TEXT: Introduction
  1
  
  1
  CompLete RuLes
  By Matthew J. Finch
  Contributors: Dennis Sustare, Bill Webb, Marv Breig, Jason Cone, 
  Allan T. Grohe, Jr., and Jerry Mapes
  Cover Art: Kaos Nest
  Editing: Vicki Potter, Bill Webb, James Maliszewski, Rob Ragas, Jesse 
  Rothacher, Aaron Zirkelbach, Guy Fullerton, and James Redmon
  Interior Art: Abigail Larson, Angela Rizza, Gennifer Bone, Iris 
  Compiet, Jenna Fowler, Martina Lexi, and Kaos Nest
  Layout: Leigh Tuckman
  Art Direction: Stacy Dellorfano
  Additional proofreading and suggestions: Russell Cone, Jim Bobb, 
  Eric Norred, and the Swords & Wizardry forum
   
  Original System and Rules Authors: Dave Arneson and Gary Gygax, 
  with Rob Kuntz and others, with special thanks to Dennis Sustare (for 
  writing the original Druid class), and Joe Fischer for the Ranger.
  Dedicated to E. Gary Gygax (1938-2008)
  and to Jerry Mapes, for his contributions to
  old-school gaming.
  Playtesters: Dennis Sustare, Russell Cone, Christopher “Flambeaux” 
  Cain, Bill Webb, Illés Tamás, Jason Cone, Joe Ross, Stephen Ewing, 
  Brian Lee, Mike Moran, Matthew W. Schmeer, James E. Bobb, 
  Andrew “The Venomous Pao” Trent, Dominik Douville-Bélanger, 
  Greg Backus, Vincent Florio, John January, Colton Jackson, Jens 
  Thuresson, Andreas Olsson, Jesse Rothacher, Charles A. Wright, 
  Michael Shorten, Sean Wills, Paul Fini, Al Krombach, Curtis Brown, 
  Madison Finch, Erol Otus, Ala Fedorova, Atticus Finch, Donovan 
  Chaney, Mike Badolato, Thomas Clark, Tessa Finch, James Redmon, 
  Jillian Webb, Tanner Adams, Jesse Rothacher, Eric Norred… and 
  with profuse apologies to all those who have not been included by 
  dint of the author’s negligence!
  With special thanks to: The Knights and Knaves Alehouse
  www.swordsandwizardry.com
  Copyright © 2008-2016 Matthew J. Finch. All rights reserved. Reproduction without the written permission of the publisher is 
  expressly forbidden. Swords & Wizardry, S&W, and Mythmere Games, are trademarks of Matthew J. Finch. Frog God Games and 
  the Frog God Games logo are trademarks of Frog God Games. Some artwork copyrighted by Necromancer Games. The mention of or 
  reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
  This book uses the supernatural for settings, characters, and themes. All mystical and supernatural elements are fiction and intended for 
  entertainment purposes only. Reader discretion is advised.
  Creative Director: 
  Swords & Wizardry
  Matthew J. Finch
  Art Director
  Charles A. Wright
  CEO
  Bill Webb
  Creative Director: 
  Pathfinder
  Greg A. Vaughan
  Our Man Friday
  Skeeter Green
  
  2
  Table of Contents
  TabLe of
  Contents
  For PLAyers
  Creating a Character .............................................. 6
  Setting up Your Character Sheet .................................................... 6 
  Roll Attribute Scores ....................................................................... 6
  Choose a Character Class ............................................................... 9
  Choose a Character Race ................................................. 
  28
  Multi-Classing in Swords & Wizardry ............................ 
  29
  Choose an Alignment ...................................................... 
  31
  Buy Equipment ................................................................ 
  32
  Calculating Armor Class ................................................. 
  34
  Weight and Movement .................................................... 
  34
  How to Play ................................................. 
  36
  Gaining Experience ......................................................... 
  36
  Saving Throws .................................................................. 
  36
  Time .................................................................................. 
  37
  Combat ....................................................... 
  38
  Initiative and Order of Battle .......................................... 
  38
  The Attack Roll ................................................................ 
  40
  Attack Tables..................................................................... 
  41
  Specific Situations ............................................................ 
  43
  Turning the Undead ........................................................ 
  45
  Damage and Death .......................................................... 
  46
  Healing ............................................................................. 
  46
  Morale ............................................................................... 
  46
  Quick Method for Ascending AC Combat .................... 
  46
  Gameplay Example ..................................... 
  47
  High Level Adventuring ............................. 
  50
  The Stronghold ................................................................. 
  50
  Hiring Followers .............................................................. 
  51
  Magic .......................................................... 
  53
  Magical Research ............................................................. 
  54
  Spell Lists .......................................................................... 
  55
  Spell Descriptions ............................................................ 
  56
  Introduction
  Foreword by Tim Kask ................................................................... 4
  Introduction by Matt Finch ........................................................... 4
  Getting Started ................................................................................ 5
  Common Terms (Abbreviations) .................................................... 5
  For the ReFeree
  Introduction ................................................ 
  79
  Designing the Adventure ............................ 
  80
  Dungeon Adventures .................................. 
  80
  Wilderness Adventures ............................... 
  86
  Special Combat Rules ................................. 
  91
  Mass Combat ................................................................... 
  91
  Siege Combat ................................................................... 
  92
  Aerial Combat .................................................................. 
  93
  Ship Combat .................................................................... 
  95
  Monsters ..................................................... 
  99
  Reading the Monster Descriptions ................................. 
  99
  Monster Descriptions ...................................................... 
  99
  Monsters by Challenge Level .......................................... 
  124
  Creating Monsters ........................................................... 
  125
  Treasure ...................................................... 
  127
  Generating a Random Treasure Hoard .......................... 
  127
  Magic Items ...................................................................... 
  128
  Blank Character Sheet ................................ 
  142
  Legal Appendix ........................................... 
  143
  Index ........................................................... 
  144
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  3
  List of TabLes
  Table 1: Strength .............................................................................
  Table 2: Dexterity ...........................................................................
  Table 3: Constitution ......................................................................
  Table 4: Intelligence ........................................................................
  Table 5: Charisma ...........................................................................
  Table 6: Thieving Skills for Assassins ............................................
  Table 7: Assassin Advancement Table ..........................................
  Table 8: Cleric Advancement Table ..............................................
  Table 9: Druid Advancement Table .............................................
  Table 10: Fighter Parrying Ability ................................................
  Table 11: Fighter Advancement Table ..........................................
  Table 12: Magic-User Advancement Table ..................................
  Table 13: Monk Advancement Table ...........................................
  Table 14: Thieving Skills for Monks ...........................................
  Table 15: Paladin Advancement Table ........................................
  Table 16: Ranger Advancement Table .........................................
  Table 17: Thieving Skills ..............................................................
  Table 18: Non-Human Thief Bonuses Table ..............................
  Table 19: Thief Advancement Table ............................................
  Table 20: General Equipment .....................................................
  Table 21: Transportation .............................................................
  Table 22: Melee Weapons ...........................................................
  Table 23: Missile Weapons ..........................................................
  Table 24: Armor ...........................................................................
  Table 25: Base Movement Rate ...................................................
  Table 26: Indoor, Underground, & City Movement .................
  Table 27: Outdoor Movement .....................................................
  Table 28: Saving Throw Categories ............................................
  Table 29: Cleric, Druid, & Monk Attack Table ........................
  Table 30: Fighter, Paladin, & Ranger Attack Table ..................
  Table 31: Magic-User, Thief, & Assassin Attack Table ..............
  Table 32: Monster Attack Table ..................................................
  Table 33: Turning the Undead ....................................................
  Table 34: Alternate Quick Method of Calculating
  Hits with the Ascending AC System ..........................
  Table 35: Charm Monster ...........................................................
  Table 36: Confusion ....................................................................
  Table 37: Contact Other Plane ...................................................
  Table 38: Monster Summoning I ................................................
  Table 39: Monster Summoning II ..............................................
  Table 40: Monster Summoning III ............................................
  Table 41: Monster Summoning IV .............................................
  Table 42: Monster Summinging V .............................................
  Table 43: Monster Summoning VI ............................................
  Table 44: Monster Summoning VII ...........................................
  Table 45: Passplant .......................................................................
  Table 46: Prismatic Sphere ..........................................................
  Table 47: Druidic Reincarnation ................................................
  Table 48: Reincarnation by Magic-Users ...................................
  Table 49: Sleep .............................................................................
  Table 50: Generating Encounters (Dungeon Levels 1-5) ..........
  Table 51: Generating Encounters (Dungeon Levels 6-10) ........
  Table 52: Dragon Encounters .....................................................
  Table 53: Vehicle Movement Rates .............................................
  6
  7
  7
  7
  7
  9
  10
  11
  13
  15
  15
  17
  19
  20
  21
  23
  25
  25
  25
  32
  32
  33
  33
  33
  34
  34
  34
  37
  41
  41
  42
  42
  45
  46
  57
  58
  59
  67
  67
  67
  67
  67
  68
  68
  68
  70
  72
  72
  74
  84
  84
  84
  86
  Table 54: Encounters in Clear Terrain .......................................
  Table 55: Encounters in Desert Terrain .....................................
  Table 56: Encounters in Forest or Woodland Terrain ............
  Table 57: Encounters in Hills or Mountain Terrain .................
  Table 58: Encounters in River Areas ..........................................
  Table 59: Encounters on the High Seas .....................................
  Table 60: Encounters in Swamp Terrain ....................................
  Table 61: Animal Encounters ......................................................
  Table 62: Draconic Encounters ...................................................
  Table 63: Flying Creature Encounters ........................................
  Table 64: Humankind Encounters .............................................
  Table 65: Humonoid and Giant Encounters ..............................
  Table 66: Miscellaneous Monster Encounters ...........................
  Table 67: Swimming Creature Encounters ................................
  Table 68: Terrain-Specific Encounters .......................................
  Table 69: Undead Encounters .....................................................
  Table 70: Aerial Mobility ............................................................
  Table 71: Aerial Missile Fire ........................................................
  Table 72: Result of Aerial Critical Hits ......................................
  Table 73: Ship Types ....................................................................
  Table 74: Crew and Armaments .................................................
  Table 75: Monster Saving Throws .............................................
  Table 76: Challenge Level Modifications .................................
  Table 77: Experience Point Values by Challenge Level ............
  Table 78: Treasure Trade-Outs ..................................................
  Table 79: Minor Gems & Jewelry .............................................
  Table 80: Medium Gems & Jewelry .........................................
  Table 81: Major Gems & Jewelry ..............................................
  Table 82: Minor Magic Items ....................................................
  Table 83: Medium Magic Items ................................................
  Table 84: Major Magic Items ....................................................
  Table 85: Potions ........................................................................
  Table 86: Scrolls (General) ........................................................
  Table 87: Protection Scrolls .......................................................
  Table 88: Cursed Scrolls ............................................................
  Table 89: Magic Armor & Weapons ........................................
  Table 90: Cursed Armor & Shields ..........................................
  Table 91: Magic Melee Weapon Types .....................................
  Table 92:  Magic Armor Types .................................................
  Table 93: Unique Magic Swords ...............................................
  Table 94: Magic Missile Weapon Types ...................................
  Table 95: Minor Abilities for Melee Weapons .........................
  Table 96: Unusual Weapons .....................................................
  Table 97: Unusual Armor ..........................................................
  Table 98: Remarkable Magic Items (Overview) ......................
  Table 99: Lesser Wands .............................................................
  Table 100: Greater Wands .........................................................
  Table 101: Lesser Rings ..............................................................
  Table 102: Greater Rings ...........................................................
  Table 103: Magic Staffs .............................................................
  Table 104: Lesser Miscellaneous Magic Items .........................
  Table 105: Medium Miscellaneous Magic Items .....................
  Table 106: Greater Miscellaneous Magic Items .......................
  Table 107: Cursed Items ............................................................
  87
  87
  87
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  88
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  90
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  125
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  135
  136
  136
  137
  137
  141
  List of Tables
  
  Introduction
  4
  Foreword
  By Tim Kask, founding editor of The Dragon Magazine
  For thirty-five years, I have been telling role-playing gamers 
  to ignore rules that they do not like. The essence of RPGing 
  is in the story, not the accomplishment of arbitrary goals and 
  benchmarks. We all take part in creating the story; the GM writes 
  an outline, tots up a list of “plot elements,” and then sets the 
  players loose to fill in the details. This has never changed.
  What you hold in your hand are guidelines; this is one set of 
  “rules” that has an internal integrity that makes it work. Is it the 
  only way to play? Certainly not; from the very beginning of role-
  playing GMs have been encouraged to extrapolate and interpret, 
  to make the game their own. If a given rule does not seem “right” 
  to you, then ignore it! Or, better still, change it! Make your game 
  or campaign your own. All GMs need to worry about is keeping 
  a “logical reality” active in their campaigns; the players rely on 
  that logic to find their way through the perils and puzzles of the 
  adventure.
  The truest test of whether or not you are doing it right has 
  always been two-fold: are you having fun, and do your players 
  keep showing up every session? If you can answer yes to either, 
  you’re on the right path. If you can answer in the affirmative 
  to both, you have the “right” of it. From the very conception of 
  RPGing, the whole idea was to have fun. We showed the world a 
  new way to do it, but we never said there was only one way.
  Have fun adventuring.
  Tim Kask July 10, 2010
  Introduction
  In 1975, Gary Gygax (1938-2008) and Dave Arneson 
  (1947-2009) wrote the world’s first fantasy role-playing game, a 
  simple and very flexible set of rules that launched an entirely new 
  genre of gaming. In 1976, the first supplement to these rules was 
  published, with Rob Kuntz as Mr. Gygax’s co-author, along with 
  three other supplements. We call these rules the “Original Game.”
  What you are reading is an unofficial, “restated” version of 
  the rules of the Original Game, created using the Wizards of 
  the Coast Open Game License. It is not an exact reproduction, 
  mainly for legal reasons; but in the 1970s, no group of gamers 
  played precisely the same version of the Original Game anyway. 
  The ‘70s was a decade of freaky improvisation, weird fantasy, and 
  rebellion. And that’s Swords & Wizardry. If that’s how you roll, all 
  the rest is just details.
  The Swords & Wizardry rules are short compared to the 
  multi-paged rule-libraries required to play most modern role-
  playing games, yet this game contains within itself all the seeds 
  and soul of mythic fantasy, the building blocks of vast complexity, 
  the kindling of wonder. The Original Game is so powerful 
  because it is encapsulated in a small formula, like a genie kept 
  imprisoned in the small compass of an unremarkable lamp. Take 
  this framework, and then imagine the hell out of it!
  Enjoy!
  Matt Finch
  “Wizards of the Coast” is a trademark of Wizards of the Coast, Inc., and is used 
  without permission. The authors and publishers of Swords and Wizardry™ are not 
  affiliated with Wizards of the Coast, Inc., and make no claim upon such trademark.
  T
  REASURE and glittering gems; dark places beneath the earth where 
  monsters dwell; magic circles, penta- grams and pentacles; runes of evil import, 
  and iron-banded doors of mouldering oak; wizards of vast power, living in their 
  isolated towers above black seaside cliffs; great-horned demons in their bloody lairs; massive 
  stone idols with jeweled eyes and hieroglyphic pedestals, carved in the distant eons before 
  the young civi- lizations of humankind; strange and glowing orbs, floating in the air above 
  rusted metal grates leading to deeper levels of the underground passageways...
  It is about flying carpets and cursed blades, about hooded priests gathered for unspeakable 
  rites in their forgot- ten temples; it is about adventure and about perilous undertakings, 
  forcing back the evil creatures of Chaos from the borderlands of embattled civilization; it is 
  about battle-scarred warriors and deadly sorcerers...
  It’s about SWORDS & WIZARDRY!
  Introduction
  
  Introduction
  5
  M
  ost likely, you already know basically how this 
  game works. One of you is the “Referee,” who runs 
  the game world: the Referee designs the adventures, 
  makes decisions and dice rolls for the monsters, describes what the 
  characters see, and judges the effects of their actions. The rest of 
  you are the “players,” each of you taking on the role of a “player 
  character” who might be a powerful wizard, a hard-bitten warrior, 
  or any other sort of fantasy avatar representing you in the game 
  world. You do not need to use miniatures, although they can 
  sometimes help clarify who was standing underneath the stone 
  block when it fell, and other such important questions.
  The first step is to complete a character sheet, recording your 
  character’s statistics and equipment; the next step is to sit down around 
  a table with some dice and start playing! Unless, of course, you are the 
  Referee, in which case you will have to prepare the adventure first. 
  There is more for you later on in the book – you are important enough 
  to have whole sections of the rulebook for your use only!
  Dice
  Swords & Wizardry uses several different kinds of dice, 
  abbreviated according to how many sides they have. A four-sided 
  die is called a d4, and if you roll 3 of them (adding the results 
  together), that is written as 3d4. The six-sided die is a d6, the 
  eight-sided die is a d8, the ten-sided die is a d10, the twelve-sided 
  die is a d12, and the twenty-sided die is a d20. 
  When the rules mention d100 (or percentile dice), roll two 
  ten- sided dice, treating the first roll as the “tens” and the second 
  roll as the “ones.” If you were to roll a 7 and then a 3, the result 
  would be 73. A roll of 0 and 0 means a result of “100.”
  CoMMon terMs
  You will discover several common terms (and their 
  abbreviations) while reading. Swords & Wizardry itself is a 
  roleplaying game, short ened to RPG. The Referee may also be 
  known as the Game Master, or GM. As a player, your character 
  will be a player character (PC), while the Referee will provide 
  non-player characters (NPCs). “Experience points” (XP) are 
  the measure of a character’s growing expertise and ability. “Hit 
  Dice” (HD) are the number of dice a character or mon ster rolls 
  to determine total “hit points” (HP), the amount of damage one 
  can handle before becoming incapacitated. “Armor Class” (AC) 
  is a measure of protection against attack. A “Saving Throw” 
  represents the attempt to avoid or mitigate some type of unusual 
  attack. Gold pieces (often just called GP) are the most important 
  me dium of exchange. Do not worry about trying to memorize all 
  this; most of it will be self-evident as you read through.
  Getting Started
  
  Creating a Character
  6
  Y
  our first step as a player is to create a character. A 
  Referee who is just learning the rules should also become 
  familiar with how this part of the game works.
  Setting up Your 
  Character Sheet
  Information about your character goes on a character sheet, 
  which can be a simple sheet of paper, or you can use a pre-printed 
  form. A blank character sheet is included at the back of the book 
  for your convenience, and looks like this:
   
  The blank character sheet provided in this book may be 
  photocopied or otherwise reproduced for personal use, if desired.
  Roll Attribute Scores
  The basic attributes of a character are numbers representing 
  Strength (muscle power), Dexterity (quickness and coordination), 
  Constitution (general health and hardiness), Intelligence 
  (education and IQ), Wis dom (common sense), and Charisma 
  (leadership). The first step to cre ating your character is to roll 
  3d6 for each of the six attribute scores. If this is a long-term 
  game and you want to play a specific character class, the Referee 
  will probably allow you to shift the scores around – in some 
  fashion – if your dice rolls are a disaster for that particular kind of 
  character. Keep in mind that your character will almost certainly 
  have at least one score that is lower than average. 
  This is not a game of armored super-heroes! The great wizards and 
  knights of the world do not begin as superior specimens of human 
  perfection; they are flawed like anyone else. What truly makes 
  heroes of legend, in the end, is not what they were born with; it 
  is what they achieve, in a risky life full of adventure, peril, and 
  courage – and sometimes lots of trickery and guile, too.
  Strength
  Roll 3d6 for your character’s Strength score, and write it 
  on your char acter sheet. High strength lets the character force 
  doors open more eas ily, and allows much more weight (treasure!) 
  to be carried. For Fighters only, high strength gives bonuses 
  to hit and to inflict damage. The table below shows the effects 
  of your character’s Strength score. Write down these bonuses 
  on your character sheet. Strength is the Prime Attribute for 
  Fighters, Paladins, and Rangers, and one of the Prime Attributes 
  for Assassin characters. (The Prime Attribute is important for 
  calculating bonuses to your experience points when you get them 
  and is described later in the rules.)
  *Penalties apply to any character, but only Fighters get the bonuses. The 
  Referee may perhaps choose to allow other classes to have a +1 bo nus, 
  but most certainly no more than that. Your Referee might also rule 
  that only hand-to-hand weapons gain the strength bonus, but the bare- 
  knuckles Original Game allowed Fighters to be deadly archers – and so 
  does Swords & Wizardry.
  CreAting A 
  ChArActer
  N
  ote: If you are already familiar with the Swords 
  & Wizardry Core Rules, you might spot one or two 
  differences between the Core and the Complete 
  Rules. Your Referee will decide if you are simply using the 
  expanded character classes with the Core Rules, or if you are 
  going to adopt the whole set of slightly more complex rules 
  from this book. Either way is fine – it is your game, and there 
  is no “right” or “wrong” way to play it.
  Table 1: Strength
  Score
  To-Hit
   Modifier*
  Damage
   Modifier*
  Open 
  Doors
  Carry Modifier
  (in pounds)
  3-4
  -2
  -1
  1
  -10
  5-6
  -1
  +0
  1
  -5
  7-9
  +0
  +0
  1-2
  +0
  10-12
  +0
  +0
  1-2
  +5
  13-15
  +1
  +0
  1-2
  +10
  16
  +1
  +1
  1-3
  +15
  17
  +2
  +2
  1-4
  +30
  18
  +2
  +3
  1-5
  +50
  Character Name: 
  Class:   
   
   
           Race:     
   
             Gender: 
  Alignment:  
   
   
           Deity:  
   
             Age: 
  Prime Attribute:  
   
           XP Bonus: 
  LEVEL:  
   
   
           Experience Points (XP): 
  Player: 
  STRENGTH:
  ATTRIBUTE BONUSES
  Bonus to Hit (STR): 
  Open Doors (STR): 
  Damage Bonus (STR): 
  Carry Modifier (STR): 
  Bonus to Missiles (DEX): 
  Armor Bonus (DEX): 
  Hit Point Bonus (CON):
  Raise Dead Survival (CON):
  Additional Languages:
  Max # of Special Hirelings: 
  Climb Walls: 
  Hear Sounds: 
  Move Silently: 
  Delicate Tasks: 
  Hide in Shadows: 
  Open Locks: 
  DEXTERITY:
  CONSTITUTION:
  INTELLIGENCE:
  WISDOM:
  CHARISMA:
  HIT POINTS:
  SAVING THROW:
  ARMOR CLASS:
  GOLD & TREASURES:
  WEAPONS
  Weapon: 
   
   
         Damage: 
    To-Hit Bonus:     Range:
  THIEVING SKILLS
  NOTES
  
  Creating a Character
  7
  Dexterity
  Roll 3d6 for your character’s Dexterity score. A high 
  Dexterity score gives your character bonuses when attacking with 
  a bow or other missile weapon, and improves your Armor Class 
  (explained later in the rules), making you harder to hit. Fighters 
  with high enough Dexterity can even parry enemy blows while 
  fighting defensively in battle. Dexterity is the Prime Attribute for 
  Thieves and one of the Prime Attributes for Assassin characters.
   
  *For Fighters, this bonus is in addition to any bonuses for Strength, 
  unless the Referee tells you otherwise.
  Constitution
  Roll 3d6 for your character’s Constitution score. A high 
  Constitution gives your character extra hit points for each hit 
  die. It is not the Prime Attribute for any character class, but those 
  extra hit points can come in very, very handy. Constitution is also 
  used to determine a character’s likelihood of successfully being 
  raised from the dead, or surviving other truly major shocks to 
  the system. (For other shocks, use the same percentage chance as 
  shown for “Raise Dead Survival” on the table below.)
   
  Intelligence
  Roll 3d6 for your character’s Intelligence score. High 
  Intelligence allows a character to speak additional languages, as 
  shown on the table below. Intelligence is the Prime Attribute for 
  Magic-Users, and one of the Prime Attributes for Assassin characters. 
  Only Magic-Users with high Intelligence are able to learn the highest-
  level spells. There are also limitations on how many spells a Magic-
  User can learn, based on the character’s intelligence.
  Available languages include the Common Tongue (known 
  by all characters), Dwarven, Elvish, Dragon, Giantish (which 
  includes ogres), Goblin (which includes orcs), and various 
  other possibilities depending on your Referee’s campaign. The 
  alignments of Law and Chaos have rudimentary “alignment 
  tongues,” allowing simple converse between those who serve the 
  same alignment. One cannot learn the common tongue of an 
  opposing alignment, and Neutrality does not have any sort of 
  alignment common language, although there is a secret druidic 
  language (druids are of Neutral alignment).
  Wisdom 
  Roll 3d6 for your character’s Wisdom score. Wisdom is the 
  Prime Attribute for Clerics or Monks, and one of the two Prime 
  Attributes for Druid characters. If a Cleric has a Wisdom score 
  of 15 or greater, the character gains an additional first-level spell. 
  Note: the potential for a bonus spell is not a feature of the Original 
  Game, but it is a way to give low-level parties a bit more stamina 
  and flexibility during an adventure. Your Referee might choose not 
  to grant the bonus spell, but it is strongly suggested. Any character 
  with a Wisdom score of 13 or higher receives a +5% bonus to all 
  experience point awards. (Clerics with high Wisdom receive both 
  this bonus and any bonus for Wisdom as their Prime Attribute.)
  Charisma 
  Roll 3d6 for your character’s Charisma score. Highly 
  charismatic characters have a better chance to talk their way out 
  of trouble, and can lead more followers than characters with low 
  Charisma. Charisma also limits the number of “special hirelings” 
  your character can attract into service as vassals. This does not 
  mean normal men-at-arms; it means henchmen who are character-
  types: Magic-Users, Clerics and others. Once your character 
  reaches higher levels, you will need those minions! Charisma does 
  not affect the number of regular troops, lantern-bearers, and pack-
  carriers you can employ, although it might affect how loyal they 
  are. Charisma is one of two Prime Attributes for Druid characters. 
  Any character with a Charisma score of 13 or higher receives a 
  +5% bonus to all experience point awards.
  Table 2: Dexterity
  Score
  Missile Weapon To-Hit
  Bonus/Penalty*
  Effect on
  Armor Class
  3-8
  -1
  Worse by 1 point
  9-12
  +0
  None
  13-18
  +1
  Better by 1 point
  Table 3: Constitution
  Score
  Hit Point Modifier
  (per hit die)
  Raise Dead
  Survival
  3-8
  -1
  50%
  9-12
  +0
  75%
  13-18
  +1
  100%
  Table 4: Intelligence
  Score
  Maximum
  Additional
  Languages
  Maximum
  Spell Level
  Chance to
  Understand
  New Spell
  Min/Max
  Number of
  New Spells
  Understand-
  able Per Level
  3-4
  0
  5
  20%
  2/3
  5-7
  0
  5
  30%
  2/4
  8-9
  1
  5
  40%
  3/5
  10
  2
  5
  50%
  4/6
  11
  2
  6
  50%
  4/6
  12
  3
  6
  50%
  4/6
  13
  3
  7
  65%
  5/8
  14
  4
  7
  65%
  5/8
  15
  4
  8
  75%
  6/10
  16
  5
  8
  75%
  6/10
  17
  5
  9
  85%
  7/All
  18
  6
  9
  95%
  8/All
  Table 5: Charisma
  Score
  Maximum Number of Special Hirelings
  3-4
  1
  5-6
  2
  7-9
  3
  10-12
  4
  13-15
  5
  16-17
  6
  18
  7
  
  Creating a Character
  8
  
  Creating a Character
  9
  O
  nce you have rolled up your attribute scores, the next 
  step is to choose a “character class.” The available classes 
  are: Assassin, Cleric, Druid, Fighter, Magic-User, 
  Monk, Paladin, Ranger, and Thief. Your Referee may also have 
  invented other character classes which are available to you. Decide 
  what sort of character you want to play, keeping in mind that 
  certain attribute scores work well with certain character classes. 
  Later you will choose your character’s race and “Alignment,” 
  which is the character’s alliance with Law or Chaos. Some classes 
  can be of any race and alignment, but others have restrictions, so 
  you should be aware of this when you are considering your choice.
  Assassin 
  A
  ssassins are a rare sub-class of Thieves; they are 
  trained killers, members of secret guilds and societies 
  of their kind. As an Assassin, you begin the game as 
  a very minor member of the nearest Assassins’ Guild, a secret 
  organization to which you and your fellow Assassins have given 
  dire oaths and pledges of loyalty. The first rule of the Assassins’ 
  Guild, one might say, is that no one talks about the Assassins’ 
  Guild. You are not an indiscriminate killer for hire, for the guild 
  strictly regulates the actual assassination missions its members 
  are permitted to undertake. As an Assassin-adventurer, you 
  provide your allies with a mixture of thieving skills and combat 
  capabilities, although you are not as proficient with thieving skills 
  as a true Thief, nor are you truly a front-line fighter. However, 
  your ability to disguise yourself can be of great advantage in 
  certain situations, and your ability to use poisons and poisoned 
  weapons can often turn the tide in a desperate combat.
  Choose A
  ChArActer CLAss
  Table 6: Thieving Skills for Assassins
  Level
  Climb Walls (%)
  Delicate Tasks
  and Traps (%)
  Hear Sounds
  Hide in Shadows (%)
  Move Silently (%)
  Open Locks (%)
  3
  85
  15
  3 in 6
  10
  20
  10
  4
  86
  20
  3 in 6
  15
  25
  15
  5
  87
  25
  4 in 6
  20
  30
  20
  6
  88
  30
  4 in 6
  25
  35
  25
  7
  89
  35
  4 in 6
  30
  40
  30
  8
  90
  40
  4 in 6
  35
  45
  35
  9
  91
  45
  5 in 6
  40
  50
  40
  10
  92
  50
  5 in 6
  55
  60
  55
  11
  93
  60
  5 in 6
  65
  70
  65
  12
  94
  70
  5 in 6
  75
  80
  75
  13
  95
  80
  6 in 6
  85
  90
  85
  14+
  Remains at 95
  Remains at 80
  Remains at 6 in 6
  Remains at 85
  Remains at 90
  Remains at 85
  
  Creating a Character
  10
  About Assassins
  Alignment: Assassins must be of Neutral or Chaotic 
  alignment. In the Original Game, Assassins could only be 
  Neutrally aligned, presumably since their allegiance to a guild is 
  similar to the Druidic allegiance to the powers of nature, and they 
  are not indiscriminate in their actions. However, for purposes 
  of Swords & Wizardry, the Referee has the flexibility to allow 
  Chaotic alignments even for player character Assassins. A Chaotic 
  alignment, however, means that a creature is utterly bad, down to 
  the very bones (see the section on “Alignment” later in the book).
  Assassin CLAss Abilities
  Disguise: Assassins can disguise themselves with great 
  skill, allowing them to blend into other groups without causing 
  suspicion. A person of average Intelligence and Wisdom (both 
  scores averaging about 10) has only a 5% chance to see through 
  such a disguise, unless it involves considerable fakery such as 
  posing as a member of the opposite sex. In these cases the base 
  chance to detect the disguise is 10%. These chances will be 
  modified by the Referee to take the observer’s intelligence into 
  account. As a rough guideline, if the observer had the brutish 
  intelligence of an orc or a particularly foolish human, the chance 
  to detect the disguise might drop by 1% or 2%. If the observer 
  were a captain of the guard, a Cleric, a Magic-User, or were 
  otherwise of greater than average mental capacity, the chance to 
  detect such a disguise would increase by 1% to 3%. The Assassin’s 
  disguise is more than just a matter of costume; it encompasses 
  mimicry of speech and behavior as well. However, if the character 
  is impersonating a specific individual, the disguise can only make 
  the Assassin look vaguely similar – anyone at all familiar with 
  the original would spot the imposture immediately. Disguises are 
  more about blending in, mimicking a different social class, and – 
  especially – not being recognized afterwards.
  Magic Items: Assassins can use any magic items usable by 
  Thieves, plus any magic weapons, armor (leather only), and shields.
  Poison: Assassins are able to use poison on their weapons 
  without the risk of making basic errors. Fighters who coat their 
  swords with poison might – just might – make the mistake of 
  absentmindedly rubbing their eyes before remembering to wash 
  the deadly toxin from their hands; Assassins are trained not to 
  fall prey to such basic errors when using poison. Assassins are not, 
  however, trained at concocting poisons; most guilds employ an 
  alchemist for such purposes.
  Thieving Skills: Assassins have skills similar to those of 
  Thieves, but comparable to a Thief two levels lower than the 
  Assassin character. (See the Thief class for an explanation of 
  abilities in the table.)
  Backstab: Assassins may attack from behind with a to-hit 
  bonus of +4, and inflict double damage. This damage multiplier 
  increases at the same level as that of a Thief.
  Establish Guild (14th): At 14th level, the Assassin may 
  establish (or take over) a guild of Assassins. The guild need not be 
  located in a large city, and can even be established as a barony in 
  the wilderness. However, if the new guild is within the territory 
  of an existing guild, there will unquestionably be a battle to the 
  death between them. Assassins’ Guilds do not – ever – share their 
  territory. An existing guild of Assassins will generally not accept 
  the leadership of a new Guildmaster who does not claim that rank 
  by killing the former Guildmaster.
  Table 7: Assassin Advancement Table
  Level*
  Experience Points
  Required for Level
  Hit Dice (d6)**
  Saving Throw
  1
  0
  1
  15
  2
  1,500
  2
  14
  3
  3,000
  3
  13
  4
  6,000
  4
  12
  5
  12,000
  5
  11
  6
  24,000
  6
  10
  7
  48,000
  7
  9
  8
  96,000
  8
  8
  9
  192,000
  9
  7
  10
  275,000
  10
  6
  11
  400,000
  11
  5
  12
  550,000
  12
  5
  13
  700,000
  13
  5
  14
  850,000
  (Guildmaster)
  13 + 1 hp
  5
  15
  1,000,000
  13 + 2 hp
  5
  16
  1,150,000
  13 + 3 hp
  5
  17
  1,300,000
  13 + 4 hp
  5
  18
  1,450,000
  13 + 5 hp
  5
  19
  1,600,000
  13 + 6 hp
  5
  20
  1,750,000
  13 + 7 hp
  5
  21+
  + 150,000 per level
  +1 hp per level
  5
  * Assassins were capped at 13 levels of ability in the Original Game.
  ** Hit points shown for levels after the character no longer gains full hit 
  dice are the total combined number. A 15th level Assassin has 13 HD 
  plus 2 hit points total, not 13 HD plus one hit point gained at 14th level 
  and another 2 hit points gained at 15th.
  T
  he Original Rules did not provide any 
  “automatic kill” ability for Assassins, other than 
  for hired Assassins, as a way of determining 
  success or failure on a mission. The Referee might choose 
  to allow Assassin characters to add the Assassin’s level of 
  experience to damage inflicted by a backstabbing attack.
  Prime Attribute: Dexterity, Strength, and Intelligence all 
  13+ (+5% experience bonus)
  Hit Dice: 1d6/level (Gains 1 hp/level after 13th.)
  Armor/Shield Permitted: Leather armor only, shield 
  permitted.
  Weapons Permitted: Any.
  Race: Only humans may be Assassins.
  
  Creating a Character
  11
  CLeric 
  C
  lerics are armored warrior-priests (or -priestesses) 
  who serve Law or Chaos. Most Clerics have a patron 
  deity or serve a particular religion, although the unified 
  power of Law is paramount for Lawful Clerics and has an 
  existence in and of itself. You are a champion of your faith and 
  moral alignment. You might be a shining knight of the faith, an 
  exorcist of demons, or a sinister witch-hunter. Because most of 
  a Cleric’s abilities are oriented toward healing and protecting, 
  Clerics tend to play a support role during combat: backing up the 
  front line, but able to stand shoulder to shoulder with the party’s 
  Fighters if the need arises – at least for a while. As your Cleric 
  grows in power and reputation, the character might establish a 
  stronghold for the faith: a fortified monastery, a soaring cathedral 
  in the wilderness, or whatever strikes the Cleric as the best way 
  to protect and serve a growing flock of acolytes and loyal peasant 
  followers.
  * Hit points shown for levels after the character no longer gains full hit dice 
  are the total combined number. An 11th level Cleric has 9HD plus 2 hit 
  points total, not 9HD plus one hit point gained at 10th level and another 2 
  hit points gained at 11th.
  ** Clerics continue to gain spells after 21st level according to the same pattern.
  CLeric CLAss Abilities
  Spell Casting: Clerics cast “divine” spells from a specific 
  list, with numbers as per the Cleric Advancement table. Clerics 
  of specific deities might have different lists of available spells, 
  designed by the Referee. Each day, the Cleric selects and prays for 
  a particular set of spells, choosing any spells from the standard 
  list. Once a spell is cast it cannot be cast again until the next day, 
  unless the Cleric has prepared (prayed for) the spell more than 
  once.
  Banishing Undead: Lawful Clerics can “turn” undead 
  monsters (see “Turning the Undead” in the Combat Section), 
  making them flee from the Cleric’s holiness. Whether Chaotic 
  Clerics can affect undead at all is up to the Referee.
  Saving Throw Bonus: Clerics gain a +2 bonus on saving 
  throw rolls against being paralyzed or poisoned.
  Religious Stronghold (9th level): At ninth level, a Cleric 
  character may establish a stronghold and attract a body of men-
  at-arms who will swear fealty to the character as loyal (or perhaps 
  even fanatical) soldiers and retainers.
  Prime Attribute: Wisdom, 13+ (+5% experience bonus)
  Hit Dice: 1d6/level (Gains 1 hp/level after 9th.)
  Armor/Shield Permitted: Any.
  Weapons Permitted: Blunt weapons only (club, flail, 
  hammer, mace, staff, etc.). No missile weapons, other than 
  oil or slings if the Referee permits.
  Race: Half-elves and Humans may be Clerics.
  Table 8: Cleric Advancement Table
  Level
  Experience 
  Points
  Required 
  for Level
  Hit 
  Dice 
  (d6)*
  Saving 
  Throw
  Number of Spells
  (by level)
  1
  2
  3
  4
  5
  6
  7
  1
  0
  1
  15
  -
  -
  -
  -
  -
  -
  -
  2
  1,500
  2
  14
  1
  -
  -
  -
  -
  -
  -
  3
  3,000
  3
  13
  2
  -
  -
  -
  -
  -
  -
  4
  6,000
  4
  12
  2
  1
  -
  -
  -
  -
  -
  5
  12,000
  5
  11
  2
  2
  -
  -
  -
  -
  -
  6
  24,000
  6
  10
  2
  2
  1
  1
  -
  -
  -
  7
  48,000
  7
  9
  2
  2
  2
  1
  1
  -
  -
  8
  100,000
  8
  8
  2
  2
  2
  2
  2
  -
  -
  9
  170,000
  9
  7
  3
  3
  3
  2
  2
  -
  -
  10
  240,000
  9 + 1 hp
  6
  3
  3
  3
  3
  3
  -
  -
  11
  310,000
  9 + 2 hp
  5
  4
  4
  4
  3
  3
  -
  -
  12
  380,000
  9 + 3 hp
  4
  4
  4
  4
  4
  4
  1
  -
  13
  450,000
  9 + 4 hp
  4
  5
  5
  5
  4
  4
  1
  -
  14
  520,000
  9 + 5 hp
  4
  5
  5
  5
  5
  5
  2
  -
  15
  590,000
  9 + 6 hp
  4
  6
  6
  6
  5
  5
  2
  -
  16
  660,000
  9 + 7 hp
  4
  6
  6
  6
  6
  6
  3
  -
  17
  730,000
  9 + 8 hp
  4
  7
  7
  7
  6
  6
  3
  1
  18
  800,000
  9 + 9 hp
  4
  7
  7
  7
  7
  7
  4
  1
  19
  870,000
  9
  + 10 hp
  4
  8
  8
  8
  7
  7
  4
  2
  20
  940,000
  9
  + 11 hp
  4
  8
  8
  8
  8
  8
  5
  2
  21+
  + 70,000 
  per level
  +1 hp 
  per level
  4
  9
  9
  9
  8
  8
  5
  3
  
  Creating a Character
  12
  and lore than upon the faith, devotional, and crusading aspects 
  which are so crucial to the power of a true Cleric of Law or Chaos.
  Druidic Hierarchy: The Druid character is a member of 
  a Druidic Order (or the Druidic Order, if there is only one), 
  a hierarchy of power and authority – essentially a pyramid – 
  culminating in the person of the Grand Druid. This august and 
  mysterious personage is the ultimate leader of all Druids in the 
  Order. There might be more than one Grand Druid, each ruling 
  different far-flung regions, but in the specific locale where a Druid 
  character begins play, there is, and can be, only one. Moreover, in 
  this area (however large or restricted it might be) there are limited 
  numbers of Druids who may serve in the less-lofty positions of the 
  hierarchy as well. The levels of druidism represent the sequential 
  introduction to higher knowledge – secrets that are dangerous 
  for those of lesser power to know – and also the initiation of 
  the Druid into increasingly smaller “circles” of higher-ranking 
  druids. Once a Druid reaches eleventh level, having learned the 
  full scope of the mysteries of druidism, the character gains the 
  title of Druid. (This is just a title in the order; obviously, the 
  character has been a “druid” since the beginning.) Gaining the 
  position of an Archdruid, or rising to the highest authority of 
  the Grand Druid, requires more than just gaining the necessary 
  experience points; it requires supplanting the current holder of 
  that position. If the Druid character cannot challenge and defeat 
  one of the current Archdruids (to gain 12th level), or the current 
  Grand Druid (to gain 13th level), the character cannot advance to 
  the higher level without departing from the true order of druids 
  and becoming an outcast. The nature and “rules” of the druidic 
  challenge are kept a deep secret from all non-druids. Losing a 
  druidic challenge causes a loss of experience points to beginning 
  of the level of advancement below the challenger’s current level, so 
  Druid 
  D
  ruids are part of a mysterious religious order of 
  priests and priestesses who worship and serve the 
  powers of nature. As a Druid, you have great reverence 
  for the natural world, and are more comfortable with plants and 
  animals than with other people. You can cast spells to talk with 
  wildlife, or enlist animals and even plants as your allies; but you 
  are also an able fighter in defense of your forest and your friends. 
  You share some characteristics with Fighters, Clerics, and Magic-
  Users, but are not as strong as those classes in their own specialties. 
  However, you are better in physical combat than a Magic-User, while 
  still having some healing ability and offensive spell power. Some of 
  your nature spells are unlike anything a Cleric or Magic-User can 
  cast. You are ready to extend the balance of nature to human affairs, 
  and have little tolerance for those who go to excess either for good or 
  evil, Law or Chaos. You keep your rituals secret, and prefer to live in 
  the wilderness rather than in cities. Your ability to control fire helps 
  to protect your sacred groves, but also can be effective in battle. One 
  day, when you gain all your powers, you might choose to leave the 
  life of adventuring and retreat to the ancient forests, never to be seen 
  again. Or you might choose to establish a druidic citadel in a forest, 
  around a newly-raised henge of stones. The decision is yours.
  About Druids
  Alignment: Druid characters must begin with a Neutral 
  alignment. Separate druidic-oriented orders might exist, but  
  these would draw their powers not entirely from nature and not  
  entirely from the powers of Law or Chaos. A trade-off of some 
  kind would have been made, resulting in something druidic 
  but not Druid. Chaotic “druids” conduct human sacrifices and 
  their deeds are dark indeed, drawing strength from ancient and 
  best-forgotten Cthonic chaos-beings steeped in earth and blood. 
  Lawful “druids” are even less common, for Chaos has a stronger 
  link to the wild places of the earth than do the powers of Law, but 
  such Lawful “druids” also exist, often setting themselves against 
  the darker, fallen druidic orders. Again, however, the members of 
  such orders are merely druidic – they differ in subtle ways from 
  the true Druids represented by the character class.
  Mistletoe: A sprig of mistletoe serves for Druids much as 
  a holy symbol serves for Clerics, but is even more important. 
  A Druid can barely cast spells at all without the mystical or 
  symbolic connection provided by the mistletoe sprig. The 
  connection of a Druid to nature is not the same as the Cleric’s 
  connection to a divine being; it is inherently more inchoate, less 
  focused, and more diverse. Although Druids are considered a sub-
  class of Clerics, their magic bears some partial similarities to that 
  of Magic-Users: they require more of a symbolic focus, more of a 
  ritualistic style of casting, and rely to a greater degree on learning 
  Prime Attribute: Wisdom and Charisma, both 13+ (+5% 
  experience bonus)
  Hit Dice: 1d6/level (Gains 1 hp/level after 9th.)
  Armor/Shield Permitted: leather armor, wooden shield. 
  Weapons Permitted: dagger, sickle-shaped sword (treat as 
  short sword), spear, sling, oil.
  Race: Only humans may be Druids.
  
  Creating a Character
  13
  it is a grave setback. (For example, an unsuccessful challenger for 
  the rank of Archdruid would be reduced to the beginning of 10th 
  level.) However, a determined Druid may gain more experience 
  and then return to challenge again, as many times as he or she 
  needs or desires.
  The Grand Druid himself may continue to gain levels, 
  although the progression and benefits gained from these levels 
  are minor – the character has already learned the significant 
  mysteries, and all that remains is to refine and polish the use of 
  this knowledge. A Druid who has lost a challenge, regained the 
  necessary experience to make another, and then declines to make 
  that challenge, becomes an outcast. Such druids can continue to 
  advance in levels, but those who forgo the challenges and strike 
  out on their own path are forever separated from the protection, 
  assistance, and community of the druidic hierarchy. They are 
  considered, for all intents and purposes, to be renegades. In rare 
  cases, a Druid who declines to challenge may be accepted into 
  the hierarchy instead of becoming a renegade if the Druid swears 
  an oath never to further seek a place in the druidic leadership. At 
  that time the Druid would become a counselor, and/or an agent of 
  the Grand Druid, and gain a title such as “Counselor of Forests” 
  rather than becoming a renegade.
  Druid CLAss Abilities
  Spell Casting: Druids cast spells from a specific list, with 
  numbers as per the Druid Advancement Table. Each day, the 
  Druid selects and prays for a particular set of spells, choosing 
  any spells from the standard Druid spell list. Once a spell is cast, 
  it cannot be cast again until the next day, unless the Druid has 
  prepared (prayed for) the spell more than once.
  Saving Throw Bonus: Druids gain a +2 bonus on saving 
  throw rolls against fire.
  First Mysteries (2nd): The “First Mysteries” that a Druid 
  learns at second level grant a variety of abilities to the character. 
  The second-level Druid can determine whether water is pure; 
  identify any type of normal plant by sight, smell, or taste; and 
  move easily through non-magical undergrowths, including 
  thorns or heavy vines.
  Shape Change (5th): At fifth level, the Druid can change 
  shape into the form of an animal. The animal’s size can range 
  from that of a crow to that of a black bear (but not a huge bear 
  such as a grizzly or polar bear). The druid can change into as 
  Table 9: Druid Advancement Table
  Level*
  Experience Points
  Required for Level
  Hit Dice (d6)**
  Saving 
  Throw
  Role in Hierarchy
  Number of Spells
  (by level)***
  1
  2
  3
  4
  5
  6
  7
  1
  0
  1
  15
  None
  1
  -
  -
  -
  -
  -
  -
  2
  2,000
  2
  14
  Initiate of the First Mysteries
  2
  1
  -
  -
  -
  -
  -
  3
  4,000
  3
  13
  Second Mysteries
  3
  1
  -
  -
  -
  -
  -
  4
  8,000
  4
  12
  Third Mysteries
  3
  1
  1
  -
  -
  -
  -
  5
  13,000
  5
  11
  Fourth Mysteries
  3
  2
  1
  -
  -
  -
  -
  6
  20,000
  6
  10
  Fifth Mysteries
  3
  2
  2
  -
  -
  -
  -
  7
  40,000
  7
  9
  Sixth Mysteries
  4
  2
  2
  1
  -
  -
  -
  8
  60,000
  8
  8
  Seventh Mysteries
  4
  3
  2
  1
  -
  -
  -
  9
  90,000
  9
  7
  Eighth Mysteries
  4
  3
  3
  2
  -
  -
  -
  10
  130,000
  9 + 1 hp
  6
  Ninth Mysteries
  5
  3
  3
  2
  1
  -
  -
  11
  200,000
  9 + 2 hp
  5
  Druid
  5
  3
  3
  3
  2
  1
  -
  12
  400,000
  9 + 3 hp
  4
  Archdruid (or Renegade Druid)
  5
  4
  4
  4
  3
  2
  1
  13
  800,000
  9 + 4 hp
  4
  The Grand Druid (or Renegade Druid
  6
  5
  5
  4
  4
  3
  2
  14
  950,000
  9 + 5 hp
  4
  Grand Druid (or Renegade Druid)
  7
  5
  5
  4
  4
  3
  2
  15
  1,100,000
  9 + 6 hp
  4
  Grand Druid (or Renegade Druid)
  7
  6
  5
  4
  4
  3
  2
  16
  1,250,000
  9 + 7 hp
  4
  Grand Druid (or Renegade Druid)
  7
  6
  6
  4
  4
  3
  2
  17
  1,400,000
  9 + 8 hp
  4
  Grand Druid (or Renegade Druid)
  8
  6
  6
  5
  4
  3
  2
  18
  1,550,000
  9 + 9 hp
  4
  Grand Druid (or Renegade Druid)
  8
  7
  6
  5
  5
  3
  2
  19
  1,700,000
  9 + 10 hp
  4
  Grand Druid (or Renegade Druid)
  9
  8
  6
  5
  5
  3
  2
  20
  1,850,000
  9 + 11 hp
  4
  Grand Druid (or Renegade Druid)
  9
  8
  7
  5
  5
  3
  2
  21+
  + 150,000 per level
  + 1 hp per level
  4
  Grand Druid (or Renegade Druid)
  9
  8
  7
  6
  6
  3
  2
  * Druids were capped at 13 levels of ability in the Original Game.
  ** Hit points shown for levels after the character no longer gains full hit dice are the total combined number. An 11th level druid has 9HD plus 2 hit
  points total, not 9HD plus one hit point gained at 10th level and another 2 hit points gained at 11th.
  *** Druids continue to gain spells after 21st level according to the same pattern. Note that no more 6th- or 7th-level spells are added after the Druid is 13th level.
  
