TEXT: Thief Level 
  Open Locks 
  Remove Traps Pick Pockets 
  Move Silently 
  Climb Walls 
  Hide 
  Listen 
  1 
  25 
  20 
  30 
  25 
  80 
  10 
  30 
  2 
  30 
  25 
  35 
  30 
  81 
  15 
  34 
  3 
  35 
  30 
  40 
  35 
  82 
  20 
  38 
  4 
  40 
  35 
  45 
  40 
  83 
  25 
  42 
  5 
  45 
  40 
  50 
  45 
  84 
  30 
  46 
  6 
  50 
  45 
  55 
  50 
  85 
  35 
  50 
  7 
  55 
  50 
  60 
  55 
  86 
  40 
  54 
  8 
  60 
  55 
  65 
  60 
  87 
  45 
  58 
  9 
  65 
  60 
  70 
  65 
  88 
  50 
  62 
  10 
  68 
  63 
  74 
  68 
  89 
  53 
  65 
  11 
  71 
  66 
  78 
  71 
  90 
  56 
  68 
  12 
  74 
  69 
  82 
  74 
  91 
  59 
  71 
  13 
  77 
  72 
  86 
  77 
  92 
  62 
  74 
  14 
  80 
  75 
  90 
  80 
  93 
  65 
  77 
  15 
  83 
  78 
  94 
  83 
  94 
  68 
  80 
  16 
  84 
  79 
  95 
  85 
  95 
  69 
  83 
  17 
  85 
  80 
  96 
  87 
  96 
  70 
  86 
  18 
  86 
  81 
  97 
  89 
  97 
  71 
  89 
  19 
  87 
  82 
  98 
  91 
  98 
  72 
  92 
  20 
  88 
  83 
  99 
  93 
  99 
  73 
  95 
  Adjusted Die Roll 
  Result 
  2 or less 
  Refusal, -1 on further rolls 
  3-5 
  Refusal 
  6-8 
  Try again 
  9-11 
  Acceptance 
  12 or more 
  Acceptance, +1 to Loyalty 
  Monster Hit Dice XP Value 
  Special Ability Bo-
  nus 
  less than 1 
  10 
  3 
  1 
  25 
  12 
  2 
  75 
  25 
  3 
  145 
  30 
  4 
  240 
  40 
  5 
  360 
  45 
  6 
  500 
  55 
  7 
  670 
  65 
  8 
  875 
  70 
  9 
  1,075 
  75 
  10 
  1,300 
  90 
  11 
  1,575 
  95 
  12 
  1,875 
  100 
  13 
  2,175 
  110 
  14 
  2,500 
  115 
  15 
  2,850 
  125 
  16 
  3,250 
  135 
  17 
  3,600 
  145 
  18 
  4,000 
  160 
  19 
  4,500 
  175 
  Adjusted Die Roll 
  Result 
  2 or less 
  Immediate Attack 
  3-7 
  Unfavorable 
  8-11 
  Favorable 
  12 or more 
  Very Favorable 
  Level 
  Target 
  0-1 
  17 
  2-3 
  16 
  4-5 
  15 
  6-7 
  14 
  8-9 
  13 
  10-11 
  12 
  12-13 
  11 
  14-15 
  10 
  16-17 
  9 
  18-19 
  8 
  20 
  7 
  Ability Roll Target 
  Ability Score 
  Bonus/Penalty 
  3 
  -3 
  4-5 
  -2 
  6-8 
  -1 
  9-12 
  0 
  13-15 
  +1 
  16-17 
  +2 
  18 
  +3 
  DM Screen 
  By:  Scott Abraham 
  
