Nixie
  1d4
  Unicorn
  1
  Pixie
  1d8
  44
  Reversed: Cause Serious Wounds
  Inflicts 2d6+2 hit points of damage to a
  touched creature. In combat, a melee attack roll
  is required.
  Dispel Magic
  Duration: Instant
  Range: 120’
  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.
  Flash Fire (Dampen Fire)
  Duration: 1 round
  Range: 40’
  The caster causes a 10’ square area within
  range to suddenly erupt in flames, potentially
  igniting flammable materials in addition to
  inflicting 1d4 hp damage to all creatures in the
  area.
  Reversed: Dampen fire
  It may be used to snuff out any normal fires
  within the same area.
  Hallucinatory Terrain
  Duration: Until touched
  Range: 240’
  An illusionary terrain feature (e.g. a hill, wood,
  marsh, etc.) is brought into being, either
  appearing out of nowhere or concealing
  existing terrain.
  • The illusion must fit completely within the
  spell’s range.
  • If the illusion is touched by an intelligent
  being, the spell is negated.
  Hold Vegetation and Fungus
  Duration: 1 round per level
  Range: 80’
  This spell may be used to hold all forms of
  plant and fungus life, both intelligent and
  unintelligent. Held plant or fungus material is
  unmovable by magical animation or any other
  movement except by natural outside means,
  such as wind. Intelligent plants or fungus, or
  plant/fungus monsters are entitled to a saving
  throw versus spells to negate the effect. The
  caster may affect up to 70 square feet of plant-
  covered terrain, or up to 4 intelligent beings or
  non-intelligent but sentient and/or
  independently mobile beings. If creatures fewer
  than 4 are affected, each creature receives -1 to
  save versus spells per creature fewer. Thus, if
  only 1 is affected, it saves at -3, -2 for two
  creatures and -1 for 3 creatures.
  Passplant
  Duration: 5 turns
  Range: Touch
  The caster creates a passage through
  vegetation, whether natural or magical. The
  passage is 10’ deep per caster level, 5’ wide
  and 10’ high. The caster may choose to hide
  within a tree, if it is large enough and falls in a
  direct path of the spell. When the spell ends the
  caster is simply expelled from the tree in a
  random direction. However, if the tree is killed
  (cut down) or otherwise destroyed while the
  caster is within, he dies.
  43
  
  Control Winds
  Duration: 10 rounds per level
  Range: The caster
  This spell allows the caster to alter wind force
  within a 40’ radius per caster level. The caster
  can make the wind increase or decrease its
  strength. The new strength persists until the
  spell ends or until the caster chooses to alter his
  handiwork. An ”eye” of calm air that is 40’ in
  diameter at the center of the area surrounds the
  caster. For every caster level, wind can
  increase or decrease speed by 3 miles per hour,
  in increments of 3 miles per hour per round.
  Wind speed reduces at the same rate when the
  spell ends or is dismissed by the caster.
  • Strong winds (30+ mph) make sailing
  difficult, missile weapons difficult, and forces
  smaller airborne creatures out of the air.
  • A severe wind (45+ mph) causes minor ship
  and building damage, and forces human-sized
  airborne creatures from the air.
  • A windstorm (60+ mph) drives most flying
  creatures from the skies, uproots small trees,
  knocks down light wooden structures, tears off
  roofs, and endangers ships.
  • Hurricane force winds (75+ mph) destroy
  wooden buildings, sometimes uproot even
  large trees, and cause most ships to sink.
  • A tornado (175+ mph) destroys all unfortified
  buildings and often uproots large trees.
  Note that in confined spaces, including
  underground, the spell will function. If the area
  is confined such that the radius of effect is less
  than 400Ê, then there is no eye of calm winds
  and the caster will suffer from the winds just as
  any other creature in affected radius.
  Insect Plague
  Duration: Concentration (up to 1 day)
  Range: 480’
  Cast aboveground, this spell conjures a 60’
  diameter swarm of flying insects with the
  following properties:
  • Moves at 20’ per round. While the swarm is
  within range, the cleric is able to direct its
  movements.
  • Vision within the area of the swarm is
  obscured.
  • Creatures of 2 HD or less are driven away, if
  caught within the swarm.
  If the cleric moves or loses concentration, the
  swarm dissipates, ending the spell.
  The spell has no effect if cast underground.
  46
  Creatures are allowed a saving throw versus
  spells, with a +4 bonus. When creatures arrive
  they receive an additional identical saving
  throw if any companion of the caster is chaotic.
  Summoned sylvan beings who fail their save
  are friendly to the caster, and will aid him in
  any way that is within their abilities. However,
  if they are asked to fight for the caster, the
  referee rolls on the monster reaction table (see
  Monster Reactions in B/X Essentials: Core
  Rules, p13).