  Creating a Character
  14
  Fighter 
  Y
  ou are a warrior, trained in battle and in the use of 
  armor and weapons. Perhaps you are a ferocious Viking 
  raider, a roaming samurai, a dashing swashbuckler, a 
  deadly swordswoman, or a chivalrous knight. Whatever type of 
  Fighter you choose to play, you will probably end up on the front 
  lines of your adventuring party – going toe-to-toe with dragons, 
  goblins, and evil cultists, hacking your way through them and 
  taking the brunt of their attacks. The Fighter character is best-
  equipped of all the character classes to dish out damage and 
  absorb it, too. Clerics heal and Magic-Users cast spells, but the 
  down-and-dirty, hack-and-slash work is generally up to you. You 
  are going to serve as the party’s sword and shield, protecting the 
  weaker party members and taking down the enemies before you. 
  Perhaps one day they will tell legends of your battle prowess, and 
  followers will flock to your castle stronghold where you revel in 
  your fame, riches, and newly earned nobility. Fail, of course, and 
  you will die, just another forgotten warrior in a dangerous world. 
  It should go without saying that female Fighters are as deadly and 
  as skillful as their male counterparts – and in the fantasy worlds 
  of Swords & Wizardry, they are also much more common than in 
  the history of our own world.
  many as three different animal forms per day – one from each 
  category of reptile, mammal, and bird – but only once for each 
  form within a single day. When the Druid shapeshifts, 1d6 x 
  10% of any lost hit points are cured in the transformation.
  Immunity to Fey Charms (5th): Also at fifth level, the 
  Druid becomes completely immune to the charms of dryads, 
  naiads, satyrs, and other such fey creatures of the wild woods 
  and rivers.
  Magic Items: Druids are able to use any magical item Clerics 
  can, with the exception of Clerical-spell scrolls.
  Secret Language: The druidic hierarchy speaks a secret 
  language known to all true (neutral) Druids.
  Druidic Stronghold (11th): Upon reaching 11th level, 
  a Druid may build a stronghold in the wilderness, usually 
  comprised of a stone circle and/or other megaliths, one or 
  more groves, and a fortress redoubt of some kind to protect 
  the area. Such isolated strongholds often serve as informal 
  academies for aspirant Druids-in-training, or as fortresses sited 
  to defend wilderness areas threatened by Law or Chaos. A Druid 
  who establishes such a stronghold will gather supporters and 
  followers, although many of these will not be human.
  Prime Attribute: Strength, 13+ (+5% experience bonus) 
  Hit Dice: 1d8/level (Gains 2 hp/level after 9th.)
  Armor/Shield Permitted: Any
  Weapons Permitted: Any
  Race: Any
  
  Creating a Character
  15
  Fighter CLAss Abilities
  Multiple Attacks: Against creatures with 1HD or less, a 
  Fighter makes one attack per level each round.
  Parry: Fighters with a Dexterity score of 14 or better can 
  fight on the defensive, parrying enemy blows and dodging attacks, 
  as shown on the table below.
  Strength Bonuses: Unlike most other character classes, Fighters 
  with a high Strength can have bonuses to hit and on damage.
  Establish Stronghold (9th): At ninth level, a Fighter may 
  establish a stronghold and attract a body of men-at-arms who 
  will swear their loyalty to the character as their liege Lord (or 
  Lady). Most likely, the castle will attract peasants seeking safe 
  places to establish homes, and the Fighter will become more 
  powerful and influential as the number of such followers increases. 
  The stronghold will likely be a small territory carved from the 
  wilderness, held as a freehold by the self-ennobled character.
  Table 11: Fighter Advancement Table
  Level
  Experience Points Required for Level
  Hit Dice (d8)*
  Saving Throw
  1
  0
  1
  14
  2
  2,000
  2
  13
  3
  4,000
  3
  12
  4
  8,000
  4
  11
  5
  16,000
  5
  10
  6
  32,000
  6
  9
  7
  64,000
  7
  8
  8
  128,000
  8
  7
  9
  256,000
  9
  6
  10
  350,000
  9 + 2 hp
  5
  11
  450,000
  9 + 4 hp
  4
  12
  550,000
  9 + 6 hp
  4
  13
  650,000
  9 + 8 hp
  4
  14
  750,000
  9 + 10 hp
  4
  15
  850,000
  9 + 12 hp
  4
  16
  950,000
  9 + 14 hp
  4
  17
  1,050,000
  9 + 16 hp
  4
  18
  1,150,000
  9 + 18 hp
  4
  19
  1,250,000
  9 + 20 hp
  4
  20
  1,350,000
  9 + 22 hp
  4
  21+
  + 100,000 per level
  + 2 hp per level
  4
  * Hit points shown for levels after the character no longer gains full hit dice are the total combined number. An 11th level Fighter has 9HD plus 4 hit 
  points total, not 9HD plus 2 hit points gained at 10th level and another 4 hit points gained at 11th.
  Table 10: Fighter Parrying Ability
  Dexterity Score
  Penalty to Enemy Attacks
  15
  -1
  16
  -2
  17
  -3
  18
  -4
  
  Creating a Character
  16
  Magic-User 
  A
  s a Magic-User, you are a figure of mystery and a 
  student of mysteries, steeped in ancient and arcane 
  knowledge. You have studied long hours deep into the 
  candlelit nights, delving into the parchment pages of cobweb-
  covered magic tomes, learning the intricacies of magical circles 
  and runes, the strange significances of the stars and moons, the 
  disquieting theories of mad philosophers, and above all, the 
  casting of magic spells. You can be a truly devastating opponent 
  as long as your fellow adventurers protect you from physical 
  combat, in which you are the weakest of all the character classes: 
  completely untrained in the use of armor, barely adequate with 
  even the simplest weapons, and having fewer hit points than most 
  other members of an adventuring expedition. You are not limited 
  to the role of providing the party with offensive spells, though, 
  for your spellbook provides an array of other spells that can be 
  critical for surviving the perils of dungeons, lost temples, and 
  other such places where you might venture in search of treasure 
  and knowledge. If you succeed in such forays into the wild and 
  dangerous places of the world, you might eventually rise to such 
  heights of power that you can build a mystically protected tower 
  for your researches, create fabulous magic items, and scribe new 
  formulae for hitherto unknown spells. Such great Archmages 
  can sway the politics of kingdoms, commanding respect and fear 
  across the realms.
  Magic-User CLAss Abilities
  Spell Casting: Unlike the Cleric, a Magic-User owns a book 
  of spells, which does not necessarily include all of the spells on 
  the standard lists. Reading from this book, Magic-Users force 
  selected spell formulae into their minds, “preparing” as many 
  spells as the Magic-User can mentally sustain. (It is possible to 
  prepare a spell multiple times using the available “slots” in the 
  Magic-User’s memory and mental capability.) Once a prepared 
  spell is cast, it disappears from the Magic-User’s ability to cast, 
  until it is prepared again. If a Magic-User finds scrolls of spells 
  while adventuring, these spells can be added to the Magic-User’s 
  spellbook.
  Knowing Spells: In Swords & Wizardry, a beginning Magic-
  User’s spellbook contains as many of the eight basic first level 
  spells as the neophyte character can know. Check each spell to 
  see if the Magic-User can learn and know it, using the “Learn 
  Spells” column on the table in the description of the Intelligence 
  attribute. Each time the magician gains a level (if the Referee 
  permits) he or she may re-check the spells not understood before, 
  to see if increased experience has granted new understanding – 
  although the Maximum Number of Basic Spells Understandable 
  (from the Intelligence Table) is still the upper limit. A Magic-User 
  would also still need to find and copy these new spells into his 
  or her spellbook. The same procedure applies to each higher spell 
  level; a wizard must find the higher-level spells in dungeons or 
  musty libraries and copy them into a spellbook, or trade copies 
  with other Magic-Users. New and unusual spells outside the 
  basic lists are not part of the “maximum number” of knowable 
  spells, although they still require a roll to see if a Magic-User can 
  understand one. (Such spells are rare and seldom traded.) New 
  spells that a wizard researches and creates personally are also not 
  subject to the maximum allowable number of regular spells.
  Saving Throw Bonus: Magic-Users gain a bonus of +2 on 
  all saving throw rolls against spells, including spells from magic 
  wands and staffs.
  Wizard’s Tower (11th): At 11th level, a Magic-User gains 
  the title of “wizard,” and can build a stronghold to contain the 
  necessary libraries and laboratories of a high level mage. Such a 
  powerful sorcerer will attract a mixed bag of mercenaries, strange 
  servants (some with odd abilities and deformities), and perhaps 
  even a few monsters. This colorful crew will swear fealty and 
  serve the wizard with considerable (but not unlimited) loyalty. In 
  general, such a freehold will encompass a small territory around 
  the tower as well – whatever quantity of wilderness the Magic-
  User chooses to tame and protect.
  Prime Attribute: Intelligence, 13+ (+5% experience bonus) 
  Hit Dice: 1d4 (Gains 1 hp/level after 11th level.)
  Armor/Shield Permitted: None.
  Weapons Permitted: Dagger, staff, and darts.
  Race: Elves, Half-elves and Humans may be Magic-Users.
  
  Creating a Character
  17
  Table 12: Magic-User Advancement Table
  Level
  Experience Points Required for Level
  Hit Dice (d4)*
  Saving Throw
  Number of Spells
  (by level)**
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  0
  1
  15
  1
  -
  -
  -
  -
  -
  -
  -
  -
  2
  2,500
  2
  14
  2
  -
  -
  -
  -
  -
  -
  -
  -
  3
  5,000
  3
  13
  3
  1
  -
  -
  -
  -
  -
  -
  -
  4
  10,000
  4
  12
  4
  2
  -
  -
  -
  -
  -
  -
  -
  5
  20,000
  5
  11
  4
  2
  1
  -
  -
  -
  -
  -
  -
  6
  35,000
  6
  10
  4
  2
  2
  -
  -
  -
  -
  -
  -
  7
  50,000
  7
  9
  4
  3
  2
  1
  -
  -
  -
  -
  -
  8
  75,000
  8
  8
  4
  3
  3
  2
  -
  -
  -
  -
  -
  9
  100,000
  9
  7
  4
  3
  3
  2
  1
  -
  -
  -
  -
  10
  200,000
  10
  6
  4
  4
  3
  2
  2
  -
  -
  -
  -
  11
  300,000
  11
  5
  4
  4
  4
  3
  3
  -
  -
  -
  -
  12
  400,000
  11 + 1 hp
  5
  4
  4
  4
  4
  4
  1
  -
  -
  -
  13
  500,000
  11 + 2 hp
  5
  5
  5
  5
  4
  4
  2
  -
  -
  -
  14
  600,000
  11 + 3 hp
  5
  5
  5
  5
  4
  4
  3
  1
  -
  -
  15
  700,000
  11 + 4 hp
  5
  5
  5
  5
  5
  4
  4
  2
  -
  -
  16
  800,000
  11 + 5 hp
  5
  5
  5
  5
  5
  5
  5
  2
  1
  -
  17
  900,000
  11 + 6 hp
  5
  6
  6
  6
  5
  5
  5
  2
  2
  -
  18
  1,000,000
  11 + 7 hp
  5
  6
  6
  6
  6
  6
  5
  2
  2
  1
  19
  1,100,000
  11 + 8 hp
  5
  7
  7
  7
  6
  6
  6
  3
  2
  2
  20
  1,200,000
  11 + 9 hp
  5
  7
  7
  7
  7
  7
  7
  3
  3
  2
  21+
  + 100,000 per level
  + 1 hp per level
  5
  8
  8
  8
  7
  7
  7
  4
  3
  3
  * Hit points shown for levels after the character no longer gains full hit dice are the total combined number. A 13th level Magic-User has 11 HD plus 
  2 hit points total, not 11 HD plus 1 hit point gained at 12th level and another 2 hit points gained at 13th.
  ** Magic-Users continue to gain spells after 21st level according to the same pattern.
  
  Creating a Character
  18
  Monk 
  A
  s a Monk, you are a seeker after enlightenment, a 
  member of an ascetic religious order pursuing mental, 
  spiritual, and physical perfection. You are deadly 
  with all weapons, and an expert in complex forms of unarmed 
  combat. Although Monks do not wear armor, they improve in 
  armor class as they gain levels, due to a higher and higher degree 
  of both enlightenment and martial artistry. Monks are relatively 
  weak at lower levels, but at higher levels they approach the power 
  of higher-level Magic-Users, although in a much different way. 
  Various stages of enlightenment grant Monks a wide variety of 
  abilities; if you are playing a Monk character you will have to 
  familiarize yourself with these before you start playing.
  Note that Monks are an extremely powerful character class, 
  and are allowed only at the discretion of the Referee.
  About Monks
  Alignment: Monks may be of any alignment, although most 
  are disciples of Law.
  Charity: All treasure other than the bare minimum of 
  what is needed to maintain the Monk and any followers must be 
  donated to charities.
  Magic Items: Monks cannot use potions; the only magic 
  items they can use are weapons and magic rings.
  Monk CLAss Abilities
  Weapon Damage Bonus: Monks inflict an additional point 
  of damage at second level when using weapons, and this bonus 
  increases every other level (+2 at fourth level, +3 at sixth level) up 
  to a maximum of +5 at tenth level.
  Deadly Strike: When the Monk’s attack roll is 5 higher than 
  the required to hit number, the target has a 75% chance to be 
  stunned by the blow for 2d6 rounds. Moreover, the mystic perfection 
  of the blow also has a 25% chance to kill the opponent, provided the 
  opponent’s hit dice are no more than 1 higher than the Monk’s.
  Multiple Attacks: When fighting without weapons, the 
  Monk gains additional attacks during a single melee round. (See 
  Monk Advancement Table.)
  Alertness: Monks are not easily attacked by surprise. A party 
  containing a Monk is unlikely to be surprised, with only a 1 in 6 
  chance.
  Deflect Missiles: The Monk can deflect arrows and magic 
  missile spells with a successful saving throw.
  Slow Falling: At fifth level, Monks can fall up to 20 ft with 
  no damage if they can touch a wall. This distance increases to 40 
  feet at eighth level and any distance at eleventh level.
  Saving Throw Bonus: Monks gain a +2 bonus against 
  paralysis and poisons.
  Speak with Animals (4th): The Monk can speak with normal 
  animals, in a manner similar to the spell of the same name.
  Mastery of Silence (5th): The Monk can enter a state of perfect 
  catatonia, stopping his or her own heart to simulate death. The 
  character can maintain this state for 1d6 x 10 minutes x monk’s level.
  Mastery of Mind (6th): The Monk’s thoughts become so 
  serene and placid that any attempt at mind reading has a 90% 
  chance of failure. The failure chance increases by 1% per monk’s 
  level above sixth, rising to 100% at level 16, when the Monk’s 
  mind is completely at one with the surrounding environment.
  Mastery of Body (7th): The Monk can heal himself by 
  1d6+1 hit points once per day. Each level above seventh adds an 
  additional hit point to the healing.
  Prime Attribute: Wisdom, 13+ (+5% experience bonus) 
  Hit Dice: 1d4 (Gains 1 hp/level after 16th level.)
  Armor/Shield Permitted: None.
  Weapons Permitted: All.
  Race: Only humans may be Monks.
  
  Creating a Character
  19
  Table 13: Monk Advancement Table
  Level*
  Experience Points
  Required for Level
  Hit Dice 
  (d4)**
  Armor
  Class
  Saving 
  Throw
  Abilities
  Weaponless 
  Damage
  Movement 
  Rate
  1
  -
  1
  9[10]
  15
  Thief-type skills
  1d4
  12
  2
  2,500
  2
  8[11]
  14
  +1 damage with weapons
  1d6
  13
  3
  5,000
  3
  7[12]
  13
  1d6
  14
  4
  10,000
  4
  6[13]
  12
  Speak with Animals
  +2 total damage with weapons
  1d8
  15
  5
  20,000
  5
  5[14]
  11
  Silence
  Slow Falling 20ft
  1d10
  16
  6
  40,000
  6
  4[15]
  10
  Mind
  2 weaponless attacks per round
  +3 total damage with weapons
  1d12
  17
  7
  80,000
  7
  3[16]
  9
  Body
  2d8
  18
  8
  160,000
  8
  2[17]
  8
  Self
  +4 total damage with weapons
  Slow Falling 40ft
  2d8 + 1
  19
  9
  320,000
  9
  1[18]
  7
  2d8 + 2
  20
  10
  420,000
  10
  1[18]
  6
  Oneness
  +5 total damage with weapons
  2d8 + 4
  21
  11
  620,000
  11
  0[19]
  5
  Establish Monastery
  Slow Falling any distance
  3d8 + 1
  22
  12
  820,000
  12
  0[19]
  5
  3 weaponless attacks per round
  3d8 + 2
  23
  13
  1,020,000
  13
  -1[20]
  5
  Harmonic Touch
  3d8 + 4
  24
  14
  1,320,000
  14
  -1[20]
  5
  4d8 + 1
  25
  15
  1,720,000
  15
  -2[21]
  5
  4d8 + 2
  26
  16
  2,220,000
  Grand Master
  16
  -3[22]
  5
  4 weaponless attacks per round
  4d8 + 4
  27
  17
  2,720,000
  16 + 1 hp
  -3[22]
  5
  4d8 + 5
  28
  18
  3,220,000
  16 + 2 hp
  -3[22]
  5
  4d8 + 6
  29
  19
  3,720,000
  16 + 3 hp
  -3[22]
  5
  4d8 + 7
  30
  20
  4,220,000
  16 + 4 hp
  -3[22]
  5
  5 weaponless attacks per round
  4d8 + 8
  31
  21+
  +500,000 per level
  + 1 hp per level
  -3[22]
  5
  No further improvement
  +1 additional 
  per level
  32
  * Monks were capped at 16 levels of ability in the Original Game.
  ** Hit points shown for levels after the character no longer gains full hit dice are the total combined number. An 18th level Monk has 16 HD plus 2 
  hit points total, not 16 HD plus one hit point gained at 17th level and another 2 hit points gained at 18th.
  Mastery of Self (8th): The Monk is not subject to mental 
  control of any kind, including charm spells and hypnosis. The 
  only exceptions are the Geas and Quest spells.
  Oneness with Self (10th): The Monk is not subject to Geas 
  or Quest spells.
  Establish Monastery (11th): At eleventh level, a Monk 
  may establish an isolated monastery for the purposes of peaceful 
  contemplation, and for teaching disciples and students.
  Harmonic Touch (13th): The Monk can touch any creature 
  of equal or lesser hit dice, and create an attunement by which the 
  creature will die instantly when the Monk gives a mental command 
  for its heart to stop. (The creature must have a heart or other organ 
  that can be stopped.) The creature’s bodily vibrations remain 
  attuned to the Monk for a period of one day per level of the Monk, 
  and if the Monk does not mentally command the creature to die 
  within this period of time, the death will not occur.
  
  Creating a Character
  20
  Table 14: Thieving Skills for Monks
  Level
  Climb Walls
  Delicate Tasks 
  and Traps
  Hear Sounds
  Hide in Shadows
  Move Silently
  Open Locks
  1
  85%
  15%
  3 in 6
  10%
  20%
  10%
  2
  86
  20
  3 in 6
  15
  25
  15
  3
  87
  25
  4 in 6
  20
  30
  20
  4
  88
  30
  4 in 6
  25
  35
  25
  5
  89
  35
  4 in 6
  30
  40
  30
  6
  90
  40
  4 in 6
  35
  45
  35
  7
  91
  45
  5 in 6
  40
  50
  40
  8
  92
  50
  5 in 6
  55
  60
  55
  9
  93
  60
  5 in 6
  65
  70
  65
  10
  94
  70
  5 in 6
  75
  80
  75
  11
  95
  80
  6 in 6
  85
  90
  85
  12
  96
  90
  6 in 6
  95
  100
  95
  13
  97
  100
  6 in 6
  100
  100
  100
  14
  98
  100
  6 in 6
  100
  100
  100
  15
  99
  100
  6 in 6
  100
  100
  100
  16+
  Remains at 99
  Remains at 100
  Remains at 6 in 6
  Remains at 100
  Remains at 100
  Remains at 100
  Prime Attribute: Strength, 13+ (+5% experience bonus) 
  Hit Dice: 1d8/level (Gains 2 hp/level after 9th.) 
  Armor/Shield Permitted: Any.
  Weapons Permitted: Any.
  Race: Only humans may be Paladins.
  PALAdin 
  A
  s a Paladin, you are a resolute warrior against 
  Chaos and evil, and a stalwart defender of Law. 
  You might resemble the “knight in shining 
  armor,” or you might be a grim, deadly veteran of the dark and 
  desperate war against the foul powers of Chaos. In either case, 
  you are wholly dedicated to the eradication of Chaos and the 
  protection of civilization. You defend the weak from tyranny, 
  fight injustice where you find it, and hunt down those who are 
  tainted with the demonic mark of Chaos. Most Paladins are 
  members of an order of knights, or are attached to the service of a 
  temple of Law, although some of them operate as “knights errant,” 
  following the guidance of higher powers toward the places where 
  Law battles Chaos.
  About PALAdins
  Alignment: Paladins must be of Lawful alignment or they 
  will revert to the abilities of a normal Fighter.
  Magic Items: Paladins may own a suit of magic armor, a 
  magic shield, and up to 3 magical weapons, but they may own 
  no more than four additional magic items. Paladins can use any 
  magic items that can normally be used by Fighters.
  Charity: Other than whatever is needed for food and 
  shelter, a Paladin must donate all treasure to charities or temples 
  associated with the Lawful alignment.
  Alliances: Paladins will not work with characters other than 
  those of Lawful alignment unless ordered to do so by a superior 
  officer of the Paladin’s order, by a Lawful prince, or by the high 
  priest of a Lawful temple.
  
  Creating a Character
  21
  Table 15: Paladin Advancement Table
  Level
  Experience Points Required for Level
  Hit Dice (d8)*
  Saving Throw
  1
  0
  1
  12
  2
  2,000
  2
  11
  3
  4,000
  3
  10
  4
  8,000
  4
  9
  5
  16,000
  5
  8
  6
  32,000
  6
  7
  7
  64,000
  7
  6
  8
  128,000
  8
  5
  9
  256,000
  9
  4
  10
  350,000
  9 + 2 hp
  3
  11
  450,000
  9 + 4 hp
  2
  12
  550,000
  9 + 6 hp
  2
  13
  650,000
  9 + 8 hp
  2
  14
  750,000
  9 + 10 hp
  2
  15
  850,000
  9 + 12 hp
  2
  16
  950,000
  9 + 14 hp
  2
  17
  1,050,000
  9 + 16 hp
  2
  18
  1,150,000
  9 + 18 hp
  2
  19
  1,250,000
  9 + 20 hp
  2
  20
  1,350,000
  9 + 22 hp
  2
  21+
  +100,000 per level
  + 2 hp per level
  2
  * Hit points shown for levels after the character no longer gains full hit dice are the total combined number. An 11th level Paladin has 9 HD plus 4 hit 
  points total, not 9 HD plus 2 hit points gained at 10th level and another 4 hit points gained at 11th.
  PALAdin CLAss Abilities
  Divine Favor: Although Paladins do not receive a class-based 
  saving throw bonus in Swords & Wizardry, they have better saving 
  throw chances than any other character class due to the divine 
  influence of Law. If the Referee is using an alternate saving throw 
  system, it is important to take this into account: Paladins should 
  generally have base saving throw “target numbers” 2 points better 
  than those of a regular Fighter.
  Lay on Hands: A Paladin can “lay on hands” once per day 
  to cure others of 2 hit points of damage per level of the Paladin, 
  or to cure disease. If the other person is afflicted by more than 
  one disease, only one of these will be affected per five levels the 
  Paladin has attained.
  Immune to Disease: Paladins are immune to all diseases.
  Warhorse: At any level, the character may summon a warhorse 
  that will arrive from the wilderness to serve as the Paladin’s steed. 
  This warhorse will be unusually intelligent and extremely strong (5 
  HD). However, if the horse is killed, the Paladin may not summon 
  another within a period of ten game-years.
  Dispel Evil (8th): Starting at eighth level, the Paladin can 
  dispel evil, as per the Clerical spell. (See the description of the 
  Clerical spell Dispel Evil).
  Detect Evil (8th): Starting at eighth level, the Paladin can 
  detect evil as per the Clerical spell, at a range of 60 feet. (See the 
  description of the Clerical spell Detect Evil).
  Stronghold (9th): At ninth level, the Paladin may build 
  a stronghold, a small castle from which to attack the forces of 
  Chaos and support the often-embattled defenders of Law. A 
  Paladin’s castle may not be built as a sprawling fortress; it must be 
  no greater than is necessary to house the paladin’s retainers and 
  one or two hundred soldiers at the maximum.
  
  Creating a Character
  22
  RAnger 
  Y
  ou and your fellow Rangers are the inheritors of 
  ancient scholarship, students of forgotten skills 
  and lore passed on from teacher to student over the 
  generations, preserving the legacy through times when the light 
  of civilization wavered and dimmed. The Rangers retreated to 
  the wilderness and the outlands long ago; they seldom visit the 
  decadent, glittering cities, for these are places that have turned 
  aside from much of the lore the Rangers protect. As a Ranger, you 
  are well-versed in the subtle skills of the wilderness, and you are a 
  dangerous opponent in battle. Moreover, when you reach higher 
  level, your studies and understanding of ancient lore will have 
  developed to the point where you can actually cast spells. You are 
  a guardian of civilization and a protector of the weak, normally 
  hunting the creatures of chaos in the wild places where they lurk. 
  You take the battle directly to the enemy, in its very lair.
  About Rangers
  Alignment: Rangers must be, and remain, Lawful in alignment, 
  or they will lose all Ranger abilities and be treated as ordinary Fighters.
  Title: When a Ranger attains 8th level, other Rangers will 
  refer to the character by the title of “Ranger-Knight.” At this 
  point, certain class restrictions no longer apply.
  Charity: Other than whatever is needed for food and 
  shelter, a Ranger must donate all treasure to charities or temples 
  associated with the Lawful alignment. This restriction is lifted 
  when the character becomes a Ranger-Knight.
  Followers: Until reaching the status of a Ranger-Knight, the 
  character may not hire or accept followers of any kind, not even 
  lantern-bearers or servants. They even prefer to fetch their own ale 
  at taverns rather than being waited upon.
  Association with Other Rangers: Until the character reaches 
  the status of a Ranger-Knight, a Ranger may not operate in concert 
  with more than one other Ranger. This does not restrict the Ranger’s 
  membership in an order of Rangers – it only restricts the number of 
  Rangers that can participate in a particular mission or expedition.
  Ranger CLAss Abilities
  Tracking: Rangers are able to track down other creatures in 
  the wild, in cities, and even through underground passages.
  • Outdoor Tracking. Outdoors, the basic chance for successful 
  tracking (on a day-to-day basis) is 90%, modified by a -10% for each 
  day old the tracks are, and modified by -10% (for the entire effort 
  thereafter) for each day of rain (or snow) that has fallen on the trail.
  • Underground and City Tracking. Tracking in the city (any 
  urban or populated area), or underground, makes it considerably 
  harder to find and follow a trail. First, the beginning of the trail 
  must be no more than an hour old. The base chance to track is still 
  90%, but each time the trail changes (as described below), there is 
  a chance for the Ranger to lose the trail and be unable to track it 
  further; that is, the Ranger cannot pick up the trail even by circling 
  the area where the trail was lost. The circumstances under which 
  the prey can “lose” the Ranger are as follows:
  •	 Turns down a side passage: 25% chance to lose trail
  •	 Goes through a door: 35% chance to lose trail
  •	 Goes up or down through a trap door or ladder: 
  40% chance to lose trail
  •	 Climbs a wall up or down (including pits and shafts): 
  50% chance to lose trail
  Prime Attribute: Strength, 13+ (+5% experience bonus)
  Hit Dice: 2d8 at first level, 1d8/level thereafter. (Gains 2 
  hp/level after 9th.)
  Armor/Shield Permitted: Any.
  Weapons Permitted: Any.
  Race: Only humans may be Rangers.
  
  Creating a Character
  23
  Alertness: A party containing a Ranger is unlikely to be 
  surprised, with only a 1 in 6 chance.
  Magic Items: Rangers can use any magic items that can 
  normally be used by Fighters.
  Giants and Goblin-types: Rangers are well trained to deal 
  with giants, trolls, ogres, orcs, goblins, and kobolds. Against any 
  of these sorts of monsters, Rangers gain +1 damage per level with 
  a successful attack roll.
  Scholar of Healing Magic (8th): At eighth level, a Ranger’s 
  scholarship allows the character to use certain magic items not 
  normally usable by fighter-types. Rangers of this level can employ 
  Clerical healing scrolls and any other magic items which heal 
  damage or disease. Note that if the item has other abilities in 
  addition to healing, the Ranger cannot employ these other powers 
  unless the item is normally usable by Fighters.
  Scholar of Scrying Magic (9th): At ninth level, a Ranger 
  can use any and all magic items, including spells from scrolls, that 
  involve scrying magic. Examples would be the clairvoyance spell, 
  or crystal balls.
  Scholar of Travel Magic (9th): Also at ninth level, a Ranger 
  may employ any and all magic items, including spells from 
  scrolls, that use magic involving teleportation, dimensional travel, 
  or passing through objects. Examples would be a Passwall or a 
  Passplant scroll.
  Fortress (9th): At ninth level, the Ranger may build a 
  fortress in the wilderness in order to house the character’s growing 
  number of loyal retainers. When the fortress (which may be small 
  or quite large, depending on the Ranger’s purposes) is completed, 
  the Ranger’s reputation will draw a number of new followers, 
  as well as peasants seeking a safe place to settle. Roll 2d12 to 
  determine the number of followers. Determine the class of each in 
  this order: half of the total will be Fighters, a quarter of them will 
  be Clerics, one-fifth of them will be Magic-Users, and if there are 
  over 20 followers, one of them will be a Neutral-aligned Thief.
  The followers will be at least second level; for each there is a 
  25% chance to add 1d4 to the base second level. Also, for each of 
  these followers, there is a 2% chance that the follower is actually 
  a highly unusual type instead of whatever the dice originally 
  indicated. Roll 1d6 as follows: 
  •	 1 or 2 – another Ranger (level 1d6+1);
  •	 3 or 4 – a lycanthrope (werebear or wereboar);
  •	 5 – a mated pair of unicorns;
  •	 6 – a pegasus.
  Table 16: Ranger Advancement Table
  Level
  Experience 
  Points
  Required 
  for Level
  Hit 
  Dice 
  (d6)*
  Saving 
  Throw
  Number of Spells
  (by level)**
  1
  2
  3
  1
  0
  2
  14
  -
  -
  -
  2
  2,500
  3
  13
  -
  -
  -
  3
  5,000
  4
  12
  -
  -
  -
  4
  12,000
  5
  11
  -
  -
  -
  5
  25,000
  6
  10
  -
  -
  -
  6
  50,000
  7
  9
  -
  -
  -
  7
  100,000
  8
  8
  -
  -
  -
  8
  175,000
  Ranger-
  Knight
  9
  7
  Clr 1
  -
  -
  9
  275,000
  10
  6
  Clr 1
  MU 1
  -
  -
  10
  550,000
  10 + 2 
  hp
  5
  Clr 2
  MU 1
  Clr 1
  -
  11
  825,000
  10 + 4 
  hp
  4
  Clr 2
  MU 2
  Clr 1
  MU 1
  -
  12
  1,100,000
  10 + 6 
  hp
  4
  Clr 3
  MU 2
  Clr 2
  MU 1
  Clr 1
  13
  1,375,000
  10 + 8 
  hp
  4
  Clr 3
  MU 3
  Clr 2
  MU 2
  Clr 1
  MU 1
  14
  1,600,000
  10
  + 10 hp
  4
  Clr 4
  MU 3
  Clr 3
  MU 2
  Clr 1
  MU 1
  15
  1,800,000
  10
  + 12 hp
  4
  Clr 4
  MU 4
  Clr 3
  MU 3
  Clr 1
  MU 1
  16
  2,000,000
  10
  + 14 hp
  4
  Clr 4
  MU 4
  Clr 3
  MU 3
  Clr 2
  MU 1
  17
  2,200,000
  10
  + 16 hp
  4
  Clr 4
  MU 4
  Clr 3
  MU 3
  Clr 2
  MU 2
  18
  2,400,000
  10
  + 18 hp
  4
  Clr 5
  MU 4
  Clr 4
  MU 3
  Clr 2
  MU 2
  19
  2,600,000
  10
  + 20 hp
  4
  Clr 5
  MU 5
  Clr 4
  MU 4
  Clr 2 
  MU 2
  20
  2,800,000
  10
  + 22 hp
  4
  Clr 5
  MU 5
  Clr 4
  MU 4
  Clr 3
  MU 2
  21+
  +200,000 
  per level
  + 2 hp
  per level
  4
  Clr 5
  MU 5
  Clr 4
  MU 4
  Clr 3
  MU 3
  * Hit points shown for levels after the character no longer gains full hit 
  dice are the total combined number. An 11th level Ranger has 10HD 
  plus 4 hit points total, not 10HD plus 2 hit points gained at 10th level 
  and another 4 hit points gained at 11th.
  ** Rangers continue to gain spells after 21st level according to the same pattern.
  
  Creating a Character
  24
  Thief 
  Y
  ou are a figure in the shadows, an expert in stealth and 
  delicate tasks. Locks, traps, and scouting are your trade; 
  you are the eyes and ears of the adventuring party, the one 
  who handles the perils of the dungeon itself. In many ways, you are 
  a scholar of the world; in the course of your profession you pick up 
  knowledge about languages and even magic. True, in combat you are 
  not the equal of armored Fighters or Clerics, but they rely on your 
  knowledge and specialized skills to get them safely into and out of 
  the dangerous places where treasure is to be found. You are the guide; 
  the scout; and when necessary, the deadly blade that strikes from the 
  shadows without warning. In your profession, it takes great skill to 
  survive – the life expectancy of most Thieves is very short. However, 
  if you rise to high level, your reputation in the hidden community 
  of tomb robbers and alley skulkers will attract followers to your side, 
  often enough allies to place you in power as a guildmaster of Thieves. 
  A high-level Thief is a deadly opponent, for such an individual has 
  learned subtlety and survival in the game’s most difficult profession.
  About thieves
  Alignment: All Thieves must be either Neutral or Chaotic 
  in alignment.
  Thief CLAss Abilities
  Backstab: When attacking with surprise, from behind, the 
  Thief gains +4 to hit and inflicts double damage. At levels 5-8, 
  damage is tripled, and from a Thief above level 8 such an attack 
  inflicts quadruple damage.
  Saving Throw Bonus: Thieves gain a +2 bonus on saving 
  throws against devices, including traps, magical wands or staffs, 
  and other magical devices.
  Read Normal Languages (3rd): Thieves of third level 
  and above can figure out the gist of most written languages, 
  and have an 80% chance to comprehend treasure maps or 
  written documents. This does not mean they can automatically 
  decipher codes or solve riddles, although it would allow them to 
  understand what a riddle says, for example.
  Read Magical Writings (9th): At ninth level, a Thief has 
  gained enough knowledge to decipher magical writings (although 
  not the “divine” writings of Clerics), but their understanding is not 
  perfect when the magic is complicated (that is, for spells higher than 
  sixth level). Thieves can cast Magic-User spells from scrolls, but for 
  the high-level spells they have a 10% chance to get a dangerously 
  unpredictable result, usually the reverse of the intended effect.
  Establish Guild (9th): At ninth level, a Thief is well enough 
  known to assemble a small guild of Thieves if the character 
  chooses, attracting a shadowy band of sneaks, thugs, and other 
  unsavory characters into his (or her) service.
  Thieving Skills:
  1) Climbing walls or cliffs. The percentage chance is what 
  the thief needs to climb a wall that others cannot climb. If the 
  wall is more dif- ficult than normal (very slippery, for example), 
  the referee may lower a thief ’s chances of success. In general, if 
  a normal person has a chance to climb a wall, a thief can most 
  likely do it automatically.
  2) Delicate tasks. This percentage chance is used for 
  disabling small mechanical traps like poisoned needles, and is also 
  used for picking pockets. The skill is also used to detect whether a 
  mechanism, keyhole, or other small location contains a trap that 
  can be removed.
  3) Hearing sounds. A thief can hear well when 
  concentrating; this mainly includes listening at doors.
  4) Hiding in shadows. Thieves can make themselves very 
  hard to see when lurking in the shadows. Anyone can hide, of 
  course, but thieves are virtually invisible and can move around 
  while hiding.
  5) Moving silently. Thieves can move quietly, without 
  being heard.
  6) Opening Locks. Thieves can pick locks; some locks might 
  be un- usually difficult, in which case the Referee might reduce 
  the percentage chance as appropriate.
  Prime Attribute: Dexterity, 13+ (+5% experience bonus) 
  Hit Dice: 1d4/level (Gains 1 hp/level after 10th.) 
  Armor/Shield Permitted: Leather armor only; no shield. 
  Weapons Permitted: Any, but magical weapons are 
  limited to daggers and swords.
  Race: Any
  
  Creating a Character
  25
  Table 17: Thieving Skills
  Level
  Climb Walls
  Delicate Tasks 
  and Traps
  Hear Sounds
  Hide in Shadows
  Move Silently
  Open Locks
  1
  85%
  15%
  3 in 6
  10%
  20%
  10%
  2
  86
  20
  3 in 6
  15
  25
  15
  3
  87
  25
  4 in 6
  20
  30
  20
  4
  88
  30
  4 in 6
  25
  35
  25
  5
  89
  35
  4 in 6
  30
  40
  30
  6
  90
  40
  4 in 6
  35
  45
  35
  7
  91
  45
  5 in 6
  40
  50
  40
  8
  92
  50
  5 in 6
  55
  60
  55
  9
  93
  60
  5 in 6
  65
  70
  65
  10
  94
  70
  5 in 6
  75
  80
  75
  11
  95
  80
  6 in 6
  85
  90
  85
  12
  96
  90
  6 in 6
  95
  100
  95
  13
  97
  100
  6 in 6
  100
  100
  100
  14
  98
  100
  6 in 6
  100
  100
  100
  15
  99
  100
  6 in 6
  100
  100
  100
  16+
  Remains at 99
  Remains at 100
  Remains at 6 in 6
  Remains at 100
  Remains at 100
  Remains at 100
  Table 19: Thief Advancement Table
  Level
  Experience Points Required for Level
  Hit Dice (d4)
  Saving Throw
  1
  0
  1
  15
  2
  1,250
  2
  14
  3
  2,500
  3
  13
  4
  5,000
  4
  12
  5
  10,000
  5
  11
  6
  20,000
  6
  10
  7
  40,000
  7
  9
  8
  60,000
  8
  8
  9
  90,000
  9
  7
  10
  120,000
  10
  6
  11
  240,000
  10 + 1 hp
  5
  12+
  +130,000 per level
  + 1 hp per level
  Remains at 5
  Table 18: Non-Human Thief  Bonuses Table
  Race
  Climb Walls
  Delicate Tasks 
  and Traps
  Hear Sounds
  Hide in Shadows
  Move Silently
  Open Locks
  Dwarf
  -
  +10
  -
  +5
  +5
  +5
  Elf
  -
  -
  -
  +15
  +10
  -
  Half-Elf
  -
  -
  -
  -
  -
  -
  Halfling
  -
  +5
  -
  +10
  +10
  +10
  Some non-human Thieves gain bonuses to certain thieving abilities, as described in the table below:
  
  Introduction
  26
  
  Creating a Character
  27
  ChAnging
  ChArActer CLAss
  DuAL-CLAssing
  Single-classed Fighters, Magic-Users, Clerics, and Thieves 
  can change character class, progressing in the new class and 
  abandoning the old one. The only limitation is that Magic-Users 
  may not switch to become Clerics, nor can Clerics switch to 
  Magic-User. In order to change class, the character must have 
  a minimum attribute score of 16 in the Prime Attribute of the 
  new class. Further rules are up to the Referee, who will take into 
  account that advancing in the new class would be quite fast, 
  since the low levels do not require as many experience points for 
  advancement. One possible way to limit a rapid rise in hit dice for 
  one of these “dual-classed” characters is to reduce the amount of 
  XP given to the character from adventuring, dividing all gained 
  XP by the level at which the character made the switch. Thus, a 
  5th-level Magic-User who switches to become a Fighter (keeping 
  the Magic-User powers) would divide all awards of experience 
  points by 5 for gaining Fighter levels until becoming a 5th level 
  Fighter. Note that switching classes would not allow the character 
  to have more than 9 full hit dice no matter how many total levels 
  were gained. Obviously, too, the character must be behaving 
  mainly in the capacity of the new class, relying on the abilities 
  of the former class as a secondary or even last-ditch resort. There 
  are many possible ways to handle such “dual-classing,” and the 
  Referee is the ultimate decision maker on how to handle it.
  Taking the Vows of a 
  PALAdin
  A Fighter of Lawful alignment may at any time take on the 
  vows of a Paladin, and become a member of that class, provided 
  the character has a Charisma of at least 17. The Referee will decide 
  how to handle such matters as the level, hit dice, and experience 
  points the character has after making this change; it is strongly 
  recommended that the character not actually gain experience 
  points by changing classes, however.
  Why would I pLAy a Fighter 
  or CLeric character?
  Some of the classes appear on the surface to be more 
  powerful than Fighters or Clerics, and it is common for players to 
  ask why they would ever choose to play a Fighter or Cleric.
  In the Original Game, there were minimum required 
  attribute scores for the “powerful” classes of Ranger, Paladin, 
  Monk, Druid, etc. If you had some bad die rolls, these classes 
  were not available for your character. The minimum scores were:
  Assassin: Str 12, Dex 12, Int 12
  Druid: Wis 12, Cha 14
  Monk: Str 12, Dex 15, Wis 15
  Paladin: Cha 17
  Ranger: Con 15, Int 12, Wis 12
  Your Referee might require these minimum scores, possibly 
  allowing you to add points to one score by subtracting from 
  another (most likely on a 1-for-2 basis).
  Players who are familiar with later “Advanced” editions of 
  the Original Game may notice that Swords & Wizardry uses a 
  strict interpretation of the Original Rules in one very important 
  respect: even though Paladins and Rangers are considered types of 
  Fighters, they do not have some of the key advantages of the true 
  Fighter class. They cannot parry as Fighters do, they cannot make 
  multiple attacks against creatures of less than 1 hit die, and they 
  do not gain Strength bonuses to their to-hit or damage rolls. The 
  Original Game does not specify that Paladins and Rangers have 
  these abilities of the Fighter class, and given the additional powers 
  of the Ranger and Paladin classes, there is no reason to stretch the 
  rules to give them more benefits. “Advanced” versions of the game 
  allowed attack bonuses (based on high Strength) to all character 
  classes, but in the Original Game and in Swords & Wizardry, 
  attack bonuses are a specific attribute of the Fighter class.
  