  Cleric Level Skeleton 
  Zombie 
  Ghoul 
  Wight 
  Wraith 
  Mummy 
  Spectre 
  Vampire 
  1 
  13 
  17 
  19 
  No 
  No 
  No 
  No 
  No 
  2 
  11 
  15 
  18 
  20 
  No 
  No 
  No 
  No 
  3 
  9 
  13 
  17 
  19 
  No 
  No 
  No 
  No 
  4 
  7 
  11 
  15 
  18 
  20 
  No 
  No 
  No 
  5 
  5 
  9 
  13 
  17 
  19 
  No 
  No 
  No 
  6 
  3 
  7 
  11 
  15 
  18 
  20 
  No 
  No 
  7 
  2 
  5 
  9 
  13 
  17 
  19 
  No 
  No 
  8 
  T 
  3 
  7 
  11 
  15 
  18 
  20 
  No 
  9 
  T 
  2 
  5 
  9 
  13 
  17 
  19 
  No 
  10 
  T 
  T 
  3 
  7 
  11 
  15 
  18 
  20 
  11 
  D 
  T 
  2 
  5 
  9 
  13 
  17 
  19 
  12 
  D 
  T 
  T 
  3 
  7 
  11 
  15 
  18 
  13 
  D 
  D 
  T 
  2 
  5 
  9 
  13 
  17 
  14 
  D 
  D 
  T 
  T 
  3 
  7 
  11 
  15 
  15 
  D 
  D 
  D 
  T 
  2 
  5 
  9 
  13 
  16 
  D 
  D 
  D 
  T 
  T 
  3 
  7 
  11 
  17 
  D 
  D 
  D 
  D 
  T 
  2 
  5 
  9 
  18 
  D 
  D 
  D 
  D 
  T 
  T 
  3 
  7 
  19 
  D 
  D 
  D 
  D 
  D 
  T 
  2 
  5 
  20 
  D 
  D 
  D 
  D 
  D 
  T 
  T 
  3 
  Level 
  Death Ray 
  or Poison 
  Magic 
  Wands 
  Paralysis 
  or Petrify 
  Dragon 
  Breath 
  Spells 
  1 
  11 
  12 
  14 
  16 
  15 
  2-3 
  10 
  11 
  13 
  15 
  14 
  4-5 
  9 
  10 
  13 
  15 
  14 
  6-7 
  9 
  10 
  12 
  14 
  13 
  8-9 
  8 
  9 
  12 
  14 
  13 
  10-11 
  8 
  9 
  11 
  13 
  12 
  12-13 
  7 
  8 
  11 
  13 
  12 
  14-15 
  7 
  8 
  10 
  12 
  11 
  16-17 
  6 
  7 
  10 
  12 
  11 
  18-19 
  6 
  7 
  9 
  11 
  10 
  20 
  5 
  6 
  9 
  11 
  10 
  Cleric Saving Throws 
  Level 
  Death Ray 
  or Poison 
  Magic 
  Wands 
  Paralysis 
  or Petrify 
  Dragon 
  Breath 
  Spells 
  1 
  13 
  14 
  13 
  16 
  15 
  2-3 
  13 
  14 
  13 
  15 
  14 
  4-5 
  12 
  13 
  12 
  15 
  13 
  6-7 
  12 
  12 
  11 
  14 
  13 
  8-9 
  11 
  11 
  10 
  14 
  12 
  10-11 
  11 
  10 
  9 
  13 
  11 
  12-13 
  10 
  10 
  9 
  13 
  11 
  14-15 
  10 
  9 
  8 
  12 
  10 
  16-17 
  9 
  8 
  7 
  12 
  9 
  18-19 
  9 
  7 
  6 
  11 
  9 
  20 
  8 
  6 
  5 
  11 
  8 
  Magic User Saving Throws 
  Level 
  Death Ray 
  or Poison 
  Magic 
  Wands 
  Paralysis 
  or Petrify 
  Dragon 
  Breath 
  Spells 
  1 
  12 
  13 
  14 
  15 
  17 
  2-3 
  11 
  12 
  14 
  15 
  16 
  4-5 
  11 
  11 
  13 
  14 
  15 
  6-7 
  10 
  11 
  12 
  14 
  15 
  8-9 
  9 
  10 
  12 
  13 
  14 
  10-11 
  9 
  9 
  11 
  12 
  13 
  12-13 
  8 
  9 
  10 
  12 
  13 
  14-15 
  7 
  8 
  10 
  11 
  12 
  16-17 
  7 
  7 
  9 
  10 
  11 
  18-19 
  6 
  7 
  8 
  10 
  11 
  20 
  5 
  6 
  8 
  9 
  10 
  Fighter Saving Throws 
  Level 
  Death Ray 
  or Poison 
  Magic 
  Wands 
  Paralysis 
  or Petrify 
  Dragon 
  Breath 
  Spells 
  1 
  13 
  14 
  13 
  16 
  15 
  2-3 
  12 
  14 
  12 
  15 
  14 
  4-5 
  11 
  13 
  12 
  14 
  13 
  6-7 
  11 
  13 
  11 
  13 
  13 
  8-9 
  10 
  12 
  11 
  12 
  12 
  10-11 
  9 
  12 
  10 
  11 
  11 
  12-13 
  9 
  10 
  10 
  10 
  11 
  14-15 
  8 
  10 
  9 
  9 
  10 
  16-17 
  7 
  9 
  9 
  8 
  9 
  18-19 
  7 
  9 
  8 
  7 
  9 
  20 
  6 
  8 
  8 
  6 
  8 
  Thief Saving Throws 
  Opening doors 
      * 2 in 6 
      * Adjusted by Strength 
      * Never less than 1 in 6 
      * Never grater than 5 in 6 
   