  Temperature Control
  Duration: 4 turns, +1 turn per level
  Range: 0
  By means of this spell, the caster can raise or
  lower the ambient temperature within a 20’
  diameter area around the caster. The amount of
  temperature change is 50 degrees (Fahrenheit),
  +10 degrees per caster level above 6th level.
  So, at 8th level the temperature may be
  changed by 70 degrees.
  5th Level Druid Spells
  Animal Growth (Reduce Animal)
  Duration: 2 rounds per level
  Range: 80’
  The caster may use this spell to double the size
  of up to 8 animals within a 20’ x 20’ area. This
  doubling effect applies to damage inflicted by
  the animals and applies to their HD numbers,
  which affects their attack values.
  Reversed: Reduce Animal
  Has exactly the opposite effect, reducing
  animals and their abilities by half.
  Anti-Plant Shell
  Duration: 1 turn per level
  Range: 0
  The spell anti-plant shell creates an invisible
  barrier that keeps all creatures within the shell
  protected, as if behind a wall, from attacks by
  plant creatures, animated plants, or missiles of
  plant material. The shell is centered on the
  caster and is 20’ in diameter.
  Commune with Nature
  Duration: See below
  Range: 1⁄2 mile radius per level
  The caster becomes one with nature (in outdoor
  settings only), attaining knowledge of the
  surrounding territory. The caster may gain
  knowledge of a fact per caster level from
  among the following subjects: the ground or
  terrain, plants, minerals, bodies of water,
  people, general animal population, presence of
  woodland creatures, presence of powerful
  unnatural creatures, or even the general state of
  the natural setting. It takes 1 turn to cast this
  spell.
  45
  
  1st Level
  Illusionist Spells
  Auditory Illusion
  Duration: 3 rounds per level
  Range: 60’, +10’ per level
  The caster of this spell is able to create false
  sound. The sound may be centered anywhere
  within range, and within that range the sound
  can fluctuate and move, imitating approaching
  or receding footsteps, laughter, voices, and
  other possibilities. The sound produced is the
  approximate equivalent of noise produced by 4
  human sized beings. The sound may increase
  by 4 for each level the caster is above the
  minimum required to cast this spell. Note that
  the sound does not have to be human- like, but
  could be animal or monster sounds. In these
  cases the referee will determine how much
  sound and how many individuals it might
  represent. For instance, the sounds of four
  humans might be approximately that of 6 or 8
  children, or 2 ogres. Beings are allowed a
  saving throw versus spells to realize the effect
  is illusory, but only if they actively attempt to
  disbelieve.
  Color Spray
  Duration: Instant
  Range: 10’ per level
  A vivid cone of clashing colors springs forth
  from the casterÊs hand, causing 1d6 creatures
  to become stunned, perhaps also blinded, and
  possibly knocking them unconscious. The cone
  is 5’ wide at the origin, 20’ long, and 20Ê’wide
  at its terminal end. A total creature HD equal to
  the casterÊs level may be affected. Each
  creature within the cone is affected according
  to its Hit Dice.
  • HD fewer or equal to the caster: The creature
  is unconscious for 2d4 rounds.
  • HD up to two greater than the casterÊs: The
  creature is blinded for 1d4 rounds.
  • HD 3 or greater than the caster’s: The
  creature is stunned for 1 round.
  • Only beings of 6 HD or levels, or with more
  HD or levels than the caster, may save versus
  spell to avoid the spellÊs effects. Sightless
  creatures are not affected by color spray.
  Dancing Lights
  Duration: 2 rounds per level
  Range: 40’, +10’ per level
  The caster may create up to four lights that
  resemble either lanterns or torches (and cast
  that amount of light), or up to four glowing
  spheres of light (which look like will-oÊ-
  wisps), or one faintly glowing, vaguely
  humanoid shape. The dancing lights must stay
  within a 10’ radius area in relation to each
  other but otherwise move as the caster desires
  (no concentration required): forward or back,
  up or down, straight or turning corners, or the
  like. The lights wink out if the distance
  between the caster and the light exceeds the
  spell’s range, or the duration ends.
  Darkness Globe
  Duration: 1 turn, +1 round per level
  Range: 10’ per level
  The caster creates a 15’ radius ball of darkness,
  centered anywhere within range. This darkness
  is complete, and forms of normal vision which
  normally can see in darkness are useless,
  including infravision and ultraviolet vision.
  The spells light or continual light render the
  effects of darkness globe ineffective, such that
  the normal lighting conditions of the
  environment are present.
  48
  Sticks to Snakes
  Duration: 6 turns
  Range: 120’
  2d8 normal sticks are miraculously trans-
  formed into snakes that follow the cleric’s
  orders.
  • Snakes’ monster statistics: HD 1, AC 6, AB
  +1, Att: 1 × bite (1d4), Sv F1, Ml 7, Mv 90’
  (30’), Al N.