  Creating a Character
  28
  Choose A
  ChArActer RAce
  I
  n a fantasy world, humans often are not alone. Elves 
  may populate the great forests, Dwarfs carve their halls 
  and mines into the heart of the earth, and Halflings 
  reside in the comfortable hill-houses of their bucolic shires. 
  The Referee will inform you if there are other non-human races 
  available for use as player characters.
  Dwarfs
  The Dwarf player character has a +4 on saving throws against 
  any magic, and easily takes note of certain features of stonework: 
  sloping corridors, moving walls, and traps made of stone – in 
  particular: falling blocks, rigged ceilings, and tiny arrow slits 
  designed to release poison gas or darts. They can also identify 
  whether stonework is recent or not. There is no established die 
  roll or rule for using these abilities; exactly what a Dwarf does or 
  does not perceive is up to the Referee. Dwarfs can see in the dark 
  (darkvision), to a limit of 60 feet.
  Dwarven player characters must be Fighters or Fighter-Thieves. 
  Multi-classed Fighter-Thieves are limited to 6th level as Fighters, 
  and may not advance beyond this point. (For more information 
  on multi-classed characters, see below.) A Dwarf who is purely 
  a Fighter may advance beyond 6th level only if the warrior has 
  Strength of 17 (maximum 7th level) or 18 (maximum 8th level). 
  Such a Fighter may also take advantage of any XP bonus due to a 
  high Strength score to gain experience more quickly.
  Dwarfs that are not player characters might have completely 
  different limitations or abilities than Dwarf player characters, as 
  determined by the Referee. In particular, dwarven Fighter-Clerics 
  exist, with the ability to reach as high as 7th level as a Cleric, and 
  the Referee might choose to allow such a class to players.
  ELves
  Elves can see in the dark (darkvision) to a range of 60 feet 
  and generally have a 4-in-6 chance to find secret doors when 
  searching, unlike the other races, which have a 2-in-6 chance. 
  Elves also have a 1-in-6 chance to notice a secret door even when 
  
  Creating a Character
  29
  they are not searching. They also cannot be paralyzed by ghouls.
  Elven player characters may be Fighter/Magic-Users, Thieves, 
  or Fighter/Magic-User/Thieves. In the Thief class, an Elf may 
  advance with no maximum level limit. An Elf that is solely a Thief 
  may take advantage of any XP bonus due to a high Dexterity 
  score to gain experience more quickly. Elves advancing in more 
  than one class are limited to 4th level Fighter (5th level with 
  Strength of 17, 6th level with Strength of 18) and 8th level Magic-
  User (9th with an Intelligence of 18). (For more information on 
  multi-classed characters, see below.) Regardless of any further 
  progression in levels as a Magic-User, Elves are able to cast magic 
  spells only as high as 5th-level spells.
  Those Elves who are not player characters might have abilities 
  and limitations completely different from those of an adventuring 
  Elf. The nature of the elven race as a whole is entirely the province 
  of the Referee, and might include non-player characters of any class.
  HALF-ELves
  Half-elves have abilities very similar to those of true Elves. 
  They can see in the dark (darkvision) to a range of 60 feet and 
  generally have a 4-in-6 chance to find secret doors when searching.
  Half-elves may be Fighter/Magic-Users, and may also 
  multi-class as Fighter/Magic-User/Clerics. (For more information 
  on multi-classed characters, see below.) Half-elves do have 
  restrictions on maximum levels: A Half-elf can reach 6th level 
  as a Fighter (7th with a strength of 17 and 8th with a strength 
  of 18), and can reach 6th level as a Magic-User (7th with an 
  intelligence of 17 and 8th with an intelligence of 18). Half-elves 
  are limited to 4th level as Clerics. Half-elves may also be Thieves 
  (single-class only), but may not pursue other single classes such 
  as Fighter or Magic-User. As a Thief, a Half-Elf can advance with 
  no maximum level limit, and may also take advantage of any XP 
  bonus due to a high Dexterity score.
  Those Half-elves who are not player characters might have 
  abilities and limitations completely different from those of an 
  Half-elf adventurer. The nature of Half-elves and their place 
  in the world is entirely up to the Referee, and he or she might 
  include non-player characters of any class.
  HALFLings
  Halflings gain a +4 on saving throws against magic, and a 
  +1 bonus when using missile weapons. Halfling characters may 
  advance as Fighters, but they are limited to 4th level simply due to 
  their diminutive size and generally non-aggressive nature. They may 
  also choose to be Thieves, in which case they have no limit on level 
  advancement. Halfling characters may take advantage of any XP 
  bonus due to high Attribute scores to gain experience more quickly.
  Halflings who are not player characters might have classes, 
  abilities and limitations which are completely different from those 
  of a Halfling adventurer. The nature of the Halfling race as a 
  whole is determined by the Referee, and might include non-player 
  characters of any class.
  Humans
  Humans are the default race for Swords & Wizardry, and thus 
  they receive no specific bonuses or penalties as do the other races. 
  Humans are a hardy breed, fighting vigorously to expand and 
  guard their civilization in a dangerous world. Many perils lurk 
  beyond the borders of the human lands, but humanity must be 
  ever alert to the possibility of treachery within its own territories 
  and kingdoms: The very individuality that makes humankind so 
  diverse and energetic as a race can also breed those who are dark 
  of mind and willing to cooperate with the forces of evil and chaos.
  Note that non-humans cannot be Assassins, Druids, Monks, 
  Paladins, or Rangers as player characters.
  Continued Advancement
  Non-human characters are limited in their advancement in 
  many classes. If a character has only a single class, rather than 
  completely halting the advancement in that class, the Referee 
  might allow the character to continue gaining levels more slowly. 
  A severe penalty would be applied to the amount of experience 
  being gained once the ordinary maximum (as indicated in the 
  appropriate Race description) is attained. The penalty might, for 
  example, be 50%, although any XP Bonus would still apply.
  If a character with multiple classes has maximum limits 
  to levels in all classes, the Referee might allow the character to 
  advance slowly in one class after all limits have been reached. 
  When the multi-classed character has reached the highest 
  permitted level in all classes, the Referee may let the player 
  choose one class in which the character can continue to advance. 
  The character could then continue gaining levels, but with a 
  severe penalty to the amount of experience being gained, such 
  as the 50% suggested above. In addition, the usual procedure of 
  dividing experience points among all classes still applies.
  MuLti-CLAssing 
  in Swords & 
  Wizardry
  D
  warfs, Elves and Half-Elves may have more than 
  one class at a time, called “multi-classing.” Each race 
  has certain allowed combinations for player characters. 
  Halfling and Human characters may have only a single class. 
  Multiple classes are written with a slash as a separator, as are 
  multiple levels. For instance, a dwarf Fighter/Thief may be level 
  6/7 (listing the Fighter level and then the Thief level), while a 
  half-elven Fighter/Magic-User/Cleric might be level 4/3/4.
  MuLti-CLAssing Note 1
  The rules of the Original Game are exceedingly 
  unclear on the details of how some of this multi-classing 
  operates. Swords & Wizardry treats each multi-class in the 
  same basic fashion, which is one valid interpretation of the 
  Original Game, although not necessarily the only one.
  Humans cannot be true multi-class characters, but 
  can still be dual-class characters. See the earlier sidebar, 
  “Changing Character Class,” for details.
  
  Creating a Character
  30
  Hit Dice
  Multi-class characters begin with a single hit die. Each multi-class 
  hit die is calculated by rolling the appropriate die for each class and 
  averaging the result. A multi-classed character is limited to a total of 9 
  hit dice no matter what combination of classes is used. After reaching 
  9 HD, the character gains only 1 hit point per additional level.
  Abilities and Limitations
  The multi-classed character acts with the abilities of both (or all 
  three) classes at one time, and is also subject to the limitations of each 
  class at once. Therefore, although a Fighter-Thief can choose to wear 
  armor of any kind, the character cannot use thief skills while wearing 
  any armor heavier than leather. In addition, an Elf or Half-Elf cannot 
  cast spells while wearing non-magical armor, although magical 
  armor does not inhibit spell casting (for Elves and Half-Elves only).
  Saving Throws
  The saving throw of a multi-classed character is the best 
  available from the different choices, including any bonuses from 
  a character class. For example, a elven Fighter/Magic-User of 
  level 1/1 making a saving throw against a spell would compare 
  the saving throw of a Fighter to the saving throw of a Magic-
  User. The Fighter’s saving throw would require a roll of 14. The 
  Magic-User’s roll would require a roll of 15, but Magic-Users have 
  a +2 saving throw bonus against spells, so as a Magic-User the 
  Elf would require a roll of only 13 (since 13 + 2 is 15, the saving 
  throw’s minimum number). Thus, the saving throw would be 
  made as a Magic-User, requiring a minimum roll of 13 to succeed. 
  The character would not use the Fighter’s saving throw (14) with 
  the Magic-User’s bonus of +2; it must be one way or the other.
  Experience Points
  Any experience points received are divided evenly among all the 
  classes of a multi-classed character, even when the character can no 
  longer advance in one or more classes. Multi-classed characters do not 
  receive bonuses to experience points, regardless of their Attribute scores.
  LeveL Advancement
  The abilities of a class are gained as soon as a new level is 
  achieved in that class, but a new hit die is not gained until the 
  character has advanced a level in all classes. In other words, a 
  dwarven Fighter/Thief would not gain a “Thief” hit die at level 
  1/2; instead, the character would receive a second multi-class hit 
  die (the averaged result of the roll of a d8 and a d4) after reaching 
  second level as a Fighter also.
  If a multi-classed character reaches the point where one class is 
  “capped,” and the character cannot advance in that class any more, 
  the character still only gains a new hit die when both (or all three) 
  levels would have been reached. For example, an elven Fighter/Magic-
  User reaches 4th-level Fighter and 4th-level Magic-User with 10,000 
  XP in each class, when the Magic-User experience reaches 4th level. 
  Now the player rolls a new hit die, rolling a d8 and a d4 and taking 
  the average of the result. When the character later reaches 16,000 XP 
  in each class, normally that would mean gaining a level as a Fighter. 
  However, since an Elf is capped at 4th level as a Fighter, there is no 
  result. When the Elf reaches 20,000 XP in each class and becomes a 
  5th-level magic-user, the new hit die is rolled. (It is still an average of 
  rolling a d8 and a d4.) For the sake of example, if somehow the Elf 
  had lost XP in the Fighter class, reaching 10,000 XP in the Magic-
  User class (4th level) without first reaching 8,000 XP (4th level) as 
  a Fighter, then the Elf would not gain an additional hit die until 
  reaching 8,000 XP as a Fighter. This situation is not likely to arise.
  MuLti-CLAssing Note 2
  The rules of the Original Game are unclear about 
  when a multi-classed character would gain hit dice, since 
  the rules of Supplement 1 might or might not be seen as 
  a change to certain methods for using elven multi-classed 
  characters. For Swords & Wizardry, we decided that it 
  did change the whole method. Those who are interested 
  in variant possibilities might want to find a copy of the 
  Original Game, and compare the description of the Elf 
  Fighter/Magic-User to the description of the Elf Fighter/
  Magic-User/Thief in Supplement 1.
  MuLti-CLAssing Note 3
  The Swords & Wizardry method for dwarven, elven, and 
  half-elven multi-classing (that is, granting new hit dice only 
  once all levels are reached) has the effect of slowing down 
  the pace of hit-point advancement for these characters, thus 
  offsetting the natural advantages of seeing in the dark, etc. 
  Also, the restricted availability of certain single classes is 
  done (maintained from the Original Game rules, actually) to 
  represent the inherently different nature of these races; it helps 
  avoid the “elves are humans with pointy ears”       syndrome.
  
  Creating a Character
  31
  Choose An
  ALignment
  L
  aw and Chaos are cosmic forces engaged in 
  an ageless, eternal struggle of civilization (Law) 
  against the powers of blood-drenched anarchy and 
  dissolution (Chaos). This is the ultimate battleground of demons 
  and godlings, unspeakable ancient horrors and distant powers of 
  divinity, fought across all the planes of existence and in all the 
  nuances of the profound and incomprehensible multiverse. There 
  are cosmic forces of Neutrality as well, standing aloof from the 
  battle between Law and Chaos and working toward their own 
  inscrutable ends. This is the realm of matters that humankind is 
  not meant to know; those who delve too deeply into blasphemous 
  lore and higher realities do so at the very real risk of their sanity.
  This vast opposition extends into every corner of the universe; 
  great and horrible demon-princes forge their subtle plans to bring 
  ruination to all things, while the hosts of Law marshal their own 
  allies against ancient foes and new, rising, threats to civilization. Even 
  the player characters are involved with this eternal struggle, whether 
  directly or indirectly, for every action tilts the balance infinitesimally 
  to one side or the other. Will the adventurers attempt to stay out of 
  such matters, remaining neutral between the opposing forces? Will 
  they become champions of Law and civilization, heroes against the 
  mad desolation of Chaos? Or will they themselves fall into the subtle 
  lure of power offered by the legions of anarchy?
  All characters are aligned with Law, Chaos, or Neutrality. 
  Any person who is active on behalf of civilization and goodness is 
  considered to be Lawful, while one who has fallen into the dark 
  realms of demonic beliefs or vicious cruelty is considered Chaotic. 
  Characters who fall into the grey areas of morality in between 
  these extremes are considered Neutral. Druids, who sanctify 
  the forces of nature and its holy places, are a good example of 
  Neutrality since they support neither civilization nor anarchy. 
  Most Thieves, too, are neutral, for they follow a course of self-
  interest without (usually) being bloody-handed or homicidal. 
  Virtually all monsters are, by their very nature, servants of Chaos.
  It is not necessary, of course, to run a “heroic” game of 
  Swords & Wizardry; many adventuring parties are out for fame 
  and fortune, and do not want to get tangled up in the opposition 
  of Law and Chaos. These freebooters might have their own codes 
  of personal morality, but heroism and honor seldom guide their 
  actions if balanced against survival and loot.
  
  Creating a Character
  32
  Buy Equipment
  E
  ach character starts with some gold pieces at the 
  beginning of an adventuring career; these are used 
  to buy equipment. One gold piece (gp) is worth 10 
  silver pieces (sp) or 100 copper pieces (cp). Prices for equipment 
  are listed on the tables below. To make it easier to add up, items of 
  equipment that cost less than a gold piece are shown in fractions 
  of a gold piece, not with the silver piece or copper piece price.
  Starting GoLd
  Roll 3d6 and multiply by 10. This represents the number of 
  gold pieces (gp) that your character has at the start of the campaign.
  Table 21: Transportation
  Type
  Cost
  Cart, hand
  10 gp
  Horse, riding
  40 gp
  Horse, war
  200 gp
  Mule
  20 gp
  Rowboat
  20 gp
  Wagon
  50 gp
  Equipment TabLes
  Table 20: General Equipment
  Item
  Cost
  Item
  Cost
  Backpack (30-pound capacity)
  5 gp
  Lantern, bullseye
  12 gp
  Barrel
  2 gp
  Lantern, hooded
  7 gp
  Bedroll
  0.2 gp
  Lock
  20 gp or more
  Bell
  1 gp
  Manacles
  15 gp
  Block and tackle
  5 gp
  Mirror, small steel
  20 gp
  Bottle of wine, glass
  2 gp
  Musical instrument
  5 gp
  Candle
  0.01 gp
  Oil, lamp (1 pint)
  0.1 gp
  Canvas (per square yard)
  0.1 gp
  Parchment (sheet)
  0.2 gp
  Case (map or scroll)
  1 gp
  Pole (10 foot)
  0.2 gp
  Chain (10 feet)
  30 gp
  Pot, iron
  0.5 gp
  Chalk, 1 piece
  0.05 gp
  Rations, trail (per day)
  0.5 gp
  Chest
  2 gp
  Rations, dried (per day)
  1 gp
  Crowbar
  0.2 gp
  Rope, hemp (50 feet)
  1 gp
  Fishing net (25 square feet)
  4 gp
  Rope, silk (50 feet)
  10 gp
  Flask, leather
  0.03 gp
  Sack (15 pounds capacity)
  1 gp
  Flint and steel
  1 gp
  Sack (30 pounds capacity)
  2 gp
  Garlic, charmed
  10 gp
  Shovel
  2 gp
  Grappling hook
  1 gp
  Signal whistle
  0.5 gp
  Hammer
  0.5 gp
  Spellbook, blank
  25 gp
  Holy symbol, wooden
  1 gp
  Spike, iron
  0.05 gp
  Holy symbol, silver
  25 gp
  Tent
  10 gp
  Holy water (flask)
  25 gp
  Torch
  0.01 gp
  Ink (1-ounce bottle)
  1 gp
  Waterskin
  1 gp
  Ladder (10 foot)
  0.05 gp
  Wolfsbane
  0.1 gp
  Lamp, bronze
  0.1 gp
  
  Creating a Character
  33
  Table 22: Melee Weapons
  Weapon
  Damage
  Weight (pounds)
  Cost
  Axe, battle1, 2
  1d8
  15
  5 gp
  Axe, hand3
  1d6
  5
  1 gp
  Club
  1d4
  10
  0 gp
  Dagger3
  1d4
  2
  2 gp
  Flail (two-handed)
  1d8
  10
  8 gp
  Hammer, war
  1d4 +1
  10
  1 gp
  Lance
  2d4 +1
  15
  6 gp
  Mace, heavy
  1d6
  10
  10 gp
  Polearm
  (two-handed)
  1d8 +1
  15
  10 gp
  Spear1, 2, 3
  1d6
  10
  1 gp
  Staff (two-handed)
  1d6
  10
  0 gp
  Sword, bastard1, 2
  1d8
  10
  20 gp
  Sword, long
  1d8
  10
  15 gp
  Sword, short
  1d6
  5
  8 gp
  Sword, two-handed
  1d10
  15
  30 gp
  1 Weapon can be used either one- or two-handed
  2 When wielded two-handed, gain +1 damage bonus
  3 Can be used as both a melee and a missile weapon
  Table 24: Armor
  Armor Type
  Effect on AC from 
  a base of 9[10]
  Weight* 
  (pounds)
  Cost
  Shield
  -1[+1}
  10
  15 gp
  Leather
  -2[+2]
  25
  5 gp
  Ring
  -3{+3]
  40
  30 gp
  Chain
  -4[+4]
  50
  75 gp
  Plate
  -6[+6]
  70
  100 gp
  * Magical armor weighs half normal
  Table 23: Missile Weapons
  Weapon
  Damage
  Rate of 
  Fire
  Range*
  Weight 
  (pounds)
  Cost
  Arrows 
  (20)
  1d6
  By 
  weapon
  By 
  weapon
  1
  2 gp
  Axe, hand
  1d6
  1
  10 ft
  5
  1 gp
  Bolts, 
  heavy (20)
  1d6 +1
  By 
  weapon
  By 
  weapon
  1
  2 gp
  Bolts, light 
  (20)
  1d4 +1
  By 
  weapon
  By 
  weapon
  1
  2 gp
  Bow, long
  See Arrows
  2
  70 ft
  5
  60 gp
  Bow, short
  See Arrows
  2
  50 ft
  5
  15 gp
  Crossbow, 
  heavy
  See Bolts, 
  heavy
  1/2
  80 ft
  5
  20 gp
  Crossbow, 
  light
  See Bolts, 
  light
  1
  60 ft
  5
  12 gp
  Dagger
  1d4
  1
  10 ft
  2
  2 gp
  Dart
  1d3
  3
  15 ft
  1
  0.2 gp
  Javelin
  1d6
  1
  20 ft
  5
  0.5 gp
  Sling
  See Stones, 
  sling
  1
  40 ft
  1
  0.2 gp
  Spear
  1d6
  1
  20 ft
  10
  1 gp
  Stones, 
  sling (20)
  1d4
  By 
  weapon
  By 
  weapon
  5
  0 gp
  * Shooting or throwing beyond this range is at a –2 penalty to hit. The 
  weapon cannot reach farther than twice this range. Outdoors, these 
  range increments are tripled.
  Item Descriptions
  Most of the items are self-explanatory, but extra details are 
  useful for a few of them.
  Garlic, charmed: A head of garlic with hexes and blessings on 
  it. Normal garlic has a minor effect on undead, but charmed garlic 
  works much better.
  Holy symbol: Often needed for Cleric spells and for turning 
  the undead. In some cases, silver ones work better.
  Holy water: Causes damage when thrown on most types of 
  undead creatures and demons. This can be useful, since many of the 
  more-powerful undead and demons can otherwise only be damaged 
  with magical weapons.
  Lantern, bullseye: These shine a beam of light 60 feet long 
  but only 10 feet wide, through a hole in the lantern’s metal cylinder. 
  They have a hinged cover, allowing the light to be hidden.
  Lantern, hooded: These are normal lanterns open on all 
  sides, with the flame shielded by glass. They shine a 30-foot radius 
  of light in all directions. 
  Oil, lamp: A pint of oil will keep a lantern (either type) 
  burning for 4 hours. Oil is also highly flammable; a lit flask of oil 
  can be used as a thrown weapon to cause 1d4 points of damage 
  with a successful hit, and 1 more point of damage per round for 
  the next 2 rounds. Burning oil can also be used to create a hazard 
  for pursuing monsters.
  Torches: Torches burn for one hour and create a 30-foot radius 
  of light. They are easily blown out by gusts of wind, and may even 
  extinguish when dropped. However, if the party needs to set something 
  on fire quickly – and they will – a lit torch can come in very handy.
  Wolfsbane: Fresh wolfsbane will often keep werewolves at 
  bay... temporarily.
  Rate of fire is the number of times that a missile weapon can be 
  fired during a single combat round. Some bows, such as a short 
  bow, can be fired two times during a combat round, while a heavy 
  crossbow can only be fired once in a round and must then be 
  reloaded for a full round before it can be fired again.
  
  Creating a Character
  34
  CALcuLAting 
  Armor CLAss 
  N
  ow it is time to talk about Armor Class and 
  what it means. Basically, Armor Class (AC) is an 
  indicator of how difficult it is to “hit” a character or 
  creature in combat, but here is where it gets complicated:
  Swords & Wizardry has two different ways of numbering 
  armor class, and a group must choose which system to use. Ask the 
  Referee if he or she is using the ascending system or the descending 
  system for Armor Class. The numbers all work out the same, but in 
  the ascending system it is better to have a high Armor Class, and in 
  the descending system it is better to have a low Armor Class. The 
  Original Game used a descending system, and that is the official 
  system of Swords & Wizardry as well. However, many gamers prefer 
  the ascending system (high numbers are always better, right?) so it 
  is included throughout as an option.
  All numbers for the alternate ascending Armor Class system 
  are in [brackets]. When using the regular system, simply ignore 
  the numbers in brackets. (Everywhere. Wipe them from your 
  mind. Make them invisible.)
  Here is how to calculate the effect of your armor on your 
  Armor Class:
  Using the Descending 
  (ReguLar) System
  If you are using the regular descending Armor Class system, 
  an unarmored character has an Armor Class of 9. Every type of 
  armor has an “Effect on AC.” Ignore the bracketed numbers and 
  use the “Effect on AC” to reduce the base Armor Class of 9. The 
  lower the result, the better; powerful characters may have an AC 
  reaching into the negative numbers.
  Using the Ascending 
  (ALternate) System
  If you are using the alternate ascending Armor Class system, 
  an unarmored character has an Armor Class of 10. (That is not 
  9, as in the regular system, but TEN.) Actually, it is [10], because 
  we use brackets to identify that system. Now the “Effect on AC” 
  numbers are the ones in [brackets] and wearing armor will cause 
  AC to go up rather than down, the higher the better.
  Weight and 
  Movement
  W
  eight is listed in pounds. A “normal” level of 
  miscellaneous equipment (not including armor and 
  weapons) is assumed to weigh 10 pounds. Treasure is 
  added to this, with each coin and gem weighing one tenth of a pound. 
  These are big, heavy coins and gems, but that is just the way of things in 
  a fantasy world. Coins should clink, and gems should be the size of dice.
  All characters, depending on the weight of the armor and 
  equipment they are carrying, have a base movement rate as follows:
  Table 25: Base Movement Rate
  Weight Carried*
  Base Movement Rate
  Up to 75 pounds
  12
  76-100 pounds
  9
  101-150 pounds
  6
  151-300 pounds
  (300 pound maximum)
  3
  * Carry Modifier (from Strength , if any, is added to the total. For 
  example, an adventurer with a Carry Modifier of +10 can carry up to 85 
  pounds before dropping from a Movement Rate of 12 to a Movement 
  Rate of 9, while a person with a Carry Modifier of -10 would drop to a 
  Movement Rate of 9 even if carrying only 66 pounds of equipment.
  Table 26: Indoor, Underground, & City Movement
  Description
  Speed
  Results
  Walking
  Base movement rate 
  times 20 feet/turn
  Mapping and careful 
  observation of the 
  surroundings are 
  possible.
  Running
  Base movement rate 
  times 40 feet/turn
  No mapping permitted. 
  Characters are 
  automatically surprised 
  and have no chance 
  to surprise others. The 
  sound of running may 
  attract the attention of 
  enemies.
  Combat
  Base movement rate 
  divided by 3, times 
  10 feet, is how far the 
  character can move in 
  one round. Thus:
  Base movement of
  6 = 20 feet
  Base movement of
  9 = 30 feet
  Base movement of
  12 = 40 feet
  Dashing around, battling 
  your foes. Alternatively, 
  running for your life.
  Table 27: Outdoor Movement
  Description
  Speed
  Results
  Hiking
  Base movement rate 
  in miles/day
  No forced march checks 
  required.
  Forced 
  March
  Double base 
  movement rate in 
  miles/day
  Forced march checks 
  required once per day 
  (4d6 vs. Strength)
  Combat
  Base movement rate 
  divided by 3, times 10 
  yards (not feet), is how 
  far the character can 
  move in one round. 
  Battling your foes, or 
  running for your life.
  
  How to Play
  35
  
  How to Play
  36
  O
  nce you have created a character, the Referee will 
  describe the setting and what your character can see. 
  The game might start in a rural peasant village, in 
  a vast and teeming city spiked with towers and minarets, in a 
  castle, in a tavern, or at the gates of an ancient tomb – that is up 
  to the Referee. But from that point on, you describe what your 
  character does. Going down stairs, attacking a dragon, talking to 
  people on the street: all of these sorts of things are your decisions. 
  The Referee tells you what happens as a result. Maybe those stairs 
  lead down to a huge and echoing tomb, or perhaps that dragon 
  attacks your character with a storm of fiery breath. These are the 
  Referee’s decisions. The rules below are guidelines for how to 
  handle certain events: combat, movement, healing, dying, and 
  other important parts of the game.
  Basically, you and the Referee work together, with the 
  Referee handling the details of a dangerous fantasy world, and 
  you deciding what your character does in it. The epic story of 
  your character’s rise to greatness (or unfortunate death) is yours to 
  create in the Referee’s world.
  Gaining Experience
  Characters are awarded experience points (XP) for killing 
  monsters and accumulating treasure. Monsters each have a set 
  experience point value (given in the monster’s statistics), and 
  each gold piece acquired earns one point as well. It may seem 
  odd to award experience for treasure, but keep in mind that 
  Swords & Wizardry is not just about slaying monsters – it is about 
  outwitting your foes when you can! In fact, sometimes trickery 
  and guile are the only way to handle a powerful monster like a 
  dragon or a demon. Skilled players avoid risking their characters’ 
  lives if there is another, smarter way to walk out of the dungeon 
  with a backpack full of gems and loot.
  XP Bonus: Each Character Class has one or more Prime 
  Attributes listed in its class description. If a character has this 
  Prime Attribute at 13 or higher, all experience point awards to 
  the character are increased by 5%. (If the class has more than 
  one Prime Attribute, all must be 13 or above to earn to bonus.) 
  Additionally, if the character has a Charisma score of 13 or more, 
  experience point awards are increased by 5%. Finally, if the 
  character has a Wisdom score of 13+, the character gains a third 
  5% bonus. Thus high Wisdom or Charisma may earn bonuses 
  twice for a character, as the Prime Attribute as well as individually. 
  It is possible for a character to gain as many as three 5% bonuses 
  to experience point awards for a total increase of 15%.
  Some multi-classed characters do not receive this bonus – see 
  the rules for multi-classed characters for details.
  When your character has accumulated enough experience 
  points to reach a new level, you will roll another hit die and add 
  that number to the character’s hit points. He or she may gain 
  new spells or other abilities, as applicable, and combat skills may 
  also increase. In other words, your character has become more 
  powerful and can now pursue greater challenges!
  Saving Throws
  From time to time, a spell or some other kind of hazard 
  requires you to make a “saving throw.” A successful saving throw 
  means that the character (or monster) avoids the threat or lessens 
  its effect. Each character class has a “Saving Throw” target 
  number, which gets lower and lower – easier to beat, in other 
  words – as a character gains levels. To make a saving throw, roll a 
  d20. If the result is equal to or higher than the character’s saving 
  throw target number, the saving throw succeeds.
  Take note: Some character classes have better-than-average 
  chances to make a saving throw against particular types of 
  hazards. Magic-Users, for example, get a bonus of +2 to the 
  die roll on their saving throws against spells of all kinds. These 
  various bonuses are described in the explanation of each character 
  class. Fighters, Paladins, and Rangers do not get these bonuses 
  because their base saving throw numbers are better than the other 
  classes across the board.
  Monsters can also make saving throws; a monster’s saving 
  throw target number is listed in its description.
  How to PLAy
  
  How to Play
  37
  A Note About
  Experience Points
  Swords & Wizardry uses an XP bonus method adapted 
  from the Original Game rules, because the XP bonus system 
  from the Original Game gets disjointed and even somewhat 
  contradictory when it is applied to the expanded classes like 
  Rangers, Paladins, and even Thieves. So, just to be clear, 
  this XP bonus system is NOT an authentic reproduction of 
  the Original Rules; it is simpler and more modular, which 
  makes it easy to replace with a house rule or with your 
  interpretation of the Original Rules if you choose to do so.
  Time
  Sometimes the Referee will rule that “an hour passes,” or 
  even, “a month passes,” in the life of the intrepid adventurers. 
  However, two important time measurements need quick 
  explanations. These are the “turn,” and the “combat round.” A 
  turn represents ten minutes, and a combat round is 1 minute.
  Turns are used to measure normal movement when the 
  adventurers are in a dangerous place; combat rounds are 
  used to measure time when the party is in combat. See the 
  Movement Rate tables as an example of how “rounds” and 
  “turns” are used.
  Different Categories of Saving Throws
  The Swords & Wizardry saving throw system is an adaptation of the original, which had several categories of different risks 
  instead of a single basic saving throw as used here. The original version had the following categories and target numbers:
  Table 28: Saving Throw Categories (Alternative Method)
  Character Class
  Death Rays and Poison
  Wands (all)
  Turned to Stone
  Dragon’s Breath
  Spells and 
  Staffs
  Clerics
  (including Druids
  and Monks)
  Level 1: 11
  Level 5: 9
  Level 9: 6
  Level 13: 3
  Level 1: 12
  Level 5: 10
  Level 9: 7
  Level 13: 5
  Level 1: 14
  Level 5: 12
  Level 9: 9
  Level 13: 7
  Level 1: 16
  Level 5: 14
  Level 9: 11
  Level 13: 8
  Level 1: 15
  Level 5: 12
  Level 9: 9
  Level 13: 7
  Fighters
  (including Rangers
  and Paladins)
  Level 1: 12
  Level 4: 10
  Level 7: 8
  Level 10: 6
  Level 13: 4
  Level 1: 13
  Level 4: 11
  Level 7: 9
  Level 10: 7
  Level 13: 5
  Level 1: 14
  Level 4: 12
  Level 7: 10
  Level 10: 8
  Level 13: 5
  Level 1: 15
  Level 4: 13
  Level 7: 10
  Level 10: 8
  Level 13: 5
  Level 1: 16
  Level 4: 14
  Level 7: 12
  Level 10: 10
  Level 13: 8
  Magic-Users,
  Thieves,
  and Assassins
  Level 1: 13
  Level 6: 11
  Level 11: 8
  Level 16: 5
  Level 1: 14
  Level 6: 12
  Level 11: 9
  Level 16: 6
  Level 1: 13
  Level 6: 11
  Level 11: 8
  Level 16: 5
  Level 1: 16
  Level 6: 14
  Level 11: 11
  Level 16: 8
  Level 1: 15
  Level 6: 12
  Level 11: 8
  Level 16: 3
  * This table does not integrate directly into Swords & Wizardry: if you were to house-rule it in, you would have to make some changes such as 
  eliminating the Swords & Wizardry class bonuses on saving throws for Magic-Users and Clerics, and giving Paladins a +2 on all saving throws; but 
  keeping the Druid’s +1 saving throw bonus against fire.
  Legal Note: The information in this sidebar is provided for purposes of comparison, and is not to be construed as an indication respecting compatibility with any trademark.
  
  Combat
  38
  A Quick Introduction
  T
  he Original Game offered essentially NO information 
  about the order in which combat takes place, other than 
  the fact that there is a surprise roll at the beginning 
  of combat, and that the battle is divided into rounds. The game 
  referred readers to a set of wargaming rules for mass combat by the 
  same publisher, but there were no specific guidelines for smaller 
  scale battles. Each set of players simply took those wargaming rules 
  and adapted them in whatever way they liked. Power to the people!
  Swords & Wizardry provides a bit more starting guidance, 
  from the Original Game’s later sources, so you can start playing 
  with less preparation. Once you get going, though, it is essentially 
  the same idea: add what you like, remove what you do not. The 
  game is yours to adapt!
  Initiative and 
  Order of Battle
  When the party of adventurers comes into contact with 
  enemies, the order of events is as follows:
  1. Check for Surprise: The Referee determines if a surprise 
  roll is required, and if so, both sides roll to see if they are surprised 
  by the sudden encounter. See below for details of the surprise roll.
  2. Declare Spells: This is not an option for a group that was 
  surprised; they have to wait until the beginning of the next round. 
  See below for details of declaring spells.
  3. Determine Initiative: Each side rolls a d6 and the side 
  with the highest result is the winner. One roll is made for each 
  side, not for each individual. If this is the first round and one 
  group was surprised, the other side gets to go first automatically, 
  without having to roll a die.
  4. Movement and Missile Fire: Each combatant on the side 
  that won initiative may move, or may fire any missile weapons. Then 
  the losers of the initiative roll may move or fire missile weapons.
  5. Melee Combat and Spells: Each combatant on the side 
  that won initiative makes any melee attacks (if in melee range), or 
  casts spells. Spells take effect immediately. Spells cannot be cast if 
  the caster is in melee combat with enemies. Losers of the initiative 
  then make their attacks and cast spells.
  6. The round is complete. Go back to step 2 (Declare Spells) 
  and repeat the process until the combat is finished.
  Surprise
  In general, a group cannot be surprised if they are already 
  aware of an opponent’s presence even though they have not yet 
  seen them – due to hearing them on the other side of a door, for 
  instance. If one side is surprised, the other side automatically 
  gets to take actions before the first initiative roll. If they also win 
  that initiative roll, this means they will have taken two actions 
  before the other side has a chance to do anything. If surprise is 
  a possibility, roll 1d6 for either or both groups, as appropriate. 
  (Roll only once for each side, not for each individual character or 
  monster.) If the result is a 1 or a 2, the group is surprised. A party 
  that includes a Monk or Ranger, however, is surprised only on a 
  roll of 1. It is possible for both groups to be surprised, effectively 
  canceling out the effect on both sides.
  And here is something really nasty: if a group is surprised, 
  each person (or creature) in it has a 1 in 4 chance to drop one 
  or more hand-held items! Underground or in a dungeon, the 
  distance between two groups when they discover each other is 1d6 
  x 10 feet. That is very close; the monsters may already be inside 
  the radius of the adventurers’ light source. Outside, the distance 
  will be about ten times this number, or, if the visibility is bad, 
  three times. Anything affecting visibility could also affect surprise 
  distance. For instance, someone with darkvision will be able to see 
  up to 60 feet clearly at night or underground. A party carrying a 
  light will be visible from much farther away, raising the possibility 
  of an ambush. Other factors that may affect surprise are related to 
  terrain types – thick woods or crowded city streets may decrease 
  visibility and make it easier to surprise travelers. These and similar 
  factors are left up to the judgment of the Referee.
  Take note: Monsters do not always leap to the attack. Unless 
  they are on the alert for intruders, the Referee may roll 2d6 to 
  determine whether the monsters will attack if they surprise the 
  adventurers. On a roll of 2-6, the monsters will be hostile and attack; 
  on a roll of 7-9, the monsters will withhold judgment and wait to see 
  if the adventurers are hostile; on a roll of 10-12, the monsters will 
  have a positive initial reaction to seeing the adventurers, and might 
  even be convinced to offer some help – if they are well paid, of course!
  DecLAre Spells
  Any player whose character is going to cast a spell must say so 
  before the initiative roll. (The Referee makes a similar determination 
  for the opponents.) The casting of any spell starts at the beginning 
  of the combat round. Thus, if the enemies win the initiative roll and 
  damage the spell caster, the spell’s casting may be disturbed and the 
  spell lost. (This is the Swords & Wizardry interpretation of several 
  places in the Original Rules where a spell must be “ready.”)
  Roll Initiative
  At the beginning of a combat round, each side rolls a d6 for 
  “initiative” – the opportunity to act first. The side with the highest 
  roll wins and that group acts first. Initiative rolls may result in a tie. 
  When this happens, the Referee may choose to resolve the actions 
  as if they are simultaneous, or to have both sides re-roll.
  Combat
  
  Combat
  39
  Movement & MissiLes Phase
  Winners of the initiative roll take any movement, including 
  any movement-like actions that might happen in combat such 
  as climbing onto tables, or swinging from ropes, etc. Missile fire 
  would also include things like pushing a boulder off a cliff. The 
  results (deaths, etc) take effect, and then the losers of the initiative 
  roll have their turn to move or fire missiles. It is not possible for 
  the winners of the initiative roll to wait and see what the foes do – 
  they either move or not. It is up to the Referee whether missile fire 
  includes both shots from a weapon with a rate-of-fire higher than 
  one; a longbow, for example, shoots twice in one round. In many 
  games, only the first shot is allowed in this phase, with the second 
  shot being fired after melee and spells are resolved.
  MeLee and Spells Phase
  First, all members of the side that won initiative may make 
  hand-to- hand (melee) attacks if they are in melee range of an 
  opponent, and the damage from these attacks is inflicted (enemies 
  might die). Spells are cast and take effect. Next, the losers of the 
  initiative roll make their melee attacks and cast their spells. Anyone 
  who was killed by the winners of the initiative roll is already dead 
  and cannot attack. Turning Undead also takes place in this phase.
  CompLete the Round
  Check spell effects or other actions that last or take a certain 
  amount of time. If the Referee requires that the “second shot” 
  from longbows and shortbows takes place at the end of the round, 
  resolve those attacks in order of initiative. Then, go back to 
  Declaring Spells and repeat the process until the combat is over. 
  Combat ends when one side flees, surrenders, or is entirely slain.
  ALternate Combat Sequence 
  Method no. 1
  (Core Rules System)
  The Core Rules of Swords & Wizardry use a somewhat simpler 
  order of combat, which is just as valid as the one used in the 
  Complete Rules; it is another method that was used in the early 
  days of the Original Game. In the Core Rules, there are essentially 
  three phases of the round: first, the side that won initiative moves 
  and attacks, or holds the initiative to wait and see what the enemies 
  do. Then the losers of the initiative roll move and attack (the losers 
  cannot “hold” their initiative). Finally, anyone who “held” initiative 
  instead of moving and attacking may move and attack.
  This system is faster, and mainly differs in only one way from 
  the Swords & Wizardry Complete Rules: the losers of the initiative 
  roll do not get a chance to take any movement in between the 
  movement and attacks of the side that won the initiative roll.
  ALternate Combat Sequence 
  Method no. 2
  (This system comes from the 1978 “Holmes Blue Book Set”)
  When the party of adventurers comes into contact with 
  enemies, the order of events is as follows:
  1. Surprise and Distance. The Referee determines if one 
  side is surprised. As with all of the Referee’s decisions, this can 
  be based on common sense instead of a die roll. The Referee may 
  also determine the distance of the encounter (see above) if desired. 
  This is exactly the same as in Option 1.
  2. Referee Determines Dexterity of Monsters. Instead 
  of using several initiative rolls throughout the battle, Option 2 
  is based on dexterity scores. At this point, if the Referee hasn’t 
  already noted the dexterity score of the monsters, now is the time 
  to determine the dexterity scores of the monsters. There are many 
  ways to do this, including (1) rolling 3d6 for each monster (not 
  recommended because it’s slow), (2) deciding ahead of time that 
  all members of a particular monster type always have the same 
  dexterity, (3) rolling once for each monster type, and (4) rolling 
  for all the monsters as a single group. The way the author usually 
  does it is to roll once for each type of monster in the battle. So, for 
  example, if there are ten orcs and a single ogre on the other side, 
  roll 3d6 once for the orcs (who will thus all act at the same time) 
  and 3d6 for the ogre (who will thus act at a different time than 
  the orcs).
  I
  f you are using the Ascending AC system, there 
  is a quick formula presented at the end of this 
  chapter that a Referee can use instead of the 
  charts. (See “Quick Method for Ascending AC Combat”). 
  The Referee will decide whether to use Descending AC or 
  Ascending AC, as discussed earlier in the book.
  
  Combat
  40
  3. Readied Spells are Cast and Take Effect. This is very 
  different from the way spells are handled in Option 1 (see the 
  Sidebar). All spells are cast in order of dexterity, from highest to 
  lowest, including monster spell casters. It is possible, for example 
  that at the beginning of a combat round, Barzoom the Mystical 
  (a character with DEX 18) will cast his spell first, followed by 
  the enemy dragon (DEX 17), followed by Simoon the Slow (a 
  character with DEX 16). Barzoom was faster than the dragon, but 
  the dragon was faster than Simoon.
  4. Missiles may be fired, in order of dexterity, and immediately 
  inflict damage if they hit. See “The Attack Roll,” below.
  5. Melee (hand to hand) combat is resolved, with each opponent 
  making attacks in order of dexterity. See “The Attack Roll,” below.
  6. Movement takes place: each character and monster 
  moves, in order of dexterity. See “Movement.”
  ALternate Combat Sequence 
  Method no. 3
  (Modified Supplement 3 Rules)
  Note: this is a simplified and modified version of an alternate 
  combat sequence described in Supplement 3 of the Original 
  Game. This system approximates the same results but does not 
  directly track the Original system, which essentially used an 
  8-segment combat round.
  In this system, there is only one initiative roll made in the 
  entire combat, at the beginning of the very first round. The round 
  is divided into 10 parts, or “segments,” of 6 seconds each. It is 
  easiest to use a d10 for the initiative roll, with the result being 
  used to represent the segment of the first round in which actions 
  begin. In this case, since the first segment would be #1, it would 
  be better to roll low (instead of trying to roll high, as in the 
  “official” system). Each character rolls individual initiative.
  Instead of making more initiative rolls, each character 
  moves (and takes any other actions) at intervals of six segments. 
  However, armor, spell casting, and other factors change that basic 
  6-segment interval upward or downward. This means that very 
  fast characters might be able to move or attack more than once in 
  some of the combat rounds.
  Add the modifiers to the base number of 6 segments to see how 
  many segments it will be until the character can take action again. 
  For example, a Magic-User character wearing no armor (no modifier), 
  with a Dexterity of 9 (no modifier) has just finished casting a spell. 
  For his next action, he intends to cast Wish, a 9th- level spell (+8 
  modifier). He will get his wish in 14 segments: the normal 6-segment 
  interval between actions, plus the +8 modifier for the spell level.
  The overall result of this system is to allow lightly-armored 
  and high-dexterity characters (or opponents) to make more 
  attacks, over the course of the combat, than those who are heavily 
  armored or wounded. It also allows the spell level to influence the 
  speed at which spells are cast. Note that an unarmored Fighter 
  with a dexterity of 11+ would be attacking twice in one round, 
  and a Magic-User with a dexterity of 11+ would be able to cast 2 
  Level 1 spells in a round.
  The main problem with this system is that it becomes 
  complicated for the Referee to calculate the segment speed for 
  monsters. Assuming that monsters move every 10 segments 
  usually works; for a particularly fast or slow monster, a Referee 
  might assign a speed of 7 or 13, respectively, or whatever other 
  number suits that type of monster best. An interesting variation 
  in this system is to divide a Fighter’s level by two and use that (as 
  a negative number) as a modifier as well. That way, higher level 
  Fighters also attack more frequently.
  The Attack Roll
  The most important rule to understand about combat is 
  the attack roll.
  To have a character attack with a weapon, a player rolls a d20 
  and adds any bonuses to the result. These “to-hit” bonuses may 
  include a Fighter’s strength bonus, a dexterity bonus (for attacks 
  with missile weapons), and any bonuses for magic weapons. The 
  player or the Referee also subtracts any “to-hit” penalties, which 
  might come from using cursed weapons, enemies hiding behind 
  cover, etc.). The total attack roll is then compared to a table to see 
  if the attack hits. If the attack roll is equal to or higher than the 
  number shown on the table, the attack succeeds.
  If an attack hits, it inflicts damage; a number of hit 
  points determined by the type of weapon the attacker is using. 
  Damage is subtracted from the defender’s hit point total. (See 
  “Damage and Death”).
  Modifiers to the 6-segment interval
  Armor Type
  Spells
  Other
  No armor: +0
  Level 1: +0
  Dexterity 3-6: +1
  Shield: +1
  Level 2: +1
  Dexterity 7-10: +0
  Leather: +2
  Level 3: +2
  Dexterity 11-14: -1
  Ring: +3
  Level 4: +3
  Dexterity 15-18: -2
  Chain: +4
  Level 5: +4
  At one-half hit points: +4
  Plate: +6
  Level 6: +5
  At one-quarter hit points: +6
  Level 7: +6
  Base Movement Rate 3 or less: +6
  Level 8: +7
  Level 9: +8
  
  Combat
  41
  Table 29: Cleric, Druid, and Monk Attack Table
     Attack Roll (d20) required to hit Opponent’s Armor Class.
  Level
  Target Armor Class [or Ascending Armor Class]
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  -8
  -9
  [10]
  [11]
  [12]
  [13]
  [14]
  [15]
  [16]
  [17]
  [18]
  [19]
  [20]
  [21]
  [22]
  [23]
  [24]
  [25]
  [26]
  [27]
  [28]
  1-2
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  3-4
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  5-6
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  7-8
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  9
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  10-11
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  12
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  13-14
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  15-16
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  17
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  18-19
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  20
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  Table 30: Fighter, Paladin, and Ranger Attack Table
    Attack Roll (d20) required to hit Opponent’s Armor Class.
  Level
  Target Armor Class [or Ascending Armor Class]
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  -8
  -9
  [10]
  [11]
  [12]
  [13]
  [14]
  [15]
  [16]
  [17]
  [18]
  [19]
  [20]
  [21]
  [22]
  [23]
  [24]
  [25]
  [26]
  [27]
  [28]
  1-2
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  3
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  4-5
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  7
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  8
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  9
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  10-11
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  12
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  13-14
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  15
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  16
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  17-18
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  19-20
  1
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  
  Combat
  42
  Table 31: Magic-User, Thief, and Assassin Attack Table
    Attack Roll (d20) required to hit Opponent’s Armor Class.
  Level
  Target Armor Class [or Ascending Armor Class]
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  -8
  -9
  [10]
  [11]
  [12]
  [13]
  [14]
  [15]
  [16]
  [17]
  [18]
  [19]
  [20]
  [21]
  [22]
  [23]
  [24]
  [25]
  [26]
  [27]
  [28]
  1-3
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  4-5
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  6-7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  8-9
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  10
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  11-13
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  14-15
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  16-19
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  20-23
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Table 32: Monster Attack Table
  Target Armor Class [or Ascending Armor Class]
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  -8
  -9
  [10]
  [11]
  [12]
  [13]
  [14]
  [15]
  [16]
  [17]
  [18]
  [19]
  [20]
  [21]
  [22]
  [23]
  [24]
  [25]
  [26]
  [27]
  [28]
  Hit Dice
  Attack Roll (d20) Required to Hit Opponent’s Armor Class*
  <1 HD
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  1 HD
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  2 HD
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  3 HD
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  4 HD
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  5 HD
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  6 HD
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  7 HD
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  8 HD
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  9 HD
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  10 HD
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  11 HD
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  12 HD
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  13 HD
  1
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  14 HD
  1
  1
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15+ HD
  1
  1
  1
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  * A monster’s base “to-hit” bonus is equal to the number of Hit Dice (HD) it has, up to a maximum of +15.
  