  Finding traps 
      * 2 in 6 for dwarfs 
      * 1 in 6 for others 
      * Thieves may use their F&RT skill 
  instead 
   
  Triggering traps 
      * 2 in 6 
      * Damage usually automatic 
      * Monsters may (at DM discretion) 
  never trigger traps 
   
  Finding secret doors 
      * 2 in 6 for elves 
      * 1 in 6 for others 
   Hearing noise 
      * 2 in 6 for demi-
  humans 
      * 1 in 6 for hu-
  mans 
      * Thieves may use 
  their HN skill instead 
  
  Weapon 
  Cost 
  Size Weight Dmg. 
  Axes 
   
   
   
   
  Great Axe 
  14 gp 
  L 
  15 
  1d10 
  Battle Axe 
  7 gp 
  M 
  7 
  1d8 
  Hand Axe 
  4 gp 
  S 
  5 
  1d6 
  Bows 
   
   
   
   
  Shortbow 
  25 gp 
  M 
  2 
  1d6 
     Shortbow Arrow 
  1 sp 
   
  0.1 
   
     Silver* Shortbow Arrow 
  2 gp 
   
  0.1 
   
  Longbow 
  60 gp 
  L 
  3 
  1d8 
     Longbow Arrow 
  2 sp 
   
  0.1 
   
     Silver* Longbow Arrow 
  4 gp 
   
  0.1 
   
  Light Crossbow 
  30 gp 
  M 
  7 
  1d6 
     Light Quarrel 
  2 sp 
   
  0.1 
   
     Silver* Light Quarrel 
  5 gp 
   
  0.1 
   
  Heavy Crossbow 
  50 gp 
  L 
  14 
  1d8 
     Heavy Quarrel 
  4 sp 
   
  0.1 
   
     Silver* Heavy Quarrel 
  10 gp 
   
  0.1 
   
  Daggers 
   
   
   
   
  Dagger 
  2 gp 
  S 
  1 
  1d4 
  Silver* Dagger 
  25 gp 
  S 
  1 
  1d4 
  Swords 
   
   
   
   
  Shortsword 
  6 gp 
  S 
  3 
  1d6 
  Longsword/Scimitar 
  10 gp 
  M 
  4 
  1d8 
  Two-Handed Sword 
  18 gp 
  L 
  10 
  1d10 
  Hammers and Maces 
   
   
   
   
  Warhammer 
  4 gp 
  S 
  6 
  1d6 
  Mace 
  6 gp 
  M 
  10 
  1d8 
  Maul 
  10 gp 
  L 
  16 
  1d10 
  Other Weapons 
   
   
   
   
  Club/Cudgel/Walking Staff 
  2 sp 
  M 
  1 
  1d4 
  Quarterstaff 
  2 gp 
  L 
  4 
  1d6 
  Pole Arm 
  9 gp 
  L 
  15 
  1d10 
  Sling 
  1 gp 
  S 
  0.1 
   
     Bullet 
  1 sp 
   
  0.1 
  1d4 
     Stone 
  n/a 
   
  0.1 
  1d3 
  Spear 
  5 gp 
  M 
  5 
   
     Thrown (one handed) 
   
   
   
  1d6 
     Melee (one handed) 
   
   
   
  1d6 
     Melee (two handed) 
   
   
   