  • There is a 50% chance of the snakes being
  poisonous.
  • When killed or at the end of the spell’s
  duration, the snakes revert back into sticks.
  Summon Animal II
  Duration: See below
  Range: 60’ per level
  This spell is a more powerful version of
  summon animal I. A total of 3d4 animals of up
  to 4 HD may be summoned, or 1d6 animals of
  up to 8 HD.
  47
  
  Phantasmal Force
  Duration: Concentration
  Range: 240’
  An illusion of the caster’s choosing manifests
  in a 20’ cube area. Three types of illusion may
  be created:
  1. An illusionary monster that can be directed
  to attack. The monster has an Armor Class of 9
  and will vanish if hit in combat.
  2. An illusionary attack of some kind (an
  avalanche, a falling ceiling, a magic missile,
  etc). Targets who save versus spells are
  unaffected.
  3. A scene of some kind, either changing the
  appearance of the affected area or creating the
  appearance of something new. The scene
  disappears if touched.
  The following stipulations apply:
  • Concentration is required to maintain the
  illusion: if the caster moves or is affected by an
  attack, the spell ends.
  • Illusionary monsters or attacks may appear to
  be harmful but no real damage is ever inflicted.
  A character who appears 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.
  Refraction
  Duration: 1 round
  Range: The caster
  By means of this spell the caster makes the
  space in front of him reflective, like a mirror.
  Any gaze attack directed at the caster does not
  affect him, but instead is turned back at the
  attacker.
  Wall of Vapor
  Duration: 2d4 rounds, +1 round per level
  Range: 30’
  The caster of this spell creates an opaque, fog-
  like vapor in a 20’ cube area per caster level.
  All beings caught within the vapor cannot see
  beyond 2’. Strong winds of natural or magical
  origin can dissipate the wall of vapor before its
  duration has expired.
  2nd Level
  Illusionist Spells
  Blindness
  Duration: See below
  Range: 30’
  If the victim fails a saving throw versus spells,
  he is rendered permanently blind. The
  blindness is magical, not physical, so typical
  spells employed for the purpose of curing
  blindness are ineffective. The caster may
  remove the effect at any time, otherwise the
  spell dispel magic must be used.
  Blur
  Duration: 3 rounds, +1 round per level
  Range: The caster
  The caster’s outline appears blurred, shifting
  and wavering. The result of this distortion is
  that all opponents suffer -4 to hit the caster
  with melee and missile weapons the first round
  of an attack, and -2 on subsequent rounds. The
  caster also gains +1 to saving throws versus
  spell-like devices or spells that require a
  successful attack to take effect.
  50
  Detect Illusion
  Duration: 3 rounds, +2 round per level
  Range: Touch
  The caster places this enchantment on himself
  to grant sight that sees through illusion.
  Illusions can be seen in an area of 10’ wide,
  10’ long per level. The caster may touch one
  other creature, granting it the ability to see
  through illusion as well, so long as the contact
  is maintained.
  Doppelganger
  Duration: 2d6 rounds, + 2 rounds per level
  Range: The caster
  This spell creates a dweomer of illusion,
  altering the caster’s appearance. The illusion
  must take the appearance of a humanoid, not
  taller or shorter than the caster by more than 1’,
  but apparent weight and clothing or items may
  be altered in any way.
  Hypnotism
  Duration: 1 round, +1 round per level
  Range: 30’
  The caster’s gestures and droning incantation
  fascinate nearby creatures, causing 1d6
  creatures in range to be mentally vulnerable to
  suggestion. The caster may influence the
  actions of the target creatures suggest a cour of
  activity (limited to a sentence or two).
  The caster may influence the actions of the
  target creature by suggesting a course of
  activity (limited to a sentence or two). The
  suggestion must be worded in such a manner as
  to make the activity sound reasonable. Asking
  the creature to do some obviously harmful act
  automatically negates the effect of the spell.
  However, a victim may be led to believe that
  an action is not harmful. For instance, being
  told to drink something that is poisonous and
  that it is actually a hearty drink. A successful
  saving throw versus spells negates the effect.
  Light
  Duration: 12 turns
  Range: 120’
  This spell has three usages:
  1. 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.
  2. 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 attack.
  3. Cancelling a darkness spell (see below).
  Reversed: 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.
  49
  
  Magic Mouth
  Duration: See below
  Range: See below
  This spell imbues the chosen object or creature
  with an enchanted mouth that suddenly appears
  and speaks its message the next time a
  specified event occurs. The message, which
  must be twenty-five or fewer words long, can
  be in any language known by the caster and
  can be delivered over a period of 1 turn. The
  mouth cannot utter spells or activate magical
  effects. It does, however, move according to
  the words articulated; if it were placed upon a
  statue, the mouth of the statue would move and
  appear to speak. Of course, magic mouth can
  be placed upon a tree, rock, or any other object,
  but not intelligent creatures.