  Combat
  43
  SpeciFic 
  Situations
  T
  he following are a compilation of guidelines and 
  instructions for handling certain specific situations that 
  might arise during combat.
  Attacking From Behind
  Any attack made from behind has a to-hit bonus of +2, or +4 
  if made by a Thief or Assassin. There are only two ways for most 
  people to get behind someone during combat. One is to surprise 
  an opponent and attack from behind during the surprise action. 
  The other is to attack an opponent from behind when an ally is 
  attacking from the front. Thieves and Assassins can get behind a 
  target during normal combat if they successfully hide in shadows, 
  even if no one is attacking the target from the front.
  CriticAL Hits and FumbLes 
  (House Rule)
  Many Referees have house rules that state that a “natural” to-hit 
  roll of 20 (one achieved without using any modifiers) is an automatic 
  hit and/or that a natural roll of 1 is an automatic miss and may 
  result in the attacker dropping his or her weapon or suffering some 
  other kind of problem. (A strained muscle might give a -1 penalty 
  to damage rolls for the rest of a combat, or a helmet knocked awry 
  might cover a character’s eyes until a round is taken to fix it.) This 
  is up to the Referee. Some Referees even allow a natural roll of 20 
  to inflict double damage, but we do not recommend this for Swords 
  & Wizardry because it winds up being too powerful; a +1 bonus to 
  damage for a natural 20 would fit the system better.
  InvisibLe Opponents
  Attacks against an invisible opponent have a -4 penalty. 
  Powerful magical monsters, or monsters with more than 11 hit 
  dice, will usually be able to see invisible creatures normally.
  MeLee Attacks
  A melee attack is an attack with a hand-held weapon such as a 
  sword, spear, or dagger. Attacks in general are described above, (The 
  Attack Roll). It is only possible to make a melee attack when the two 
  combatants are within ten feet of each other, and two combatants 
  within ten feet of each other are considered to be “in melee.”
  MissiLe Attacks
  Missile attacks are attacks with a ranged weapon such as a 
  bow, crossbow, sling, or thrown axe. A character’s dexterity bonus 
  for missile attacks is added to the to-hit roll when the character is 
  using missile weapons, and Fighters may receive an extra bonus 
  for strength. When using missiles to attack into a melee, it usually 
  is not possible to choose which participant (opponent or friend) 
  will receive the attack; the Referee will determine this randomly.
  Movement within MeLee
  For purposes of Swords & Wizardry, a defender effectively blocks 
  an area about five feet across, and enemies cannot simply move through 
  this area without first killing the defender. Alternatively, the Referee 
  might allow such movement but grant a free attack to the defender(s) in 
  the area. The Referee’s common sense ultimately controls the situation, 
  but it is good for players to have some idea of what results their tactics 
  will have. Whatever rule a Referee chooses for this should be applied 
  consistently unless the situation is quite unusual.
  Negotiation and DipLomacy
  Some combats can be averted with a few well-chosen words, 
  which may include lies. If a party is out-matched, or the monsters 
  do not seem to be carrying much in the way of loot, the party might 
  elect to brazen their way through, in an attempt to avoid combat – 
  or at least delay it until conditions become more favorable. Striking 
  bargains, persuading monsters or non-player characters to do things, 
  and getting out of trouble by using wits, are all important parts of the 
  game. Do not replace them with die rolls! Using dice to determine 
  a monster’s initial reaction before negotiations start is fine, but use 
  player skill (or lack thereof) to decide how far the adventurers can 
  improve a monster’s initial reaction. This is not a matter of “my 
  character ought to be really persuasive” – this is one of the places 
  where the player’s skill, not the character’s, is tested.
  Retreating
  It is up to the Referee to decide if there will be any special rules 
  for retreating away from a melee combat. Most Referees allow the 
  enemy a free attack if a hero (or monster) tries to move out of the ten-
  foot “melee range.” In some cases the free attack is made at +2 to hit.
  Spacing
  Because most movement and combat increments are divisible by 
  three, it is easiest to assume that a character “occupies” an area about 
  three feet across for purposes of marching. In combat, however, some 
  weapons take more space to wield than others. In Swords & Wizardry, 
  only short swords, spears, and polearms can be used three-abreast in a 
  ten-foot area. All other one-handed weapons require five feet of room 
  (two-abreast in a ten-foot area), and two-handed weapons (other than 
  thrusting weapons like spears) require a full ten-foot space to wield.
  Second Rank
  Spears and polearms in the second rank of a battle formation 
  can attack by reaching through the first rank.
  T
  he Original Game contains no rules about what 
  happens if an attacker wants to move directly 
  past an opponent, so this is wide-open territory 
  for house rules. Maybe having a shield allows a defender 
  to block someone completely, but if the defender has no 
  shield, opponents can move through if they survive a free 
  attack. (House rules on this could also relate to rules for 
  overbearing an opponent, which are described below under 
  Unarmed Combat.) The Referee makes the final call.
  
  Combat
  44
  Spells
  Casting a spell starts at the beginning of the combat round. 
  Spells cannot be cast if the caster is in melee combat; although 
  the Referee might rule that even if the caster is within ten feet 
  of an opponent, if blows have not been traded, then a spell can 
  be cast. Wands and staffs are not subject to the restriction at all; 
  they can cast their magic during melee combat. If the spellcaster 
  suffers damage while casting a spell, the spell is lost. When the 
  spell actually takes effect depends on which Combat Sequence 
  Method is being used.
  SubduAL Damage
  A weapon may be used to beat down, rather than kill, 
  an opponent. When the player desires, damage inflicted by 
  a character can be composed of half “real” damage and half 
  “subdual” damage. Subdual damage does not kill, and such 
  points are recovered at a rate of 1 hp per hour. If an opponent’s hit 
  points, including the subdual damage, fall to zero, the opponent 
  is knocked unconscious rather than killed, unless the real 
  damage actually reduces real hit points to zero, in which case the 
  opponent is killed accidentally!
  Not all monsters may be subdued. Generally only humanoids 
  and special creatures such as dragons will be subject to such attacks.
  Terrain Features
  Characters and monsters will hide behind things, stand on 
  things, lie prone, fight from higher ground, shoot arrows from 
  within concealing mists or tree branches, and take every possible 
  advantage of the combat terrain. The Referee will assign bonuses 
  and penalties for terrain features. Most such bonuses will only 
  be +/- 1 or 2, depending on the degree of cover or the benefit of 
  higher ground. Trying to hit someone through an arrow slit in a 
  castle wall might have a penalty of –4 (as suggested in the Holmes 
  Basic Set in 1977). Remember, however, that the penalty to hit an 
  invisible opponent is only -4, so +/- 4 is about the outside limit for 
  terrain adjustments on the to-hit roll.
  Two-weapon Fighting and 
  Two-handed Weapons
  Just as shields improve armor class by 1, fighting two-handed 
  grants a +1 to damage rolls (except for weapons that can only 
  be used two-handed, where this is already taken into account in 
  the weapon’s damage), and fighting with a weapon in each hand 
  gives a +1 to hit. (Note that fighting with two weapons does not 
  actually give two separate attacks; it just increases the likelihood 
  of landing a successful blow.)
  Unarmed Combat
  Grappling (or overbearing) an opponent is resolved as 
  follows: the attackers (or attacker) make individual to-hit rolls. 
  The grapple is resolved among those who hit: each combatant 
  rolls 1d6 per hit die. If the sum of the dice of all the attackers is 
  higher than the defender’s total, the hapless defender is competely 
  pinned and can be killed in the next round unless help arrives or 
  the victim manages to break loose before the knife falls. If the 
  sums are exactly equal, everyone is struggling and none of them 
  can attack with a weapon. If the defender wins, the attackers are 
  beaten back and stunned. They remain stunned for a number of 
  rounds equal to the number of points by which the defender beat 
  them. For example, if five orcs attempt to overwhelm a fifth-level 
  Fighter, each orc rolls to hit. Let us assume that two of them 
  succeed on the to-hit roll. The orcs roll a total of 2d6 (each orc 
  has 1HD), and the Fighter rolls 5d6 (the Fighter has 5HD). The 
  orcs get a total of 10, and the Fighter gets a total of 15. Each orc is 
  tossed aside and stunned for 5 rounds.
  Fist-fights can be resolved by assuming that a fist does 1 
  point of damage, and that there is a 50% chance per hit that the 
  damage is subdual damage (see Subdual Damage, above). All 
  Strength bonuses to damage are considered subdual damage only. 
  A word to the wise: tavern brawls are more efficiently conducted 
  with chairs than with fists.
  N
  ote: This follwoing rule for two-handed and two-
  weapon fighting is the “official” rule for Swords & 
  Wizardry, but it does not come from the Original 
  Game, which had no rule for either situation. It comes from 
  the creative pen of Jason Cone (“Philotomy Jurament”), 
  a renowned crafter of house rules for the Original Game. 
  Philotomy points out on his website that there are no specific, 
  official rules in the Original Game for fighting two-handed 
  or for fighting with a weapon in each hand. Under these 
  rules, there is a result for each of three possibilities for what 
  a hero is doing with his or her “off ” hand: holding a shield, 
  holding a weapon two-handed, or holding a second weapon. 
  By assigning a different result to each choice (improve Armor 
  Class, increase Damage, or gain a To-Hit bonus), players are 
  able to pick a strategy for each particular conflict.
  If you choose to play “by the book” using the Original 
  Rules, ignore this whole section and substitute your preferred 
  house rules for two-handed and two-weapon fighting.
  
  Combat
  45
  Turning the Undead
  Lawful Clerics have the ability to “turn” the undead, causing 
  the foul creatures to flee or even destroying them outright. When 
  a Lawful Cleric attempts a turning, the player should roll 2d10 
  and consult the Turning Undead table for the result.
  •	 If the number on the dice is equal to or greater than the 
  number shown on the table, 2d6 creatures of the targeted type 
  are turned and will depart, not returning for 3d6 rounds.
  •	 If the table indicates “T”, 2d6 undead creatures of the 
  targeted type are automatically turned and will depart for 
  3d6 rounds.
  •	 If the table indicates “D”, 2d6 of the undead creatures are 
  automatically destroyed and will crumble to dust.
  No NeutrAL 
  CLerics?
  T
  he Cleric, as an armored warrior of the faith, using 
  blunt weapons and having healing spells, is specific 
  to the Lawful and Chaotic alignments. The Neutral 
  equivalent of the Cleric is the Druid, worshipping an abstract 
  power rather than gods. In fact, it is possible that there simply 
  are no Neutrally aligned gods; godlike power stems from Law 
  or Chaos. The Cleric-like power of Druids comes from nature, a 
  entirely different source. This is, of course, up to the Referee, who 
  is the creator of the campaign world and all that is in it.
  One solution, for the Referee who wants Neutral gods to 
  grant Cleric-like power to their followers, is simply to allow 
  Neutrally aligned Clerics, who might or might not be able to turn 
  the Undead (probably not). Another solution, if the Referee is 
  feeling particularly energetic, would be to create a new character 
  class, like the Druid, which serves Neutrally-aligned gods – an 
  alternative counterpart to the Cleric class. Just as Law grants the 
  power to heal and to turn the undead, Neutral gods would grant 
  some other sort of power to their followers. The nature of that 
  power would probably depend a great deal on what the god is the 
  god of. Just as Druidic powers are heavily based on nature, the 
  powers granted by a Neutral god would correspond to the deity’s 
  individual nature. The possibilities here are endless.
  F
  lee before the power of LAW, foul undead 
  things of Chaos!  Chaotic clerics cannot turn 
  the undead, for turning back the undead is a 
  power of Law. As an optional rule, Chaotic Clerics might 
  have some Chaos-based power corresponding to the Lawful 
  power to turn the undead. Non-player Clerics of Chaos 
  may have whatever additional powers the Referee assigns, of 
  course, without reference to the rules for player characters.
  Table 33: Turning the Undead
  Challenge Level 
  of Undead
  Specific Undead
  Clerical Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10-13
  14-17
  18+
  1
  Skeleton
  10
  7
  4
  T
  T
  D
  D
  D
  D
  D
  D
  D
  2
  Zombie
  13
  10
  7
  4
  T
  T
  D
  D
  D
  D
  D
  D
  3
  Ghoul
  16
  13
  10
  7
  4
  T
  T
  D
  D
  D
  D
  D
  4
  Shadow*
  19
  16
  13
  10
  7
  4
  T
  T
  D
  D
  D
  D
  5
  Wight
  20
  19
  16
  13
  10
  7
  4
  T
  T
  D
  D
  D
  6
  -
  20
  19
  16
  13
  10
  7
  4
  T
  T
  D
  D
  7
  Wraith
  -
  -
  20
  19
  16
  13
  10
  7
  4
  T
  T
  D
  8
  Mummy
  -
  -
  -
  20
  19
  16
  13
  10
  7
  4
  T
  T
  9
  Spectre
  -
  -
  -
  -
  20
  19
  16
  13
  10
  7
  4
  T
  10
  Vampire**
  -
  -
  -
  -
  -
  20
  19
  16
  13
  10
  7
  4
  11
  Vampire**
  -
  -
  -
  -
  -
  -
  20
  19
  16
  13
  10
  7
  12
  -
  -
  -
  -
  -
  -
  -
  20
  19
  16
  13
  10
  13
  Lich
  -
  -
  -
  -
  -
  -
  -
  -
  20
  19
  16
  13
  * Shadows might not be undead creatures in your campaign.
  ** Vampires and more-powerful undead cannot be turned automatically.
  
  Combat
  46
  Damage and 
  Death
  W
  hen a character (or creature) is hit, the amount of 
  damage is deducted from hit points. When total hit 
  points reach 0, the character is unconscious, and if 
  hit points are brought down to -1 or lower, the character dies.
  HeALing
  In addition to the various magical means of restoring hit 
  points, a character recovers naturally at the rate of 1 hit point 
  per day of uninterrupted rest. Four weeks of rest will return a 
  character to full hit points regardless of how many hit points 
  may have been lost.
  MorALe
  Certain monsters, such as mindless or undead creatures, 
  are fearless and always fight to the death. The majority, however, 
  will not continue to fight a hopeless battle; they will seek to 
  retreat, flee, or surrender. The Referee decides when monsters 
  abandon the battle and retreat, based on the situation and the 
  monsters’ intelligence. Keep in mind that the party’s own non-
  player character allies might decide to flee if their prospects of 
  survival look grim.
  Quick Method for 
  Ascending AC Combat 
  (Secret FormuLa!)
  If you are using the Ascending AC system, it may be easier 
  to calculate your “to-hit” rolls according to a simple formula. The 
  numbers are the same as the Descending AC tables – this is just a 
  different way of calculating the results. This is how it is done: each 
  character class gains a base “to-hit” bonus, which increases as a 
  character’s level increases (see the table below). Add this bonus to the 
  attack roll, and if the result is equal to or greater than the opponent’s 
  AC, the attack hits. That’s it; no chart needed for combat.
  If you are using the regular attack chart, DO NOT add a 
  base “to-hit” bonus to your roll – the combat charts already take 
  it into account.
  The base “to-hit” bonus is a feature of this Quick Method only.
  To use this system, write down your character’s base “to-
  hit” bonus. You will need to adjust it as your character gains 
  levels, but after doing that, you will not have to check any table 
  to see if he or she scores a hit.
  A 
  good potential house rule is attributed to Gary 
  Gygax’s gaming table, a rumor that might or 
  might not be true. It allows a character to 
  remain alive (although bleeding to death at the rate of 1 
  hp/round if no assistance is rendered) until the character 
  reaches negative hit points equal to the character’s level. In 
  other words, a fifth-level character actually dies only upon 
  reaching -5 hit points.
  Table 34: Alternate Quick Method of Calculating Hits with the Ascending AC System
  Class
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Base “To-Hit” Bonus
  Cleric*
  +0
  +0
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +5
  +5
  +6
  +7
  +7
  +8
  +8
  +9
  +10
  +10
  +11
  Fighter**
  +0
  +0
  +1
  +2
  +2
  +3
  +4
  +5
  +6
  +7
  +7
  +8
  +9
  +9
  +10
  +11
  +12
  +12
  +13
  +13
  Magic-User
  +0
  +0
  +0
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +5
  +5
  +5
  +6
  +6
  +7
  +7
  +7
  +7
  +8
  Thief***
  +0
  +0
  +0
  +1
  +1
  +2
  +2
  +3
  +3
  +4
  +5
  +5
  +5
  +6
  +6
  +7
  +7
  +7
  +7
  +8
  * Includes Druids and Monks
  ** Includes Paladins and Rangers
  *** Includes Assassins
  
  How to Play
  47
  The Brave Adventurers 
  Prepare to Enter the 
  Dungeons
  Referee: “Everybody got your character sheets? Potato chips? 
  Ready to go?”
  Brian (Werner the Cleric): “Ready.”
  Donovan (Yesdinil the Magic-User): “Let’s go.”
  Lindsay (Hobart the Fighter): “Pass the dip over here.”
  Riley (Eyeballs the Thief): “Here.”
  Referee: “Last time you were just at the top of the stairs leading into 
  the deep ruins of Mythrus Tower. You’re headed down the stairs. What’s 
  your marching order, and what kind of light source are you using?”
  Lindsay: “Standard marching order. I’m in front with my 
  axe, Donovan is in the back to cast spells, and Brian is behind me 
  so he can cure me if giant ants eat my face, like last time.”
  Donovan: “I have my bullseye lantern lit so we can see further 
  into the dark. Brian, you should carry a torch or something, because my 
  bullseye lantern is more like a beam, and we need some light around us.”
  Brian: “I’m Werner the Cleric, not Brian.”
  Lindsay: “Whatever.”
  Donovan: “Light a torch, Werner.”
  Brian: “Werner lights a torch.”
  Referee: “That means Werner can’t carry a shield, so what 
  armor class are you without the shield?”
  Brian: “Are we using ascending or descending armor class?”
  Referee: “Descending armor class. The lower your AC the 
  harder you are to hit.”
  Brian: “I’m wearing plate mail with no shield, so since my base 
  armor class is 9 for descending AC, I subtract 6 for the plate mail, 
  so I’m AC 3 with no shield. I carry it slung on my back, though.”
  Riley: “Eyeballs the Thief is just lurking in the shadows of 
  their torchlight. I’m at the back guarding Donovan’s Magic-User.”
  Lindsay: “Also, you’re a total chicken.”
  Riley: “You’ve got to go with your strengths. It’s what I do, man.”
  Referee: “Okay, you start down the stairs. It’s a twisting, dark stone 
  staircase leading down into the darkness. The walls are damp, reflecting 
  your torchlight. You can hear faint echoes from the dwarf and the cleric’s 
  plate mail as they clank their way down. After about fifty feet, the stairs 
  end, coming down into a ten-foot wide corridor leading north. It goes as 
  far as you can see, even with the sixty-foot range on the bullseye lantern.”
  Donovan (checking the map the party made in their last 
  adventure): “We go north for 80 feet, keeping an eye out for 
  trouble. I think that takes us to the Long Hall.”
  Referee: “Yes, no problems along the way, you can reach the 
  intersection with the Long Hall. Sixty feet was the first half of 
  your move because the guys in plate mail have a movement rate of 
  6. You’ve got 40 feet left to move in this turn.”
  Lindsay: “What do we see?”
  Referee: The 10 foot corridor you have been following makes 
  a T-intersection with a wider hallway, 20 feet wide. It looks like it 
  goes a long way both east and west.”
  Donovan: “Bullseye lantern, shining it around.”
  Referee: “Like last time, you can see that the Long Hall goes as 
  far as you can see with the bullseye lantern, that’s 60 feet, both east 
  and west. There is a door leading south 40 feet from your corridor, 
  and a door in the northern wall 60 feet from where you are.”
  Brian: “There’s an open pit trap right in front of us, right?”
  Referee: “Not right in front of you: it’s in the northern half 
  of the Hall, so you’ve got ten feet before you hit it, but yes. You 
  can sort of see it in the shadows of the torchlight, an open pit.”
  Lindsay: “Riley’s great at finding pit traps.”
  Donovan: “Yeah, by falling into them.”
  Riley: “I check the ceiling.”
  Brian: “Werner goes to the edge of the pit and looks down 
  with the torch.”
  Referee: “There’s a skeleton in there.”
  Donovan: “Seriously?”
  Lindsay: “It wasn’t there last time.”
  Referee: Rolls some dice.
  Donovan: “I hate it when you do that.”
  Referee: Rolls more dice. “There’s a gold ring on the skeleton’s 
  finger. You can see it glinting in the torchlight.”
  Lindsay: “I’m going down there to take a look. Can they 
  lower me down? It’s only ten feet deep, right?”
  Referee: “It’s ten feet deep. In that plate mail, you’re too 
  heavy for them to lower down without rope, though.”
  Donovan: “I have rope in my backpack. I’ll take it out.”
  Riley: “Anything interesting on the ceiling?”
  Referee: “Nope, just damp stone.”
  Brian: “Or we could lower you in there, Donovan. You’re not 
  wearing armor, you’re a Magic-User.”
  Donovan: “I’m not going down there, it might be an 
  animated skeleton, and I’d be in hand-to-hand combat with it.”
  GamepLay ExampLe
  
  How to Play
  48
  TroubLe DeveLops
  Referee: “Werner is looking down into the pit, and Yesdinil 
  is digging through her backpack. You aren’t paying much 
  attention to what might be coming down the hall.” Rolls to see if 
  the goblins who set this ambush will surprise the party. She rolls 1d6 
  to see if the party is surprised, and gets a “1.” The party is surprised. 
  Since Riley mentioned that her Thief was lurking in the shadows, the 
  Referee decides to check and see if this is successful as a Thief’s Hide in 
  Shadows skill. She rolls percentile dice, with a result of “2” and “0,” 
  which means 20. Eyeballs is a third level thief, so her chance to Hide 
  in Shadows is 20%. The roll is exactly equal to what Eyeballs needs 
  (it would have failed if the die roll had been 21 or higher), so the 
  goblins don’t notice Eyeballs lurking in the shadows.
  Referee: “All of a sudden, arrows shoot from the darkness.” 
  There are six goblins waiting beyond the edge of the torchlight, firing 
  short bows. Since a short bow has a rate of fire of 2, each goblin gets 
  2 shots, for a total of 12 attack rolls. The Referee decides that each 
  visible character will be attacked by 4 arrows. The range is 70 feet 
  (the goblins are outside the 60ft range of Donovan’s bullseye lantern), 
  and the range on a short bow underground is only 50ft, so the goblins 
  are attacking at -2 due to the range.
  Referee: “Each of you except Eyeballs is getting shot by 4 
  arrows. Donovan, what’s your AC (armor class)?”
  Donovan: “9. I’m not wearing armor.”
  Referee: Rolls 4d20, getting a 3, 7, 15, and 19. She checks the 
  tables to see what a goblin needs to hit armor class 9, and finds that a 
  monster with less than one hit die needs a 10 to hit armor class 9. Even 
  with the -2 to hit because of the range, two of the attacks score hits.
  Referee: “You’re hit by two arrows.” Rolls 1d6 for each of the 
  hits to find out how much damage the hits cause. The rolls are a 2 
  and a 5. “You take a total of 7 points of damage.”
  Donovan: “I’m still alive, but I’ve only got 15 hit points. I’m 
  down to 8.”
  Referee: Rolls more dice to find out whether there are more hits, 
  and Werner the Cleric is hit twice.
  Brian: “Fear not, dear lady, for there is an honorable cleric of 
  Law present to cure you!”
  Referee: “Brian, you’re hit twice.”
  Brian: “Ouch! Seriously? I’m armor class 3.”
  Referee: “Yep.” The goblins need a 16 to hit AC 3, and there’s a 
  -2 for range. The Referee rolled a 1, an 18, a 6, and a 20. “You take 
  (rolls 2d6) five hit points. And Lindsay, they totally missed you.”
  Donovan: “I’ll roll our initiative. I’m not casting any spells 
  until I can see what’s out there.”
  Lindsay: “Can we even see what’s attacking?”
  Referee: “No, you don’t know what’s out there. They aren’t 
  using any light, so they aren’t illuminated. Just a dark hallway 
  down there, with arrows shooting out at you.”
  Donovan: “I rolled a 6 for initiative.”
  Referee: Rolls a 3 on a six-sided die. “You have initiative; you 
  beat their roll. What do you do?”
  Lindsay: “I charge and attack. I’m a dwarf, so I can see in the 
  dark. Eat dwarf axe, monsters!”
  Referee: “Okay, but this is just the movement and missiles 
  phase. Are any of you using missile weapons?”
  Brian: “We can’t see anything to shoot at.”
  Referee: “You could shoot at -4 as if they were invisible. You 
  know roughly where they are.”
  Lindsay: “I charge and kill them.”
  Referee: “Hobart charges forward, axe held high. Brian, 
  what does Werner do?”
  Brian: “Follow Lindsay.”
  Referee: “Donovan?”
  Donovan: “Draw my dagger, but stay where I am.”
  Riley: “Draw my longsword and move up. I want to move 
  silently and hide in the shadows, and see if I can get around back 
  of whatever’s there.”
  The Referee rolls the percent chance to see if Eyeballs the Thief 
  is able to successfully move silently and hide in the shadows. Eyeballs 
  is third level, so her chance is 20% to hide in shadows and 30% to 
  move silently. The Referee rolls a 34, which is not good enough; the 
  number would have to be 20 or lower. She rolls an 85 for the move 
  silently check, so Eyeballs is not moving any more quietly or invisibly 
  than a regular person sneaking along. Even so, the Referee decides 
  that with all the combat going on, the goblins probably won’t notice 
  Eyeballs unless she does something to draw attention to herself.
  Referee: “Werner and Hobart charge forward, so Werner’s 
  torch will be illuminating the area as they move. You guys are in 
  plate mail, and your movement rate is only 6, so you get 60 feet. 
  There are 6 goblins within 10 feet of you, which puts you in melee 
  combat range. They’re spaced out all the way across the 20 foot 
  wide hall. Eyeballs has a move of 12, so you could get all the way 
  behind them, Riley, except they’re blocking the whole hall. What 
  do you do when you see that they block the hall? Do you want to 
  move up into combat?”
  Riley: “No, I want to hang back 20 feet from them so I’m 
  not in melee. Do they look like they see me?”
  
  How to Play
  49
  Referee: “Looks like they’re focused on the charging dwarf, 
  but one of them does glance over at you.”
  Riley: “So I probably missed the roll. Oh, well.”
  Referee: “Probably. Not all of them really noticed you, 
  though, from what you can tell.”
  Riley: (turns to the other players) “I can probably still get 
  behind these guys if they cluster around Werner and Hobart.”
  Referee: “Now it’s their turn for missiles and movement. The 
  three in front of Werner and Hobart drop their bows and draw 
  short swords. The other three fire their bows again, one at Werner 
  and two at Hobart.” The Referee rolls and determines that there are no 
  hits against the platemail clad adventurers, even though the goblins are 
  no longer attacking at -2. “No hits. It’s your melee initiative.”
  Lindsay: “I attack the nearest one.” Rolls a d20 to hit. “I got a 
  15, and with my strength bonus, that’s a 16.”
  The Referee checks her to-hit chart. Hobart is a fourth level fighter, 
  and the goblins are armor class 6, so Hobart needs an 11 to hit.
  Referee: “Hobart’s axe slices into the goblin. Roll damage.”
  Lindsay rolls to see how much damage Hobart’s hit inflicted. 
  Hobart has a battle-axe, so the damage is 1d8. She rolls a 5, but since 
  her strength is 16, she gets +1 to her damage.
  Lindsay: “6 points.”
  The Referee has already rolled hit points for the goblins; this one 
  has 2 hit points.
  Referee: “The goblin falls to the floor, dead. Goblins don’t 
  have more than one hit die, so you get one attack per level. You’ve 
  got three more attacks, since you’re a fourth level fighter. 
  Traps and Loot
  After the battle, the party goes back to the pit to check out the 
  ring the skeleton is wearing.
  Lindsay: “Let’s tie a rope to Eyeballs and lower her down.”
  Riley: “Okay by me.”
  Donovan: “We tie a rope around Eyeballs and lower her 
  into the pit.”
  Referee: “Who’s holding the rope?”
  Brian: “Donovan and I hold the rope, and Lindsay’s 
  character keeps an eye out for more trouble.”
  Referee: “Okay, you lower Eyeballs down into the pit. There’s 
  a skeleton wearing a ring.”
  Riley: “I don’t touch anything yet. I’m going to light a torch 
  so I can see better.”
  Referee: “Okay, you light a torch.”
  Riley: “Check for traps.”
  Referee: “It doesn’t work like that. You can check a small 
  mechanism to see if there’s a trap in it, but you can’t just 
  illuminate the place with find traps radar.”
  Riley: “Okay, I look around the ring and the bones to see if 
  there are any tripwires or anything attached to it.”
  Referee: “No tripwires. While you’re checking the ring, 
  you notice that there’s an inscription on it, though. It isn’t in a 
  language you can read.”
  Riley: “Okay, I check inside the pit for secret doors.”
  Referee: “It takes you a full turn to check a ten-by-ten area 
  for secret doors. Which wall are you searching?” The Referee knows 
  that there is actually a secret door in the floor of the pit, but is careful 
  not to reveal anything by specifically mentioning the floor.
  Riley: “North wall and the floor.”
  Referee: “That will take two turns.” She rolls two six-sided 
  dice in the first turn, when Eyeballs is checking the north wall of 
  the pit. Even though she knows there is no secret door, she rolls a die 
  anyway. If she didn’t, the players would know for sure there was no 
  secret door. The second die roll is a check for wandering monsters, 
  because the party is using a full turn of time to search. “Nothing 
  happens in the first turn, and you don’t find a secret door in the 
  north wall. You start searching the floor of the pit.” Once again, 
  the Referee checks for wandering monsters, but still doesn’t roll a 1. 
  She rolls 1d6 to see if Eyeballs finds the secret door, and now she rolls 
  a 1, meaning that the secret door is found.
  Referee: “You discover the crack between the floor and the 
  walls goes in really deep. You think that the floor might swing 
  downward like a trap door. You also find what looks like a keyhole 
  in the floor, in the northwest corner.”
  Riley: “Can I check the keyhole for traps?”
  Referee: “You can use your Delicate Tasks skill to see if you 
  can find a trap in there. If there’s a trap, you can roll again to see 
  if you can remove it.”
  Riley: “If I screw up the roll when I’m checking to see if 
  there’s a trap, does that set off the trap?”
  Referee: “No. Only if you fail the roll when you’re trying to 
  actually remove it.”
  Lindsay: “Did we loot the goblins yet?”
  Referee: “No, you forgot.”
  Lindsay: “I go check the bodies while Riley’s thief is messing 
  around in the pit.”
  Referee: “The rope jerks and starts to pull Eyeballs upward.”
  Lindsay: “Very funny. Okay, I hand my end of the rope to 
  Donovan and then I go loot the bodies.”
  Riley: “I check the keyhole for traps.” The Referee knows that 
  there is a trap in the lock, which will drop a stone block into the pit 
  if the key is not used. This is not an issue yet, because just checking 
  the keyhole for traps will not activate the trap. Eyeballs the Thief’s 
  Delicate Tasks skill is 25%. The Referee rolls 1d100, and gets a 58.
  Referee: “You don’t find any traps.”
  Riley: “Okay, I’m going to pick the lock.”
  Referee: “Lindsay, Hobart finds a total of 10 gold pieces on 
  the goblins, and also a key.”
  Riley: “Wait, I don’t pick the lock yet, I wait to see what 
  Hobart found on the goblins…..”
  I
  f these monsters were hobgoblins, with 1 hit die plus 
  1 hit point, Hobart would not have the extra attacks, 
  but since he has four attacks per round against 
  goblins, he proceeds to end the combat in only two rounds, 
  going through the goblins like a chainsaw. The Referee checks 
  to see if any wandering monsters were attracted by the noise of 
  the combat, rolling 1d6 to see if he gets a 1. He rolls a 3, so no 
  wandering monsters hear the noise and come to investigate.
  
  How to Play
  50
  S
  words & Wizardry usually is not played just once 
  for a single adventure; it is usually a weekly or monthly 
  series of sessions in which the characters continue to 
  adventure, gaining experience and power. Eventually, the more 
  powerful characters will begin to make a mark on the game world 
  itself. They may take control of a castle, build armies, and even, if 
  the game goes on long enough and the group decides not to retire 
  the characters, name kingdoms after themselves or venture into 
  other worlds, realms, or dimensions. Perhaps they will do battle 
  with demon princes, maybe they will forge artifacts of great power 
  – even unite great empires through diplomacy in grand courts or 
  beneath their banners on the field of war. Later “generations” of 
  characters might even be serving as henchmen for the old, retired 
  heroes of the game!
  In playing the game, the first several levels of character 
  advancement are devoted mainly to the characters becoming 
  more powerful, bringing back treasure to buy better equipment, 
  finding magic items, learning spells, and getting more hit points 
  as they gain levels. Often these adventures are expeditions into 
  underground dungeon complexes, but they might also be sea 
  voyages or any number of other adventures – whatever the players 
  decide to embark upon. As the characters reach higher levels, 
  the players will most likely want them to begin projects that are 
  not specifically covered by the rules. Perhaps the Magic-User 
  wants to build an army of magically animated iron warriors, 
  but needs to figure out how to do it. Maybe the Fighter wants 
  to establish a small, fortified manor in the wilderness hills, but 
  needs to hire some troops and clear out the area. This side of the 
  game is limited only by your collective imaginations. Of course, 
  as the heroes become better known (or more notorious), they 
  will be petitioned for help by all manner of people from kings to 
  peasants, and they will hear of mysterious places and rumors far 
  beyond the normal fare of less-renowned adventurers.
  As your character reaches higher level, you will find that he or 
  she may start having an effect on the actual game world. Indeed, 
  once one becomes powerful and influential enough to build a 
  stronghold, the character’s name is literally going to get written 
  on the campaign map itself. Later adventurers might hear about 
  “Arnold’s Freehold” and never realize that “Arnold” is – or was 
  – a high level Fighter character with a very skillful player. To the 
  new players, of course, Arnold’s Freehold is just a castle located in 
  the hills, a good place to rest up and buy provisions. They might 
  never realize that the rumors about Lord Arnold’s exploits are true 
  accounts of desperate adventures played out with dice and maps!
  Exactly how your character makes a mark on the game world 
  is up to you – although the rules offer some ideas, such as doing 
  magical research or clearing out some wilderness for a small castle. 
  You might, indeed, decide to settle your experienced adventurer 
  in a city, or on a galleon traveling the seas of the world. The game 
  can twist and turn in many directions. Nevertheless, at some 
  point, some of the following information will probably become a 
  factor as your higher-level character begins to be involved in the 
  world beyond the dungeon.
  The StronghoLd
  All of the character classes have some ability, at some level, 
  to establish a stronghold – or to take over a guild, in the case of 
  Thieves and Assassins. Strongholds are usually built by claiming 
  an area of wilderness, clearing out the monsters that lair in the 
  region, and then beginning construction of the new owner’s 
  fortified place of residence. The nature and type of stronghold 
  will differ, of course, for the individual’s choices will play an 
  important role. For instance, it is traditional for you, the player, 
  to create a map of your castle.
  In general, a strong leader who clears out an area with a 
  radius of ten miles or so will end up in charge of between 2 and 8 
  (2d4) small settlements. The peasants in these hamlets, cots, and 
  vils will be overjoyed to find themselves under the protection of 
  a powerful and renowned protector – unless your character is a 
  tyrannical overlord in the service of Chaos. Each settlement holds 
  roughly 1d4 x100 villagers, and the normal feudal tax is 10 gp per 
  year per villager. Sometimes, of course, this is paid with chickens 
  and oxen, and your stronghold might take on the appearance of a 
  marketplace, around tax time – but a good reeve or bailiff can sort 
  it all out quickly, without the character’s needing to get involved.
  Owning a castle allows a person to house and feed loyal 
  retainers without paying for their room and board in local inns, or 
  building campsites in the cold rain. It is a base of operations and a 
  secure place to keep treasure.
  Building the actual castle, of course, is quite expensive. The 
  owner will need to hire wagons for transporting materials, as well 
  as masons and other experienced craftsmen from more civilized 
  areas to raise the strong stone walls and towers of the fortress. 
  The diagram of the “Castle of Karadir Pass” shows how much the 
  various elements of a fortified castle might cost as part of a custom 
  design. These costs could change drastically depending upon how 
  far a freehold is from the rest of civilization.
  The defensive elements of a stronghold have structural points, 
  which are the equivalent of super hit points. Hand weapons 
  cannot inflict structural damage, although stones thrown by 
  giants can, and some spells might at the Referee’s discretion.
  Castle Wall (free-standing curtain wall): 40
  Tower, round: 40 to 60 depending on diameter
  Tower, square: 45
  Bastion: 40
  Gatehouse: 50
  Gates: 30
  Dirt Ramparts: 20
  Stone Outbuilding: 30
  Wooden Outbuilding: 15
  Wooden Mantlet or Palisade: 2
  Trebuchet (heavy catapult): 5*
  Mangonel (light catapult): 3*
  *Any hit to a catapult renders it inoperable for 6 hours until 
  it can be repaired with the supervision of a siege engineer. If the 
  catapult is actually destroyed, it cannot be repaired.
  High-LeveL  Adventuring
  
  How to Play
  51
  Alchemist
  Upkeep Cost: 1,000 gp/month
  Wage: 500 gp/month
  Initial Equipment: A fully 
  equipped lab costs 1,000 gp.
  Animal Trainer
  Upkeep Cost: 500 gp/month, 
  including costs for the animal(s) 
  being trained.
  Wage: 20 gp/month, or none, if 
  the trainer is a follower of a character 
  with a stronghold.
  Initial Equipment: This depends 
  on the animal being trained.
  Armorer
  Upkeep Cost: 100 gp/month
  Wage: 100 gp/month, or none, if 
  the armorer is a follower of a character 
  with a stronghold.
  Initial Equipment: A fully 
  equipped forge costs around 100 gp.
  Assassin
  Upkeep Cost: Not applicable; 
  assassins are available for hire on a 
  mission-by-mission basis only.
  Wage: 2,000 gp per mission
  Initial Equipment: None.
  Blacksmith
  Upkeep Cost: 25 gp/month
  Wage: 10 gp/month
  Initial Equipment: A fully 
  equipped forge costs around 100 gp.
  Man-at-Arms (Adventuring)
  Upkeep Cost: Cost of rations 
  and lodging.
  Wage: 2 gp/day, or upwards of 5 gp/
  day depending on circumstances
  Initial Equipment: Determine 
  from equipment list.
  Man-at-Arms (Soldiers)
  Upkeep Cost: 1 gp/month in 
  camp or castle. Standard costs of 
  rations if operating in the field; this 
  is reduced to 10 gp/month if the 
  character is fielding an army with 
  adequate wagons to purchase in bulk.
  Wage: None, if the man-at-arms is 
  a follower of a character with a stronghold. 
  Otherwise, household troops cost 2 gp/
  month, archers 4 gp/month, and cavalry 
  troopers cost 8 gp/month. Mercenaries are 
  more expensive; infantry cost 4 gp/month, 
  archers 8 gp/month, and cavalry troopers 
  cost 16 gp/month. Sergeants (one required 
  for every 10 men-at-arms) cost twice the 
  normal amount for a man-at-arms of the 
  same type, Lieutenants (required for every 
  20 men) cost three times normal, and 
  Captains (required for every 60 men), cost 
  four times normal.
  Initial Equipment: Determine 
  from equipment list.
  Sage
  Upkeep Cost: 1,000 gp/month, 
  which includes books for research, 
  scribe expenses, and so on.
  Wage: 1,000 gp/month
  Initial Equipment: A small 
  library costs 2,000 gp.
  Sailor
  Upkeep Cost: 10 gp/month
  Wage: 2 gp/month
  Initial Equipment: None.
  Servant (Domestic)
  Upkeep Cost: 1 gp/month
  Wage: 5 gp/month
  Initial Equipment: None.
  Ship Captain
  Upkeep Cost: 50 gp/month
  Wage: 250 gp/month
  Initial Equipment: A ship.
  Siege or Construction Engineer
  Upkeep Cost: 750 gp/month (Seige 
  engine repairs and upgrades are expensive.)
  Wage: 250 gp/month
  Initial Equipment: None.
  Spy
  Upkeep Cost: 10 gp/month
  Wage: 500 gp per mission
  Initial Equipment: None.
  Torchbearer (or Other
  Adventuring Non-combatant)
  Upkeep Cost: Cost of rations 
  and lodging.
  Wage: 1 gp/day
  Initial Equipment: Determine 
  from equipment list.
  Hiring Followers
  Normal hirelings are assumed to be employed full time by the player 
  character. They are given room and board plus a wage, and the employer 
  supplies any materials needed. (It is possible to employ people for single tasks 
  or short periods; such costs are left up to the Referee.) As a general rule, food 
  for a single person in a rural community such as a castle or village is about 1 
  gp per month, and perhaps twice that in a city. If the employer does not own a 
  stronghold to house servants and followers, lodging may need to be considered 
  separately. The cost is up to the referee, but staying in an inn, even in a stable, 
  will cost at least 1 gp per night. In the following list, “Upkeep” covers food 
  and lodging, but does not include wages or any equipment needed to set up 
  a professional or craftsperson. It does cover materials needed for the hireling 
  to function on an ongoing basis. Note that for some crafts or professions, this 
  materials cost can be quite high: blacksmiths use up a quantity of supplies just 
  to keep a forge running, alchemists constantly conduct experiments, etc. Wages 
  depend upon the type of services being sought. The cost of initial equipment 
  should be calculated using the equipment tables. If the hireling requires a great 
  deal of initial equipment (such as a forge or a library), the Referee may use the 
  values in the list below or adjust the costs as needed for local conditions.
  
  Magic
  52
  
  Magic
  53
  M
  agic, sorcery, and strange miracles, are the 
  beating heart of the game: the bizarre fluctuations 
  of power beyond the laws of normal reality, 
  mystically glowing runes of unknown meaning and deadly 
  portent; the auguries of bird-flocks and fallen stones; arcane 
  incantations that twist the mind when memorized and scorch the 
  throat when spoken; dusty tomes in forgotten libraries; knowledge 
  that can melt the very soul of the incautious reader...
  The world is drenched in the tides and isolated lakes of magical 
  power. A great deal of this is ancient and deadly; only a very small 
  portion of the vast pattern can be harnessed into the shape of mere 
  spells, formulae spat out by rote memory. As difficult as it is for a 
  mere human to grasp and control the powers of a Magic-User, most 
  spells are still no more than a feeble shortcut into the depthless 
  powers of true magic. The greatest wizards and archmages can 
  mold and shape such terrifying powers, reaching deep into the very 
  maelstroms of true power, able to perceive the patterns behind the 
  planes of existence, even if these are obscured, seen only through 
  the uncertain lens of mortal perception, and retained within the 
  weak and fragile vessel of the mortal mind.
  The Magic-User attempts to harness powers far beyond the 
  true scope of mortal understanding, using memorized formulae, 
  gestures, and incantations, that have been meticulously recorded in 
  books of magic. The very words and diagrams of these spells hold 
  dreadful and incomprehensible power, as demonstrated by the fact 
  that a Magic-User must use a spell (Read Magic) merely to read an 
  unfamiliar magical incantation. To the untrained eye, the spells 
  written in a spellbook are gibberish; the letters almost seem to move 
  at the corner of the eye and the words are disturbing to the mind, 
  the visual counterpart to fingernails dragging across a slate.
  A Magic-User can only hold a certain quantity of magical 
  power in mental, memorized reserve to be released later in the form 
  of a spell. Indeed, it is the first warning taught to apprentice mages: 
  that to successfully memorize a spell beyond one’s training and 
  mental powers is the last action one will ever take as a sane human 
  being. The mind will be utterly broken, and the vitriol of Chaos will 
  seep into that broken vessel (if the fool is even left alive), turning the 
  mindless husk into a thing far less, and far worse, than human.
  Beyond spells, of course, lies an unfathomable realm of such 
  magic as can be harnessed by great rituals and secret knowledge that 
  exceed the confines of mere spells, where the Magic-User’s own mind 
  is not the gathering point and lightning rod of vast magical energies. 
  The creation of golems is such a task, and one which is relatively well 
  known. Manuals for the creation of golems are rare, but they exist 
  in lost treasure hoards and forgotten ruins. Building and animating 
  a golem is a task that cannot be achieved by spells alone, but with 
  the appropriate knowledge, a Magic-User can still perform such a 
  task. Most other feats of great magic are not so well documented as 
  the animation of golems; the creation of cloud castles and other such 
  unique artifacts of power are lost arts, for which a Magic-User would 
  have to do prodigious and dangerous researches at the boundaries of 
  human knowledge – and perhaps beyond.
  Clerical spellcasting is quite different from the way in which 
  a Magic-User draws upon the complex, mindless patterns and 
  channels of arcane power. A Cleric’s magic, by contrast, is a 
  matter of faith and reverence; the Cleric can draw forth miracles, 
  sometimes of truly staggering power. The number of spells that a 
  Cleric can cast in a single day is limited and the particular spells 
  must be selected ahead of time, but this is done through a process 
  of prayer and meditation, not by the study of formulae in a spell 
  book. It is said that these are “memorized,” but such is not precisely 
  the case – “memorization” is simply the closest term that has been 
  coined to describe the preparation of Clerical spells.
  Indeed, the divine powers are inscrutable: layer upon layer of 
  mysteries, revelations, and understandings that are peeled away slowly 
  as the Cleric progresses to higher levels. Whether these deeper mystical 
  realities are imparted by visions and sudden insight or whether they 
  are taught to initiates after the prescribed achievements, they represent 
  the ability to cast higher level spells and to commune more directly 
  with the divine powers. Most Clerics are the servants of Law or Chaos, 
  for these are primordial forces that infuse the very foundations of the 
  universe and cosmos. Clerics of Law might have a patron saint or deity 
  who intercedes between the Cleric and the ultimate power of Law, or 
  the Cleric might simply worship Law as an abstract power. Clerics of 
  Chaos might, similarly, commune directly with the storm-insanity 
  of pure Chaos, or take the different path of serving powerful demon 
  princes or blood-drenched gods. Neutral Clerics (if allowed by the 
  Referee) must generally serve a lesser, independent supernatural power, 
  one that has chosen to go its own way in rejection of both the stark path 
  of Law and the dark, mad labyrinths of Chaos. In many cases, although 
  such Neutral patrons are weaker than Law and Chaos in the cosmic 
  sense, they can grant as much power to their mortal followers as greater 
  entities. The difference in standing between a mortal and a great Being 
  of Neutrality is still so extreme that any relative “weakness” on the part 
  of the worshipped being is undetectable by the worshipper. As far as 
  humans are concerned, these Neutral powers are just as strong as Law 
  and Chaos in terms of what boons they can grant to their followers.
  Druids, in the service of Nature and the Elements, are not 
  Clerics; they worship and serve a Power of Neutrality rather than 
  Law or Chaos. Druids, accordingly, have a different set of spells than 
  true Clerics, although they “memorize” them in the same way and 
  there is a great deal of overlap. Druidic magic, as with Clerical magic, 
  depends upon an evolving understanding of mysteries and secrets, 
  each of which might be dangerous to the minds or souls of those less 
  trained or less faithful. In the case of Druids, these are usually taught 
  to initiates as they are promoted by the higher members of the order. 
  Although many Druids might gain levels by the means of sudden, 
  mystical revelations, this tends to be less true of Druids than Clerics.
  And what of necromancers, sorcerers, warlocks, witches, and 
  mystics? Are these independent character classes, as the Druid is? 
  Or are they rare sub-classes of the Magic-User and Cleric, or merely 
  substitute names for those classes? This is for the Referee and the players 
  to decide as together you delve into the game beyond the framework of 
  this book. Part of the game is to press beyond the rules, to explore the 
  undiscovered country of the fantastic realms of imagination! The rules 
  of the game are just the beginning, and this description of magic is 
  merely an introduction, the threshold of infinite possibilities...
  Magic
  
  Magic
  54
  MagicAL Research
  Magical research is another area in which higher-level characters 
  will begin to grow beyond the scope of the rules. Even fairly low-
  level Magic-Users may want to develop new spells, and higher-level 
  Magic-Users might become involved in all kinds of research from 
  developing potion formulae, to creating magical items, to creating 
  golems, to breeding monsters. In general, the details of such projects 
  are left to the Referee; they will certainly be expensive, and will 
  probably involve finding books of lost lore (yes, in dungeons, 
  although perhaps the Wizard has henchmen to retrieve them by this 
  point) and strange components ranging from eye of newt up to the 
  heart of a dragon. Special laboratories might be required, as might 
  the services of a hired alchemist or sage. Remember that new spells 
  should be carefully reviewed to make sure they are not too powerful 
  – the spell’s level should reflect the spell’s power. If a spell turns out to 
  be unexpectedly powerful to the point where it endangers the game, 
  it is always the Referee’s prerogative to protect the game by adjusting 
  the level of the new spell.
                                An ALternate 
                                Approach to 
                        High-LeveL Magic
                                  Before the supplements came out for
                       the Original Game, Magic-User spells went
                       up only to 6th level, and Cleric spells only
                       to 5th level. In fact, if you take a look at
              those spell lists, you will see that the list of 6th-level
              Magic-User spells includes one called Limited
              Reincarnation, and the 5th-level Cleric spells
              include Raise Dead. These are pinnacle-type spells;
              you do not really need to power them up any
              further with Reincarnation and Resurrection. So,
              this author, as a Referee, does not use the higher
              level spells – at least, not as spells.
                     Instead, all the higher-level spells are treated
           as the same sort of thing as creating a golem or a
           cloud castle, or some other type of magical project
        that would require doing research, finding books,
        and spending gold. There are books to be found and
        studied, expensive arcane components to locate,
     particular times of the year or lunar cycle when the
      magic can be performed, runes to know, circles to scribe,
  and other strange and forbidden knowledge to be researched.
  These things are bigger than mere spells that can be cast 
  multiple times a day. For example, to summon a supernatural 
  being, a Magic-User must use the right magic circle to hold a 
  being of a particular name or type, and that requires research 
  into forbidden tomes, which are likely located in a dungeon 
  or ruin somewhere. To “cast” Resurrection (on someone who 
  has been dead too long for a Raise Dead spell), a Cleric might 
  have to bring the remains to a specific holy place, and seek 
  much more assistance from other Clerics. The possibilities 
  are vast and the author, at any rate, thinks it is more fun to 
  limit the top end of spell power and switch the high-level 
  spells from mere “spells” to serious undertakings of magic, 
  requiring research, adventuring, and the expenditure of huge 
  quantities of gold.
  