  1d8 
  Armor Type 
  Cost 
  Weight 
  AC 
  No Armor 
  0 gp 
  0 
  11 
  Leather Armor 
  20 gp 
  15 
  13 
  Chain Mail 
  60 gp 
  40 
  15 
  Plate Mail 
  300 gp 
  50 
  17 
  Shield 
  7 gp 
  5 
  +1 
  Weapon 
  Short (+1) 
  Medium (0) Long (-2) 
  Longbow 
  70 
  140 
  210 
  Shortbow 
  50 
  100 
  150 
  Heavy Crossbow 
  80 
  160 
  240 
  Light Crossbow 
  60 
  120 
  180 
  Dagger 
  10 
  20 
  30 
  Hammer 
  10 
  20 
  30 
  Hand Axe 
  10 
  20 
  30 
  Oil or Holy Water 
  10 
  30 
  50 
  Sling 
  30 
  60 
  90 
  Spear 
  10 
  20 
  30 
  Weapon 
  Cost 
  Rate 
  of Fire 
  Attack 
  Penalty 
  Damage 
  Short 
  Range 
  (+1) 
  Medium 
  Range 
  (+0) 
  Long 
  Range 
  (-2) 
  Ballista 
  100 gp 
  1/4 
  -3 
  2d8 
  50' 
  100' 
  150' 
  Battering Ram 
  200 gp 
  1/3 
  +0 
  2d8 
  N/A 
  N/A 
  N/A 
  Onager 
  300 gp 
  1/6 
  -6 
  2d12 
  100' 
  200' 
  300' 
  Trebuchet 
  400 gp 
  1/10 
  -8 
  3d10 
  N/A 
  300' 
  400' 
  Fighter 
  Level 
  Cleric or Thief 
  Level 
  Magic-User 
  Level 
  Monster 
  Hit Dice 
  Attack Bonus 
  NM 
   
   
  less than 1 
  +0 
  1 
  1-2 
  1-3 
  1 
  +1 
  2-3 
  3-4 
  4-5 
  2 
  +2 
  4 
  5-6 
  6-8 
  3 
  +3 
  5-6 
  7-8 
  9-12 
  4 
  +4 
  7 
  9-11 
  13-15 
  5 
  +5 
  8-10 
  12-14 
  16-18 
  6 
  +6 
  11-12 
  15-17 
  19-20 
  7 
  +7 
  13-15 
  18-20 
   
  8-9 
  +8 
  16-17 
   
   
  10-11 
  +9 
  18-20 
   
   
  12-13 
  +10 
   
   
   
  14-15 
  +11 
   
   
   
  16-19 
  +12 
   
   
   
  20-23 
  +13 
   
   
   
  24-27 
  +14 
   
   
   
  28-31 
  +15 
   
   
   
  32 or more 
  +16 
   
  (behind) 
   
   
  0 
   
  7 
  8 
  9 
  5 
  Target 
  6 
  2 
  3 
  4 
   
  1 
   
   
  (in front) 
   
  
  Item 
  Cost 
  Weight 
  Backpack 
  4 gp 
  * 
  Candles, 12 
  1 gp 
  * 
  Chalk, small bag of pieces 
  2 gp 
  * 
  Clothing, common outfit 
  4 gp 
  1 
  Glass bottle or vial 
  1 gp 
  * 
  Grappling Hook 
  2 gp 
  4 
  Holy Symbol 
  25 gp 
  * 
  Holy Water, per vial 
  10 gp 
  * 
  Iron Spikes, 12 
  1 gp 
  1 
  Ladder, 10 ft. 
  1 gp 
  20 
  Lantern, Hooded 
  8 gp 
  2 
  Map or scroll case 
  1 gp 
  ½ 
  Mirror, small metal 
  7 gp 
  * 
  Oil (per flask) 
  1 gp 
  1 
  Paper (per sheet) 
  1 gp 
  ** 
  Pole, 10' wooden 
  1 gp 
  10 
  Quiver or Bolt case 
  1 gp 
  1 
  Rations, Dry, one week 
  10 gp 
  14 
  Rope, Hemp (per 50 ft.) 
  1 gp 
  5 
  Rope, Silk (per 50 ft.) 
  10 gp 
  2 
  Sack, Large 
  1 gp 
  * 
  Sack, Small 
  5 sp 
  * 
  Tent, Large (ten men) 
  25 gp 
  20 
  Tent, Small (one man) 
  5 gp 
  10 
  Thieves' picks and tools 
  25 gp 
  1 
  Tinderbox, flint and steel 
  3 gp 
  1 
  Torches, 6 
  1 gp 
  1 
  Whetstone 
  1 gp 
  1 
  Wineskin/Waterskin 
  1 gp 
  2 
  Winter blanket 
  1 gp 
  3 
  Writing ink (per vial) 
  8 gp 
  * 
  Item 
  Cost 
  Weight 
  Horse, Draft 
  120 gp 
   