  The spell functions when specific conditions
  are fulfilled according to a command as set in
  the spell. Commands can be as general or as
  detailed as desired, although only visual,
  audible, or tactile triggers can be used.
  Audible triggers can be keyed to general types
  of noises or to a specific noise or spoken word.
  Actions can serve as triggers if they are visible
  or audible. A magic mouth cannot distinguish
  alignment, level, HD, or class except by
  external garb.
  The range limit of a trigger is 5Ê feet per caster
  level, so a 6th level caster can command a
  magic mouth to respond to triggers as far as
  30Ê away. Regardless of range, the mouth can
  respond only to visible or audible triggers and
  actions in line of sight or within hearing
  distance. The duration of this enchantment is
  indefinite, as it is discharged only when the
  conditions are met.
  Mirror Image
  Duration: 6 turns
  Range: The caster
  1d4 illusory duplicates of the caster appear.
  • The mirror images look and behave exactly as
  the caster.
  • Any attack (whether successful or not) on the
  caster will destroy one of the mirror images.
  Misdirection
  Duration: 1 round per level
  Range: 30’
  By means of this spell, the caster misdirects the
  information from divination spells such as
  detect evil, detect magic, detect lie, and the
  like. On casting the spell, an object or creature
  is chosen within range. For the duration, the
  opposite information or otherwise misleading
  or wrong information is conveyed when
  a detection spell is applied. The caster of such a
  detection spell is allowed a saving throw to
  avoid the effect.
  Phantasmal Force, Greater
  Duration: Concentration
  Range: 240’
  An illusion of the caster’s choosing manifests
  in a 40’ cube area, 10’ cube area per level. In
  addition to a visual illusion, subtle auditory
  effects accompany the illusion so that a
  creature makes sound as it moves, or similar
  effects are heard. Coherent speech is not
  possible, but mumbling sounds may be heard.
  The caster can move at 50% his normal
  movement rate while concentrating on the
  spell, and the illusion does not disappear until 2
  rounds after the caster stops concentrating on
  the illusion.
  52
  Deafness
  Duration: See below
  Range: 60’
  If the victim fails a saving throw versus spells,
  he is rendered permanently deaf. The deafness
  is magical, not physical, so typical spells
  employed for the purpose of curing physical
  ailments are ineffective. The caster may
  remove the effect at any time, otherwise the
  spell dispel magic must be used.
  Detect Magic
  Duration: 2 turns
  Range: 60’
  Enchanted objects, areas, or creatures are
  caused to glow. Both permanent and temporary
  enchantments are revealed.
  Fog Cloud
  Duration: 4 rounds, +1 round per level
  Range: 10’
  A 40’ high, 20’ long x 20’ high bank of fog
  billows forth at the casterÊs command. The
  cloud is identical in appearance to that
  produced by the magic-user spell cloudkill;
  however, its only effect is to obscure vision as
  a wall of vapor. The fog cloud travels away
  from the caster in a specified direction at a rate
  of 10Ê per round.
  Hypnotic Pattern
  Duration: See below
  Range: The caster
  A twisting pattern of subtle, shifting colors
  weaves through the air, fascinating creatures
  within its area of 30’ square, centered on the
  caster. A total of 24 HD of creatures are
  affected, in any combination (twelve 2 HD
  creatures, four 5 HD and one 4 HD creature,
  etc.). Affected creatures become fascinated by
  the pattern of colors and remain motionless,
  dazed, for as many rounds as the caster
  concentrates on the spell and makes no other
  action.
  Invisibility
  Duration: Permanent (but may be broken,
  see below)
  Range: 240’
  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 armor). 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 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.
  51
  
  Fear
  Duration: See below
  Range: The caster
  An invisible cone (60. long, 5. wide origin, and
  30’ diameter at he terminal end) of terror
  causes each living creature in the area
  to become panicked and run away if they do
  not succeed in a saving throw versus spells.
  The victim must roll a 13+ on 1d20, with a -1
  per caster level, or drop whatever they may be
  holding when they runs away. Victims flee as
  fast as their movement rates allow, for a
  number of rounds equal to the caster’s level.
  Hallucinatory Terrain
  Duration: Until touched
  Range: 240’
  An illusionary terrain feature (e.g. a hill, wood,
  marsh, etc.) is brought into being, either
  appearing out of nowhere or concealng existing
  terrain.
  • The illusion must fit completely within the
  spell’s range.
  • If the illusion is touched by an intelligent
  being, the spell is negated.