  Magic
  55
  Level 1
  Charm Person
  Detect Magic
  Hold Portal
  Light
  Magic Missile
  Protection from Evil
  Read Languages
  Read Magic
  Shield
  Sleep
  Level 2
  Continual Light
  Darkness, 15-foot Radius
  Detect Evil
  Detect Invisibility
  ESP
  Invisibility
  Knock
  Levitate
  Locate Object
  Magic Mouth
  Mirror Image
  Phantasmal Force
  Pyrotechnics
  Strength
  Web
  Wizard Lock
  Level 3
  Clairaudience
  Clairvoyance
  Darkvision
  Dispel Magic
  Explosive Runes
  Fireball
  Fly
  Haste
  Hold Person
  Invisibility, 10-foot Radius
  Lightning Bolt
  Monster Summoning I
  Protection from Evil, 10-foot Radius
  Protection from Normal Missiles
  Rope Trick
  Slow
  Suggestion
  Water Breathing
  Level 4
  Charm Monster
  Confusion
  Dimension Door
  Extension I
  Fear
  Hallucinatory Terrain
  Ice Storm
  Massmorph
  Monster Summoning II
  Plant Growth
  Polymorph Other
  Polymorph Self
  Remove Curse
  Wall of Fire
  Wall of Ice
  Wizard Eye
  Level 5
  Animal Growth
  Animate Dead
  Cloudkill
  Conjuration of Elementals
  Contact Other
  Plane Extension II
  Feeblemind
  Hold Monster
  Magic Jar
  Monster Summoning III Passwall
  Telekinesis
  Teleport
  Transmute Rock to Mud
  Wall of Iron
  Wall of Stone
  Level 6
  Anti-Magic Shell
  Control Weather
  Death Spell
  Disintegrate
  Enchant Item
  Extension III
  Geas
  Invisible Stalker
  Legend Lore
  Lower Water
  Monster Summoning IV
  Move Earth
  Part Water
  Project Image
  Reincarnation
  Repulsion
  Stone to Flesh
  Level 7
  Charm Plants
  Conjuration of Demons
  Delayed Blast
  Fireball
  Limited Wish
  Mass Invisibility
  Monster Summoning V
  Phase Door
  Power Word, Stun
  Reverse Gravity
  Simulacrum
  Level 8
  Clone
  Mass Charm
  Mind Blank
  Monster Summoning VI
  Permanency
  Polymorph Object
  Power Word, Blind
  Symbol
  Level 9
  Astral Spell
  Gate
  Maze
  Meteor Swarm
  Monster Summoning VII
  Power Word, Kill
  Prismatic Sphere
  Shape Change
  Time Stop
  Wish
  Spell Lists
  Level 1
  Cure Light Wounds
  Detect Evil
  Detect Magic
  Light
  Protection from Evil
  Purify Food and Drink
  Level 2
  Bless
  Find Traps
  Hold Person
  Silence, 15-foot Radius
  Snake Charm
  Speak with Animals
  Level 3
  Continual Light
  Cure Disease
  Locate Object
  Prayer
  Remove Curse
  Speak with Dead
  Level 4
  Create Water
  Cure Serious Wounds
  Neutralize Poison
  Protection from Evil, 10-foot Radius
  Speak with Plants
  Sticks to Snakes
  Level 5
  Commune
  Create Food
  Dispel Evil
  Finger of Death
  Insect Plague
  Quest
  Raise Dead
  Level 6
  Animate Object
  Blade Barrier
  Conjuration of Animals
  Find the Path
  Speak with Monsters
  Word of Recall
  Level 7
  Aerial Servant
  Astral Spell
  Control Weather
  Earthquake
  Gate
  Holy Word
  Part Water
  Restoration
  Resurrection
  Symbol
  Wind Walk
  Level 1
  Detect Magic
  Detect Snares & Pits
  Faerie Fire
  Locate Animals
  Predict Weather
  Purify Water
  Level 2
  Create Water
  Cure Light Wounds
  Heat Metal
  Locate Plants
  Obscuring Mist
  Produce Flame
  Speak with Animals
  Warp Wood
  Level 3
  Call Lightning
  Cure Disease
  Hold Animal
  Neutralize Poison
  Plant Growth
  Protection Against Fire
  Pyrotechnics
  Water Breathing
  Level 4
  Animal Summoning I
  Control Temperature 10-ft. Radius 
  Cure Serious Wounds
  Dispel Magic
  Hallucinatory Forest
  Insect Plague
  Plant Doorway
  Produce Fire
  Protection from Lightning
  Speak with Plants
  Level 5
  Animal Growth
  Animal Summoning II
  Anti-Plant Ward
  Commune with Nature
  Control Winds
  Hold Plant
  Transmute Rock to Mud
  Passplant
  Sticks to Snakes
  Wall of Fire
  Level 6
  Animal Summoning III
  Anti-Animal Ward
  Conjuration of Fire Elementals 
  Feeblemind
  Finger of Death
  Repel Wood
  Transport via Plants
  Weather Summoning
  Level 7
  Animate Rock
  Confusion
  Conjuration of Earth Elementals 
  Control Weather
  Creeping Doom
  Fire Storm
  Reincarnation
  Transmute Metal to Wood
  Magic-User Spells
  CLeric Spells
  Druid Spells
  
  Magic
  56
  C
  ontained herein are all of the Cleric, 
  Druid, and Magic-User spells, presented in 
  alphabetical order.
  Aerial Servant
  Spell Level: Cleric, 7th Level 
  Range: N/A 
  Duration: Until completed or insanity
  This spell summons a powerful creature from the 
  elemental planes of air, to fetch and return one thing (or 
  creature) to the caster. Only a creature with a Strength of 18 
  can fight its way from the servant’s grasp, and even then the 
  chance is not likely to be greater than 50%. The servant can 
  carry up to 500 pounds in weight. An aerial servant has the 
  following attributes: HD 16, AC 3 [16], Atk Bonus +17, Atk 1 
  (4d4), Move 240 feet. If the servant is frustrated in its efforts 
  to bring the desired object to the caster, it will become insane, 
  returning and attacking him or her.
  Animal Growth
  Spell Level: Druid, 5th Level; Magic-User, 5th Level 
  Range: 120 feet 
  Duration: 2 hours
  This spell causes 1d6 normal creatures to grow immediately 
  to giant size. While the spell lasts, the affected creatures can 
  attack as per a giant version of themselves.
  Animal Summoning I
  Spell Level: Druid, 4th Level 
  Range: 30 feet 
  Duration: 1 hour
  The Druid summons forth normal animals to serve as allies: 
  1 creature larger than a man (such as an elephant), 3 animals the 
  size of a man or horse (such as a lion), or 6 animals smaller than a 
  man (such as a wolf). The animals obey the caster’s commands.
  Animal Summoning II
  Spell Level: Druid, 5th Level 
  Range: 30 feet 
  Duration: 2 hours
  The Druid summons forth normal animals to serve as allies: 
  2 creatures larger than a man (such as an elephant), 6 animals the 
  size of a man or horse (such as a lion), or 12 animals smaller than 
  a man (such as wolves). The animals obey the caster’s commands.
  Animal Summoning III
  Spell Level: Druid, 6th Level 
  Range: 30 feet 
  Duration: 4 hours
  The Druid summons forth normal animals to serve as allies: 
  4 creatures larger than a man (such as an elephant), 12 animals the 
  size of a man or horse (such as a lion), or 24 animals smaller than a 
  man (such as wolves). The animals obey the caster’s commands.
  Animate Dead
  Spell Level: Magic-User, 5th Level 
  Range: Referee’s discretion 
  Duration: Permanent
  This spell animates skeletons or zombies from dead bodies. 
  1d6 undead are animated per level of the caster above 8th. The 
  corpses remain animated until slain.
  Animate Object
  Spell Level: Cleric, 6th Level 
  Range: 60 feet 
  Duration: 1 hour
  The Cleric “brings to life” inanimate objects such as statues, 
  chairs, carpets, and tables. The objects follow the Cleric’s commands, 
  attacking foes or performing other actions on the caster’s behalf. The 
  Referee must determine the combat attributes of the objects (such as 
  armor class, speed, hit dice, and to-hit bonuses) on the spur of the 
  moment. A stone statue, as a basic example, might have AC of 1 [18], 
  attack as a creature with 7-9 HD, and inflict 2d8 points of damage. 
  Wooden furniture would be considerably less dangerous.
  Animate Rock
  Spell Level: Druid, 7th Level 
  Range: 60 feet 
  Duration: 1 hour
  The caster brings rock to life, perhaps by calling a spirit into it, or 
  perhaps by some other means related to the druidic affinity for stone and 
  the elements. The mass of rock, whether or not shaped into an object, 
  moves and attacks of its own volition. The druid has roughly a 50% +2% 
  per level chance to be able to bring the object under control; otherwise it 
  will act somewhat randomly, having little or no independent intelligence. 
  The quantity of rock that can be animated is a function of the druid’s 
  power and is about 2-3 cubic feet per level. If the animated rock is a 
  statue, it will move at a speed appropriate to whatever the statue depicts 
  (a wolf statue, for example, moving faster than the statue of a man). A 
  formless mass of rock will have a movement rate of 3.
  Spell Descriptions
  
  Magic
  57
  Anti-Animal Ward
  Spell Level: Druid, 6th Level 
  Range: Caster 
  Duration: 2 hours
  The caster is surrounded by a magical barrier that prevents any 
  sort of normal or giant animal (but not magical beasts such as a 
  manticore or griffon) from reaching through or attacking. The spell 
  has a radius of 10 feet. If anyone within the magical warding casts an 
  attack spell or makes a physical attack, the barrier instantly evaporates.
  Anti-Magic Shell
  Spell Level: Magic-User, 6th Level 
  Range: Caster 
  Duration: 2 hours
  An invisible bubble of force surrounds the caster, impenetrable 
  to magic. Spells and other magical effects cannot pass into or out of 
  the shell. The shell is ten feet in radius.
  Anti-Plant Ward
  Spell Level: Druid, 5th Level 
  Range: Caster 
  Duration: 2 hours
  The caster is surrounded by a magical barrier which prevents 
  any sort of plant, magical or not, from reaching through or 
  attacking. The shell has a radius of ten feet. If anyone within the 
  magical warding casts an attack spell or makes a physical attack, 
  the barrier will instantly evaporate.
  Astral Spell
  Spell Level: Magic-User, 9th Level 
  Range: 100 miles (above ground), 100 yards (below ground) 
  Duration: 2 hours
  The caster projects his or her astral form into other places; 
  the astral form is invisible to all creatures but those also traveling 
  the astral plane of existence. The spell has a duration of two 
  hours. If the caster’s physical body is moved more than 100 miles 
  from its original location while the astral form is away, the link is 
  sundered and the caster’s soul becomes lost in the beyond. (If the 
  caster’s body is underground, it need only be moved 100 yards 
  before the connection is broken.)
  The astral form is capable of casting spells, but there is a 
  5% chance per spell level that the spell will fail. Additionally, 
  there is a 2% chance per spell level of the attempted spell that 
  the astral spell itself will falter as a result of the spell casting, and 
  the astral form will return to the physical body. When traveling 
  in astral form upon the earth, the astral form may travel as 
  fast as 100 miles per hour per level above 18th. If the form is 
  traveling underground, its top speed is much slower: 120 feet per 
  10-minute turn. When traveling into the deeper regions beyond 
  the earth, speed and distance are obviously not measured in miles.
  Blade Barrier
  Spell Level: Cleric, 6th Level 
  Range: 60 feet 
  Duration: 12 turns
  Mystical blades, whirling and thrusting, form a lethal circle 
  around the spell’s recipient, at a radius of 15 feet. The barrier 
  inflicts 7d10 points of damage to anyone trying to pass through.
  Bless
  Spell Level: Cleric, 2nd Level 
  Range: Only upon a character not in combat. 
  Duration: 1 hour (6 turns)
  This spell grants its recipient a +1 to attack rolls (and 
  improves morale, if the recipient is not a player character). The 
  recipient cannot already be in combat when the spell is cast.
  Call Lightning
  Spell Level: Druid, 3rd level 
  Range: 1000 feet 
  Duration: One hour
  This spell of colossal power may only be used outdoors, and 
  even then only when a storm is present or immediately imminent. 
  Under such conditions, the caster may tap into and unleash the 
  power of the storm itself, calling forth bolts of lightning from 
  the sky at intervals of no less than ten minutes in between. The 
  lightning blasts straight downward from the heavens, inflicting 
  damage of 8d6 hp + 1 hp/level.
  Charm Monster
  Spell Level: Magic-User, 4th Level 
  Range: 60 feet 
  Duration: See below
  This spell operates in the same manner as Charm Person, but 
  can affect any one living creature, including powerful monsters. 
  For monsters of fewer than 3 hit dice, up to 3d6 can be affected. 
  Monsters have one chance per week to break free of the charm, 
  with the probability based on their hit dice (as shown on the 
  following table).
  Charm Person
  Spell Level: Magic-User, 1st Level 
  Range: 120 feet 
  Duration: Until dispelled
  This spell affects living bipeds of human size or smaller, such 
  as goblins or dryads. If the spell succeeds (saving throw allowed), 
  the unfortunate creature falls under the caster’s influence.
  Charm Plants
  Spell Level: Magic-User, 7th Level 
  Range: 120 feet 
  Duration: Until dispelled
  If the plant fails a saving throw (and it need not be intelligent), 
  it will obey the caster to the extent of its ability. The spell affects 
  one large tree, six man-sized plants, twelve plants three feet tall, or 
  twenty-four flower-sized plants.
  Table 35: Charm Monster
  Hit Dice
  Chamce to Break Charm*
  Fewer than 2
  5%
  2-4
  10%
  5-7
  20%
  8-10
  40%
  11+
  80%
  * Per week
  
  Magic
  58
  Clairaudience
  Spell Level: Magic-User, 3rd Level 
  Range: 60 feet 
  Duration: 2 hours
  Clairaudience allows the caster to hear through solid stone 
  (limiting range to 2 feet or so) and other obstacles, any sounds 
  within a range of 60 feet. The spell’s effect cannot pass through 
  even a thin sheeting of lead, however, for this metal blocks it 
  utterly. The spell can be cast through a crystal ball.
  Clairvoyance
  Spell Level: Magic-User, 3rd Level 
  Range: 60 feet 
  Duration: 2 hours
  Clairvoyance allows the caster to see through solid stone 
  (limiting range to 2 feet or so) and other obstacles, anything within 
  a range of 60 feet. The spell’s effect cannot pass through even a thin 
  sheeting of lead, however, for this metal blocks it completely.
  Clone
  Spell Level: Magic-User, 8th Level 
  Range: Close 
  Duration: Permanent
  By this eerie and disturbing spell, a piece of flesh, taken from 
  a living person, is grown into an exact duplicate of the person at the 
  time the flesh was removed. (Whether this requires a laboratory and 
  how much time is needed to regrow the clone depend upon the spell 
  formula and the Referee’s discretion.) If a clone is created while its 
  parent-creature still lives, the clone will seek to kill its original. If it fails 
  to achieve this goal, both the clone and the original will become insane.
  Cloudkill
  Spell Level: Magic-User, 5th Level 
  Range: Moves 6 feet per minute  
  Duration: 1 hour
  Foul and poisonous vapors boil from the thin air, forming 
  a cloud 15 feet in radius. The cloud moves directly forward at a 
  rate of 6 feet per minute unless its direction or speed is affected 
  by winds. Unusually strong gusts can dissipate and destroy the 
  cloud. Poison-laden, the horrid mist is heavier than air, and thus 
  sinks down any pits or stairs in its path. For any creature with 
  fewer than 5HD, touching the cloud (much less breathing it) 
  requires a saving throw to avoid immediate death.
  Commune
  Spell Level: Cleric, 5th Level 
  Range: Caster 
  Duration: 3 questions
  Higher powers grant an answer to three questions the caster 
  poses to them. Higher powers do not like being constantly 
  interrogated by mere mortals, so use of the spell should be limited 
  to once per week or so by the Referee.
  Commune with Nature
  Spell Level: Druid, 5th Level 
  Range: Caster 
  Duration: 3 questions
  The powers of land, sky, and nature grant an answer to three 
  questions the caster poses to them. The spell cannot be used while 
  underground or within a building; a fourth question may be asked 
  if the caster is in a druidic holy place. The powers of nature can only 
  respond to questions that are within their knowledge and purview. 
  It is inadvisable to use the spell more than once per week.
  Confusion
  Spell Level: Druid, 7th Level; Magic-User, 4th Level 
  Range: 120 feet 
  Duration: 2 hours
  This spell confuses people and monsters, making them act 
  randomly. On a roll of 2d6, the creatures will do the following:
  The effects of the confusion may shift every 10 minutes or so, 
  and the dice are once again rolled.
  The spell affects 2d6 creatures, plus an additional creature 
  for every caster level above 8th. Creatures of 3 hit dice or 
  fewer are automatically affected by the spell, and it takes 
  effect instantly. Creatures of 4 hit dice or more automatically 
  overcome the confusion effect as it builds up to its full power 
  (1d12 minutes, minus the caster’s level), and only then are they 
  permitted a saving throw. Eventually, these creatures are likely 
  to succumb to the confusion, for they must continue to make 
  another saving throw every 10 minutes until the spell’s two-hour 
  duration has run its course.
  Conjuration of Animals
  Spell Level: Cleric, 6th Level 
  Range: 30 feet 
  Duration: 1 hour
  The Cleric conjures up normal animals to serve as allies: 1 
  creature larger than a man (such as an elephant), 3 animals the 
  size of a man or horse (such as a lion), or 6 animals smaller than a 
  man (such as a wolf). The animals obey the caster’s commands.
  Table 36: Confusion
  Die Roll
  Reaction
  2-5
  Attack caster & caster’s allies
  6-8
  Stand baffled and inactive
  9-12
  Attack each other
  
  Magic
  59
  Conjuration of Demons
  Spell Level: Magic-User, 7th Level 
  Range: 10 feet 
  Duration: Referee’s discretion
  This spell summons a demon or other fiend (such as a devil) 
  from the lower planes of existence. The spell provides no protection 
  whatsoever against the wrath of the summoned creature, and the 
  Magic-User should be versed in the lore of pentacles and other 
  magical means of hedging out demons. Gaining the demon’s 
  assistance is beyond the spell’s power, coming down to a matter of 
  negotiations and threats between the caster and the fiend.
  Conjuration of Earth Elementals
  Spell Level: Druid, 7th Level 
  Range: 240 feet 
  Duration: Until dispelled or concentration ceases
  This spell summons forth a 16 HD earth elemental and 
  binds it to follow the caster’s commands. The elemental obeys the 
  caster only for as long as the caster concentrates on maintaining 
  control over it. Unlike the Magic-User spell for conjuring 
  elementals (Conjuration of Elementals), this spell summons a 
  willing ally from the elemental planes rather than a hostile slave. 
  The elemental will not stay longer than the caster concentrates 
  upon it, but it will not seek to attack a druidic summoner once 
  this binding is released. The spell is powerful enough not to 
  risk the random consequences of the sixth level Druid spell 
  Conjuration of Fire Elementals, or perhaps it is simply that the 
  magic of stone is less mercurial than the magic of fire.
  Conjuration of Elementals
  Spell Level: Magic-User, 5th Level 
  Range: 240 feet 
  Duration: Until dispelled or slain
  The caster summons a 16 HD elemental (any kind) from the 
  elemental planes of existence, and binds it to follow commands. The 
  elemental obeys the caster only for as long as the caster concentrates 
  on it; and when the caster ceases to concentrate, even for a moment, 
  the elemental is released and will attack its former master.
  Conjuration of Fire Elementals
  Spell Level: Druid, 6th Level 
  Range: 240 feet 
  Duration: Until dispelled or concentration ceases
  The caster summons a 16 HD fire elemental from the elemental 
  planes of existence, and binds it to obey the character’s commands. The 
  elemental obeys the caster only for as long as the caster concentrates on 
  it. Unlike the Magic-User spell for conjuring elementals (Conjuration 
  of Elementals) this spell summons a willing ally from the elemental 
  planes rather than a hostile slave. The elemental will not stay longer 
  than the caster concentrates upon it, but it will not seek to attack a 
  druidic summoner. There is, however, a 5% chance that the spell will 
  summon forth powers unintended by the druid. If this happens, one 
  of two things will occur, with a 50% chance of each. The spell might 
  summon forth a truly great elemental force, an elemental with 20 HD. 
  However, there is also the chance that the spell will summon forth an 
  efreeti. The efreet do not have the same rapport with Druids as the 
  pure elementals do, and an efreeti, unlike elementals, will attack the 
  caster when the Druid’s concentration falters.
  Contact Other Plane
  Spell Level: Magic-User, 5th Level 
  Range: None 
  Duration: Number of “Yes/No” questions
  The caster creates a mental contact with the planes, forces, powers, 
  and geometries of the beyond, in order to gain affirmative or negative 
  answers to the questions being contemplated. The spell’s effects depend 
  upon how deeply the caster quests into the various planes of existence. 
  The caster must decide how “far” into the planes of existence the 
  contact will be attempted. The number of planes in “depth” that the 
  caster chooses will affect the number of yes or no questions that can 
  be asked, the chance that the knowledge is available at that level, the 
  chance of receiving a wrong answer, and the chance that the caster will 
  become temporarily insane from the experience. Temporary insanity 
  lasts for as many weeks as the “number” of the plane where the caster’s 
  sanity failed... or perhaps was deliberately removed.
  Continual Light
  Spell Level: Magic-User, 2nd Level 
  Range: 120 feet 
  Duration: Permanent until dispelled
  The targeted person or object produces light as bright as sunlight 
  (and with the same effects as sunlight), to a radius of 120 feet.
  Control Temperature, 10-foot radius
  Spell Level: Druid, 4th Level 
  Range: Touched sprig of mistletoe 
  Duration: 3 turns + 1 turn/level
  The caster may raise or lower the temperature by 50 degrees 
  (hotter or colder) in a 10-foot radius around the material component, 
  a sprig of mistletoe.
  Control Weather
  Spell Level: Cleric, 7th Level; Druid, 7th Level; Magic-User, 6th Level 
  Range: Referee’s discretion 
  Duration: Referee’s discretion
  The caster can summon or stop rainfall, create unusually high 
  or low temperatures, summon or disperse a tornado, clear the sky 
  of clouds, or summon clouds into being.
  Table 37: Contact Other Plane
  Plane of 
  Existence
  Max. # of 
  Questions
  Knowledge 
  Available
  Wrong 
  Result
  Temporary 
  Insanity*
  3rd
  3
  25%
  70%
  1%
  4th
  4
  30%
  60%
  10%
  5th
  5
  40%
  50%
  20%
  6th
  6
  50%
  40%
  30%
  7th
  7
  60%
  30%
  40%
  8th
  8
  70%
  25%
  45%
  9th
  9
  80%
  20%
  55%
  10th
  10
  85%
  15%
  65%
  11th
  11
  90%
  10%
  75%
  12th
  12
  95%
  1%
  85%
  * This chance is reduced by 5% for every level of the caster above 11th.
  
  Magic
  60
  Control Winds
  Spell Level: Druid, 5th Level 
  Range: Centered on caster 
  Duration: 6 turns + 1 turn/level
  Within a radius of 240 feet, the caster controls the winds. It 
  is possible to make the air completely still, or to whisk it into a 
  gale-like tumult of unbelievable ferocity.
  Create Water
  Spell Level: Cleric, 4th Level; Druid 2nd Level 
  Range: Close 
  Duration: Immediate
  This spell creates a one-day supply of drinking water for 24 
  men (or, for game purposes, horses). At 9th level the amount of 
  water doubles, and it doubles again at every level thereafter.
  Create Food
  Spell Level: Cleric, 5th Level 
  Range: Close 
  Duration: Immediate
  This spell creates a one-day supply of food for 24 humans (or 
  the like). At 9th level the amount of food doubles, and it doubles 
  again at every level thereafter.
  Creeping Doom
  Spell Level: Druid, 7th Level 
  Range: 50 feet 
  Duration: See below
  Spiders, centipedes, and other such vermin boil forth from the 
  ground, assembling into a coherent swarm within 1d3 rounds (1-3 
  minutes). The caster may direct the swarm in any direction, or toward 
  a particular target within 60 feet of the swarm’s location. It will march 
  in that direction and attack anything in its path, pursuing a particular 
  target up to a distance of 240 feet from the caster. The swarm is 
  composed of 1d10 x100 creatures, each of which inflicts one point of 
  damage and then dies. (A swarm of 100 will inflict a total of 100 hp 
  before being “used up,” and a swarm of 1000 would eventually inflict a 
  total of 1000 hp in damage if it came across enough victims.)
  Cure Disease
  Spell Level: Cleric, 3rd Level, Druid, 3rd Level 
  Range: Touch 
  Duration: Immediate
  Cures the spell’s recipient of any diseases, including 
  magically inflicted ones. An evil reversal of this spell allows a 
  Chaotically aligned Cleric to cause disease.
  Cure Light Wounds
  Spell Level: Cleric, 1st Level; Druid 2nd, Level 
  Range: Touch 
  Duration: Immediate
  Cures 1d6+1 hit points of damage. An evil reversal of this 
  spell allows a Chaotically aligned Cleric to cause light wounds 
  rather than curing them.
  Cure Serious Wounds
  Spell Level: Cleric, 4th Level; Druid, 4th Level 
  Range: Touch 
  Duration: Immediate
  Cures 2d6+2 hit points of damage. An evil reversal of this 
  spell allows a Chaotically aligned Cleric to cause serious wounds.
  Darkness, 15-foot radius
  Spell Level: Magic-User, 2nd Level 
  Range: 120 feet 
  Duration: 1 hour
  Darkness falls within the spell’s radius, impenetrable even 
  to darkvision. A Light spell or Dispel Magic can be used to 
  counteract the darkness.
  Darkvision
  Spell Level: Magic-User, 3rd Level 
  Range: 40 feet 
  Duration: 1 day
  The recipient of the spell can see in total darkness for the 
  length of the spell’s duration.
  Death Spell
  Spell Level: Magic-User, 6th Level 
  Range: 240 feet 
  Duration: Causes normal death
  Within a 60-foot radius, up to 2d8 creatures, with fewer than 
  7 hit dice each, perish.
  Delayed Blast Fireball
  Spell Level: Magic-User, 7th Level 
  Range: 240 feet 
  Duration: Chosen by caster (up to 10 minutes)
  This spell creates a normal fireball, but the blast can be delayed 
  for a period of up to 10 minutes. The burst radius, per a normal 
  fireball, is 20 feet, and damage is 1d6 per level of the caster. The 
  blast shapes itself to the available volume (33,000 cubic feet), filling 
  33 10-foot x 10-foot x 10-foot cubical areas.
  
  Magic
  61
  Detect Evil (Cleric)
  Spell Level: Cleric, 1st Level 
  Range: 120 feet 
  Duration: 1 hour
  The caster detects any evil enchantments, evil intentions, 
  evil thoughts, or evil auras within the spell’s range. Poison is not 
  inherently evil and cannot be detected by means of this spell. 
  Whether there is any distinction between “evil” and “Chaos” is 
  left to the Referee; in most campaigns they are exactly the same.
  Detect Evil (Magic-user)
  Spell Level: Magic-User, 2nd Level 
  Range: 60 feet 
  Duration: 20 minutes
  The caster detects any evil enchantments, evil intentions, evil 
  thoughts, or evil auras within the spell’s range. Poison is not inherently 
  evil and cannot be detected by means of this spell. Whether there is 
  any meaningful distinction between “evil” and “Chaos” is left to the 
  Referee; in most campaigns they are exactly the same.
  Detect Invisibility
  Spell Level: Magic-User, 2nd Level 
  Range: 10 feet per caster level 
  Duration: 1 hour
  The caster can perceive invisible objects and creatures, even 
  those lurking in the Astral or Ethereal planes of existence.
  Detect Magic
  Spell Level: Cleric, Magic-User, Druid 1st Level 
  Range: 60 feet 
  Duration: 20 minutes
  The caster can perceive, in places, people, or things, the 
  presence of a magical spell or enchantment. For example, magical 
  items may be discovered in this fashion, as can the presence of a 
  charm secretly laid upon a person.
  Detect Snares and Pits
  Spell Level: Druid 1st Level 
  Range: 30 feet 
  Duration: 1 hour + 10 min/level
  Much like the Clerical Find Traps spell, this spell grants the caster 
  a mystical power of sight, revealing any traps. However, the spell only 
  functions outdoors; it is useless inside buildings or in dungeons.
  Dimension Door
  Spell Level: Magic-User, 4th Level 
  Range: 10 feet (360-foot teleport distance) 
  Duration: 1 hour
  Dimension Door is a weak form of teleportation, a spell that can be 
  managed by lesser magicians who cannot yet manage the Teleport spell. 
  The caster can teleport himself, an object, or another person, with perfect 
  accuracy to the stated location, as long as it is within the spell’s range.
  Disintegrate
  Spell Level: Magic-User, 6th Level 
  Range: 60 feet 
  Duration: Permanent – cannot be dispelled
  The caster defines one specific target such as a door, a peasant, 
  or a statue, and it disintegrates into dust. Magical materials are 
  not disintegrated, and living creatures (such as the aforementioned 
  peasant) are permitted a saving throw.
  Dispel Evil
  Spell Level: Cleric, 5th Level 
  Range: 30 feet 
  Duration: 10 minutes against an item
  This spell is similar to the Magic-User spell Dispel Magic, but 
  affects only evil magic. Also unlike the Dispel Magic spell, Dispel 
  Evil functions (temporarily) against evil “sendings,” possibly 
  including dreams or supernatural hunting-beasts. The power of 
  an evil magic item is held in abeyance for 10 minutes rather than 
  being permanently dispelled. Evil spells are completely destroyed.
  As with Dispel Magic, the chance of successfully dispelling 
  evil is a percentage based on the ratio of the level of the dispelling 
  caster over the level of original caster (or HD of the monster). 
  Thus, a 9th-level Cleric attempting to dispel an evil charm cast 
  by a 12th-level Cleric has a 75% chance of success (9/12 = .75, or 
  75%). If the 12th-level Cleric was dispelling the 9th-level Cleric’s 
  charm, success would be certain (12/9 = 1.33, or 133%).
  Dispel Magic
  Spell Level: Druid, 4th Level; Magic-User, 3rd Level 
  Range: 120 feet 
  Duration: 10 minutes against an item
  Dispel Magic, although not powerful enough to permanently 
  disenchant a magic item (nullifies for 10 minutes), can be used to 
  completely dispel most other spells and enchantments.
  The chance of successfully dispelling magic is a percentage 
  based on the ratio of the level of the dispelling caster over the level 
  of original caster (or HD of the monster). Thus, a 6th-level Magic-
  User attempting to dispel a charm cast by a 12th-level Magic-User 
  has a 50% chance of success (6/12 = .50, or 50%). If the 12th-level 
  Magic-User was dispelling the 6th-level Magic-User’s charm, 
  success would be certain (12/6 = 2.00, or 200%).
  Earthquake
  Spell Level: Cleric, 7th Level 
  Range: Referee’s discretion 
  Duration: Immediate
  The Cleric causes a powerful earthquake in an area 60x60 feet plus 
  an additional 10 feet (in both length and width) per three levels above 
  17th. The quake topples walls, causes rockslides, and opens gaping 
  fissures in the earth. Any creature caught in the quake has a 1 in 6 chance 
  of falling into the depths of the earth and being killed. The earthquake’s 
  tremors do not extend in any way beyond the spell’s area of effect.
  Enchant Item
  Spell Level: Magic-User, 6th Level 
  Range: Touch 
  Duration: Permanent
  This spell is used in the creation of a magical item, in 
  addition to whatever research, special ingredients, or other efforts 
  the Referee may determine are necessary for the task.
  
  Magic
  62
  ESP (Detect Thoughts)
  Spell Level: Magic-User, 2nd Level 
  Range: 60 feet 
  Duration: 2 hours
  The caster can detect the thoughts of other beings at a distance 
  of 60 feet. The spell cannot penetrate more than two feet of stone, 
  and is blocked by even a thin sheet of lead.
  Explosive Runes
  Spell Level: Magic-User, 3rd Level 
  Range: Written on parchment 
  Duration: Permanent
  The Magic-User scribes a rune onto parchment, vellum, or 
  paper as a deadly trap. If anyone other than the caster reads the 
  rune, the sigil explodes into fire, automatically dealing 4d6 points 
  of damage to anyone directly in front of it. The parchment or 
  book upon which the rune was scribed will also be destroyed. 
  An explosive rune can be detected, bypassed, and even removed 
  by a higher-level Magic-User. Any Magic-User at least two levels 
  higher than the rune’s creator has a 60% chance to detect it, a 
  75% chance to bypass it (if it is detected), and a 100% chance to 
  remove it (if it is successfully detected and bypassed).
  Extension I
  Spell Level: Magic-User, 4th Level 
  Range: Caster 
  Duration: See below
  Extension I lengthens the duration of another of the caster’s spells 
  by 50%. Only spells of levels 1-3 can be affected by Extension I.
  Extension II
  Spell Level: Magic-User, 5th Level 
  Range: Caster 
  Duration: See below
  Extension II lengthens the duration of another of the 
  caster’s spells by 50%. Only spells of levels 1-4 can be affected by 
  Extension II.
  Extension III
  Spell Level: Magic-User, 6th Level 
  Range: Caster 
  Duration: See below
  Extension III doubles the duration of another of the caster’s 
  spells. Spells of level 1-5 can be affected by Extension III.
  Faerie Fire
  Spell Level: Druid, 1st Level 
  Range: 60 feet 
  Duration: 1 hour
  This spell illumines an object or creature with an eerie, fey 
  glow. The spell’s target may be approximately as large as 10 square 
  feet, plus 2 square feet per level of the caster. The spell can be 
  used for diverse purposes, such as revealing the true dimensions 
  or extent of a thing, or to prevent a creature from retreating into 
  the darkness. Depending upon the precise circumstances, the 
  Referee may allow such illumination to render a creature more 
  easily hit, granting a +1 to-hit bonus to attackers.
  Fear
  Spell Level: Magic-User, 4th Level 
  Range: 240 feet 
  Duration: 1 hour
  This spell causes the creatures in its cone-shaped path to flee 
  in horror if they fail a saving throw. If they do so, there is a 60% 
  chance that they will drop whatever they are holding. The cone 
  extends 240 feet to a base 120 feet across.
  Feeblemind
  Spell Level: Druid, 6th Level; Magic-User, 5th Level 
  Range: 240 feet 
  Duration: Permanent until dispelled
  Feeblemind is a spell that affects only Magic-Users. The 
  saving throw against the spell is made at a -4 penalty, and if the 
  saving throw fails, the targeted Magic-User becomes feeble of 
  mind until the magic is dispelled.
  Find the Path
  Spell Level: Cleric, 6th Level 
  Range: Caster 
  Duration: 1 hour +10 minutes/level; 1 day outdoors
  The caster perceives the fastest way out of an area, even if the 
  area is designed to be difficult to navigate, such as a labyrinth. 
  Outdoors the spell has greater power, lasting a full day.
  Find Traps
  Spell Level: Cleric, 2nd Level 
  Range: 30 feet 
  Duration: 20 minutes (2 turns)
  The caster can perceive both magical and non-magical traps 
  at a distance of 30 feet.
  Finger of Death
  Spell Level: Cleric, 5th Level; Druid, 6th Level 
  Range: 120 feet 
  Duration: Immediate
  
  Magic
  63
  This spell kills a single creature (saving throw applies). Misusing the 
  spell is an evil act that will likely invoke divine retribution of some kind.
  Fire Storm
  Spell Level: Druid, 7th Level 
  Range: 100 feet + 10 feet/level 
  Duration: 1 turn (10 minutes)
  A massive conflagration of fire erupts in the spot directed by the 
  caster. The fire burns in a shape, area, and size defined by the caster, the 
  volume being no less than 30 feet x 30 feet x 30 feet. The maximum 
  possible volume of fire that can be called forth is the minimum area 
  (30x30x30) times the caster’s level. While the magical fire burns, 
  creatures with 3 or fewer hit dice cannot pass through it, and no creature 
  can see through it to the other side. Creatures who are able to pass 
  through the fire receive 1d6 hit points of damage per ten feet traveled (no 
  saving throw) and undead creatures sustain twice this damage.
  Fireball
  Spell Level: Magic-User, 3rd Level 
  Range: 240 feet 
  Duration: Instantaneous
  A bead-like missile shoots from the caster’s finger, to explode, 
  at the targeted location, in a furnace-like blast of fire. The burst 
  radius is 20 feet, and damage is 1d6 per level of the caster. The blast 
  fills 33,000 cubic feet (33 ten-foot x ten-foot x ten-foot cubical 
  areas) but shapes itself to the available volume. A successful saving 
  throw means that the target takes only half damage.
  Fly
  Spell Level: Magic-User, 3rd Level 
  Range: Touch 
  Duration: 1 turn/level + 1d6 turns
  This spell imbues the Magic-User with the power of flight, 
  with a movement rate of 120 feet per round. The Referee secretly 
  rolls the 1d6 additional turns; the player does not know exactly 
  how long the power of flight will last.
  Gate
  Spell Level: Cleric, 7th Level; Magic-User, 9th Level 
  Range: Near the caster 
  Duration: See below
  A Gate spell creates an opening to another plane of existence and 
  summons forth a specified, tremendously powerful being from the 
  other plane, including gods, demi-gods, demons, etc. The caster must 
  know the name of the creature being summoned or the spell will 
  fail. There is a 5% chance that the wrong being might be summoned 
  forth, and (regardless whether the summoned being is the right one 
  or not) there is a 5% chance that it will lack interest in the situation 
  and return through the gate. The summoned being is not necessarily 
  friendly to the caster, and may even be extremely annoyed.
  Geas
  Spell Level: Magic-User, 6th Level 
  Range: 30 feet 
  Duration: Until task is completed
  If the spell succeeds (saving throw cancels), the caster may set 
  a task for the spell’s victim. If the victim does not diligently work at 
  performing the task, the refusal will cause weakness (50% reduction 
  in strength), and trying to ignore the geas eventually causes death.
  Hallucinatory Forest
  Spell Level: Druid, 4th Level 
  Range: 60 feet 
  Duration: Until dispelled
  Much like the Magic-User spell Hallucinatory Terrain, this spell 
  changes the appearance of the land, although the illusion is always that 
  of a forest. Druids and magical creatures of the forest such as a dryad 
  or treant will not be fooled by the illusion, but until the dweomer is 
  dispelled all other creatures will perceive the area to be forested. The 
  maximum extent of the nonexistent forest, measured for convenience 
  in 30-foot x 30-foot “squares,” is one such square per level of the caster.
  Hallucinatory Terrain
  Spell Level: Magic-User. 4th Level 
  Range: 240 feet 
  Duration: Until touched (other than by ally) or dispelled
  This spell changes the appearance of the terrain into the 
  semblance of what the caster desires. A hill can be made to disappear, 
  or it could be replaced with an illusory forest, for example.
  Haste
  Spell Level: Magic-User, 3rd Level 
  Range: 240 feet 
  Duration: 30 minutes
  In an area with a radius of 60 feet around the point where the 
  spell is targeted, as many as 24 creatures become able to move 
  and attack at double normal speed. 
  Heat Metal
  Spell Level: Druid, 2nd Level 
  Range: 30 feet 
  Duration: 7 rounds
  This spell heats metal to searing hot temperatures, affecting 
  20 pounds of metal per level of the caster. As a rule of thumb, this 
  magic affects the armor and weapons of one opponent per caster 
  level when used as a general attack, although the spell is definitely 
  not limited to general combat. Metal does not get a saving throw 
  against being heated, but any sort of magical fire resistance 
  prevents damage from the heat itself.
  Effect of continuous exposure to heated metal:
  Round 1: The metal becomes hot, but is not yet dangerous.
  Round 2: 1d4 points of damage. If hands are what remain in 
  contact, the blistering makes them unusable for 1 day thereafter.
  Rounds 3-5: 1d4+1 points of damage per round. If hands 
  remain in contact, their skin is so badly scorched that they cannot 
  be used for 1d3 weeks. If the head is in contact, the victim falls 
  unconscious for 1d8 turns.
  Round 6: 1d4 points of damage.
  Round 7: The metal has begun to cool, and is merely hot to touch.
  Hold Animal
  Spell Level: Druid, 3rd level 
  Range: 120 feet 
  Duration: 1 hour (+10 minutes/level)
  The caster targets no more than four normal or giant animals, 
  with total hit dice equal to or less than those of the Druid. These 
  animals are completely immobilized (saving throw applies). If the caster 
  targets a single creature, the saving throw is made with a penalty of -2.
  
  Magic
  64
  Hold Monster
  Spell Level: Magic-User, 5th Level 
  Range: 120 feet 
  Duration: 1 hour (+10 minutes/level)
  The caster targets 1d4 creatures, which are completely immobilized 
  (saving throw applies). The caster may also target a single creature, 
  in which case the saving throw is made with a penalty of -2. 
  Hold Plant
  Spell Level: Druid, 5th Level 
  Range: 30 feet/level 
  Duration: 1 hour (+10 minutes/level)
  The caster targets 1d4 plants or plant-creatures, which become 
  completely immobilized. (A saving throw applies for monster-type 
  plants.) The caster may also target a single plant, in which case the 
  saving throw is made with a penalty of -2. The spell does not only 
  immobilize plants; it will also temporarily arrest the growth of any 
  plant, magical or not.
  Hold Person (Cleric)
  Spell Level: Cleric, 2nd Level 
  Range: 180 feet 
  Duration: 9 turns
  The caster targets 1d4 persons (according to the same parameters 
  as the Charm Person spell), who are completely immobilized (saving 
  throw applies). The caster may also target a single person, in which 
  case the saving throw is made with a penalty of -2.
  Hold Person (Magic-User)
  Spell Level: Magic-User, 3rd Level 
  Range: 120 feet 
  Duration: 1 hour (+10 minutes/level)
  The caster targets 1d4 persons (according to the same parameters 
  as the Charm Person spell), who are completely immobilized (saving 
  throw applies). The caster may also target a single person, in which 
  case the saving throw is made with a penalty of -2.
  Hold Portal
  Spell Level: Magic-User, 1st Level 
  Range: Referee’s Discretion 
  Duration: 2d6 turns
  This spell holds a door closed for the spell’s duration or until dispelled. 
  Creatures with magic resistance can shatter the spell without effort.
  Holy Word
  Spell Level: Cleric, 7th Level 
  Range: 40-foot radius 
  Duration: Immediate
  The speaking of a Holy Word dramatically affects all those 
  within the range of its divine power. Creatures of fewer than 5 
  hit dice are slain, creatures of 5-8 hit dice are stunned for 2d10 
  turns, and creatures with 9-12 hit dice are deafened for 1d6 turns. 
  Creatures with 13+ hit dice are unaffected but probably impressed.
  Ice Storm
  Spell Level: Magic-User, 4th Level 
  Range: 120 feet 
  Duration: 1 round
  A whirling vortex of ice, snow, and hail forms in a cube 
  roughly 30 feet across. Massive hailstones inflict 3d10 hit points 
  of damage (no saving throw applies) to all within the area.
  Insect Plague
  Spell Level: Cleric, 5th Level; Druid, 4th level 
  Range: 480 feet 
  Duration: 1 day
  This spell works only outdoors. A storm of insects gathers, and 
  goes wherever the caster directs. The cloud covers approximately 
  400 square feet (20 feet by 20 feet, with roughly corresponding 
  height). Any creature of 2 HD or fewer that is exposed to the cloud 
  of insects flees in terror (no saving throw).
  Invisibility
  Spell Level: Magic-User, 2th Level 
  Range: 240 ft 
  Duration: Until dispelled or an attack is made
  The object of this spell, whether a person or a thing, 
  becomes invisible to both normal sight and darkvision. The 
  result is that an invisible creature cannot be attacked unless its 
  approximate location is known, and all attacks are made at -4 to 
  hit. If the invisible creature makes an attack, the spell is broken. 
  Otherwise, it lasts until dispelled or removed by the caster.
  
  Magic
  65
  Invisibility, 10-foot radius
  Spell Level: Magic-User, 3rd Level 
  Range: 240 feet 
  Duration: Until dispelled or an attack is made
  Like the Invisibility spell, Invisibility 10-Foot Radius 
  makes the target creature or object invisible to normal sight and 
  darkvision. It also, however, throws a radius of invisibility around 
  the recipient, which moves with him/her/it. Nothing inside 
  the radius of invisibility can be attacked unless its approximate 
  location is known, and all attacks are made at -4 to hit. If an 
  invisible creature makes an attack, the spell is broken. Otherwise, 
  it lasts until dispelled or removed by the caster.
  Invisible Stalker
  Spell Level: Magic-User, 6th Level 
  Range: Close 
  Duration: Until mission is completed
  This spell summons (or perhaps creates) an invisible stalker, an 
  invisible being with 8 HD. (See the Monster section for more details.) 
  The stalker will perform one task as commanded by the caster, 
  regardless of how long the task may take or how far the stalker may 
  have to travel. The stalker cannot be banished by means of Dispel 
  Magic; it must be killed in order to deter it from its mission.
  Knock
  Spell Level: Magic-User, 2nd Level 
  Range: 60 feet 
  Duration: Immediate
  This spell unlocks and unbars all doors, gates, and portals 
  within its range, including those held or locked by normal magic.
  Legend Lore
  Spell Level: Magic-User, 6th Level 
  Range: Caster 
  Duration: See below
  Over the course of long and arduous magical efforts (1d100 
  days), the caster gains knowledge about some legendary person, place, 
  or thing. The spell’s final result may be no more than a cryptic phrase 
  or riddle, or it might be quite specific.
  Levitate
  Spell Level: Magic-User, 2nd Level 
  Range: 20 feet/level 
  Duration: 1 turn/level
  This spell allows the Magic-User to levitate himself, moving 
  vertically up or down, but the spell itself provides no assistance 
  with lateral movement. A wall, cliff side, or ceiling could, of 
  course, be used to pull along hand-over-hand. Levitation allows 
  up- or downward movement at a rate of up to 6 feet per minute 
  (60 feet per turn), and the caster cannot levitate more than 20 
  feet per level from the ground level where the spell was cast. (Such 
  range is applied both to movement into the air and to downward 
  movement into a pit or chasm.)
  Light
  Spell Level: Cleric; Magic-User, 1st Level 
  Range: 60 feet 
  Duration: 1 hour (+10 minutes/level)
  The target person or object (at a range of up to 60 feet) 
  produces light about as bright as a torch, to a radius of 20 feet.
  The Cleric version of this spell lasts 2 hours.
  Lightning Bolt
  Spell Level: Magic-User, 3rd Level 
  Range: 240 feet (maximum distance) 
  Duration: Instantaneous
  A bolt of lighting extends 60 feet from the targeted point, 
  almost ten feet wide. Anyone in its path suffers 1d6 points of 
  damage per level of the caster (half with a successful saving 
  throw). The bolt always extends 60 feet, even if this means that 
  it ricochets backward from something that blocks its path.
  Limited Wish
  Spell Level: Magic-User, 7th Level 
  Range: Referee’s discretion 
  Duration: Changes reality
  This powerful spell allows the caster to change reality, 
  although in limited ways and sometimes only for limited periods 
  of time. Such limitations will determined by the Referee in 
  accordance with the circumstances.
  Locate Animal
  Spell Level: Druid, 1st level 
  Range: 60 feet +10 feet/level 
  Duration: 1 round/level
  Within the spell’s range, the caster perceives the correct 
  direction (as the crow flies) toward the nearest specimen of a type 
  of animal named in the casting of the spell.
  Locate Object (Cleric)
  Spell Level: Cleric, 3rd Level 
  Range: 90 feet 
  Duration: 1 round/level
  Within the spell’s range, the Cleric perceives the correct 
  direction (as the crow flies) toward an object the caster specifies by 
  description in the spell. The object must be something the caster 
  has seen, although the spell can detect an object in a general class 
  of items known to the caster: stairs, gold, etc.
  Locate Object (Magic-User)
  Spell Level: Magic-User, 2nd Level 
  Range: 60 feet +10 feet/level 
  Duration: 1 round/level
  Within the spell’s range, the caster perceives the correct 
  direction (as the crow flies) toward an object the caster specifies by 
  description in the spell. The object must be something the caster 
  has seen, although the spell can detect an object in a general class 
  of items known to the caster: stairs, gold, etc.
  Locate Plants
  Spell Level: Druid, 2nd level 
  Range: 60 feet (+10 feet/level) 
  Duration: 1 round/level
  The caster perceives the correct direction (as the crow flies) 
  toward the nearest specimen of a type of plant named in the 
  casting of the spell.
  