  Horse, War 
  200 gp 
   
  Horse, Riding 
  75 gp 
   
  Pony* 
  40 gp 
   
  Pony, War* 
  80 gp 
   
  Bit and bridle 
  15 sp 
  3 lbs. 
  Horseshoes & shoeing 
  1 gp 
  10 lbs. 
  Saddle, Pack 
  5 gp 
  15 lbs. 
  Saddle, Riding 
  10 gp 
  35 lbs. 
  Saddlebags, pair 
  4 gp 
  7 lbs. 
  Vehicle Length x width* Weight 
  Cargo 
  Movement Hardness / HP Cost (gp) 
  Chariot 
  15' x 6' 
  300 lbs 
  750 lbs 
  120' (B) 
  10 / 10 
  400 
  Coach 
  30' x 8' 
  1,000 lbs 2,000 lbs 
  60' (C) 
  6 / 12 
  1,500 
  Wagon 
  35' x 8' 
  2,000 lbs 4,000 lbs 
  40' (D) 
  6 / 16 
  500 
  Vehicle 
  Length x 
  Width 
  Cargo 
  Crew 
  Miles/Day Hardness / HP 
  Cost (gp) 
  Canoe 
  15' x 4' 
  1/2  ton 
  1 
  40' 
  (A) 
  30 
  4 / 4 
  50 
  Caravel 
  55' x 15' 
  75 tons 
  10 
  20' 
  (E) 
  45 
  8 / 75 
  10,000 
  Carrack 
  60' x 20' 
  135 tons 
  20 
  30' 
  (F) 
  50 
  10 / 120 
  20,000 
  Galley, Small 
  100' x 15' 
  210 tons 
  90 
  20' 
  (D) 
  40 / 25 
  8 / 75 
  15,000 
  Galley, Large 
  120' x 20' 
  375 tons 
  160 
  30' 
  (E) 
  45 / 25 
  10 / 120 
  30,000 
  Raft/Barge 
  per 10' x 10' 
  1 ton 
  2 
  40' 
  (B) 
  20 
  6 / 12 
  100 
  Riverboat 
  50' x 20' 
  50 tons 
  10 
  20' 
  (D) 
  30 
  8 / 30 
  3,500 
  Rowboat 
  15' x 6' 
  1 ton 
  1 
  30' 
  (B) 
  25 
  6 / 8 
  600 
  Sailboat 
  40' x 8' 
  5 tons 
  1 
  40' 
  (C) 
  40 
  7 / 20 
  2,000 
  Movement  
  Encounter 
  Movement 
  (Feet per Round) 
  Wilderness 
  Movement 
  (Miles per Day) 
  10' 
  6 
  20' 
  12 
  30' 
  18 
  40' 
  24 
  50' 
  30 
  60' 
  36 
  70' 
  42 
  80' 
  48 
  90' 
  54 
  100' 
  60 
  110' 
  66 
  120' 
  72 
  Terrain  
  Adjustment 
  Jungle, Mountains, 
  Swamp 
  x1/3 
  Desert, Forest, Hills 
  x1/2 
  Clear, Plains, Trail 
  x2/3 
  Road (Paved) 
  x1 
  d12 
  Wind Direction 
  1 
  Northerly 
  2 
  Northeasterly 
  3 
  Easterly 
  4 
  Southeasterly 
  5 
  Southerly 
  6 
  Southwesterly 
  7 
  Westerly 
  8 
  Northwesterly 
  9-12 
  Prevailing wind direction for this locale 
  d% 
  Wind Conditions 
  Sailing 
  01-05 Becalmed 
  x0 
  06-13 Very Light Breeze 
  x1/3 
  14-25 Light Breeze 
  x1/2 
  26-40 Moderate Breeze 
  x2/3 
  41-70 Average Winds 
  x1 
  71-85 Strong Winds 
  x1 1/3 
  86-96 Very Strong Winds 
  x1 1/2 
  97-00 Gale 
  x2 
  Seaman Type 
  Cost 
  Captain 
  300 gp 
  Navigator 
  200 gp 
  Sailor 
  10 gp 
  Rower 
  3 gp 
  