  Illusory Script
  Duration: Permanent
  Range: 20’, +20’ per level
  The caster may write instructions or other
  information on parchment, paper, or any
  suitable writing material. The illusory script
  appears to be some form of foreign or magical
  writing. Only the person (or people) designated
  by the caster at the time of the casting are able
  to read the writing; it is unintelligible to any
  other being, although an illusionist recognizes
  it as illusory script. Any unauthorized creature
  attempting to read the script triggers a potent
  effect, and must save versus spells or suffer
  effects identical to the spell confusion. This
  effect lasts 3d6 turns.
  Invisibility 10’ Radius
  Duration: Permanent (but may be broken,
  see below)
  Range: 120’
  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 armor).
  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 sub
  Nondetection
  Duration: 1 turn per level
  Range: The caster
  The caster and all within a 5’ radius become
  impossible to detect by divination spells such
  as clairaudience/clairvoyance, locate object,
  and detect spells. Nondetection also prevents
  location by such magic items as crystal balls.
  54
  Three types of illusion may be created:
  1. An illusionary monster that can be direct- ed
  to attack. The monster has an Armor Class of 9
  and will vanish if hit in combat.
  2. An illusionary attack of some kind (an
  avalanche, a falling ceiling, a magic missile,
  etc). Targets who save versus spells are
  unaffected.
  3. A scene of some kind, either changing the
  appearance of the affected area or creating the
  appearance of something new. The scene
  disappears if touched.
  The following stipulations apply:
  • Concentration is required to maintain the
  illusion: if the caster moves or is affected by an
  attack, the spell ends.
  • Illusionary monsters or attacks may appear to
  be harmful but no real damage is ever inflicted.
  A character who appears 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.
  Ventriloquism
  Duration: 2 turns
  Range: 60’
  For the duration of this spell the caster may
  make his voice appear to come from any
  location or source within the spell range.
  3rd Level
  Illusionist Spells
  Continual Light
  (Continual Darkness)
  Duration: See below
  Range: 120’
  When cast, this spell produces light as bright as
  sunlight in a 60’ diameter, and any creatures
  that suffer penalties (not including damage) for
  being in sunlight are affected by this spell. This
  spell can be cast on objects, so that an object
  under this spell can be carried around. If the
  spell is cast on a creature, a saving throw is
  allowed. This spell can be cast on a creatureÊs
  eyes, causing blindness. Unless dispelled,
  continual light is permanent.
  Reversed: Continual Darkness
  Produces darkness in the same area and manner
  as continual light. It can be countered with
  continual light or dispel magic. Like continual
  light, this spell can be cast on a creatureÊs
  eyes, producing blindness. Normal eyesight,
  including infravision, cannot penetrate this
  darkness, nor can lamps, torches, or the spell
  light.
  Dispel Phantasm
  Duration: Permanent
  Range: 10’ per level
  This spell may be used by an illusionist to
  dispel phantasmal force. Illusions created by
  others of the illusionist class are dispelled with
  the same probabilities as dispel magic;
  however, illusions created by other classes are
  dispelled automatically.
  53
  
  4thLevel
  Illusionist Spells
  Confusion
  Duration: 12 rounds
  Range: 120’
  This spell causes 3d6 targets within 60’ of one
  another to become confused, making them
  unable to independently determine what they
  will do.
  • Targets of 2+1 HD or greater may save versus
  spells each round to resist the spell’s effect,
  acting with free will that round if they make
  the save.
  • Targets of 2 HD or lower get no save.
  • Roll on the following table separately for
  each affected target each round to see what that
  target does that round:
  2d6
  Behavior
  2-5
  Attack caster’s group
  6-8
  No Action
  9-12
  Attack creature’s group
  Illusory Stamina
  Duration: 3 turns per level
  Range: Touch
  When this spell is cast, up to 4 human-sized
  beings may be touched and made to feel as if
  they are healthier than they truly are. The net
  effect is that they seem to have been healed of
  50% of any damage they have sustained below
  their maximum. In addition, for 1 round every
  10 rounds affected beings may move as if
  under the effects of the spell haste. However, at
  the end of the spell’s duration, affected beings
  lose all illusory hit points in addition to any
  new damage sustained. If this drops a being to
  below 0 hp, death occurs.
  Implant Emotion
  Duration: See below
  Range: 10’ per level
  By means of this spell the caster can invoke a
  specific emotion in a subject unless he
  succeeds in a saving throw versus spells. The
  following emotions may be induced, with the
  following effects on the subject: fear as the
  spell, -2 to save; rage, +1 to hit, +3 to damage,
  +5 to hp, subject will fight to the death; hate,
  saving throws, to hit, damage, and morale +2;
  despair, as the symbol. Note that implant
  emotion may also be cast to negate this spell.
  Invisibility, Greater
  Duration: 4 rounds, +1 round per level
  Range: Touch
  This spell is nearly identical to invisibility,
  except it is of limited duration and the creature
  touched is capable of attacking. When
  attacking, the invisibility may leave
  shimmering or other subtle indications of the
  creature’s presence, allowing an opponent to
  attack with a -4 penalty.