  Magic
  66
  Lower Water
  Spell Level: Magic-User, 6th Level 
  Range: 240 feet 
  Duration: 2 hours
  This spell lowers the depth and water level of lakes, rivers, wells, 
  and other bodies of water to one-half normal. 
  Magic Jar
  Spell Level: Magic-User, 5th Level 
  Range: See below 
  Duration: See below
  This spell relocates the caster’s life essence, intelligence, 
  and soul into an object of virtually any kind. The ‘jar’ must be 
  within 30 feet of the caster’s body for the transition to succeed. 
  Once within the magic jar, the caster can possess the bodies of 
  other creatures and people, provided that they are within 120 
  feet of the jar and fail a saving throw. The caster can return 
  his or her soul to the magic jar at any time; if a body the caster 
  controls is slain, the soul returns to the jar immediately. The 
  Magic-User can return from the jar to his or her original body 
  whenever desired, thus ending the spell. If the caster’s body is 
  destroyed while his or her soul is in the magic jar, the soul no 
  longer has a home other than within the magic jar, although 
  the disembodied wizard can still possess other bodies as 
  before. If the jar itself is destroyed while the Magic-User’s soul 
  is within, the soul is lost.
  Magic Missile
  Spell Level: Magic-User, 1st Level 
  Range: 150 feet 
  Duration: Immediate
  A magical missile flies where the caster directs, with a range 
  of 150 feet. At the Referee’s discretion, this spell may have one of 
  two effects: 1) The Magic-User must roll to hit the target with a 
  +1 bonus to the roll. The missile inflicts 1d6+1 points of damage. 
  2) The missile hits automatically, doing 1d4+1 points of damage.
  In either case, the Magic-User casts an additional two 
  missiles for every 5 levels of experience. Thus, at 5th level, the 
  caster is able to hurl 3 magic missiles, and 5 missiles at 10th level.
  Magic Mouth
  Spell Level: Magic-User, 2nd Level 
  Range: Touch 
  Duration: Permanent until triggered or dispelled
  This enchantment is set upon an object, and the magic is triggered 
  when certain conditions established by the caster are met. When that 
  happens, a mouth appears on the object and speaks the message it has 
  been commanded to speak. The message may be up to thirty words long.
  Mass Charm
  Spell Level: Magic-User, 8th Level 
  Range: 120 feet 
  Duration: Until dispelled
  This spell operates in the same manner and with the same 
  restrictions as Charm Person. However, it affects a total of 30 HD 
  of creatures, in any combination. All saving throws are made with 
  a penalty of -2.
  Mass Invisibility
  Spell Level: Magic-User, 7th Level 
  Range: 240 feet 
  Duration: See below
  This spell makes 1d3 x 100 man- or horse-sized creatures 
  (or objects) invisible, as if they had been affected by a single 
  Invisibility spell. The spell can instead affect up to 6 creatures of 
  dragon size. As with the Invisibility spell, the enchantment lasts 
  until dispelled or until one of the creatures makes an attack.
  Massmorph
  Spell Level: Magic-User, 4th Level 
  Range: 240 feet 
  Duration: Until negated by the caster or dispelled
  One hundred or fewer man- or horse-sized creatures are 
  changed to appear like innocent trees. The illusion is so perfect that 
  creatures moving through the “forest” will not detect the deception.
  Maze
  Spell Level: Magic-User, 9th Level 
  Range: 60 feet 
  Duration: Depends on Intelligence
  The targeted creature disappears into a gap in reality, where 
  strange curving and branching passages conceal the way out. 
  Creatures with an Intelligence score lower than 6 require 2d4 x3 
  rounds (minutes) to escape the interdimensional prison. Creatures 
  with Intelligence scores 7-11 require 2d4 rounds, and creatures with 
  an intelligence of 12+ require only 1d4 rounds to puzzle their way 
  back into normal reality. Although monsters are not described with 
  specific Intelligence scores, it should not be hard to determine into 
  which category any specific monster falls. Unless ruled otherwise by 
  the Referee, there is no saving throw to avoid the spell.
  Meteor Swarm
  Spell Level: Magic-User, 9th Level 
  Range: 240 feet 
  Duration: Instantaneous
  Tiny meteors swarm from the caster’s hands and explode into 
  balls of fire where desired. The caster may hurl 4 normal fireballs 
  for 10d6 damage or 8 fireballs of 10-foot diameter that inflict 5d6 
  points of damage. Targets are permitted a saving throw, allowing 
  them to take half damage.
  Mind Blank
  Spell Level: Magic-user, 8th Level 
  Range: 10-foot radius 
  Duration: 24 hours
  The spell protects against all magic spying, including crystal balls, 
  spells (including Wish), and even magical scrying by minor deities.
  Mirror Image
  Spell Level: Magic-User, 2nd Level 
  Range: Around caster 
  Duration: 1 hour or until destroyed
  The spell creates 1d4 images of the caster, acting in perfect 
  synchronization with him like mirror images. Attackers cannot 
  distinguish the images from the caster, and may attack one of 
  the images instead of the caster himself (determined randomly). 
  When a hit is scored upon one of the images, it disappears.
  
  Magic
  67
  Monster Summoning I
  Spell Level: Magic-User, 3rd Level 
  Range: N/A 
  Duration: 6 rounds (minutes)
  The caster summons allies, who serve him until slain, or until the 
  duration of the spell expires. The allies do not appear immediately; 
  there is a delay of 1 turn (10 minutes) before they appear.
  Monster Summoning II
  Spell Level: Magic-User, 4th Level 
  Range: N/A 
  Duration: 6 rounds (minutes)
  The caster summons allies, who serve him until slain, or until the 
  duration of the spell expires. The allies do not appear immediately; 
  there is a delay of 1 turn (10 minutes) before they appear.
  Monster Summoning III
  Spell Level: Magic-User, 5th Level 
  Range: N/A 
  Duration: 6 rounds (minutes)
  The caster summons allies, who serve him until slain, or until the 
  duration of the spell expires. The allies do not appear immediately; 
  there is a delay of 1 turn (10 minutes) before they appear.
  Monster Summoning IV
  Spell Level: Magic-User, 6th Level 
  Range: N/A 
  Duration: 6 rounds (minutes)
  The caster summons allies, who serve him until slain, or until the 
  duration of the spell expires. The allies do not appear immediately; 
  there is a delay of 1 turn (10 minutes) before they appear.
  Monster Summoning V
  Spell Level: Magic-User, 7th Level 
  Range: N/A 
  Duration: 6 rounds (minutes)
  The caster summons allies, who serve him until slain, or until the 
  duration of the spell expires. The allies do not appear immediately; 
  there is a delay of 1 turn (10 minutes) before they appear.
  Table 38: Monster Summoning I
  Die Roll
  Monster Summoned*
  1
  1d6 Giant Rats
  2
  1d3 Dwarves (Goblins)
  3
  1d3 Elves (Hobgoblins)
  4
  1d6 Kobolds
  5
  1d3 Orcs
  6
  1d3 Skeletons
  * Chaotically-aligned casters might get the monster in parentheses, at the 
  Referee’s discretion.
  Table 39: Monster Summoning II
  Die Roll
  Monster Summoned
  1
  1d2 Hobgoblins
  2
  1d2 Zombies
  3
  1d2 Gnolls
  4
  1d2 Bugbears
  5
  1d6 Orcs
  6
  1d6 Skeletons
  Table 40: Monster Summoning III
  Die Roll
  Monster Summoned
  1
  1d4 Bugbears
  2
  1d2 Harpies
  3
  1d2 Ochre Jellies
  4
  1d2 Wererats
  5
  1d2 Wights
  6
  1d2 Wild Boar
  Table 41: Monster Summoning IV
  Die Roll
  Monster Summoned
  1
  1 Gargoyle
  2
  1 Ogre
  3
  1 Owlbear
  4
  1 Shadow
  5
  1 Werewolf
  6
  1 Wraith
  Table 42: Monster Summoning V
  Die Roll
  Monster Summoned
  1
  1 Cockatrice
  2
  1 Manticore
  3
  1 Minotaur
  4
  1 Ogre Mage
  5
  1 Salamander
  6
  1 Troll
  
  Magic
  68
  Monster Summoning VI
  Spell Level: Magic-User, 8th Level 
  Range: N/A 
  Duration: 6 rounds (minutes)
  The caster summons allies, who serve him until slain, or until the 
  duration of the spell expires. The allies do not appear immediately; 
  there is a delay of 1 turn (10 minutes) before they appear.
  Monster Summoning VII
  Spell Level: Magic-User, 9th Level 
  Range: N/A 
  Duration: 6 rounds (minutes)
  The caster summons allies, who serve him until slain, or until the 
  duration of the spell expires. The allies do not appear immediately; 
  there is a delay of 1 turn (10 minutes) before they appear.
  Move Earth
  Spell Level: Magic-User, 6th Level 
  Range: 240 feet 
  Duration: 1 hour; effects permanent
  This spell can only be used above ground. It allows the caster 
  to move hills and other raised land or stone at a rate of 6 feet per 
  minute (60 feet per turn).
  Neutralize Poison
  Spell Level: Cleric, 4th Level; Druid, 3rd Level 
  Range: Touch 
  Duration: Immediate
  This spell counteracts poison if used promptly, but cannot be 
  used to bring the dead back to life later.
  Obscuring Mist
  Spell Level: Druid, 2nd Level 
  Range: 20 feet 
  Duration: 1 turn/level
  A misty vapor seethes outward from the casting point, billowing 
  forth to fill a radius of 20 feet + 10 feet per level of the caster.
  Part Water (Cleric)
  Spell Level: Cleric, 7th Level 
  Range: 240 feet 
  Duration: 2 hours
  This spell creates a gap through water, to a depth of 20 feet. At 
  18th level and every level thereafter, the Cleric adds 10 feet to the 
  depth of water parted, and 1 additional hour to the spell’s duration.
  Part Water (Magic-User)
  Spell Level: Magic-User, 6th Level 
  Range: 120 feet 
  Duration: 1 hour
  This spell creates a gap through water, but only to a depth of 10 feet.
  Passplant
  Spell Level: Druid, 5th Level 
  Range: Touch (first tree) 
  Duration: 1 hour per level or until exit
  The caster may step into one tree and emerge from a distant 
  tree of the same kind; both trees must be living, and have a girth 
  as large as the caster’s own. The caster need not step out of the first 
  tree immediately, but may wait within the tree for as long as desired 
  (up to the limit of the spell’s duration) before leaving. It is possible 
  for the caster to step from tree to tree in series without ending the 
  spell; however, upon emerging from any tree into the outside, the 
  caster ends the spell. The table below shows the maximum distance 
  the caster may travel in a single step; this is also the maximum total 
  distance that can be traveled in a single casting of the spell, even if 
  the caster moves through multiple trees. Upon casting the spell, the 
  caster will become aware of the various trees within the range of the 
  spell, so there is no chance of “missing” the target.
  Table 45: Passplant
  Type of Tree
  Maximum Distance for Spell
  Oak, ash, yew
  3,000 feet
  Elm, linden
  2,000 feet
  Other Deciduous
  1,500 feet
  Any coniferous
  1,000 feeet
  All other trees
  500 feet
  Table 43: Monster Summoning VI
  Die Roll
  Monster Summoned
  1
  1 Black Dragon
  2
  1 Chimera
  3
  1 Efreeti
  4
  1 Flesh Golem
  5
  1 Frost Giant
  6
  1 Hill Giant
  7
  1 Hydra (7 heads)
  8
  1 Mummy
  9
  1d2 Orge Magi
  10
  1 White Dragon
  Table 44: Monster Summoning VII
  Die Roll
  Monster Summoned
  1
  1d2 Chimerae
  2
  1 Fire Giant
  3
  1 Hydra (9 heads)
  4
  1 Iron Golem
  5
  1 Lich
  6
  1 Purple Worm
  7
  1 Red Dragon
  8
  1 Stone Golem
  9
  1 Storm Giant
  10
  1 Titan
  
  Magic
  69
  Passwall
  Spell Level: Magic-User, 5th Level 
  Range: 30 feet 
  Duration: 3 turns (30 minutes)
  This spell creates a hole through solid rock, about 7 feet high, 
  10 feet wide, and 10 feet deep (possibly deeper at the discretion of 
  the Referee). The hole closes again at the end of the spell’s duration.
  Permanency
  Spell Level: Magic-User, 8th Level 
  Range: See below 
  Duration: Permanent until dispelled by an opponent of twice 
  the caster’s level
  This spell makes the effect of another spell permanent – 
  unless a Magic-User of twice the caster’s level dispels it. No more 
  than one Permanency is ordinarily possible on any one object, 
  and no more than two upon a creature. Considerable Referee 
  discretion is required for the use of this spell; many spells should 
  not be subject to being made permanent.
  Phantasmal Force
  Spell Level: Magic-User, 2nd Level 
  Range: 240 feet 
  Duration: Until concentration ends
  This spell creates an illusion that seems realistic to all who 
  view it. The illusion disappears when it is touched, but if the 
  viewer believes the illusion is real, it can cause damage. Unless 
  the Referee rules otherwise, victims of the spell are permitted a 
  saving throw, and the illusion cannot cause more than 2d6 points 
  of damage per victim. This will depend on circumstances; a truly 
  brilliant use of the spell can be quite devastating, and a poorly 
  thought-out illusion might cause almost immediate disbelief.
  Phase Door
  Spell Level: Magic-User, 7th Level 
  Range: 10 feet from caster 
  Duration: Seven uses
  The phase door is an invisible portal about 7 feet high, 10 feet 
  wide, and 10 feet deep, accessible only to the caster. A barrage of 
  Dispel Magic spells can close the passage, but only if the combined 
  level of the dispelling casters is twice that of the portal’s creator.
  Plant Doorway
  Spell Level: Druid, 4th Level 
  Range: Passage begins where caster stands 
  Duration: 3 turns + 1 turn/level
  This spell opens a pathway for the caster through even the 
  deepest and most tangled growths of plants, thorns, and trees. The 
  pathway can be made up to 5 feet wide, 6 feet tall, and 100 feet in 
  length, but only the caster can move through it. The Druid may 
  choose to remain housed safely inside a tree, if the spell has opened 
  a passage through one. It is possible to remain within the tree after 
  the spell expires; for as long as desired, in fact, before leaving it.
  Plant Growth
  Spell Level: Druid, 3rd Level; Magic-User, 4th Level 
  Range: 240 feet 
  Duration: Permanent until dispelled
  Undergrowth in the area suddenly grows into an impassable forest 
  of thorns and vines. Up to 300 square feet of ground can be affected by 
  this spell and the caster can decide the shape of the area to be enchanted. 
  An alternate version (Referee’s decision) would allow the spell to affect an 
  area of 300 feet x 300 feet, for a total of 90,000 square feet).
  Polymorph Object
  Spell Level: Magic-User, 8th Level 
  Range: 240 feet 
  Duration: Referee’s discretion
  An object can be turned into another object, animal, vegetable, 
  or mineral. The degree of change will affect the spell’s duration. 
  Animal-to-animal changes, vegetable-to-vegetable changes, and 
  mineral-to-mineral changes are all likely to remain permanent until 
  dispelled. Thus, turning a human into an orc, or turning a wall into 
  a pile of sand, would both result in a permanent change. On the 
  other hand, turning a shrub into a thinking human being would last 
  only a small number of turns. Determining how long a proposed use 
  of the spell will last is the province of the Referee; it is important to 
  remember that this is an eighth-level spell of considerable power – but 
  not as powerful as a ninth-level Wish spell.
  Polymorph Other
  Spell Level: Magic-User, 4th Level 
  Range: 240 feet 
  Duration: Permanent until dispelled
  This spell allows the caster to turn another being into a 
  different type of creature, such as a dragon, a garden slug, or of 
  course, a frog or newt. The polymorphed creature gains all the 
  abilities of the new form, but retains its own mind and hit points.
  
  Magic
  70
  of weather, conditions may change unexpectedly, giving rise to a 
  5% chance that the Druid’s prediction will, ultimately, prove to 
  be incorrect.
  Prismatic Sphere
  Spell Level: Magic-User, 9th Level 
  Range: 10-foot sphere 
  Duration: 1 hour
  A sphere of seven colors whirls about the Magic-User, with 
  a radius of 10 feet. The glowing colors form a layered spectrum; 
  to destroy the sphere, each layer must be destroyed in turn from 
  Red to Orange, to Yellow, to Blue, to Indigo, and then to the 
  innermost Violet layer. Any creature of 7 or fewer hit dice that 
  looks upon the sphere will be blinded for 1d6 turns.
  Produce Fire
  Spell Level: Druid, 4th Level 
  Range: 30 feet 
  Duration: 1 turn (10 minutes)
  This spell instantly creates fire in an area of up to 10 feet x 10 
  feet. The fire burns for no longer than ten minutes without fuel, 
  but will set alight any flammable materials in the area where it 
  was summoned forth. The spell may also be reversed to quench 
  flames rather than ignite them.
  Polymorph Self
  Spell Level: Magic-User, 4th Level 
  Range: Caster 
  Duration: 1 hour or Referee’s discretion
  The caster assumes the form of any object or creature, gaining the 
  new form’s attributes (the use of wings, for example), but not its hit 
  points or combat abilities. The Referee might allow the benefit of 
  the new form’s armor class, if it is due to heavily armored skin. A 
  great deal of the spell’s effect is left to the Referee to decide. 
  Power Word, Blind
  Spell Level: Magic-User, 8th Level 
  Range: 120 feet 
  Duration: 1d4 or 2d4 days (See below)
  The caster speaks a word of power to a particular creature. If 
  that creature has 40 hit points or fewer, it is instantly blinded for 
  2d4 days; if the creature has from 41 to 80 hit points, it is blinded 
  for 1d4 days. If the creature has more than 80 hit points it is not 
  affected by the spell. No saving throw applies.
   
  Power Word, Kill
  Spell Level: Magic-User, 9th Level 
  Range: 120 feet 
  Duration: Immediate
  The caster speaks a word of power to a particular creature. 
  If that creature has 50 hit points or fewer, it is slain by the word 
  it hears; if it has more than 50 hit points it is not affected by the 
  spell. No saving throw is permitted.
  Power Word, Stun
  Spell Level: Magic-User, 7th Level 
  Range: 120 feet 
  Duration: 1d6 or 2d6 turns (See below)
  The caster speaks a word of power to a particular creature. 
  If that creature has 35 or fewer hit points, it is instantly stunned 
  for 2d6 turns; if the creature has from 36 to 70 hit points, it is 
  stunned for only 1d6 turns. If the creature has more than 70 hit 
  points it is not affected by the spell. No saving throw is permitted.
  Prayer
  Spell Level: Cleric, 3rd Level 
  Range: 30 feet 
  Duration: Following melee round
  The Prayer spell seeks short-term favor from the gods to help some 
  other spell or attack to succeed. Prayer affects a 20-foot x 20-foot area, 
  causing a saving throw penalty to all creatures in that area. The penalty 
  is a -1, plus an additional -1 for every ten caster levels. Thus, a 10th level 
  Cleric causes a saving throw penalty of -2. The penalty actually takes 
  effect in the melee round following the one in which it was cast.
  Predict Weather
  Spell Level: Druid, 1st Level 
  Range: Centered on caster 
  Duration: Immediate
  The Druid silently drinks in knowledge from the 
  surrounding area, becoming attuned to the patterns of air, wind, 
  earth and fire. Within moments, the character can predict what 
  the weather conditions will be for the next twelve hours in the 
  immediate vicinity (2 square miles/ level). As with most forecasts 
  Table 46: Prismatic Sphere
  Layer
  Effects of Color
  Negated By
  Red
  Causes 12 points of damage 
  when touched. Stops any 
  magic arrows or missiles 
  (including the spell Magic 
  Missile).
  Ice Storm or other 
  cold-based attack.
  Orange
  Causes 24 points of damage 
  when touched. Stops arrows 
  and any other non-magical 
  missile.
  Lightning Bolt or 
  other electrical 
  attack.
  Yellow
  Causes 48 points of damage 
  when touched. Blocks all 
  breath weapons.
  Magic Missile spell or 
  a magical arrow.
  Green
  Causes death (saving throw 
  allowed) when touched. 
  Blocks any scrying and 
  detection-type spells from 
  seeing within.
  Passwall spell or other 
  earth-moving magic.
  Blue
  Turns flesh to stone when 
  touched (saving throw 
  allowed). Blocks all divine 
  (Clerical) magic from passing 
  through.
  Disintegrate spell 
  (may be from a wand 
  or item).
  Indigo
  Causes death and destroys 
  the soul utterly when touched 
  (saving throw allowed).
  Dispel Magic.
  Violet
  Cuases permanent insanity 
  when touched. Blocks all 
  arcane (Magic-User) spells.
  Continual Light.
  
  Magic
  71
  has no effect, although the protective circle still functions 
  against enchanted creatures.
  The Magic-User version of this spell is exactly the same as the 
  one used by the Cleric, except that it has a duration time of 1 hour.
  Protection from Evil, 10-foot radius
  Spell Level: Cleric, 4th Level; Magic-User, 3rd Level 
  Range: Centered on caster 
  Duration: 1 hour
  The spell creates a magical field of protection, ten feet in 
  radius, around the caster. The field blocks out all enchanted 
  monsters (such as elementals and demons). Evil monsters suffer 
  a -1 penalty to hit anyone within the protective globe, and these 
  shielded individuals gain +1 on all saving throws against such 
  attacks. If a person in the circle already has any magical bonuses 
  to saving throws or armor class, the bonus from the magic circle 
  has no effect for that person, although the protective circle still 
  functions against enchanted creatures.
  Protection from Fire
  Spell Level: Druid, 3rd Level 
  Range: Touch 
  Duration: 3 turns +1 turn/level
  Protection from Fire may be cast on another person, but it 
  confers a great deal more eldritch warding if it is woven personally 
  around the caster. When used to protect another creature, the 
  spell’s warding grants complete immunity to normal fire and cuts 
  damage from magical fire in half. When used to ward the caster, 
  the spell also grants complete immunity against one exposure to 
  magical fire, after which it functions normally.
  Protection from Lightning
  Spell Level: Druid, 4th Level 
  Range: Touch 
  Duration: 6 turns +1 turn/level
  This spell protects any creature from lightning, reducing any 
  damage by one-half. Once lightning strikes, however, the spell ends.
  Protection from Normal Missiles
  Spell Level: Magic-User, 3rd Level 
  Range: Caster 
  Duration: 2 hours
  The caster becomes invulnerable to non-magical missiles, although 
  larger missiles such as boulders will overcome the spell’s magic.
  Purify Food and Drink
  Spell Level: Cleric, 1st Level 
  Range: Close/Touch (Referee’s discretion) 
  Duration: Immediate
  Enough food and water for up to a dozen people is made 
  pure, removing spoilage and poisons.
  Purify Water
  Spell Level: Druid, 1st Level 
  Range: Close/Touch (Referee’s discretion) 
  Duration: Immediate
  Approximately ten gallons of water is made pure, removing 
  all poisons, algae, and other such contaminants.
  Produce Flame
  Spell Level: Druid, 2nd Level 
  Range: Palm of hand 
  Duration: 2 turns/level
  Flame ignites from nowhere in the palm of the caster’s hand, 
  causing no damage to the caster, but otherwise as hot as natural 
  fire. It can be used while held, or thrown to a distance of 30 feet, 
  to ignite flammable materials. For so long as the druid-fire is in 
  the caster’s hand, it can be extinguished immediately whenever 
  the caster wishes it gone.
  Project Image
  Spell Level: Magic-User, 6th Level 
  Range: 240-foot sphere 
  Duration: 1 hour
  The caster projects an image of himself or herself, to a 
  maximum range of 240 feet. Not only does the projected image 
  mimic the caster’s sounds and gestures, but also any spells being 
  cast will appear to originate from the image.
  Protection from Evil
  Spell Level: Cleric, 1st Level; Magic-User, 1st Level 
  Range: Caster 
  Duration: 2 hours
  Creates a magical field of protection immediately around 
  the caster, blocking out all enchanted monsters such as 
  elementals and demons). Evil monsters suffer a -1 penalty to hit 
  the caster, and the caster gains +1 on all saving throws against 
  such attacks. If the caster already has any magical bonuses to 
  saving throws or armor class, the bonus from the magic circle 
  
  Magic
  72
  Pyrotechnics
  Spell Level: Druid, 3rd Level; Magic-User, 2nd Level 
  Range: 240 feet 
  Duration: 1 hour
  The caster creates either fireworks or blinding smoke from a 
  normal fire source such as a torch or campfire. The Referee will 
  decide exactly how much smoke (or fireworks) is produced, what 
  effect it has, and what happens to it as it is produced, but the 
  amount of smoke will definitely be more than 8000 cubic feet 
  (roughly 20x20x20 feet).
  Quest
  Spell Level: Cleric, 5th Level 
  Range: Speaking range 
  Duration: Until completed
  If the spell succeeds (saving throw applies), the caster may 
  set a task for the spell’s victim. If the victim does not diligently 
  work at performing the task, a deadly weakness will set in (50% 
  reduction in Strength), and an attempt to entirely abandon the 
  quest incurs a curse set by the caster in the wording of the original 
  Quest. The details, of course, must be approved by the Referee.
  Raise Dead
  Spell Level: Cleric, 5th Level 
  Range: Close/Touch (Referee’s discretion) 
  Duration: Immediate
  Raise Dead allows the Cleric to raise a corpse from the dead, 
  provided it has not been dead too long. The normal time limit 
  is 5 days, but for every caster level higher than 8th, the time 
  limit extends another 5 days. Characters with low Constitution 
  might not survive the ordeal, and even for those with strong 
  Constitution a period of at least a week is required before they 
  can function normally. This spell functions only on “human-like” 
  races, that is, ones that can be used for player characters.
  Read Languages
  Spell Level: Magic-User, 1st Level 
  Range: Normal reading distance 
  Duration: One or two readings
  This spell allows the caster to decipher directions, instructions, 
  and formulae in languages unknown to the caster. This can be 
  particularly useful for treasure maps, but it does not solve any codes.
  Read Magic
  Spell Level: Magic-User, 1st Level 
  Range: Caster only 
  Duration: 2 scrolls or other magical writings
  This spell allows the caster to read the magical writings upon 
  scrolls and (occasionally) dungeon walls. Without the use of this 
  spell, magical writing cannot be read even by a Magic-User.
  Reincarnation (Druidic)
  Spell Level: Druid, 7th Level 
  Range: Touch 
  Duration: Instantaneous
  This spell brings a dead person’s soul back from the dead, but the 
  soul reappears in a newly formed body. Druidic Reincarnation will 
  not affect someone who has been dead more than a week. Roll 1d100, 
  and on a roll of 01-75 the result is determined from the same table as 
  would be used for a Magic-User’s Reincarnation spell (below). If the 
  percentile dice gave a result of 76-00, roll 1d6 on the following table:
  Reincarnation (Magic-user)
  Spell Level: Magic-User, 6th Level 
  Range: Touch 
  Duration: Instantaneous
  This spell brings a dead person’s soul back from the dead, but 
  the soul reappears in a newly formed body. Reincarnation will 
  not affect someone who has been dead more than a week. Roll 
  1d20 on the following table. If the resulting creature is a normal 
  character race, roll 1d6 to determine the character’s new level.
  Table 47: Druidic Reincarnation
  Die Roll
  Reincarnated as...
  1
  Bear
  2
  Lion
  3
  Mouse
  4
  Raven
  5
  Stag
  6
  Wolf
  Table 48: Reincarnation by Magic-Users
  Die Roll
  Reincarnated as...
  1
  Bugbear
  2
  Centaur
  3
  Dog, Cat, or Wolf
  4
  Dwarf
  5
  Elf
  6
  Gnoll
  7
  Goblin
  8
  Half-orc
  
  Magic
  73
  Resurrection
  Spell Level: Cleric, 7th Level 
  Range: Referee’s discretion 
  Duration: Immediate
  This spell (also known as “Raise Dead Fully”) raises the dead 
  back to life, in the same manner as the Raise Dead spell. It is, 
  however, considerably more powerful: the person raised from the 
  dead needs no time to recuperate from the experience of death, 
  and suffers no other penalties. An evil “reversal” of the spell can 
  also be cast, which causes death with no saving throw.
  Reverse Gravity
  Spell Level: Magic-User, 7th Level 
  Range: 90 feet 
  Duration: 1 round (minute)
  The spell reverses gravity in a cubical area approximately 30 
  feet x 30 feet x 30 feet in size. Everything in the area falls upward, 
  and then when the spell ends it all falls back down again.
  Rope Trick
  Spell Level: Magic-User, 3rd Level 
  Range: As far as the caster can throw a rope 
  Duration: 1 hour +1 turn/level
  The caster tosses a rope into the air and it hangs there, 
  waiting to be climbed. The caster and up to three others can 
  climb the rope and disappear into a small ‘other’ dimension. 
  The rope itself can be pulled into the pocket dimension, or left 
  outside. If it is left outside, however, someone may steal it.
  Shape Change
  Spell Level: Magic-User, 9th Level 
  Range: Caster 
  Duration: 1d6+10 turns +1 turn/level
  When the caster casts this spell upon him- or herself, it allows the 
  caster to turn at will into a variety of creatures. In each form, the wizard 
  gains the characteristics of the creature, much as with the Polymorph 
  Others spell. Thus, turning into a dragon actually allows the caster to 
  use the dragon’s breath weapon. The caster might then choose to turn 
  into a raven, then a frog, or whatever other creature is chosen. It is not, 
  of course, required that the caster use more than one shape – remaining 
  as a dragon for the duration of the spell works perfectly well.
  Shield
  Spell Level: Magic-User, 1st Level 
  Range: Caster 
  Duration: 2 turns
  The caster conjures up an invisible shield that interposes itself 
  in front of attacks. The shield improves the caster’s armor class to 
  2 [17] against missile attacks and to 4 [15] against other (melee) 
  attacks. If the caster’s armor class is already better than the spell 
  would grant, the spell has no effect.
  Silence, 15-foot radius
  Spell Level: Cleric, 2nd Level 
  Range: 180 feet 
  Duration: 12 turns
  Magical silence falls in an area with a 15-foot radius around 
  the targeted creature or object, and moves with it. Nothing from 
  this area, no matter how loud, can be heard outside the radius.
  Remove Curse
  Spell Level: Cleric, 3rd Level; Magic-User, 4th Level 
  Range: Very close 
  Duration: Immediate
  This spell removes one curse from a person or object.
  Repel Wood
  Spell Level: Druid, 6th Level 
  Range: 20 feet/level 
  Duration: 1 turn/level
  When this spell is cast, a mystical druidic force issues 
  forth from a place designated by the caster, in roughly the 
  shape of a wall 120 feet across. This power rolls forward 
  at a rate of 5 feet per round directly away from the caster, 
  inexorably pressing all wood, or wooden objects, backward. 
  Once the power is set in motion, it cannot be stopped other 
  than by the caster’s command.
  Repulsion
  Spell Level: Magic-User, 6th Level 
  Range: 120 feet 
  Duration: 1 hour
  Any creature trying to move toward the caster finds itself 
  moving away, instead.
  Restoration
  Spell Level: Cleric, 7th Level 
  Range: Referee’s discretion 
  Duration: Immediate
  This spell restores levels lost to such horrible creatures 
  as wraiths and shadows. An evil reversal of the spell allows 
  a Chaotically aligned Cleric to drain a level from the target. 
  The “good” version of the spell is exhausting to the caster, 
  incapacitating him for 2d10 days. At the discretion of the 
  Referee, this spell may restore lost points of attribute scores as 
  well as lost levels.
  (Table 48 Cont’d)
  Die Roll
  Reincarnated as...
  9
  Harpy
  10
  Hobgoblin
  11
  Human
  12
  Kobold
  13
  Lizard Man
  14
  Lycanthrope (Werewolf or other)
  15
  Minotaur
  16
  Ogre
  17
  Ogre Mage
  18
  Orc
  19
  Troll
  20
  Wyvern
  
  Magic
  74
  Simulacrum
  Spell Level: Magic-User, 7th Level 
  Range: Touch 
  Duration: Permanent
  The caster creates a duplicate of himself or some other person. 
  The basic form is created from snow and ice, and must then be 
  animated. (Animate Dead is an acceptable means.) A Limited 
  Wish (along with the actual Simulacrum spell) is then used 
  to imbue the animated form with intelligence and certain 
  knowledge of the person being simulated. The simulacrum 
  gains 30-60% (use a d4) of the simulated creature’s knowledge 
  and experience. The simulacrum follows its creator’s orders. 
  Note that the simulacrum is not a perfect representation of 
  the original. Side by side, the differences are obvious, and the 
  simulacrum is a magical creature detectable with a Detect 
  Magic spell. If the original of the simulacrum dies, a strange 
  effect begins: the simulacrum begins to gain the knowledge 
  and experience of the dead individual at a rate of 1% per week, 
  to a maximum of 90%.
  Sleep
  Spell Level: Magic-User, 1st Level 
  Range: 240 feet 
  Duration: 1 hour
  This spell puts enemies into an enchanted slumber (no saving 
  throw permitted). It affects creatures based on their hit dice.
  Slow
  Spell Level: Magic-User, 3rd Level 
  Range: 240 feet 
  Duration: 3 turns (30 minutes)
  In an area with a radius of 60 feet around the point where the 
  spell is targeted, as many as 24 creatures failing a saving throw 
  can move and attack only at half speed.
  Snake Charm
  Spell Level: Cleric, 2nd Level 
  Range: 60 feet 
  Duration: 1d4+2 turns
  One hit die (1 HD) of snakes can be charmed per level of the 
  caster. The snakes obey the caster’s commands.
  Speak with Animals
  Spell Level: Cleric, 2nd Level; Druid, 2nd Level 
  Range: Caster 
  Duration: 6 turns
  The caster can speak with normal animals. There is a good 
  chance that the animals will provide reasonable assistance if 
  requested, and they will not attack – unless the caster uses the 
  spell to say something particularly offensive.
  Speak with the Dead
  Spell Level: Cleric, 3rd Level 
  Range: Close/Touch (Referee’s discretion) 
  Duration: 3 questions
  The caster can ask three questions of a corpse, and it 
  will answer, although the answers might be cryptic. Only 
  higher-level Clerics have enough spiritual power to command 
  answers of long-dead corpses. Clerics lower than 8th level can 
  gain answers only from bodies that have been dead 1d4 days. 
  Clerics levels 8-14 can speak to corpses that have been dead 1d4 
  months. Clerics of level 15+ can gain answers from a corpse of 
  any age, including thousand-year-old relics, as long as the body 
  is still relatively intact. Note that a die roll is involved here: for 
  example, a seventh-level Cleric attempting to speak with a two-
  day-old corpse might still fail – the d4 roll might indicate that 
  only a one-day-old corpse can be reached with this particular 
  attempt at the spell.
  Speak with Monsters
  Spell Level: Cleric, 6th Level 
  Range: Speaking range 
  Duration: 3d4 questions
  The caster can speak with any type of monster, for the duration 
  of a certain number of questions. The monster is not forced to answer.
  Speak with Plants
  Spell Level: Cleric, 4th Level; Druid, 4th Level 
  Range: Speaking range 
  Duration: 6 turns
  The caster can speak and understand the speech of plants. 
  Plants smaller than trees will obey commands, moving aside 
  when requested, etc.
  Strength
  Spell Level: Magic-User, 2nd Level 
  Range: Touch 
  Duration: 8 hours (80 turns)
  This spell may be cast upon a Fighter or a Cleric. For the duration 
  of the spell, a Fighter gains 2d4 points of Strength, and a Cleric gains 1d6 
  points of Strength. Strength cannot exceed 18 unless the Referee chooses 
  to allow additional bonuses resulting from the additional Strength.
  Sticks to Snakes
  Spell Level: Cleric, 4th Level; Druid, 5th Level 
  Range: 120 feet 
  Duration: 1 hour
  The caster may turn as many as 2d8 normal sticks into 
  snakes, each one having a 50% chance of being venomous. The 
  snakes follow commands, but turn back into sticks at the end of 
  the spell, or when killed.
  Stone to Flesh
  Spell Level: Magic-User, 6th Level 
  Range: 120 feet 
  Duration: Permanent until reversed
  This spell can be used to counteract the negative effects of 
  monsters who petrify their victims. It can also be reversed to 
  turn flesh into stone, as desired by the caster. A saving throw is 
  permitted to avoid being turned to stone, but if the spell succeeds 
  Table 49: Sleep
  Hit Dice of Victims
  Number Affected
  Less than 1 to 1
  2d8
  1+ to 2+
  2d6
  3 to 3+
  1d6
  4 to 4+
  1
  
  Magic
  75
  the victim is transformed into a statue; the stone-to-flesh version 
  of the spell will restore the victim to normal.
  Suggestion
  Spell Level: Magic-User, 3rd Level 
  Range: Shouting distance 
  Duration: 1 week
  The caster speaks a hypnotic suggestion to the intended victim. 
  Victims who fail a saving throw will carry out the suggestion, as 
  long as it can be performed within a week. The suggestion might 
  not call for the action to be carried out immediately, and can be 
  contingent upon something else happening first. A suggestion that 
  the victim commit suicide is only 1% likely to be obeyed.
  Symbol (Cleric)
  Spell Level: Cleric, 7th Level 
  Range: Referee’s discretion (according to symbol) 
  Duration: Varies (depends upon symbol used)
  A Symbol spell creates a deadly magical trap, written into the 
  shape of a divine rune. The rune’s magic is activated when any person 
  or creature hostile to the caster reads it, or passes over, under, or past 
  it. Various different runes are known, and others may be possible:
  •	 Symbol of Discord: Causes all creatures in the hostile 
  group to begin arguing, and possibly fighting amongst 
  themselves with lethal intent.
  •	 Symbol of Fear: Casts a Fear spell.
  •	 Symbol of Sleep: Casts a Sleep spell affecting double the normal 
  number of creatures and with double the normal duration.
  •	 Symbol of Stunning: Up to 150 hit points of creatures are 
  affected as per a Power Word, Stun.
  Divine symbols cannot be crafted in such a way that would cause 
  a permanent effect (such as insanity) upon those affected.
  Symbol (Magic-user)
  Spell Level: Magic-User, 8th Level 
  Range: Referee’s discretion (according to symbol) 
  Duration: Varies (depends upon symbol used)
  A Symbol spell creates a deadly magical trap, written into the shape 
  of an arcane rune. The rune’s magic is activated when any person or 
  creature hostile to the caster reads it, or passes over, under, or past it. 
  Various different runes are known, and others may be possible:
  •	 Symbol of Death: Deals a total of 75 hit points of damage.
  •	 Symbol of Discord: Causes all creatures in the hostile 
  group to begin arguing, and possibly fighting amongst 
  themselves with lethal intent.
  •	 Symbol of Fear: Casts a Fear spell.
  •	 Symbol of Insanity: Up to 100 hit points of creatures are 
  driven insane by a curse.
  •	 Symbol of Sleep: Casts a Sleep spell affecting double the normal 
  number of creatures and with double the normal duration.
  •	 Symbol of Stunning: Up to 150 hit points of creatures are 
  affected as per a Power Word, Stun.
  Telekinesis
  Spell Level: Magic-User, 5th Level 
  Range: 120 feet 
  Duration: 6 turns (1 hour)
  The caster can move objects using mental power alone. The 
  amount of weight that can be lifted and moved is 20 pounds per 
  level. It is up to the Referee’s interpretation of the spell whether 
  the objects can be thrown, and at what speed.
  Teleport
  Spell Level: Magic-User, 5th Level 
  Range: Touch 
  Duration: Instantaneous
  This spell transports the caster or another person to a 
  destination that the caster knows, or at least knows what it looks 
  like from a picture or a map. Success depends on how well the 
  caster knows the targeted location, as follows:
  1. If the caster has only seen the location in a picture or through 
  a map (so that knowledge is not based on direct experience), 
  there is only a 25% chance of success, and failure means death, 
  for the traveler’s soul is lost in the spaces between realities.
  1. If the caster has seen but not studied the location, there is a 
  20% chance of error. In the case of an error, there is a 50% 
  chance that the traveler arrives low, 1d10 x10 feet below the 
  intended location (with death resulting from arrival within 
  a solid substance). If the error is high (over the 50% chance 
  for a “low” arrival), the traveler arrives 1d10 x10 feet above 
  the targeted location – likely resulting in a deadly fall.
  1. If the caster is well familiar with the location, or has 
  studied it carefully, there is only a 5% chance of error. 
  On a 1 in 6 the teleport is low, otherwise it is high. In 
  either case, the arrival is 1d4 x10 feet high or low.
  Time Stop
  Spell Level: Magic-User, 9th Level 
  Range: Caster 
  Duration: 1d4+1 rounds
  The caster stops the passage of time in a radius of about 15 feet 
  around himself. (The time-stopped area does not thereafter move with 
  the caster.) Any creatures within this area are suspended in time, unable 
  to act. The caster is not stopped in time while in the area or beyond.
  
  Magic
  76
  Transmute Metal to Wood
  Spell Level: Druid, 7th Level 
  Range: 120 feet 
  Duration: Permanent
  This spell transmutes metal into wood in a 10-foot x 10-foot 
  area. Each discrete piece of metal is allowed a saving throw. (Coins 
  may be checked in batches rather than rolling hundreds of saving 
  throws.) The effect cannot be dispelled, although a reversed version 
  of this spell could be used to undo the transmutation.
  Transmute Rock to Mud
  Spell Level: Druid, 5th Level; Magic-User, 5th Level 
  Range: 120 feet 
  Duration: 3d6 days, unless reversed
  This spell transmutes rock (and any other form of earth, including 
  sand) into mud. An area of roughly 300 x 300 feet becomes a 
  deep mire, reducing movement to 10% of normal. 
  Transport via Plants
  Spell Level: Druid, 6th Level 
  Range: Touch first plant 
  Duration: 24 hours or until travel is completed
  The caster may enter any normal plant and pass any distance 
  to a chosen plant of the same kind in a single round, regardless 
  of the distance separating the two. Both plants must be alive. 
  The caster may also choose to remain in one or the other of 
  the two plants for up to 24 hours, but the destruction of an 
  occupied plant slays the caster and ejects the body from the 
  plant. The caster becomes aware of all plants within 3000 feet, 
  and the spell will not fail if the attempted travel is made within 
  this radius. However, if the caster attempts to travel beyond this 
  radius into the substance of a plant the caster has never before 
  seen – meaning that specific plant, not just the species – there is 
  a 20% chance of error during travel. The exact nature of the error 
  depends upon specific circumstances, but it is likely to be off by a 
  margin of at least 1d6 miles, into any other sort of plant.
  Wall of Fire
  Spell Level: Druid, 5th Level; Magic-User, 4th Level 
  Range: 60 feet 
  Duration: Concentration
  A wall of fire flares into being and burns for as long as the 
  caster concentrates upon it. Creatures with 3 or fewer hit dice 
  cannot pass through it, and no creature can see through it to 
  the other side. Passing through the fire inflicts 1d6 hit points of 
  damage (no saving throw) and undead creatures sustain twice the 
  normal damage. The caster may choose to create a straight wall 
  60 feet long and 20 feet high, or a circular wall with a 15-foot 
  radius, also 20 feet high.
  Wall of Ice
  Spell Level: Magic-User, 4th Level 
  Range: 60 feet 
  Duration: Concentration
  The caster conjures up a wall of ice, six feet thick and 
  non-transparent. The caster may choose to create a straight wall 
  60 feet long and 20 feet high, or a circular wall with a 15-foot 
  radius, also 20 feet high. Creatures with 3 or fewer hit dice 
  cannot affect the wall, but creatures of 4+ hit dice are able to 
  smash through it, taking 1d6 points of damage in the process. 
  Creatures with fire-based metabolisms take 2d6 instead of the 
  normal 1d6. Fire spells and magical effects are negated in the 
  vicinity of the wall.
  Wall of Iron
  Spell Level: Magic-User, 5th Level 
  Range: 60 feet 
  Duration: 2 hours
  The caster conjures an iron wall from thin air. The wall is 3 
  feet thick, 50 feet tall, and 50 feet long.
  Wall of Stone
  Spell Level: Magic-User, 5th Level 
  Range: 60 feet 
  Duration: Permanent until dispelled
  The wall of stone conjured by this spell is two feet thick, with 
  a surface area of 1,000 square feet. The caster might choose to 
  make the wall 50 feet long (in which case it would be 20 feet tall), 
  or 100 feet long (in which case it would be only 10 feet tall).
  Warp Wood
  Spell Level: Druid, 2nd Level 
  Range: 60 feet 
  Duration: Permanent
  This spell warps, bends, and twists wood. The volume of 
  about one 2-inch x 4-inch x 5-foot plank may be affected per 
  every two levels of the caster – the volume of a spear or several 
  arrows. However, keep in mind that springing a door open or 
  causing a leak in a ship’s planking does not actually require much 
  of the constituent wood to be warped.
  Water Breathing
  Spell Level: Druid, 3rd Level; Magic-User, 3rd Level 
  Range: 30 feet 
  Duration: 2 hours
  The recipient of the spell is able to breathe underwater until 
  the spell’s duration expires.
  Weather Summoning
  Spell Level: Druid, 6th Level 
  Range: Centered on caster 
  Duration: 1 hour/level
  Within 30 minutes, whatever weather the Druid desires 
  will form in the surrounding five-mile radius. It is not under the 
  caster’s control, in the sense that it will not specifically target 
  any individuals or affect one place within the radius more than 
  any other place. Note that this spell is not by any means the 
  only way in which groups of druids might exercise control over 
  weather conditions using holy places or acting together in mystic 
  rituals. It is simply the manner by which a lone (but powerful) 
  Druid can summon forth weather conditions using no ritual 
  beyond mere spell casting.
  Web
  Spell Level: Magic-User, 2nd Level 
  Range: 30 feet 
  Duration: 8 hours
  
  Magic
  77
  End of PLayer’s Section
  T
  his concludes the player’s section of Swords & 
  Wizardry. To play this game, it is unnecessary to 
  read any further.
  Fibrous, sticky webs fill an area up to 10x10x20 feet. It is 
  extremely difficult to get through the mass of strands – it takes 
  one turn if a torch and sword (or a flaming sword) are used, 
  and creatures larger than a horse can break through in 2 turns. 
  Humans alone take more time to break through – perhaps 3-4 
  turns or longer at the Referee’s discretion.
  Wizard Eye
  Spell Level: Magic-User, 4th Level 
  Range: 240 feet 
  Duration: 1 hour
  The caster conjures up an invisible, magical “eye,” that can move 
  a maximum of 240 feet from its creator. It floats along as directed by 
  the caster, at a rate of 120 feet per turn (12 feet per minute).
  Wizard Lock
  Spell Level: Magic-User, 2nd Level 
  Range: Close 
  Duration: Permanent until dispelled
  As with a Hold Portal spell, Wizard Lock holds a door 
  closed, but it is permanent until dispelled. Creatures with magic 
  resistance can shatter the spell without effort. Any Magic-User 
  at least three levels higher than the caster can open the portal, 
  and a Knock spell will open it as well, although the spell is not 
  permanently destroyed in these cases.
  Wish
  Spell Level: Magic-User, 9th Level 
  Range: Unlimited 
  Duration: See below
  This spell is not all-powerful; it grants wishes of limited 
  scope (although more powerful than a Limited Wish). The 
  Referee’s discretion will rule what sort of wishes are within the 
  spell’s power. (One possible – unofficial – guideline might be 
  that a Wish can grant effects that would be similar in power to a 
  spell of level 8 or lower, with permanent effects in many cases.) 
  After casting a Wish spell, the Magic-User is mentally drained 
  and unable to cast spells for a period of 1d4 days.
  Wind Walk
  Spell Level: Cleric, 7th Level 
  Range: Touch 
  Duration: 1 day or until dispelled
  The caster and one other person in contact with him 
  become incorporeal and mist-like, able to travel through walls 
  and other obstacles. The Cleric can bring this companion along 
  and travel at 48 feet per minute indoors (or in subterranean 
  settings) and much faster outdoors.
  Word of Recall
  Spell Level: Cleric, 6th Level 
  Range: Indefinite 
  Duration: Immediate
  The Cleric teleports without error back to a prepared sanctuary.
  R
  emember: Swords & Wizardry is a free-
  form roleplaying game, meaning that there are 
  not very many rules. The Referee is responsible 
  for handling situations not covered by the rules, making 
  fair evaluations of what the characters do and deciding 
  what happens as a result. This is not a game in which 
  the players are “against” the Referee, even though the 
  Referee is responsible for creating tricky traps, dangerous 
  situations, and running the monsters and other foes the 
  PCs will encounter during the game. In fact, the players 
  and the Referee cooperate with each other to create a 
  fantasy epic, with the Referee creating the setting and the 
  players developing the story of the heroes. If they are not 
  skillful and smart, the epic might be very short indeed! It 
  is not the Referee’s job to defeat the players; the job is to 
  provide interesting (and dangerous) challenges, and then 
  guide the story fairly along the path that it takes – a path 
  sure to contain twists and turns that surprise the Referee 
  as well as the players!
  