  1 Cure Light Wounds* 
  2 Detect Evil 
  3 Detect Magic 
  4 Light* 
  5 Protection from Evil 
  6 Purify Food and Water 
  7 Remove Fear* 
  8 Resist Cold 
  First Level Clerical Spells 
  1 
  Bless* 
  2 
  Charm Animal 
  3 
  Find Traps 
  4 
  Hold Person* 
  5 
  Resist Fire 
  6 
  Silence 15' radius 
  7 
  Speak with Animals 
  8 
  Spiritual Hammer 
  Second Level Clerical 
  Spells 
  1 
  Continual Light* 
  2 
  Cure Blindness 
  3 
  Cure Disease* 
  4 
  Growth of Animals 
  5 
  Locate Object 
  6 
  Remove Curse* 
  7 
  Speak with Dead 
  8 
  Striking 
  Third Level Clerical 
  Spells 
  1 
  Animate Dead 
  2 
  Create Water 
  3 
  Cure Serious Wounds* 
  4 
  Dispel Magic 
  5 
  Neutralize Poison* 
  6 
  Protection from Evil 10' radius 
  7 
  Speak with Plants 
  8 
  Sticks to Snakes 
  Fourth Level Clerical Spells 
  1 
  Commune 
  2 
  Create Food 
  3 
  Dispel Evil 
  4 
  Insect Plague 
  5 
  Quest* 
  6 
  Raise Dead* 
  7 
  True Seeing 
  8 
  Wall of Fire 
  Fifth Level Clerical 
  Spells 
  1 Animate Objects 
  2 Blade Barrier 
  3 Find the Path 
  4 Heal 
  5 Regenerate 
  6 Restoration 
  7 Speak with Monsters 
  8 Word of Recall 
  Sixth Level Clerical 
  Spells 
  1 
  Charm Person 
  2 
  Detect Magic 
  3 
  Floating Disc 
  4 
  Hold Portal 
  5 
  Light* 
  6 
  Magic Missile 
  7 
  Magic Mouth 
  8 
  Protection from Evil 
  9 
  Read Languages 
  10 Shield 
  11 Sleep 
  12 Ventriloquism 
  First Level Magic-User 
  Spells 
  1 
  Continual Light* 
  2 
  Detect Evil 
  3 
  Detect Invisible 
  4 
  ESP 
  5 
  Invisibility 
  6 
  Knock 
  7 
  Levitate 
  8 
  Locate Object 
  9 
  Mirror Image 
  10 
  Phantasmal Force 
  11 
  Web 
  12 
  Wizard Lock 
  Second Level Magic-User 
  Spells 
  1 Clairvoyance 
  2 Darkvision 
  3 Dispel Magic 
  4 Fireball 
  5 Fly 
  6 Haste* 
  7 Hold Person* 
  8 Invisibility 10‘ radius 
  9 Lightning Bolt 
  10 Protection from Evil 10’ radius 
  11 Protection from Normal Missiles 
  12 Water Breathing 
  Third Level Magic-User Spells 
  1 
  Charm Monster 
  2 
  Confusion 
  3 
  Dimension Door 
  4 
  Growth of Plants* 
  5 
  Hallucinatory Terrain 
  6 
  Ice Storm 
  7 
  Massmorph 
  8 
  Polymorph Other 
  9 
  Polymorph Self 
  10 
  Remove Curse* 
  11 
  Wall of Fire 
  12 
  Wizard Eye 
  Fourth Level Magic-User 
  Spells 
  1 
  Animate Dead 
  2 
  Cloudkill 
  3 
  Conjure Elemental 
  4 
  Feeblemind 
  5 
  Hold Monster* 
  6 
  Magic Jar 
  7 
  Passwall 
  8 
  Telekinesis 
  9 
  Teleport 
  10 
  Wall of Stone 
  Fifth Level Magic-User 
  Spells 
  1 
  Anti-Magic Shell 
  2 
  Death Spell 
  3 
  Disintegrate 
  4 
  Flesh to Stone* 
  5 
  Geas* 
  6 
  Invisible Stalker 
  7 
  Lower Water 
  8 
  Projected Image 
  9 
  Reincarnate 
  10 
  Wall of Iron 
  Sixth Level Magic-User 
  Spells 
  
SOURCE: textdata/thevault/Basic Fantasy/Core Rules/Basic Fantasy DM Screen.pdf