  Massmorph
  Duration: Permanent
  Range: 240’
  A force of human-sized creatures within a 240’
  diameter area is veiled by illusion to appear as
  a copse or orchard of trees.
  • Once the illusion is in place, even creatures
  moving among the veiled subjects are
  deceived.
  • Subjects who leave the affected area cease to
  be veiled.
  • The caster may dismiss the illusion in its
  entirety at any time.
  56
  Paralyze
  Duration: See below
  Range: 10’ per level
  The caster may affect creatures up to twice his
  level of HD total, in a designated 20’ x 20’
  area, making them feel as if they cannot move.
  All creatures that fail a saving throw versus
  spells are affected. The effect may be
  dismissed by the caster at any time, otherwise
  dispel magic or dispel illusion can negate the
  effect.
  Rope Trick
  Duration: 2 turns per level
  Range: Touch
  When this spell is cast upon a piece of rope
  from 5’ to 30’ long, one end of the rope rises
  into the air until the whole rope hangs
  perpendicular to the ground, as if affixed at the
  upper end. The upper end is, in fact, fastened to
  an extradimensional space. Creatures in the
  extradimensional space are completely hidden.
  The space holds as many as five human-sized
  creatures. Creatures in the space can pull the
  rope up into the space, making the rope
  “disappear”.Otherwise, the rope dangles in mid
  air unless it is removed.
  Anything inside the extradimensional space
  drops out when the spell ends, from the
  appropriate height. The rope can be climbed by
  only one person at a time. The rope trick spell
  enables climbers to reach a normal place if they
  do not climb all the way to the
  extradimensional space.
  Spectral Force
  Duration: See below
  Range: 240’
  This spell is an improved version of the magic-
  user spell phantasmal force. The area of effect
  is a 40’ cube, +10 square feet per level. This
  spell creates a complete illusion that affects all
  the senses.The caster can move at 50% his
  normal movement rate while concentrating on
  the spell, and the illusion does not disappear
  until 3 rounds after the caster stops
  concentrating on the illusion. Refer to
  phantasmal force for more details.
  Suggestion
  Duration: 6 turns, +6 turns per level
  Range: 30’
  The caster may influence the actions of the
  target creature by suggesting a course of
  activity (limited to a sentence or two). The
  suggestion must be worded in such a manner as
  to make the activity sound reasonable. Asking
  the creature to do some obviously harmful act
  automatically negates the effect of the spell.
  However, a victim may be led to believe that
  an action is not harmful. For instance, being
  told to drink something that is poisonous and
  that it is actually a hearty drink. The suggested
  course of activity can continue for the entire
  duration. If the suggested activity can be
  completed in a shorter time, the spell ends
  when the subject finishes what it was asked to
  do. A very reasonable suggestion causes the
  save to be made with a penalty (such as –1 or
  –2). A saving throw versus spells is allowed to
  negate the effects of this spell.
  55
  
  Maze
  Duration: special
  Range: 5’ per level
  The caster banishes the subject into an
  extradimensional labyrinth of force planes. The
  number of turns or rounds the subject wanders
  is determined by his intelligence.
  Intelligence
  Wandering Time
  2 or below
  2d4 turns
  3-5
  1d4 turns
  6-8
  5d4 rounds
  9-11
  4d4 rounds
  12-14
  3d4 rounds
  15-17
  2d4 rounds
  18 or higher
  1d4 rounds
  Minotaurs are not affected by this spell.
  Phantasmal Door
  Duration: 1 round per level
  Range: 10’
  The caster of this spell fabricates an illusory
  door. He may then appear to enter it, and
  pursuers are fooled into thinking this is the
  case. In reality, the caster becomes invisible, as
  the spell, and is standing next to the door. The
  invisibility only lasts for the duration of this
  spell. Any beings who pursue the caster
  through the phantom door believe themselves
  to enter a featureless 10’ square room.
  Phantasmal Monsters, Greater
  Duration: 1 round per level
  Range: 30’
  This spell is identical to phantasmal monsters,
  but the monsters created are stronger. These
  monsters have 3 hp per HD. Each
  creature has AC 11 and the monster only deals
  1 damage if the target made their Untrained
  Skill saving throw.
  Project Image
  Duration: 6 turns
  Range: 240’
  The caster creates a quasi-real, illusory version
  of himself. The projected image looks, sounds,
  and smells like the caster but is intangible. The
  projected image mimics the casterÊs actions
  (including speech) and any sound or spell
  effects will seem to come from the image. If
  the image is physically contacted by hand or
  with a weapon wielded by hand, it disappears.
  However, all missile weapons or spells will
  pass through the image or otherwise appear to
  do nothing to the caster.