  Introduction
  78
  
  Introduction
  79
  For the Referee
  for a few gaming sessions, just to learn how the game works. 
  We have provided enough of these basic rules to get you started 
  without having to make too many difficult decisions. But once 
  you are comfortable with the basic idea of a roleplaying game 
  you can start thinking about the optional rules, about creating 
  house rules, and about adapting the rules. There is a whole 
  world of fantasy out there waiting for you.
  This part of the book gives you the basic resources for the 
  two main tasks of the Referee: creating the adventure, and 
  running the adventure. Creating the adventure is done ahead 
  of time; it is the job of dreaming up an adventurous place 
  or situation, creating a map, and deciding what dangerous 
  things lurk there, just waiting for a party of adventurers to 
  stumble across them. Running the adventure is what happens 
  when your friends are assembled around the gaming table 
  with dice and character sheets: it is your job to describe the 
  starting point and then to keep the game moving once the 
  adventuring begins. As you and your players get more familiar 
  with the game, and their characters start to go up in level, you 
  may want to start creating some details about the world that 
  surrounds these adventures – which is called your campaign 
  world. The following part of the book contains basic advice 
  about all these aspects of being a Referee.
  A
  s the Referee of a game of Swords & Wizardry, 
  you do not have a character; instead, you are the 
  player who is in charge of the game. You create the 
  adventure, you run the monsters, and you are the one who 
  decides the results of all the decisions made by the players 
  for their characters. You don’t get to tell the players what 
  the characters do – that is their part of the game – but you 
  referee the results according to the rules, and you interpret 
  what the rules mean. Compared to most other fantasy 
  roleplaying games, the Swords & Wizardry rules require a lot 
  of interpretation because – by design – they do not try to cover 
  every single possibility for what the players will do. It takes a 
  little bit of practice to referee a game smoothly, but once you 
  get the hang of it, you will find that you can run a fast-paced 
  game without getting caught up in every little detail.
  The three most important things to know about running a 
  game of Swords & Wizardry are these:
  •	 The rules are just guidelines. 
  •	 There is not a rule for everything. 
  •	 When in doubt, make a ruling.
  If you are a beginner Referee, and have never played a 
  roleplaying game before, it is a good idea to stick to “the rules” 
  
  Designing Adventures
  80
  Designing the
  Adventure
  B
  asically, the “adventure” is just the setting for the 
  game, usually a map and your notes about the places in 
  it. As the players tell you where their characters go and 
  what they do, you’re referring to the map and your notes to describe 
  what happens as a result. Don’t try to plan for all contingencies – it’s 
  guaranteed that the players will do something unexpected. This is a 
  good thing; part of your fun in running the game is when the players 
  surprise you, not just when you surprise them.
  Adventures can take place anywhere: abandoned dungeons far 
  underground, ruined castles, enchanted forests, ships on the high 
  seas, and even stranger places like the deeps of the ocean or the 
  blasted wastelands of some distant planet, where the characters have 
  been teleported by evil wizards. In general, if you have never designed 
  an adventure before, it is a good idea to start with a dungeon 
  adventure, because these are the easiest to design and run. After a 
  couple of sessions of dungeon adventuring, the players might be ready 
  to strike out into the wilderness, or venture out to the seas. Encourage 
  them to make whatever decisions they want to make – the epic 
  stories of their characters are theirs to make, as long as the players can 
  keep them alive. It is your job to referee the results, not to make the 
  decisions. Sometimes they will test your skill as a Referee, just as you 
  test their skills as players. It is all part of the game.
  If you would like to read more ideas for designing adventures, 
  the Tome of Adventure Design, published by Frog God Games, is 
  an excellent resource.
  Designing a Dungeon 
  Adventure
  The “dungeon” is probably a vast underground complex 
  built in the distant past, abandoned and perhaps forgotten by 
  civilization. Over the centuries, monsters have taken up residence 
  in the echoing halls and narrow passages of this place, hoarding 
  the treasure they have stolen from the world above, or that was 
  left behind by the ancient inhabitants of these deep catacombs.
  For the basic dungeon adventure, draw the dungeon floor plan 
  on graph paper, number the rooms (or other important locations), and 
  then write yourself a “key” to remind yourself what monsters, treasures, 
  traps, and tricks are found in these numbered locations. It will probably 
  be helpful to draw a cross-section map of the different levels of the 
  dungeon as well. The levels are important because the further down the 
  characters go, the more dangerous the place is – the monsters are more 
  deadly, and the traps are more devious – but on the other hand, the 
  treasures are greater. It is in the deeper dungeon levels where vast piles 
  of gold are to be found, and where enchanted weapons lie covered in 
  cobwebs along with other, stranger items with strange magical powers.
  To help you get started, the diagram of a dungeon cross-section 
  and the sample floor plan maps included here may be a good resource 
  for you. Do not worry if your maps are messy and your room 
  descriptions are nothing but a few quick notes. The goal is not to be 
  an artist or an author – the goal is to be a good Referee. Whatever 
  helps you do that job is all you need. The players are not going to 
  be looking at your map or reading your notes; they are going to be 
  experiencing the map as adventurers, and hearing the descriptions of 
  the rooms as if they are seeing what you describe. It doesn’t matter 
  what your hidden notes look like: that is not what the players see.
  Dungeon Map SymboLs
  Sketch of a dungeon cross-section. Sometimes making a cross-section 
  map of the top levels of your dungeon can be very helpful when you 
  make floorplans, but it isn’t necessary.
  wall
  cave wall
  door
  double door
  secret door
  concealed door
  one-way door
  false door
  revolving door
  archway
  or window
  one-way
  secret door
  
  Designing Adventures
  81
  Thip map is from Matt Finch’s Ruins of Mythrus Tower dungeon - you can see some pencil-marks that are actually Referee notes, from a marathon 
  8-hour series of adventures held at North Texas RPG Con. It gives you a basic idea of what a dungeon map looks like.
  portcullis
  or bars
  ceailing
  trap door
  floor trap door
  sinkhole
  Dungeon Map SymboLs
  chasm
  depression
  ladder
  water or pool
  fountain
  well
  altar
  table, chest, all 
  kinds of other 
  things
  slope down
  slope up
  pit trap, 
  covered
  pit, open
  trap or teleport
  statue
  pillar
  
  Designing Adventures
  82
  Another example of a dungeon floor plan, from Bill 
  Webb’s Rappan Athuk dungeon. Rappan Athuk is well-
  known, because it was published as a very popular 
  module by Necromancer Games in 2001; this happens 
  to be a part of it that has never been seen.
  Dungeon Map SymboLs
  slide
  fire pit
  rubble
  cave-in
  stalagmites
  stalactites
  stairs up
  circular staircase
  sliding stairs
  chute
  elevated area 
  (balcony or 
  ridge)
  dotted line 
  is a passage 
  crossing 
  underneath or 
  over another
  steps
  fireplace
  chair or throne
  bed
  curtain
  dais or
  low platform
  stairs down
  crawlway
  (the narrow 
  passage)
  gas
  bridge
  crank or 
  machine
  arrowslit
  
  Designing Adventures
  83
  Summary of Important 
  Dungeon Facts
  Secret Doors: When the characters search a 10-foot area for 
  one turn, each character has a 2 in 6 chance to find a secret door 
  if there is one. Elves, however, have a 4 in 6 chance to find it, and 
  a 1 in 6 chance to notice it without even searching. Finding a 
  secret door does not necessarily mean the characters know how to 
  open it; they just know that it is there.
  Listening at Doors: Listening at a door has a 1 in 6 chance 
  of success for humans; non-human characters most likely have 
  better hearing than humans and can hear noises with a 2 in 6 
  chance of success.
  Opening Doors: Stuck doors (and many doors in an ancient 
  dungeon may be stuck closed) require a die roll on a d6 to force 
  open. The chance to succeed is based on a character’s Strength 
  (see the description of the Strength attribute). Multiple characters 
  – up to a maximum of three – can smash through a door together, 
  giving each one a separate, normal chance of success all at once. 
  However, they will spill into the room and should automatically 
  lose initiative if there are monsters within. It is important to get 
  the door open on the first try, because a failed attempt will warn 
  any monsters on the other side of the door that there is trouble.
  Traps and Pits: In general, unless the Referee rules otherwise 
  for this particular trap, anyone passing over or through the trigger 
  for a trap has a 2 in 6 chance to spring it. It is suggested (but 
  not required) that the Referee allow Dwarfs to recognize traps 
  involving stonework. Here is a starter rule that the Referee can 
  modify as desired: For traps involving a stone trigger (such as a 
  pressure plate) or a hole or gap in stonework (such as a falling 
  block or an arrow-hole), a Dwarf has a 1 in 6 chance to notice 
  the features of a trap before passing over/through it, as long as 
  movement is at a careful speed; the Dwarf has a 4 in 6 chance 
  to notice features of a stonework trap when searching (one turn 
  per ten-foot square of wall or floor). Identifying the features of a 
  trap does not tell the dwarf how to disarm the trap, although in 
  some cases the disarming mechanism might be obvious once the 
  trap’s visible features are identified. This rule treats stone traps for 
  dwarfs in the same way that secret doors are treated for elves.
  Filling in the Map Key
  Here are a few brainstorming ideas for things that can be found 
  in a dungeon: pit traps, teleporters, statues (that might animate and 
  attack, or reward certain actions), altars, arrow-traps, pools (possibly 
  with magical waters), magic pentacles, areas of natural caves, shaky 
  ceilings, chutes to lower levels, stairs up and down, sliding staircases, 
  chasms into the depths (possibly with a bridge, possibly not), pools 
  of lava, secret doors (very important), shifting walls, scything blade 
  traps, poison gas, and whatever else you can dream up.
  Try to dress up the dungeon with little details, too, like a few 
  broken arrows scattered on the floor, a skull in one corner of the 
  room, a snuffed-out torch, a dented helmet, chains on the walls, 
  and other such things. This also helps to hide from the players 
  when one of those details actually turns out to be important. 
  That snuffed-out torch might actually be a clue that the oxygen 
  in the room can get sucked away by a trap! If the players get used 
  to seeing the little details, they won’t suddenly become suspicious 
  when they see the important ones.
  In an abandoned dungeon, most of the rooms will be empty, 
  with only perhaps half of them containing a trap, monster, unusual 
  trick, or a room with something unusual (architecture, information, 
  murals, or the like). If every room contains something important or 
  dangerous, the “feel” of exploring an abandoned place is lost; on the 
  other hand, if details are too sparse, the pace of the adventure can 
  become boring. The half-half ratio is a good rule of thumb.
  Monsters in 
  the Dungeon
  Dungeon LeveLs
  Most adventures are designed so the players can choose how 
  risky they want to get. The classic dungeon adventure gives the 
  players the choice of whether to have their characters “go for it” in a 
  lower, more dangerous level or to be cautious and adventure in areas 
  that are not so risky, but have less treasure. Any adventure ought 
  to give the players some choice about how fast they are going to go 
  into the riskier areas. It does not matter whether you are running 
  a wilderness adventure or a classic dungeon – giving the players 
  decisions is part of the fun for them. When you design wilderness 
  areas, try to have some areas that are more dangerous and some that 
  are less – and figure out a way to let the players know where these 
  are. It is obvious in a dungeon that the lower levels are riskier and 
  richer; in a wilderness adventure, you have to work a little harder to 
  communicate the risk levels to the players, but it is worth it.
  Challenge LeveLs
  As the degree of danger increases from one area to the next, 
  the players ought to know that their heroes are moving into places 
  where there is a somewhat predictable level of risk and reward. 
  The first thing to keep in mind is that a monster’s challenge level 
  is not the same as the “level” on which it is found; challenge level 
  is really about calculating experience points. The table below 
  gives you an idea of what might be found in a particular “level” 
  of a dungeon or forest. The table is not a rule; it is a guideline, so 
  absolutely use your judgment.
  Dungeon Level One has the lowest level of risk, and the lowest 
  level of treasure. Players are never guaranteed that every encounter is 
  “beatable” at a particular level, though. Survival depends on knowing 
  when to run and when to get tricky. Assuming that every encounter 
  is designed to “fit” the party’s combat capabilities is a sure way to die.
  T
  he Original Game didn’t specify much about 
  how many monsters would be encountered 
  at different depths. We have organized the 
  material from the Original Game into a “Challenge 
  Level” system, giving you a tool for figuring out 
  how many monsters to place in an encounter on any 
  particular dungeon level.
  Challenge Level is different from the level of depth, the 
  “dungeon level.” Monsters of various different Challenge 
  Levels will be found in each level of the dungeon.
  
  Designing Adventures
  84
  Table 50: Generating Encounters (Dungeon Levels 1-5)
  Die Roll
  Dungeon Level 1
  Dungeon Level 2
  Dungeon Level 3
  Dungeon Level 4
  Dungeon Level 5
  1
  3d8 CL A creatures
  6d8 CL A creatures
  12d8 CL A creatures
  2d100 CL A creautres 
  (50%) or 2d6 CL 4
  3d100 CL A creatures
  2
  3d8 CL B creatures
  6d6 CL B creatures
  12d6 CL B creatures
  1d100 CL B creatures 
  (50%) or 1d6 CL 4 
  with 1d2 CL 5
  2d100 CL B creatures
  3
  2d6 CL 1 creatures
  4d6 CL 1 creatures
  8d6 CL 1 creatures
  8d6 x2 CL 1 creatures
  8d6 x4 CL 1 creatures
  4
  1d6 CL 2 creatures
  2d6 CL 2 creatures
  4d6 CL 2 creatures
  8d6 CL 2 creatures
  8d6 x2 CL 2 creatures
  5
  1 CL 3 creatures
  1d6 CL 3 creatures
  2d6 CL 3 creatures
  4d6 CL 3 creatures
  8d6 CL 3 creatures
  6
  1 CL 4 creature
  1 CL 4 creature
  1d6 CL 4 creatures
  2d6 CL 4 creatures
  4d6 CL 4 creatures
  7
  1d3 CL 2 and 1d6 
  CL 1
  1 CL 5 creature
  1 CL 5 creature
  1d6 CL 5 creatures
  2d6 CL 5 creatures
  8
  1 CL 3 and 1d2 CL 2
  1 CL 4 and 1d6 CL 1
  1 CL 6 creature
  1 CL 6 creature
  1d6 CL 6 creatures
  9
  1 CL 3 and 1d6 CL 1
  1d3 CL 3 and 1d6 
  CL 2
  1d3 CL 4 and 1d6 
  CL 3
  1 CL 7 creature
  1 CL 7 creature
  10
  1d2 CL 2 and either 
  2d6 CL A or 1d6 CL B
  1 CL 5 and 1d6 CL 1
  1 CL 4 and 4d6 CL 1
  1 CL 5 and 4d6 CL 2
  1 CL 6 and 4d6 CL 3
  Table 51: Generating Encounters (Dungeon Levels 6-10)
  Die Roll
  Dungeon Level 1
  Dungeon Level 2
  Dungeon Level 3
  Dungeon Level 4
  Dungeon Level 5
  1
  8d6 x2 CL 3 creatures
  16d6 CL 4 creatures
  16d6 CL 5 creatures
  16d6 CL 6 creatures
  16d6 CL 7 creatures
  2
  8d6 CL 4 creatures
  8d6 CL 5 creatures
  8d6 CL 6 creatures
  8d6 CL 7 creatures
  8d6 CL 8 creatures
  3
  4d6 CL 5 creatures
  4d6 CL 6 creatures
  4d6 CL 7 creatures
  4d6 CL 8 creatures
  4d6 CL 9 creatures
  4
  2d6 CL 6 creatures
  2d6 CL 7 creatures
  2d6 CL 8 creatures
  2d6 CL 9 creatures
  2d6 CL 10 creatures
  5
  1d6 CL 7 creatures
  1d6 CL 8 creatures
  1d6 CL 9 creatures
  1d6 CL 10 creatures
  1d6 CL 11 creatures
  6
  1 CL 8 creature
  1 CL 9 creature
  1 CL 10 creature
  1 CL 11 creature
  1 CL 12+ creature
  7
  8d6 CL 3 and 8d6 of 
  another CL 3 creature
  8d6 CL 4 and 8d6 of 
  another CL 4 creature
  4d6 CL 6 and 4d6 of 
  another CL 6 creature
  4d6 CL 7 and 4d6 of 
  another CL 7 creature
  4d6 CL 8 and 4d6 of 
  another CL 8 creature
  8
  4d6 CL 4 and 4d6 of 
  another CL 4 creature
  4d6 CL 5 and 4d6 of 
  another CL 5 creature
  1 CL 10 and 3d6
  CL 7 creatures
  1 CL 11 and 3d8
  CL 8 creatures
  1 CL 12 and 3d6
  CL 9 creatures
  9
  2d6 CL 5 and 2d6 of 
  another CL 5 creature
  1 CL 9 and 3d6 CL 6
  1d6 CL 8 and 4d6 CL 
  6 creatures
  1d6 CL 9 and 4d6 CL 
  7 creatures
  1d6 CL 10 and 4d6 
  CL 8 creatures
  10
  1 CL 8 and 3d6 CL 5
  1d6 CL 7 and 4d6 
  CL 5
  1d6 CL 8 and 1d6 of 
  another CL 8 creature
  1d6 CL 9 and 1d6 of 
  another CL 9 creature
  1d6 CL 10 and 1d6 of 
  another CL 10
  Table 52: Dragon Encounters
  Die Rolls
  Type
  Age Category
  Number
  1-4
  Black
  2
  1
  5-8
  Blue
  3
  1
  9-12
  Green
  4
  1
  13-16
  Red
  5
  2
  17-19
  White
  1
  Nest
  20
  Gold
  8
  Weyr
  Dragons!
  •	 2 Dragons are a mated pair of the same age.
  •	 A nest of dragons is a mated pair of the same age with 1d4 
  hatchlings of age category 1d2.
  •	 A weyr of dragons is a mated pair of the same age with 
  1d6 hatchlings of age category 1d2.
  •	 If the dice indicate a nest or weyr, and the age category is not a 
  4, then re-roll with 1d8 as follows: 1-4 indicates age category 4; 
  rolls of 5-8 are the age category shown on the dice.
  
  Designing Adventures
  85
  Challenge Level (CL) A
  1-10 
  Rats, Giant
  11-20 Kobolds
  Challenge Level (CL) B
  1-20 
  Goblins
  Challenge Level (CL) 1
  1 
  Beetles, Giant (Fire)
  2 
  Centipedes, Giant (Small, non-lethal)
  3 
  Dwarfs
  4 
  Elves
  5-6 
  Hobgoblins
  7-9 
  Human, Bandit
  10-14 Orcs
  15-16 Piercers (1 HD)
  17-18 Skeletons
  19-20 Stirges
  Challenge Level (CL) 2
  1-3 
  Ants, Giant (Worker)
  4-5  
  Centipedes, Giant (Small, lethal)
  6-8 
  Gnolls
  9-11 
  Human, Berserker
  12-14 Lizardmen
  15 
  Demon, Manes
  16-17 Piercer (2 HD)
  18-20 Zombies
  Challenge Level (CL) 3
  1 
  Badgers, Giant
  2-3 
  Bats, Giant (Vampire Bat)
  4-7 
  Bugbears
  8-11 
  Ghouls
  12-13 Piercers (3 HD)
  14-15 Ticks, Giant
  16-17 Shrieker
  18-19 Spiders, Giant (Smaller)
  20 
  Yellow Mold
  Challenge Level (CL) 4
  1-3 
  Ants, Giant (Warrior)
  4-5 
  Centipedes, Giant (Man-sized)
  6 
  Demon, Dretch
  7 
  Demon, Lemures
  8 
  Harpies
  9-10 
  Lycanthrope, Wererat
  11-14 Ogres
  15-16 Piercers (4 HD)
  17-18 Rats, Giant
   
  (Monstrously Huge)
  19-20 Shadows
  Challenge Level (CL) 5
  1-2 
  Bats, Giant (Greater Bat)
  3 
  Dopplegangers
  4-6 
  Gelatinous Cubes
  7-8 
  Grey Oozes
  9 
  Hell Hounds (4 HD)
  10-11 Lycanthropes, Werewolf
  12-13 Owlbears
  14-17 Spiders, Giant (Man-sized)
  18-20 Wights
  Challenge Level (CL) 6
  1-2 
  Centipedes, Giant (Large)
  3-5 
  Gargoyles
  6 
  Hell Hounds (5 HD)
  7-8 
  Lycanthrope, Wereboar
  9-12 
  Minotaurs
  13-14 Ochre Jelly
  15-16 Slithering Tracker
  17-18 Spiders, Giant (Phase)
  19-20 Wraiths
  Challenge Level (CL) 7
  1-3 
  Cockatrices
  4 
  Demon, Quasit
  5-7 
  Dragon
  8 
  Hell Hounds (6 HD)
  9 
  Hydrae (5 HD)
  10-13 Mummies
  14-16 Ogre Mages
  17-20 Spiders, Giant (Greater)
  Challenge Level (CL) 8
  1-3 
  Basilisks
  4-6 
  Dragon
  7 
  Hell Hounds (7 HD)
  8-10 
  Hydrae (6 HD)
  11-12 Manticores
  13-14 Medusae
  15 
  Salamanders
  16-20 Trolls
  Challenge Level (CL) 9
  1-2 
  Bats, Giant (Bat Monster)
  3 
  Demons (Succubus or Erinyes)
  4 
  Demon, Vrock
  5-6 
  Djinn
  7-8 
  Dragon
  9-10 
  Elemental (8 HD), roll 1d4 for type
  11-13 Giant, Hill
  14-15 Hydrae (7 HD)
  16 
  Invisible Stalkers
  17-18 Specters
  19 
  Vampires (7 HD)
  20 
  Wyverns
  Challenge Level (CL) 10
  1 
  Demon, Baalrochs
  2-7 
  Dragon
  8-10 
  Giant, Stone
  11-12 Gorgons
  13 
  Hydrae (8 HD)
  14-15 Lurker, Ceiling
  16-17 Naga, Water
  18 
  Shambling Mound (7 HD)
  19 
  Vampires (8 HD)
  20 
  Will-o-the-Wisps
  Dungeon Monster List (roll 1d20)
  Challenge Level (CL) 11
  1 
  Banshees
  2-4 
  Black Puddings
  5-6 
  CHimerae
  7 
  Demon, Galbrezu
   
  (Third-Category Demon)
  8 
  Demon, Hezrou
   
  (Second-Category Demon)
  9-11 
  Dragon
  12-15 Giant, Frost
  16 
  Hydrae (9 HD)
  17 
  Shambling Mound (8 HD)
  18-19 Trapper Beast (10 HD)
  20 
  Vampires (9 HD)
  Challenge Level (CL) 12
  1-3 
  Dragon
  4-5 
  Efreet
  6-9 
  Giant, Fire
  10-11 Golem, Flesh
  12-13 Hydrae (10 HD)
  14-15 Rakshasa
  16-17 Shambling Mound (9 HD)
  18-20 Trapper Beast 11 HD)
  Challenge Level (CL) 13
  1 
  Demon, Marilith
   
  (Fifth-Category Demon)
  2-3 
  Demon, Nalfeshnee
   
  (Fourth-Category Demon)
  4-5 
  Dragon
  6-7 
  Elemental (12 HD), roll 1d4 for type
  8-9 
  Giant, Cloud
  10-11 Hydrae (11 HD)
  12 
  Naga, Guardian
  13 
  Naga, Spirit
  14-15 Shambling Mound (10 HD)
  16-18 Slug, Giant
  19-20 Trapper Beast (12 HD)
  Challenge Level (CL) 14-16
  1-6 
  Dragon
  7-10 
  Giant, Storm
  11-12 Golem, Clay
  13-14 Golem, Stone
  15-16 Hydrae (12 HD)
  17-18 Liches (HD 12 or 13)
  19 
  Shambling Mound (12 HD)
  20 
  Shambling Mound (11 HD)
  Challenge Level (CL) 17
  1 
  Demon Prince, ORCUS
  2-5 
  Elemental (16 HD), roll 1d4 for type
  6-10 
  Golem, Iron
  11-14 Liches (HD 14-18)
  15-18 Purple Worms
  19-20 Titan
  
  Designing Adventures
  86
  Table 53: Vehicle Movement Rates*
  Vehicle
  Smooth Terrain
  Hills or Rough
  Mountain
  Forest
  Swamp/Marsh
  Wagon or Cart
  12
  6
  0-1
  6
  0
  Horse
  30
  15
  0-3
  10
  3
  Mule
  12
  12
  6
  12
  6
  Raft or Barge (no 
  sail or small sail)
  40 (downriver) or 3 (upriver)
  Boat (sail)
  60
  Ship (sail)
  15
  Ship (galley)
  20
  Flying
  per monster or item description
  * If the party is exploring an area rather than just passing through, distances traveled are one-half normal. This assumes the party is exploring an 
  area in roughly a 5-mile-wide band. Exploration simply means mapping, not searching; actually searching a five mile by five mile area would reduce 
  forward movement to roughly one-tenth normal, although the Referee would adjust all these numbers accordingly based on the circumstances. 
  Searching a five by five mile area for a person who can call for help would not reduce forward movement to one-tenth, for example.
  Mixing Monsters in an 
  Encounter
  The monster tables show some of the possible mixes of different 
  monster types, but there is room for much more variation in 
  addition to just following the table. It is a good idea to periodically 
  throw in some encounters involving more than one monster type, 
  such as an ogre leading some orcs, or kobolds with a trained stirge. 
  These mixed encounters add important variety, and at least a fourth 
  of your encounters should be of this type. When all the monsters in 
  the mix are of the same challenge level, this is not difficult. However, 
  if one or more of the monsters are from a different challenge rating 
  (an ogre with orcs, for instance), the tables above do not provide 
  much in the way of guidance. Keep in mind that these are not 
  binding rules; they are just starter guidelines for a Referee who 
  wants a little guidance rather than designing encounters out of 
  thin air. With that caution in mind, you can treat monsters of one 
  higher challenge level as “counting” for two of the weaker monsters. 
  Monsters that are two challenge levels higher are treated as four of 
  the weaker creatures, those that are three challenge levels higher 
  count for 8 of the weaker creatures, and so on.
  Wandering monsters are often checked on a roll of 1 in 6 each 
  turn, but the Referee is, or course, free to make such encounters less 
  common (checking only once per three turns, for example).
  WiLderness 
  Adventures
  A
  fter some dungeon adventuring, the players will 
  almost certainly want their characters to explore 
  wildernesses, visit cities, and do all sorts of things in 
  the fantasy world beyond the dungeon. At the beginning of the 
  game, you might want to sketch out a map of a single village (as 
  a starting point) and some of the surrounding area in case the 
  players decide to explore a bit in the area around the dungeon 
  itself. As the players move their characters around from adventure 
  to adventure, you can expand your original map into an entire, 
  epic fantasy world – with continents, kingdoms, and great empires 
  at your disposal.
  Wilderness adventures can take the characters anywhere, 
  from teeming cities or remote castles, to dark forests and high 
  mountains, and even to other planes of existence, alternate 
  worlds, and distant planets or moons, where odd lifeforms 
  abound. The most common reason for adventuring parties to 
  be moving through the wilderness is to investigate a treasure 
  map found in a dungeon, or in pursuit of a particular mission 
  such as guarding a caravan, delivering a message for some 
  noble, wiping out a particular nest of monsters, escaping the 
  arm of justice, following a criminal to obtain a bounty, looting 
  a ruin, or helping to attack a castle. Sometimes, however, the 
  characters might just be exploring or wandering around to 
  see what they can find. In either case, they should find the 
  wilderness to be as exciting as the dungeon, which can be a 
  more difficult task for you than to populate an underground 
  complex with gold and strange creatures. It is useful to assume 
  that the human population density of the fantasy world is far 
  less than that of our mundane Earth – if the characters are 
  always within one day’s march of a friendly village, the feeling 
  of perilous adventure is lost. Rather, expeditions into the 
  wilderness, even in relatively civilized areas, will find villages 
  few and far between, with dangers of many kinds lurking even 
  on the roads and trails.
  Rate of movement for adventurers on foot is as described in 
  the movement section of the rules, essentially a number of miles 
  equal to the character’s base movement rate. However, in many 
  cases the characters will be traveling on horseback, by wagon, 
  in a ship, or by some other means. It is generally useful to make 
  your map using hexes or squares that are five miles across. Maps 
  intended to show continents, coasts, and kingdoms might be 
  larger in scale, of course, but these would not ordinarily be used 
  for exploration or adventuring.
  
  Designing Adventures
  87
  Getting Lost
  Unless the party is following the course of a trail or river, 
  following a map, or has a native guide, there is a good chance of 
  getting lost while adventuring in the wilderness. In forests and 
  swamps, getting lost can lead to the party moving toward any point 
  of the compass or not moving significantly (going in circles). Roll 
  1d8: starting from the party’s intended direction, count up to seven 
  points of the compass (e.g., north, northeast, east, southeast, etc.), 
  to discover the actual direction of travel. If the result is an 8 (which 
  would indicate the intended direction), then the party is moving in a 
  circle and gets nowhere. In all other types of terrain, getting lost only 
  results in moving off track by one compass point to the left or right 
  of the intended direction. The party may check the next day and 
  discover that they were lost, but they will not know what direction 
  they went off course. If it is not possible to navigate by the stars or 
  sun, the chance and effect of getting lost is the same as in a swamp.
  Chance of Getting Lost
  Clear Terrain  10% 
   
       Mountains   
  50%
  Desert  
  40% 
   
       Rough         
  30%
  Forest  
  70% 
   
       Swamp         
  60%
  Hills  
  20%  
   
       Woodland   
  30%
  Encounters in the 
  WiLderness
  In general, wilderness adventuring is more dangerous than 
  adventures into the lower levels of the dungeon. The encounter 
  tables below are for actual wilderness; patrolled areas will be 
  somewhat – although not drastically – less deadly. Keep in mind, 
  however, that the wilderness reaches very close indeed to the 
  bastions of civilization. The distance at which enemies are spotted 
  is left to the discretion of the Referee, for it varies a great deal 
  based on terrain, weather, and other circumstances.
  Table 54: Encounters in Clear Terrain
  Die Roll
  Type of Encounter
  (See Sub-Tables 61-69 for Details)
  01-24
  Animals
  25-35
  Dragon
  36-48
  Flying Creature
  49-73
  Humankind
  74-86
  Humanoids and Giants
  87-00
  Miscellaneous Monster
  Table 56: Encounters in Forest or Woodland Terrain
  Die Roll
  Type of Encounter
  (See Sub-Tables 61-69 for Details)
  01-12
  Animals
  13-23
  Dragon
  24-36
  Flying Creature
  37-61
  Humankind
  62-80
  Humanoids and Giants
  81-00
  Miscellaneous Monster
  Table 57: Encounters in Hills or Mountain Terrain
  Die Roll
  Type of Encounter
  (See Sub-Tables 61-69 for Details)
  01-12
  Animals
  13-38
  Dragon
  39-51
  Flying Creature
  52-64
  Humankind
  65-89
  Humanoids and Giants
  90-00
  Miscellaneous Monster
  Table 58: Encounters in River Areas
  Die Roll
  Type of Encounter
  (See Sub-Tables 61-69 for Details)
  01-12
  Animals
  13-23
  Dragon
  24-36
  Flying Creature
  37-49
  Humankind
  50-62
  Humanoids and Giants
  63-75
  Miscellaneous Monster
  76-00
  Swimming Creature
  Table 55: Encounters in Desert Terrain
  Die Roll
  Type of Encounter
  (See Sub-Tables 61-69 for Details)
  01-20
  Animals
  21-30
  Dragon
  31-50
  Flying Creature
  51-70
  Humankind
  71-90
  Humanoids and Giants
  91-00
  Undead
  
  Designing Adventures
  88
  Table 59: Encounters on the High Seas
  Die Roll
  Type of Encounter
  (See Sub-Tables 61-69 for Details)
  01-20
  Swimming Creature
  21-30
  Dragon
  31-40
  Flying Creature
  41-50
  Merchant Galley (roll for small or large)
  51-60
  Merchant Ship
  61-70
  Pirate Galley (roll for small or large)
  71-80
  Pirate Ship (roll for small or large)
  81-90
  Warship (patrolling galley)
  91-00
  Warship (patrolling ship)
  Table 61: Animal Encounters
  Die Roll
  Type
  01-10
  Ants or Beetles
  11-20
  Apes or Bears
  21-30
  Boars
  31-40
  Centipedes or Scorpions
  41-50
  Frogs or Toads
  51-60
  Lions or Great Cats
  61-70
  Lizards or Snakes
  71-80
  Spiders
  81-90
  Wolves or Great Dogs
  91-00
  Terrain-specific
  Table 62: Draconic Encounters
  Die Roll
  Type
  01-10
  Basilisk
  11-15
  Black Dragon (1d4 for age category)
  16-20
  Black Dragon (1d6+2 for age category)
  21-25
  Black Dragon (1d8 for age category)
  26-30
  Blue Dragon (1d4 for age category)
  31-35
  Blue Dragon (1d6+2 for age category)
  36-40
  Blue Dragon (1d8 for age category)
  41-50
  Cockatrice
  51-55
  Green Dragon (1d4 for age category)
  56-60
  Green Dargon (1d6+2 for age category)
  61-65
  Green Dragon (1d8 for age category)
  66-75
  Hydra
  76-80
  Red Dragon (1d4 for age category)
  In arctic terrain, this is a White Dragon.
  81-85
  Red Dragon (1d6+2 for age category)
  In arctic terrain, this is a White Dragon.
  86-90
  Red Dragon (1d8 for age category)
  In arctic terrain, this is a White Dragon.
  91-00
  Wyvern
  Table 63: Flying Creature Encounters
  Die Roll
  Type
  01-05
  Chimerae
  06-10
  Djinni or Efreet
  11-15
  Gargoyles
  16-25
  Griffons
  26-30
  Harpies
  31-40
  Hippogriffs
  41-50
  Manticores
  51-60
  Normal Birds (flock)
  61-65
  Ogre Mages
  66-75
  Pegasi
  76-85
  Rocs
  86-95
  Stirges (day) or Giant Bats (night)
  96-00
  Wyverns
  Table 60: Encounters in Swamp Terrain
  Die Roll
  Type of Encounter
  (See Sub-Tables 61-69 for Details)
  01-10
  Animals
  1-20
  Dragon
  21-30
  Flying Creature
  31-40
  Humankind
  41-50
  Humanoids and Giants
  51-60
  Miscellaneous Monster
  61-70
  Swimming Creature
  71-00
  Undead
  Sub-TabLes for 
  WiLderness Encounters
  
  Designing Adventures
  89
  Table 64: Humankind Encounters
  Die Roll
  Type
  01-10
  Adventurers
  11-30
  Bandits
  31-40
  Berserkers
  41-50
  Brigands
  51-60
  Caravan
  61-65
  Cavemen
  66-70
  Dwarves
  71-75
  Elves
  76-85
  Patrol
  86-90
  Pilgrims
  91-95
  Priests of Chaos
  96-00
  Wizard
  Table 65: Humanoid and Giant Encounters
  Die Roll
  Clear Terrain
  Forest
  River
  Swamp
  Hills
  Desert
  01-05
  Kobolds
  Kobolds
  Kobolds
  Kobolds
  Kobolds
  Kobolds
  06-10
  Goblins
  Goblins
  Goblins
  Goblins
  Goblins
  Goblins
  11-15
  Orcs
  Orcs
  Orcs
  Orcs
  Orcs
  Orcs
  16-20
  Hobgoblins
  Hobgoblins
  Hobgoblins
  Hobgoblins
  Hobgoblins
  Hobgoblins
  21-25
  Gnolls
  Gnolls
  Gnolls
  Gnolls
  Gnolls
  Gnolls
  26-30
  Ogres
  Ogres
  Ogres
  Ogres
  Ogres
  Ogres
  31-35
  Trolls
  Trolls
  Trolls
  Trolls
  Trolls
  Trolls
  36-40
  Giant, Hill
  Giant, Hill
  Giant, Hill
  Giant, Hill
  Giant, Hill
  Giant, Hill
  41-45
  Giant, Cloud
  Elves
  Giant, Cloud
  Giant, Cloud
  Giant, Cloud
  Giant, Cloud
  46-50
  Gnolls
  Bugbears
  Bugbears
  Bugbears
  Bugbears
  Bugbears
  51-55
  Gnolls
  Kobolds
  Lizardmen
  Lizardmen
  Giant, Fire
  Giant, Fire
  56-60
  Orges
  Goblins
  Trolls
  Trolls
  Giant, Stone
  Giant, Stone
  61-65
  Trolls
  Orcs
  Lizardmen
  Lizardmen
  Giant, Storm
  Gnolls
  66-70
  Bugbears
  Hobgoblins
  Lizardmen
  Lizardmen
  Giant, Frost
  Gnolls
  71-75
  Kobolds
  Gnolls
  Ogres
  Ogres
  Goblins
  Ogres
  76-80
  Goblins
  Ogres
  Goblins
  Goblins
  Orcs
  Gnolls
  81-85
  Giant, Hill
  Trolls
  Kobolds
  Kobolds
  Orcs
  Trolls
  86-90
  Giant, Hill
  Giant, Hill
  Trolls
  Trolls
  Trolls
  Ogres
  91-95
  Gnolls
  Elves
  Orcs
  Orcs
  Ogres
  Trolls
  96-00
  Ogres
  Bugbears
  Ogres
  Ogres
  Giant, Hill
  Gnolls
  
  Designing Adventures
  90
  Table 66: Miscellaneous Monster Encounters
  Die Roll
  Type
  01-10
  Cockatrice
  11-20
  Medusa
  21-30
  Minotaurs
  31-40
  Owlbears
  41-50
  Purple Worm
  51-60
  Treant
  61-70
  Werebears
  71-80
  Wereboars
  81-90
  Weretigers
  91-00
  Werewolves
  Table 69: Undead Encounters
  Die Roll
  Type
  01-15
  Ghouls
  16-25
  Mummies
  26-40
  Skeletons
  41-50
  Spectres
  51-60
  Vampires
  61-75
  Wights
  76-85
  Wraiths
  86-00
  Zombies
  Table 67: Swimming Creature Encounters
  Die Roll
  Type
  01-10
  Crocodile, giant or sea
  11-20
  Dragon Turtle
  21-30
  Fish, giant
  31-40
  Leeches, giant
  41-50
  Mermen
  51-60
  Nixie
  61-70
  Octopus, giant
  71-80
  Sea Monster (10%) or Naga, water (90%)
  81-90
  Sea Serpent
  91-00
  Squid, Giant
  Table 68: Terrain-Specific Encounters
  Die Roll
  Clear Terrain
  Forest
  River
  Swamp
  Hills
  Desert
  01-10
  Cattle, wild
  Bear
  Badger, giant
  Crocodile, normal
  Badger, giant
  Bulette
  11-20
  Centaur
  Boar
  Bear
  Dryad
  Bear
  Camel, wild
  21-30
  Deer or Gazelle
  Centaur
  Beavers
  Flamingoes
  Bulette
  Iguana
  31-40
  Dinosaur (herbivores)
  Centipede, giant
  Deer
  Lizardmen
  Cattle, wild
  Jackals, Wolves, 
  or Coyotes
  41-50
  Dinosaur (predator)
  Dryad
  Halflings
  Naga, spirit
  Deer
  Jackrabbits
  51-60
  Elephants or Mammoths
  Halflings
  Hippopotamus
  Pelicans
  Eagles or Hawks
  Naga, Guardian
  61-70
  Gorgon
  Spider, giant
  Naiad
  Rats, giant
  Goats, wild or 
  mountain
  Naga, spirit
  71-80
  Lions
  Tiger (per lion)
  Otters
  Shambling Mound
  Halflings
  Rakshasa
  81-90
  Ostriches
  Unicorn
  Slug, giant
  Slug, giant
  Lion
  Snake, normal
  91-00
  Rhinoceros (50%) or 
  Bulette (50%)
  Wolf
  Spider, giant
  Spider, giant
  Wolf
  Vulture
  
  Special Combat
  91
  Order of BattLe 
  (Mass Combat):
  Missile attacks and spells are resolved before anything else 
  happens. If archers have a rate of fire of 2, only the first shot is 
  resolved at this point; the second shot is resolved at the end of the 
  round. Both sides resolve their missile attacks and spells, in the 
  order chosen by the side with the initiative.
  Movement is resolved in the order chosen by the side with 
  initiative. If soldiers are charging and make their impact for the 
  first time, the results of the charge are determined immediately 
  during the movement phase: defenders with long weapons will get 
  a first attack, and then the charging soldiers get an attack.
  Melee combat is resolved (see below) in the order determined 
  by the side with initiative.
  Broken units may attempt to rally (see below).
  Any final missile fire from archers with a rate of fire of 2 is 
  resolved, in the order determined by the side with initiative.
  Initiative is rolled for the next round, and the new round begins.
  MissiLe and MeLee Combat
  When a unit makes its attack, it makes a single attack roll 
  against the armor class of the opposing unit; in melee combat, 
  the attack can be made only against a unit directly in front of the 
  attacking unit. A unit of five soldiers with 1 HD each makes its 
  attack roll as a 1 HD creature, not as a 5 HD creature. The first 
  hit inflicted against a unit inflicts no damage. After a unit has 
  been hit once, later hits are resolved as follows: damage is inflicted 
  by rolling once (for whatever type of weapon the attackers are 
  using), and multiplying the result by the number of people in the 
  attacking unit. If a unit is attacking a single target (such as a giant 
  or a lone player character), the damage is reduced by half.
  Keep in mind that monsters retain their abilities; a monster 
  that cannot be damaged by non-magical weapons will not be hurt 
  at all by normal arrows from a unit of regular longbowmen. There 
  is one special rule here: if a monster, character, or unit cannot be 
  hit because of a good armor class or terrain modifiers (explained 
  later), there is still a chance that a unit can inflict some damage. 
  If an attacking unit rolls a natural 20 to hit, it will inflict damage 
  (unless the defender is actually immune to normal weapons), but 
  only one-quarter of the damage it would normally inflict.
  Hit points inflicted on a unit do not actually kill anyone 
  until the unit makes a morale check (see below). When a unit is 
  down to half its original hit points, and any time it is hit after 
  losing half its hit points, the unit must make a morale check. The 
  morale check is made on a d6, with the result being as follows:
  1: Four out of five of the soldiers in the unit are dead. The unit 
  is removed from the board and the 1 or 2 survivors are fleeing.
  Outdoor Distances
  Note that the combat movement rates for outdoors are 
  essentially three times the rate of indoor movement, using yards 
  instead of feet to measure distance. The range of missile weapons 
  is similarly tripled. Thus, a longbow, with an underground range 
  of 70 feet, will have a range of 70 yards in an outdoor combat, 
  and a maximum range of 140 yards at -2 to hit.
  Mass Combat
  I
  n some cases, a character may actually become the 
  battle commander for regular troops, particularly after 
  establishing a stronghold. Any wargame rules can be 
  used for larger-scale combat; these are simply a convenience for 
  the hurried Referee who needs to run a combat that is too large 
  for normal treatment.
  Units of Troops
  For mass combats, the soldiers are lumped together into units 
  of five or ten, depending on the scale of the combat. All troops in 
  a unit should have the same type of armor. For the unit, add up 
  the hit points of all the soldiers in the unit and treat the unit as if it 
  were a single creature. Stronger creatures, such as giants or dragons, 
  do not need to be grouped into units (although they are each 
  treated as a separate unit for combat purposes), and each individual 
  player characters should be treated as a separate unit as well.
  Initiative and Combat 
  Rounds
  Combat rounds are five minutes long if troops are grouped 
  into five-man units, and ten minutes long if they are grouped into 
  ten-man units. At the beginning of the battle, roll for initiative. 
  Whichever side wins the initiative can choose to move first or last, 
  and can also choose whether to attack first or last. For example, 
  at the beginning of the Battle of Azure Wood, where the forces 
  of Garfinkel the Wizard are opposing an invading goblin army, 
  if Garfinkel wins the initiative he might choose to move first and 
  attack first, to move first but attack last, to move and attack last, 
  or to move last but attack first. All units on one side move or 
  attack at the same time, and then those on the other side.
  SpeciAL Combat
  RuLes
  
  Special Combat
  92
  2: The unit has no casualties, but is forced back one half of 
  its move; the attackers can also move up their troops by the same 
  amount if they choose to do so. The unit is “broken.” (See below.)
  3: The unit remains in place, but is “broken.”
  4-6: Morale check succeeds, and the unit remains in the 
  combat normally.
  If a unit loses all its hit points, all the soldiers in the unit are 
  considered dead.
  Broken Units
  If a unit is “broken,” it means that the unit is thrown into 
  confusion or fright, or that they are simply so battered that they cannot 
  function until they rally themselves. A broken unit cannot attack, but 
  after the melee phase of combat they may attempt to rally. A broken 
  unit can move backward out of combat, but cannot advance toward 
  the enemy. A well-trained or experienced unit of regular troops (not 
  mercenaries) has a 75% chance to rally. Well-trained mercenaries have 
  a 50% chance to rally. Levees and militia have a 25% chance to rally. If 
  the unit rallies, it is no longer considered to be “broken” and can attack 
  normally again when the time comes.
  Modifiers
  Large-scale combat depends greatly upon the terrain, and 
  gaining superior terrain is an important part of such combats. 
  Fighting down a slope or from higher ground is a major factor, 
  perhaps the most important one. Do not forget, though: even if a 
  unit cannot be hit, when an aggressor rolls a natural 20 the attack 
  still inflicts one-quarter of its normal damage.
  A unit fighting from the higher ground has a choice to make each 
  round; it can gain a +4 on its attack roll or it can force all attackers to 
  take a -4 on attack rolls against the unit during that round.
  Units fighting inside a forest are immune to missile fire unless 
  they are lined up at the edge, using trees as cover, in which case all 
  enemy attacks are made at -4. This includes melee attacks; holding 
  the edge of a tree line is an advantage even in close combat.
  Defending from behind a wall causes enemy attacks to be 
  made at -4. (Note: Defenders behind a wall at the edge of a tree 
  line do not get modifiers from both the wall and the trees; only 
  one of these modifiers will be applied to enemy attacks.) Thus, if 
  a unit is on top of a castle wall, defending against archers firing 
  from below, an attack against them might be made at -8 (-4 for 
  the higher ground, and -4 for the wall).
  If a unit is flanking another unit (attacking from the side) 
  it gains +4 to hit. A unit attacking another unit from the rear 
  attacks at +4 and also inflicts double normal damage.
  Movement Rule: A unit cannot turn and move in the same 
  round unless it is a mounted cavalry unit.
  Siege Combat
  S
  iege warfare is extremely difficult to portray in any 
  simple way, and the Referee is encouraged to seek 
  any other rules from wargaming or the internet to 
  supplement the suggestions here.
  Siege MissiLes
  Heavy Catapult (Trebuchet)
  Rate of fire is once every three turns (i.e., every 30 minutes) with a 
  full crew of four, and increases by one turn for each crewmember fewer 
  than four. The catapult may be loaded with small stones to kill people, 
  or with a single stone to destroy walls. A trebuchet uses a counterweight 
  rather than relying on rope tension, and is far more accurate than a light 
  catapult (mangonel), as well as having a longer range. However, it has a 
  higher arc of fire and imparts a lower velocity, so it is better at throwing 
  things over walls than it is at destroying the walls themselves. Destroying 
  walls is thus usually the job of the light catapults with their low arc of 
  fire and high velocity. The movement rate of a heavy catapult is 1.
  Trebuchets target a particular area within the minimum and 
  maximum range (240 yards to 480 yards). The attacker rolls 1d20 
  to hit, and if the result is a 10 or greater, the shot will hit the targeted 
  location. (Smaller targets such as an enemy catapult will be harder 
  to hit). If the shot misses the targeted location, roll 1d8 to find the 
  direction of the miss, and 1d100 to see how many yards off the target 
  the missile struck. If the missile was a spray of rocks, anyone within 
  20 yards of the center point takes 1d100 hit points of damage. If the 
  missile was a single boulder, and it hits within one yard of a person, that 
  person is killed. Trebuchets inflict 2 structural points of damage with a 
  direct hit when hurling a single stone instead of a spray of smaller ones.
  Light Catapult (Mangonel)
  Rate of fire is once every two turns with a full crew of four, 
  and increases by one turn for each crewmember fewer than four. 
  The catapult may be loaded with small stones to kill people, or 
  T
  heSE rules should be enough to handle most 
  situations that will arise, short of the characters 
  becoming involved in a full-scale war. Keep in 
  mind also that these are not “official” rules, just a quick 
  outline of one way to play out the sort of battles in which 
  the characters might find themselves as commanders or 
  participants. The players and Referee are completely free 
  to use another set of rules to suit their purposes.
  T
  he focus on siege warfare here is actually 
  upon reducing or storming a castle rather than 
  upon siege, which is generally the process of 
  starving the inhabitants by preventing supplies from 
  going in and out. The Original Rules for siege warfare 
  are, in the author’s opinion, considerably more suitable 
  for wargaming than for use in a roleplaying game. 
  Catapult range, as the most problematic matter, was 
  calculated by sight and “calling” the distance. This is a 
  fun feature in a tabletop wargame, but it requires figures 
  to be assembled on a table, which is often more than 
  fantasy roleplaying gamers are willing to do. Thus, the 
  rules for catapults are not a reproduction of the Original 
  Rules, but are a suggested substitute. Rather than using 
  the player’s estimation of the range, catapult fire has a 
  random factor built into it: the possibility of missing a 
  target even when the range is known. This replaces the 
  system of getting an automatic hit when the range is 
  merely estimated – these are two sides of the same coin, 
  but the system presented here works much better when 
  miniature figures are not being used.
  