  Shadow Evocation
  Duration: See below
  Range: 50’, +10’ per level
  The caster taps energy from the plane of
  shadow to cast a quasi-real, illusory version of
  a magic-user spell. The possible spells include
  fireball, lightning bolt, cone of cold, and magic
  missile. These spells have normal effects
  unless an affected creature succeeds in an INT
  attribute check. Each disbelieving creature
  takes only 1 hp damage per caster level from
  the attack.
  Summon Shadow
  Duration: 1 round, +1 round per level
  Range: 10’
  By means of this spell, the caster brings forth 1
  shadow per 3 caster levels. These creatures
  serve the caster, and will fight to the death if
  ordered. They remain until killed or the spell
  duration ends.
  58
  Minor Creation
  Duration: 6 turns per level
  Range: Touch
  The caster creates an object of nonliving
  vegetable matter (rope, cloth, wood, etc.). The
  volume of the item created cannot exceed 1’
  cube per caster level. A tiny piece of matter of
  the same sort of item the caster plans to create
  must be used when casting minor creation.
  Phantasmal Killer
  Duration: 1 round per level
  Range: 5’ per level
  The caster creates a phantasmal image of the
  most fearsome creature imaginable to the
  subject simply by forming the fears of the
  subject’s subconscious mind into something
  that its conscious mind can visualize: this most
  horrible beast. Only the spell’s subject and the
  caster can see the phantasmal killer. If the
  phantasm successfully attacks the subject (as a
  4 HD monster), the subject may try to
  disbelieve the illusion once by succeeding in an
  INT attribute check, or die from fear. If the
  subject of a phantasmal killer attack succeeds
  in disbelieving and is wearing a helm of
  telepathy, the beast can be turned upon the
  caster. The caster must then disbelieve it or
  become subject to its deadly fear attack.
  Phantasmal Monsters
  Duration: 1 round per level
  Range: 30’
  The caster may create phantasmal pseudo-real
  monsters in an area of 20’. The monster or
  monsters created cannot exceed the caster’s
  level in HD. Monsters created in this fashion
  must all be the same type. They have 2 hp per
  the creature’s normal HD. Victims are allowed
  an Untrained Skill saving throw to realize the
  creatures are only partly real.
  The phantasmal monsters are able to attack and
  deal damage as per a normal creature of their
  type to any being that fails this saving throw. If
  a creature succeeds on its saving throw , the
  phantasmal monsters have an effective AC 10
  and only deals 2 damage if the target made
  their Untrained Skill saving throw.
  5thLevel
  Illusionist Spells
  Confusion, Greater
  Duration: 12 rounds
  Range: 120’
  This spell causes all creatures in a 40’ cube
  become confused, making them unable to
  independently determine what they will do.
  • Targets of 3+1 HD or greater may save versus
  spells each round to resist the spell’s effect,
  acting with free will that round if they make
  the save.
  • Targets of 3 HD or lower get no save.
  • Roll on the following table separately for
  each affected target each round to see what that
  target does that round:
  2d6
  Behavior
  2-5
  Attack caster’s group
  6-8
  No Action
  9-12
  Attack creature’s group
  Major Creation
  Duration: 12 turns per level
  Range: Touch
  The caster creates an object of nonliving
  vegetable matter (rope, cloth, wood, etc.). The
  volume of the item created cannot exceed 1’
  cube per caster level. A tiny piece of matter of
  the same sort of item the caster plans to create
  must be used when casting minor creation.
  57
  
  Spectral Force, Permanent
  Duration: See below
  Range: 240’
  This more powerful version of spectral force
  persists indefinitely when the caster ceases to
  concentrate on it.
  Spectral Force, Programmed
  Duration: See below
  Range: 240’
  This spell functions as a spectral force, except
  it is triggered when a set of circumstances
  specified by the caster occurs, and/or when a
  specific command is uttered. Once triggered,
  the spectral force lasts for 1 round per caster
  level.
  Suggestion, Mass
  Duration: 6 turns, +6 turns per level
  Range: 30’
  This spell functions like suggestion, except that
  it can affect 1 creature per caster level within
  30’. If used on only 1 being, that being must
  save versus spells with a -2 penalty. The caster
  may only issue one mass suggestion, he may
  not issue separate suggestions per affected
  creature.
  Veil
  Duration: 1 turn per level
  Range: 10’ per level
  The caster instantly changes the appearance of
  a 20’ square area, including creatures in it if
  desired. The illusion is maintained for the
  spellÊs duration. The caster can make the
  subjects appear to be anything desired. They
  look, feel, and smell just like the creatures the
  spell makes them resemble, or the area looks,
  feels and smells like a different area desired.
  Affected creatures resume their normal
  appearances if slain. This spell may also be
  used to mimic the effects of hallucinatory
  terrain, but the illusion does hold up even
  under physical inspection. The spell true seeing
  or similar magical effects will reveal the
  illusion for what it is.
  True Seeing (False Seeing)
  Duration: 1 round per level
  Range: Touch
  The caster confers on himself or a subject the
  ability to see all things as they actually are. The
  subject sees through normal and magical
  darkness, notices secret doors, sees invisible
  creatures or objects normally, sees through
  illusions, and sees the true form of
  polymorphed, changed, or transmuted things.
  Further, the subject can focus its vision to see
  into the ethereal plane (but not into
  extradimensional spaces).
  Reversed: False Seeing
  False seeing, the opposite of true seeing, makes
  objects, characters, and monsters appear as
  their “opposite”. The ugly appears beautiful,
  the valuable appears worthless, and so on.
  60
  6thLevel
  Illusionist Spells
  Conjure Animals
  Duration: 2 rounds per level
  Range: 30’
  The caster can summon normal mammals to
  attack enemies designated by the caster. The
  number of animals that appear is directly
  related to the caster’s level. The caster
  summons 1 hit die of animals per level of
  experience of the caster, and each +1 is
  calculated as 1/4 of a hit die. For example, a
  9th level cleric can summon 9 hit dice of
  animals that could consist of nine 1 HD
  animals, or three 3 HD animals, or two 4+2 HD
  animals. Summoned animals will fight to the
  death or until the duration of the spell ends.
  Phantasmal Monsters, Advanced
  Duration: 1 round per level
  Range: 30Ê
  This spell is identical to phantasmal monsters,
  but the monsters created are stronger. These
  monsters have 4 hp per HD. Victims are
  allowed an Untrained Skill saving throw to
  realize the creatures are only partly real. The
  phantasmal monsters are able to attack and deal
  damage as per a normal creature of their type
  to any being that fails this saving throw. If a
  creature succeeds on its saving throw, the
  phantasmal monsters have an effective AC 13
  and only deals 3 damage if the target made
  their Untrained Skill saving throw.
  Shadow Evocation, Greater
  Duration: See below
  Range: 60’, +10’ per level
  Duration: See below Range: 60’, +10’ per level
  Greater shadow invocation is a more powerful
  version of shadow invocation, allowing the
  caster to tap the plane of shadow to cast
  cloudkill, a wall of fire, or a wall of ice. This
  spell is also capable of producing the spells
  allowed by shadow invocation; however,
  Victims are allowed an Untrained Skill saving
  throw to realize the creatures are only partly
  real, damage from spells is 2 hp per caster
  level, and the wall of fire and wall of ice may
  inflict 1d4 hp damage per level.
  59
  
  62
  MONSTER
  ATTACK TABLE
  THAC0
  AB
  19
  +1
  18
  +2
  17
  +3
  16
  +4
  15
  +5
  14
  +6
  13
  +7
  12
  +8
  11
  +9
  10
  +10
  9
  +11
  61
  Index
  A
  Ascending Armor Class 3
  C
  Classes 4
  Assassin 4
  Cleric 7
  Druid 10
  Dwarf 12
  Elf 14
  Fighter 16
  Halfling 18
  Illusionist 20
  Magic-User 22
  Monk 24
  Paladin 27
  Ranger 29
  Thief 31
  D
  Demi-Human Class Flexibility 61
  Druid Spell List 34
  Druid Spells 36
  I
  Illusionist Spell List 35
  Illusionist Spells 48
  M
  Monster Attacks 61
  O
  Optional Skill Rules 61
  T
  Trained and Untrained Skills 3
  W
  What is B/X Ascending? 3
  Monster Attacks
  Optional Skill Rules
  If you want more flexibility from skills, here is
  an optional rule that replaces Trained and
  Untrained Skill saving throws. The GM must
  decide how challenging a task is and what
  Ability Modifier is most applicable.
  I recommend that the Referee use the
  following numbers for the difficulty of a task:
  6+ (75% chance to succeed), 11+ (50%), or
  16+ (25%) on 1d20. If the referee wants to let a
  character attempt a class ability they do not
  have, then they may allow the character to roll
  2d20 and take the lowest roll.
  Demi-Human Class Flexibility
  If a player wants an elven paladin, simply let
  them play a paladin and give them the
  appropriate racial abilities. It’s that easy. They
  get infravision, immunity to ghoul’s paralysis,
  their ability to find secret doors, but do not get
  Magic-User spells.
  This way you can play an Elf, or you can
  play an elven Paladin, for example
  
  CR
  SSPLANES
  g a m e
  s t u d i o
  www.crossplanes.com
  63
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  System Reference Document Copyright 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 Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
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  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original
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  Copyright 2007-2009 Daniel Proctor.
  Labyrinth LordTM, Advanced Labyrinth LordTM, and Goblinoid GamesTM are trademarks of
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  Osric Unearthed © Ronin Arts. Author Charles Rice.
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