  Special Combat
  93
  with a single stone to destroy walls. Mangonels operate by storing 
  tension in twisted ropes rather than by using counterweights. 
  They are less accurate than trebuchets, but inflict more structural 
  damage. The movement rate of a light catapult is 2.
  Mangonels target a particular area within the minimum and 
  maximum range (150 yards to 300 yards). The attacker rolls 1d20 to hit, 
  and if the result is a 12 or greater, the shot will hit the targeted location. 
  (Smaller targets such as an enemy catapult will be even harder to hit). 
  If the shot misses the targeted location, roll 1d8 to find the direction of 
  the miss, and 1d100 to see how many yards off the target the missile 
  struck. If the missile was a spray of rocks, anyone within 20 yards of the 
  center point takes 1d100 hit points of damage. If the missile was a single 
  boulder, and it hits within one yard of a person, that person is killed. 
  Mangonels inflict 3 structural points of damage with a direct hit.
  Any sort of catapult that is placed on a high location (such as the 
  top of a tower) will increase its range by 20% of the normal top range 
  (i.e. 60 yards for a mangonel, 96 yards for a trebuchet), but the difference 
  between the minimum and maximum ranges stays the same.
  Other Siege Tactics
  Battering Rams
  Movement Rate: 1 when pushed by a crew of 4, and increases 
  by 1 for every additional soldier pushing it (up to a maximum 
  movement rate of 4). Cannot cross trenches or moats (unless filled).
  Structural Points: 2
  Structural Damage: 2 points per turn
  Protection: Soldiers under a covered ram are immune to bow-fire.
  Special: Can be disabled with a ram-catcher on a roll of 9+ on 2d6.
  Siege Towers
  Movement Rate: 1 when pushed by a crew of 4, and increases 
  by 1 for every additional soldier pushing it (up to a maximum 
  movement rate of 4).
  Structural Points: 4
  Protection: Soldiers inside a siege tower are completely 
  protected from bow-fire unless they are shooting arrows, in which 
  case they have the same protections as the defenders of a castle wall.
  Special: 5 soldiers can attack across the high drawbridge, and 
  5 soldiers can climb the ladder each melee round. Once a siege 
  tower is against a wall, use the mass combat or the normal combat 
  rules to resolve what happens.
  Ladders
  Approaching a castle with siege ladders will cut movement rates in 
  half. Climbing a ladder takes two melee rounds, but up to five people can 
  be climbing a single ladder. Pushing a ladder away with poles requires a 
  roll of 5 or 6 on 1d6, and reduces cover from bow fire. Otherwise, this is 
  normal combat (or mass combat, if many troops are involved).
  Undermining Walls
  It is a common tactic to undermine castle walls by digging tunnels 
  underneath them, collapsing the wall (a 5-10 foot breach) or simply 
  allowing attackers to get past the wall and into the fortifications. 
  Countermines are sometimes dug to intercept the approaching tunnels, 
  leading to combat underground. No specific rules are provided for 
  this, although as a general rule a mine can be dug at the rate of 10-20 
  yards per day with a large crew of sappers working.
  Boiling Oil
  Structural Damage: None
  Normal Damage: Attacks an area 10 feet across (2d6+20 hit 
  points of damage, no saving throw), and at the bottom of the wall it 
  covers an area 30 feet wide and 10 feet across, inflicting 2d6 points of 
  damage to all in this wider area. The area cannot be crossed for 3 turns.
  Dropping Rocks
  Structural Damage: 1
  Special: Reduces the rock-dropper’s cover against bow fire. 
  When used against a ladder, the rock attacks each person on the ladder 
  separately with a +5 bonus, causing 3d6 points of damage with each hit.
  Mantlets
  Mantlets are sturdy wooden walls with wagon wheels that can be 
  moved around and provide cover. They have a Movement Rate of 3.
  AeriAL Combat
  A
  eriaL combat uses hex-paper (graph paper that uses 
  hexagons instead of squares, and can be easily found on the 
  internet) to represent the area where the combat is taking 
  place. Altitudes of the various combatants are tracked using counters 
  of some kind – coins of different denominations work well for this 
  purpose. One hex is equivalent to ten yards (or meters, if this is easier 
  to visualize), and each increment of altitude is also equal to ten yards. 
  A creature’s movement rate in the sky is included in monster (or item) 
  descriptions. For purposes of aerial combat, a creature has a number of 
  movement points equal to its Movement Rate, and this is the number 
  of hexes it can move when flying straight and level. Movement points 
  do not all need to be spent in a given round, but they cannot be 
  “saved” for the next round. A creature’s turning capability in the air is 
  determined by its size and air resistance, not by its Movement Rate.
  
  Special Combat
  94
  move would still only be 1 point (leaving 22), but now the dragon can 
  make only 2 more course adjustments, and must also move at least 
  5 hexes before it can make any more. The dragon can then continue 
  moving according to the rules, subject to the requirement that the 
  number of altitude levels dropped cannot exceed half of the number 
  of hexes moved forward without falling into an uncontrolled dive. In 
  a straight-line descent, such a dragon could move 12 forward and 12 
  down, still having 12 points left for forward motion.
  Dive
  In a dive, the creature adds 50% to movement points, and drops 
  at a rate of 10 altitude increments for every 1 hex of forward movement. 
  No turns can be made while in a dive. A diving creature, at the 
  beginning of the dive, would spend one forward movement point and 
  drop 10 in altitude. It could either continue diving or level off, and 
  could also continue moving forward – but no turns would be allowed 
  because of the dive movement. In an uncontrolled dive, unlike a normal 
  dive, the creature moves 1 hex forward and drops 10 hexes; and may 
  then make a saving throw to avoid diving another ten hexes. The process 
  continues until the creature either succeeds at the saving throw or hits 
  the ground. Once a saving throw succeeds, the creature’s turn ends.
  Missile Combat
  In addition to normal to-hit rolls and damage, aerial combat 
  involves the chance of a critical hit which affects the target’s 
  ability to stay airborne. A missile attack against a rider/mount 
  cannot be specifically aimed at one or the other. The table below 
  Table 70: Aerial Mobility
  Size
  Maximum Course 
  Alterations per 
  Round
  Minimum Spaces 
  Between Course 
  Alterations
  Large Bird-size
  (eagle, hawk, etc.)
  5
  1
  Human-size
  (gargoyle, etc.)
  4
  2
  Horse-size
  (griffon, hippogriff,
  manticore, etc.)
  3
  3
  Almost Dragon-size 
  (includes flying carpet)
  3
  4
  Dragon-size
  (includes roc)
  3
  5
  Flying Ship or Castle
  1
  6
  Table 71: Aerial Missile Fire
  Attacker’s Position 
  Relative to Target
  Hit Location (1d10)*
  Head-on
  1-2: Rider hit, 25% chance of critical hit
  3-4: Head, 20% chance of critical hit
  5-6: Wing, 20% chance of critical hit
  7-10: Body, 10% chance of critical hit
  At Side
  1: Rider hit, 25% chance of critical hit
  2-3: Head, 20% chance of critical hit
  4-5: Wing, 20% chance of critical hit
  6-9: Body, 10% chance of critical hit
  10: Rear (no critical hit)
  Overhead
  1: Rider hit, 25% chance of critical hit
  2-3: Head, 20% chance of critical hit
  4-7: Wing, 20% chance of critical hit
  8-9: Body, 10% chance of critical hit
  10: Rear (no critical hit)
  Below
  1-2: Head, 20% chance of critical hit
  3-7: Wing, 20% chance of critical hit
  8-9: Body, 10% chance of critical hit
  10: Rear (no critical hit)
  Behind
  1-2: Rider hit, 25% chance of critical hit
  3: Head, 20% chance of critical hit
  4-5: Wing, 20% chance of critical hit
  6-8: Body, 10% chance of critical hit
  9-10: Rear (no critical hit)
  * If there is no rider, treat a hit to the “rider” as a hit to the creature’s body.
  ** If there is no mount (e.g. person flying a carpet or broom), all hits are 
  to the rider.
  Movement Actions
  Alter Course
  The flying creature starts the round moving along a straight 
  path in one of six directions (since a hexagon has six sides). To 
  turn from one side of the hexagon to the next, clockwise or 
  counterclockwise, does not use up any movement points, but only 
  a certain number of course alterations (one hex side at a time) 
  can be made in a round, and a certain number of hexes must be 
  moved in between each of these course alterations (Table 70).
  Climb
  To climb in altitude, the creature first subtracts the “Minimum 
  Spaces Between Course Alterations” number from available 
  movement points. Remaining movement points may be used for 
  climbing. The creature must move forward one hex for each hex 
  of altitude gained. Rising one unit of altitude costs 2 points, and 
  moving forward costs one point. Example: a dragon with a movement 
  rate of 24 (24 movement points) begins climbing in a straight line. 
  First, the dragon spends 5 points to be able to climb at all (this is a 
  dragon’s “Minimum Spaces Between Course Alterations”); 19 points 
  remain for moving. The dragon climbs one altitude level (spending 2) 
  and moves forward 1 (spending 1 point). Assuming that the dragon is 
  just trying to climb as fast as it can, this process allows the dragon to 
  go up 6 levels of altitude, moving forward the required 6 hexes, and 
  still have 1 point left for forward movement.
  Descend
  Unlike climbing, descending costs no movement points for 
  the change in altitude increments. A creature can make turns while 
  descending if it has enough movement points. The number of lost 
  altitude increments cannot be greater than one half of the creature’s 
  forward movement or the movement will (after that point) turn into an 
  uncontrolled dive, as the creature stalls in the air. Example: a dragon 
  is going to descend. It has a Movement Rate of 24 (24 points). Thus, 
  the dragon might move one forward and one down (costing only 1 
  movement point for the forward move, leaving 23). It might continue 
  by moving one forward space, turning (one of the six faces of the 
  hexagon), and also moving down one altitude level. The cost of that 
  
  Special Combat
  95
  is used to determine whether the attack roll is compared to the 
  rider’s armor class or that of the mount for purposes of actually 
  scoring a hit. The table also determines the location of a hit, 
  which is then used to determine whether there is a critical hit and 
  what the effect will be.
  Must Retreat: A wound has caused either the mount or the 
  rider a condition that does not allow further flying or fighting. 
  This could include anything from a snapped saddle-girth to 
  being knocked hard on the head. The rider and mount are able 
  to fly away, but can no longer engage in combat. If the rider is a 
  player character, the Referee may specify whatever penalties to 
  combat or risks of falling would result from staying in combat, 
  letting the character decide whether to retreat or not. NPCs will 
  automatically retreat in this situation unless they are extremely 
  dedicated, brave, stupid, or some combination thereof.
  Half Speed: The mount is wounded (or the vehicle damaged), 
  and its movement rate is reduced to half normal.
  Must Land: A bad condition (snapped saddle-girth, blinded, 
  etc.) requires an immediate landing as fast as possible.
  Fall & Crash: Just like it sounds. Incur 1d6hp of damage per 
  increment of altitude (10 yards) fallen.
  Hand-to-Hand Combat
  If an attacker can move within 3 hexes of a target, it is 
  possible for the two to engage in hand-to-hand combat (a certain 
  amount of swooping and turning is responsible for the range). 
  If the movement is head-on or side to side, both characters (and 
  their mounts) may attack. If one combatant is behind the other, 
  only the combatant who is behind can make an attack.
  Table 72: Result of Aerial Critical Hits
  Die 
  Roll
  Rider 
  Critical Hit
  Head 
  Critical Hit
  Wing 
  Critical Hit
  Body 
  Critical Hit
  1
  Must Retreat
  Half Speed
  Half Speed
  Half Speed
  2
  Must Retreat
  Must Land
  Half Speed
  Half Speed
  3
  Must Retreat
  Must Land
  Half Speed
  Half Speed
  4
  Must Retreat
  Must Land
  Half Speed
  Must Land
  5
  Must Retreat Must Retreat
  Half Speed
  Must Land
  6
  Must Retreat Must Retreat
  Must Land
  Must Land
  7
  Must Retreat Must Retreat
  Must Land
  Must Retreat
  8
  Must Retreat Must Retreat Must Retreat Must Retreat
  9
  Must Retreat Fall & Crash Must Retreat Must Retreat
  10
  Must Retreat Fall & Crash Must Retreat Fall & Crash
  Ship Combat
  N
  avaL combat is much slower than aerial combat; 
  an air battle taking place in the skies above a naval 
  battle will be resolved long before the ships ever come 
  into range or contact unless the aerial forces are held in reserve 
  to support the actual ship-to-ship combat. Aerial combat is 
  conducted in combat rounds, whereas naval combat is resolved in 
  turns. The hexes used for naval combat are 30 yards across, so the 
  scale is three times that of aerial combat.
  Wind Direction and 
  Strength
  Determine the direction of the wind by rolling 1d8 to represent 
  the primary and secondary points of the compass. Then align the 
  hexagonal battlemat so that the wind direction cuts across the flat 
  sides of the hexagon, not across the points. In other words, the hexes 
  have to be aligned so that a ship can be facing directly into the wind.
  Roll 2d6 to determine the wind speed: 2-3 is total calm, 4-8 
  is light wind, 9-11 is strong wind, and 12 is gale-force wind.
  Ship Types
  Large Galley: These are long ships with simple sail-
  arrangements, powered by many oars rather than relying on the 
  wind. They are extremely fast, and can travel against the wind 
  without any decrease in speed.
  Small Galley: Small galleys are shorter than large ones, and 
  are not as fast, due to having fewer oarsmen. However, they are 
  more maneuverable in turns.
  Large Ship: These are sailing ships with three masts, often 
  having two or more internal decks. Large ships may be outfitted 
  as warships or as merchantmen.
  Small Ship: These are sailing ships, usually with only two 
  masts. They are slower than larger sailing ships because their 
  masts are shorter and they cannot spread as much sail. However, 
  their smaller size makes them more maneuverable, and they can 
  also sail in much shallower water than a larger sailing vessel.
  Longship: These are the classic Viking raider-ship, with one 
  mast and high freeboards to protect them from being swamped 
  by ocean waves.
  Sailboat or Fishing Boat: These are one-masted vessels small 
  enough for the crew to move them by rowing, when necessary.
  Rowboat: These range in size from a tiny coracle up to a 
  wooden boat that can hold several people.
  
  Special Combat
  96
  Combat
  Ramming
  Galleys equipped with a ram may smash into other ships, 
  provided that the attacking ship is moving at fast speed. The 
  rammed ship has a 25% chance of being breached in the hull; 
  if breached, it will sink in 3d6 turns. Even if the ship is not 
  hulled, the ship will lose 20% of the crew. Patching a hole below 
  the waterline requires 10 crew members, and takes 5 turns to 
  complete. There is a 25% chance that the patching will not hold, 
  in which case the work must begin again for a second attempt. 
  There is usually not time for a third attempt if the first two fail.
  Grappling
  Ships within 1 hex may grapple each other. Three attempts may 
  be made per turn (20% chance each to succeed) and three attempts 
  to cut the lines by defenders are also permitted per turn (20% chance 
  each to succeed). Once ships are grappled, neither can move.
  Table 73: Ship Types
  Type
  Rowing Speeds
  Wind Directly 
  Behind
  Wind Indirectly 
  Behind
  Wind Directly 
  Ahead
  Wind Indirectly 
  Ahead
  Hexes Between Course 
  Adjustments
  Large Galley
  15/20/30
  +10*
  +5*
  No effect
  No effect
  10
  Small Galley
  10/15/25
  +10
  +5*
  No effect
  No effect
  5
  Small Ship
  No effect
  Light wind: 20
  Strong wind: 30
  Light wind: 15
  Strong wind: 25
  Light wind: 0
  Strong wind: 0
  Light wind: 10
  Strong wind: 20
  12
  Large Ship
  No effect
  Light wind: 25
  Strong wind: 35
  Light wind: 20
  Strong wind: 30
  Light wind: 0
  Strong wind: 0
  Light wind: 15
  Strong wind: 25
  15
  Longship
  12/18/25
  Light wind: 30
  Strong wind: 35
  +5
  Light wind: 0
  Strong wind: 0
  No effect
  8
  Sailboat or 
  Fishing Boat
  10/15/20
  Light wind: 15
  Strong wind: 20
  Light wind: 10
  Strong wind: 15
  Light wind: 0
  Strong wind: 0
  Light wind: 5
  Strong wind: 10
  4
  Rowboat
  1/5/6
  +1
  No effect
  -1
  No effect
  2
  * 10% chance per turn of shipping water in strong winds, 30% chance per turn of shipping water in gale winds. Shipping water reduces speed by 25%, 
  and if a galley ships water three times, it will sink. Small galleys running directly before the wind can avoid the risk of shipping water, and longships are 
  rowed from a higher deck and are thus not at risk.
  ExpLanation of TabLe
  Oared Vessels
  Oared vessels depend upon the level of exhaustion of the 
  rowers. Each has three speeds (slow / medium / fast): the faster the 
  speed, the more quickly the rowers will tire. Larger ships cannot be 
  effectively propelled by oars. Galleys and longships have simple sail 
  arrangements allowing them to move more quickly with a tailwind, 
  but not able to tack (also called “beating against the wind”), and 
  thus gaining no benefit when moving against the wind.
  The crew of an oared vessel begins with 30 fatigue points. Each 
  turn, the crew loses or gains fatigue points based on speed. A turn of 
  rest regains 1 fatigue point; a turn spent moving at slow speed costs 2 
  fatigue points; a turn spent moving at medium speed costs 3 fatigue 
  points, and a turn spent moving at fast speed costs 10 fatigue points. 
  A ship with a crew that has no more fatigue points cannot move by 
  rowing until the crew regains the needed points by resting.
  Oared vessels can back oars, meaning, essentially, rowing 
  backward to brake speed. For this reason, an oared vessel can only 
  accelerate slowly, but can reduce speed quickly. An oared vessel 
  can slow down by two factors (fast to slow, medium to backing 
  slowly, etc.), but can only increase speed by one factor per turn. 
  Oared vessels can move backward at half the normal speed (but 
  with normal fatigue costs).
  Galleys cannot operate in the ocean; they will be swamped 
  by waves in the same way as if there were a strong wind.
  Sailing Vessels
  The main feature of sailing vessels is their relationship to the 
  direction of the wind. In particular, when a sailing vessel comes 
  directly into the wind, its speed moves to 0. This is a special 
  circumstance: it is assumed to be moving across that face of the 
  hex, and in the next turn it will be facing the next hex, able to begin 
  moving again. The ship may not turn back to the original facing in 
  the next turn. There is also a 1 in 10 chance that the ship will not 
  manage to cross the wind fast enough, in which case it (a) moves 
  backward 1d6 hexes in that turn, and (b) is not allowed to attempt 
  crossing the wind again until it has turned back and made a full circle 
  around. This is not an issue for any type of ship that can use oars.
  
  Special Combat
  97
  Table 74: Crew and Armaments
  Type
  Crew
  Armaments
  Structural Points
  Cost
  Large Galley
  100 Rowers
  50 Warriors
  20 Sailors
  2 light catapults (1 at bow, 1 at stern)
  9
  40,000 gp
  Small Galley
  50 Rowers
  20 Warriors
  10 Sailors
  1 light catapult at stern
  9
  20,000 gp
  Small Ship
  15 Sailors
  None
  15
  30,000 gp
  Large Ship (Merchant)
  20 Sailors
  None
  20
  50,000 gp
  Large Ship (Warship)
  20 Sailors
  80 Warriors
  1 light catapult at stern; has forecastle 
  and high rear deck for archers to gain 
  higher ground and advantages of cover
  20
  50,000 gp
  Longship
  10 Sailors
  60 Warriors or Rowers
  (needs 60 rowers to move as 
  shown on charts)
  None, but high side walls give cover 
  for crew against missile fire
  10
  20,000 gp
  Sailboat or Fishing 
  Boat
  2 Sailors
  None
  2
  2,000 gp
  Boarding
  Boarding and shipboard fighting may be resolved using the 
  mass combat rules or in any other way the Referee decides is the 
  most exciting way to handle the battle.
  Catapult Fire
  Catapult fire against ships is somewhat different than catapult 
  fire in a siege, not just because the ships are moving, but because 
  plunging fire is far more dangerous to a ship (when it hits) than 
  more direct fire. Light catapults – mangonels – are all that a ship 
  can carry. These have a low arc of fire, so they are more accurate in 
  ship-to-ship combat than a trebuchet; trebuchets are very accurate 
  when the range is found, but cannot track to new target locations 
  as easily as a mangonel due to the high arc of fire. Since trebuchets 
  cannot be carried on ships (other than a massive fantasy-type 
  vessel), trebuchet fire will only be an issue in ship-to-shore battles. If 
  a trebuchet hits a ship, the ordinary damage is twice what it would 
  do against a wall, because the shot is plunging through the bottom 
  of the vessel instead of smashing in sideways.
  Light Catapult (Mangonel):
  Chance to hit: 12 or more on 1d20
  Damage: 3 points structural (single missile) or normal 
  effect for scattershot (1d100 hit points to everyone in 20 yards of 
  the centerpoint).
  Heavy Catapult (Trebuchet):
  Chance to hit: 15 or more on 1d20
  Damage: 5 points of structural damage or normal effect 
  for scattershot (1d100 hit points to everyone in 20 yards of the 
  centerpoint).
  
  Introduction
  98
  
  Monsters
  99
  Reading the Monster 
  Descriptions
  The following is a quick reference guide for how to read 
  monster descriptions:
  Armor Class is explained in the rules for combat. If you are 
  using the descending AC system (where a lower AC is better), 
  disregard the numbers in brackets. If you are using the ascending 
  system (where a high AC is better) use the numbers in brackets.
  Hit Dice is the number of dice (d8) rolled to determine an 
  individual creature’s hit points. If there is a plus or minus next to 
  the number, you add or subtract that number from the total, only 
  once. For example: for a creature with 4+1 hit dice, you would roll 
  4d8, and then add one more hit point.
  Attacks includes the number of attacks the monster has, 
  and the damage these attacks inflict if they hit. Monsters get a 
  separate attack roll for each attack. Monster attack rolls are made 
  on Table 32 (page 40.) Note: if you are using the “ascending AC 
  system,” do not bother using the chart, because there is a quicker 
  way: Roll to hit, add the monster’s hit dice, and if the result is 
  equal to or greater than the character’s armor class, the attack hits.
  Saving Throw means the target number (on a d20) the monster 
  needs to meet or exceed in order to make a successful saving throw.
  Special is usually just a “flag” for the Referee, to remind him or 
  her that the monster has some unusual ability or feature. If necessary, 
  more explanation may be included in the monster description.
  Move is the monster’s movement rate, and it is handled just 
  as movement rates are handled for characters.
  Challenge Level is used to separate the monsters into 
  “difficulty levels,” so when you are creating an adventure you 
  have some guidelines about what the characters can handle 
  and what they cannot. XP tells how many experience points 
  the adventuring party gains for killing the creature. In some 
  cases, you may choose to award experience points for defeating a 
  creature without killing it. Circumventing a monster by creative 
  means, or capturing it to bring home, are two examples of when 
  such an award might be made.
  Monster Descriptions
  Ant, Giant (Worker)
  Hit Dice: 2 
  Armor Class: 3 [16]  
  Attacks: Bite (1d6)  
  Saving Throw: 16 
  Special: None 
  Move: 18 
  Alignment: Neutrality  
  Challenge Level/XP: 2/30
  Giant ants live in vast subterranean hives tunneled through soil 
  and even stone. A hive can hold as many as 100 ants, in a worker-
  to-warrior ratio of 5:1. A hive also contains one giant queen ant.
  Ant, Giant (Warrior)
  Hit Dice: 3 
  Armor Class: 3 [16]  
  Attacks: Bite (1d6 + poison)  
  Saving Throw: 14 
  Special: None 
  Move: 18 
  Alignment: Neutrality  
  Challenge Level/XP: 2/30
  The poison of a warrior ant does 2d6 points of damage if a saving 
  throw is failed, 1d4 points of damage if the saving throw succeeds.
  Ant, Giant (Queen)
  Hit Dice: 10 
  Armor Class: 3 [16]  
  Attacks: Bite (1d6) 
  Saving Throw: 5 
  Special: None 
  Move: 3 
  Alignment: Neutrality  
  Challenge Level/XP: 8/800
  The queen of a giant ant colony is larger, tougher, and slower 
  than the average giant ant.
  Badger, Giant
  Hit Dice: 3 
  Armor Class: 4 [15] 
  Attacks: 2 claws (1d3), bite (1d6)  
  Saving Throw: 14 
  Special: None 
  Move: 6 
  Alignment: Neutrality 
  Challenge Level/XP: 3/60
  These subterranean predators are the size of a full-grown 
  human, and quite aggressive when defending their territory.
  Monsters
  About Magic Resistance
  One of the “Special” items that may be listed for some 
  creatures is “Magic Resistance,” followed by a percentage. 
  The given percentage chance is the likelihood that any 
  magic used against the creature (other than bonuses from 
  weapons) will fail to take effect. Roll d100 and if the result 
  is less than the given percentage, the magic will fail.
  
  Monsters
  100
  Banshee
  Hit Dice: 7 
  Armor Class: 0 [19] 
  Attacks: Claw (1d8) 
  Saving Throw: 9 
  Special: See below 
  Move: 6 
  Alignment: Chaos  
  Challenge Level/XP: 11/1700
  Banshees are horrid undead creatures that live in swamps 
  and other desolate places. Banshees are only damaged by magic or 
  silver weapons, they have a magic resistance of 49%, and they are 
  immune to enchantments. Their shriek (once per day) necessitates 
  a saving throw versus death or the hearer will die in 2d6 rounds. 
  One particularly unusual thing about banshees is that they often 
  associate with living faerie creatures of the less savory variety; they 
  might even be an undead form of faerie.
  A Banshee can travel over water and other terrain as if it were land, 
  but crossing running water causes it to lose its magic resistance for 
  3d6 hours. Banshees look like gaunt humans (male or female) with 
  long, stringy hair and glowing yellow eyes. They often wear hooded 
  cloaks. They are considered Type 9 undead for turning purposes.
  Basilisk
  Hit Dice: 6 
  Armor Class: 4 [15]  
  Attacks: Bite (1d10)  
  Saving Throw: 11 
  Special: Petrifying gaze  
  Move: 6 
  Alignment: Neutrality  
  Challenge Level/XP: 8/800
  Basilisks are great lizards whose gaze turns to stone anyone 
  meeting its eye. (One way of resolving this: fighting without 
  looking incurs a -4 penalty to hit.) If the basilisk’s own gaze is 
  reflected back at it, it has a 10% chance to force the basilisk into a 
  saving throw against being turned to stone itself.
  Bat, Giant (Vampire Bat)
  Hit Dice: 1 
  Armor Class: 8 [11]  
  Attacks: Bite (1d6)  
  Saving Throw: 17 
  Special: Sucks blood  
  Move: 4/18 (flying)  
  Alignment: Neutrality  
  Challenge Level/XP: 3/60
  These bats suck blood for automatic damage of 1d6 after a 
  successful bite. They are the size of a falcon.
  Bat, Giant (Greater Bat)
  Hit Dice: 4 
  Armor Class: 7 [12]  
  Attacks: Bite (1d10)  
  Saving Throw: 13 
  Special: None 
  Move: 4/18 (flying)  
  Alignment: Neutrality  
  Challenge Level/XP: 5/240
  These massive, man-sized cousins of the bat do not suck 
  blood, but nonetheless their bite can be deadly.
  Bat, Giant (Bat Monster)
  Hit Dice: 8 
  Armor Class: 6 [13] 
  Attacks: Bite (2d8), 2 Claws (1d6) 
  Saving Throw: 8 
  Special: None 
  Move: 4/18 (flying) 
  Alignment: Neutrality, unless intelligent (then Chaos)  
  Challenge Level/XP: 9/1,100
  These creatures attack with claws as well as a bite. They are twice 
  the size of a man, with a tremendous wingspan. Fearful peasants might 
  even mistake them for small dragons when the bats fly by at night.
  Bear
  Hit Dice: 4+1 
  Armor Class: 7 [12] 
  Attacks: 2 Claws (1d3) and Bite (1d6)  
  Saving Throw: 13 
  Special: Hug 
  Move: 9 
  Alignment: Neutrality 
  Challenge Level/XP: 4/120
  If a bear hits with both claws, it hugs for an additional 1d8 hit points 
  of damage. Larger bears are to be found in mountains, caves, and arctic 
  regions, with more hit dice and inflicting more damage with the hug.
  Beetle, Giant (Fire)
  Hit Dice: 1 
  Armor Class: 4 [15]  
  Attacks: Bite (3d8)  
  Saving Throw: 18 
  Special: None 
  Move: 12 
  Alignment: Neutrality  
  Challenge Level/XP: 1/15
  A giant fire beetle’s oily light-glands glow a reddish color. 
  If they are removed, they continue to give off light for 1d6 days, 
  shedding light in a 10-foot radius.
  Black Pudding
  Hit Dice: 10 
  Armor Class: 6 [13] 
  Attacks: Attack (3d8) 
  Saving Throw: 5 
  Special: Acidic surface, immune to cold, divides when hit with 
  lightning 
  Move: 6 
  Alignment: Neutrality 
  Challenge Level/XP: 11/1,700
  Black puddings are amorphous globs with an acidic surface. 
  They are subterranean predators and scavengers. Any weapon or 
  armor contacting a black pudding will be eaten away by the acid 
  as follows: weapon (1 hit by weapon), chain mail or lesser armor 
  (1 hit by pudding), plate mail (2 hits by pudding). If a weapon 
  or armor is magical, it can take an additional hit per magical +1 
  before being dissolved.
  
  Monsters
  101
  Blink Dog
  Hit Dice: 4 
  Armor Class: 5 [14] 
  Attacks: Bite (1d6) 
  Saving Throw: 13 
  Special: Teleports without error  
  Move: 12 
  Alignment: Law 
  Challenge Level/XP: 4/120
  Blink dogs are pack hunters, intelligent and usually 
  friendly to those who are not of evil intent. They can teleport 
  short distances (without error) and attack in the same turn – in 
  most cases (75%) a blink dog will be able to teleport behind an 
  opponent and attack from the rear, with appropriate bonuses.
  Boar, Wild
  Hit Dice: 3+3 
  Armor Class: 7 [12] 
  Attacks: Gore (3d4) 
  Saving Throw: 14 
  Special: Continues attacking 2 rounds after being “killed” 
  Move: 15 
  Alignment: Neutrality 
  Challenge Level/XP: 4/120
  Wild boars continue to attack for two rounds after they reach 
  zero hit points before they finally drop dead. These stats might 
  also be used for any similar creature that is unique to a campaign, 
  such as “the blue tusken-hogs of the Ymar Plains.”
  Bugbear
  Hit Dice: 3+1 
  Armor Class: 5 [14] 
  Attacks: Bite (2d4) or by weapon  
  Saving Throw: 14 
  Special: Surprise opponents on a 1-3 
  Move: 9 
  Alignment: Chaos 
  Challenge Level/XP: 4/120
  These large, hairy, goblin-like humanoids are stealthier than 
  their size would suggest, almost always getting the chance to 
  surprise even alert opponents with a roll of 1-3 on a d6 (50%).
  Bulette
  Hit Dice: 7 to 10 
  Armor Class: -2 [21] 
  Attacks: Bite (4d12) and 2 Claws (3d6) 
  Saving Throw: 9 (7HD), 8 (8HD), 6 (9HD), 5 (10HD) 
  Special: Leaping, surprise 
  Move: 15 
  Alignment: Neutrality 
  Challenge Level/XP: 7 HD (9/1100), 8 HD (10/1400),  
  9 HD (11/1700), 10 HD (12/2000)
  Roughly ten feet in height, a bulette (boo-LAY) is covered in 
  natural armor plating like that of an armadillo, and has a beak-like 
  head that opens to show wicked, serrated teeth. These creatures can 
  leap to the attack; in which case they cannot bite, but may attack 
  with all four claws. Bulettes dig underground to surprise their prey, 
  leaving a furrow in the ground as they go, caused by a dorsal crest in 
  the creature’s armor. These voracious hunters eat horses and halflings 
  with gusto, although they will devour anything from badgers to 
  plowshares if their preferred foods are not readily available. Although 
  bulettes burrow, they do not venture further underground, for 
  they are surface predators. When the dorsal crest of the bulette is 
  raised (during combat this is usually only after the thing has been 
  wounded), the area underneath is AC 6 [13], and this vulnerable 
  point can be attacked if the monster is well enough surrounded for its 
  opponents to attack from behind as well as in front.
  Carrion Creeper
  Hit Dice: 2+4 
  Armor Class: 7 [12] 
  Attacks: Bite (1 hp) and 6 Tentacles  
  Saving Throw: 14 
  Special: Tentacles cause paralysis  
  Move: 12 
  Alignment: Neutrality 
  Challenge Level/XP: 4/120
  This caterpillar-like creature has 6 waving tentacles which, 
  when they score a hit, require the target to make a saving throw 
  or be paralyzed for 2d6 turns. These underground scavengers can 
  be aggressive when they are hungry, and will pursue prey unless 
  distracted. They are good climbers, but when crossing water they 
  are unable to do much more than float with the current.
  
  Monsters
  102
  Centipede, Giant (Large, 20 ft long)
  Hit Dice: 4 
  Armor Class: 0 [19] 
  Attacks: Bite (3d8 + poison)  
  Saving Throw: 13 
  Special: Lethal poison, +4 save  
  Move: 18 
  Alignment: Neutrality  
  Challenge Level/XP: 6/400
  A twenty-foot long horror of chitin, multiple legs, and 
  clashing pincers dripping with venom.
  Chimera
  Hit Dice: 9 
  Armor Class: 4 [15] 
  Attacks: 2 Claws (1d3), 2 Goat Horns (1d4), 1 Lion Bite (2d4),  
  and 1 Dragon Bite (3d4) 
  Saving Throw: 6 
  Special: Breathes fire 
  Move: 9/18 (flying) 
  Alignment: Chaos (sometimes Neutrality) 
  Challenge Level/XP: 11/1,700
  The chimera has three heads: one is the head of a goat, one 
  the head of a lion, and one the head of a dragon. Great wings rise 
  from its lion-like body. The dragon head can breathe fire (3 times 
  per day) with a range of 50 ft, causing 3d8 damage to anyone 
  caught within the fiery blast (saving throw for half damage).
  Cockatrice
  Hit Dice: 5 
  Armor Class: 6 [13] 
  Attacks: Bite (1d6+ turn to stone)  
  Saving Throw: 12 
  Special: Bite turns to stone  
  Move: 6/18 (flying) 
  Alignment: Neutrality 
  Challenge Level/XP: 7/600
  This nasty creature resembles a bat-winged rooster with a 
  long, serpentine tail. Its bite turns enemies to stone unless the 
  victim makes a successful saving throw.
  Centaur
  Hit Dice: 4 
  Armor Class: 5 [14] or 4 [15] with shield  
  Attacks: 2 Kicks (1d6) and weapon  
  Saving Throw: 13 
  Special: None 
  Move: 18 
  Alignment: Any (usually Neutrality)  
  Challenge Level/XP: 5/240
  Half man, half horse, centaurs are fierce warriors and well-
  known creatures of mythology. The Referee may choose any 
  “version” of the centaur from myth or folklore for the campaign: 
  some are evil, some are aloof, and some are soothsayers.
  Centipede, Giant (Small, Lethal)
  Hit Dice: 1d2 hit points 
  Armor Class: 9 [10] 
  Attacks: Bite (deals 0 damage)  
  Saving Throw: 18 
  Special: Lethal poison, +4 save  
  Move: 13 
  Alignment: Neutrality  
  Challenge Level/XP: 1/15
  Lethal giant centipedes of the small size inflict a deadly bite 
  (+4 bonus to saving throw), but cause no damage if the saving 
  throw is successful.
  Centipede, Giant (Small, Non-lethal)
  Hit Dice: 1d2 hit points  
  Armor Class: 9 [10] 
  Attacks: Bite (0 hp damage)  
  Saving Throw: 18 
  Special: Non-lethal poison, +4 save  
  Move: 13 
  Alignment: Neutrality 
  Challenge Level/XP: B/10
  The non-lethal variety of giant centipede has a painful bite but 
  its poison is only crippling, not lethal. Failing a saving throw (at a 
  +4 bonus) against the poison of this centipede causes 1d4 rounds of 
  crippling pain (the victim is helpless, as when asleep). Additionally, 
  the limb (roll 1d4) is temporarily crippled (treat as a disease) for 2d4 
  days. A crippled leg reduces movement by 50%; a crippled shield 
  arm cannot wield weapon or shield; a crippled sword arm attacks at 
  -4. A second bite on a leg reduces movement to one quarter normal, 
  and a third bite to the legs reduces movement to 1 foot per minute 
  (prone, dragging oneself by the arms).
  Centipede, Giant (Man-sized)
  Hit Dice: 2 
  Armor Class: 5 [14] 
  Attacks: Bite (1d8 + poison)  
  Saving Throw: 16 
  Special: Lethal poison, +6 save  
  Move: 15 
  Alignment: Neutrality  
  Challenge Level/XP: 4/120
  The man-sized giant centipede is a deadly predator with armored 
  segments, a strong bite, and a lethal (though relatively weak) poison.
  
  Monsters
  103
  Crocodile, Normal
  Hit Dice: 3 
  Armor Class: 4 [15]  
  Attacks: Bite (1d6)  
  Saving Throw: 14 
  Special: None 
  Move: 9 (12 swimming)  
  Alignment: Neutrality  
  Challenge Level/XP: 3/60
  Some normal crocodiles are man-eaters; all are dangerous 
  and can conceal themselves well.
  Crocodile, Giant or Sea
  Hit Dice: 6 
  Armor Class: 3 [16] 
  Attacks: Bite (4d6) and Tail (3d4)  
  Saving Throw: 11 
  Special: None 
  Move: 9 (12 swimming)  
  Alignment: Neutrality 
  Challenge Level/XP: 6/400
  The smallest of giant crocodiles are about 20ft long (normal 
  crocodiles can grow to be as long as 15ft).
  Demons
  Demons are creatures of the lower planes of existence, but they 
  are occasionally encountered in places where they have been enslaved 
  to serve as guardians by powerful Magic-Users or evil Clerics. The 
  more intelligent varieties might also be interrupted while carrying out 
  plots of their own. There is no meaningful game distinction between 
  demons and devils; all are creatures of the lower planes.
  Demon, Baalroch (Balor)
  Hit Dice: 10 
  Armor Class: 2 [17] 
  Attacks: Sword (1d12+2) and Whip (see below)  
  Saving Throw: 5 
  Special: Magic resistance (75%), surrounded by fire 
  Move: 6/15 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 17/3,500
  The Baalroch’s name means, roughly, the Bull of Baal: the Baal-
  aurochs. (The aurochs was a bull that stood twelve feet tall at the 
  shoulder, and Baal is an ancient and evil pagan deity.) These powerful 
  demons somewhat resemble vast minotaurs with great, spreading 
  bat-wings; they burn with the fires of hell and are wreathed in flame. 
  The spells of casters below 6th level do not affect them, and against 
  higher-level spell casters they are still 75% immune to all spells.
  In combat, a baalroch uses whip and sword. The whip can be 
  used to reach great distances; on a successful hit the victim is pulled 
  close to the baalroch and burned by the fires of the demon’s body 
  (3d6 hit points). Baalrochs are sometimes referred to in ancient texts 
  as Balor or Baalor, which may be the name of a single demon rather 
  than a term for all of them. A baalroch could be forced or tricked into 
  the service of a powerful wizard, but the risk would be immense.
  Baalrochs may attempt to gate in an ally with a 70% chance 
  of success. The responding demon will usually be a third-category 
  demon (01-80 on 1d100) but an unusually successful summoning 
  might call a fourth-category demon (81-00 on 1d100).
  Demon, Dretch
  Hit Dice: 4 
  Armor Class: 2 [17] 
  Attacks: 2 Claws (1d4), 1 Bite (1d6)  
  Saving Throw: 13 
  Special: Magical abilities. 
  Move: 9 
  Alignment: Chaos 
  Challenge Level/XP: 6/400
  These creatures are fat, with long, spindly arms and legs. They 
  have rudimentary human heads, with slobbering jaws and folds of 
  fat. Dretch demons have some weak demonic powers. Although 
  they are not particularly intelligent, they can cause a horrible 
  stinking cloud once per day, can teleport once per day, can cause 
  darkness (10-foot diameter) once per day, and can summon 1d4 
  giant rats once per day. The stinking cloud has a radius of 20 ft. 
  and requires anyone caught within it to make a saving throw or be 
  rendered helpless from nausea for 1d4+1 rounds.
  Demon, Erinyes
  Hit Dice: 6 
  Armor Class: 2[17] 
  Attacks: 1 Bronze Sword (1d6 + paralysis) 
  Saving Throw: 11 
  Special: Magic resistance (25%),magical abilities, immune to fire 
  and cold, entangle, fear 
  Move: 12/24 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 9/1,100
  The erinyes, the “Furies” of Ancient Greek mythology, are 
  female demons who pursue those guilty of crimes against the 
  order of the gods. Their appearance is so terrible as to cause fear 
  (saving throw). They are able to see invisible things and locate 
  objects at will, so it is impossible to hide from them. Each fury 
  carries a whip which, if it hits, entangles the victim (saving throw) 
  until the Fury releases it. The Furies are immune to fire and cold, 
  and have a magic resistance of 25%. The blade of a Fury’s sword 
  causes paralysis (saving throw).
  
  Monsters
  104
  Demon, Glabrezu (Third-Category Demon)
  Hit Dice: 10 
  Armor Class: -4 [23] 
  Attacks: 2 Pincers (2d6), 2 Claws (1d3), 1 Bite (1d6)  
  Saving Throw: 5 
  Special: Magic resistance (60%), immune to fire, magical abilities 
  Move: 9 
  Alignment: Chaos 
  Challenge Level/XP: 15/2,900
  The third-category demons, Glabrezu, are massive and 
  horrible, standing ten feet high or more. They have goat horns 
  and a humanoid shape, but no wings. Four arms sprout from 
  the torso: two huge arms with great crab-pincers, and two much 
  shorter arms with claws. Glabrezu can cause darkness in a 10-foot 
  radius, are immune to fire, can cause fear at will, can levitate at 
  will, can polymorph themselves, and are 60% resistant to magic.
  These demons have a 30% chance to gate in an ally (roll 1d4 
  to determine the category of demon that responds).
  Demon, Hezrou (Second-Category Demon)
  Hit Dice: 9 
  Armor Class: -2 [21] 
  Attacks: 2 Claws (1d3), 1 Bite (4d4) 
  Saving Throw: 6 
  Special: Magic resistance 55%, magical abilities  
  Move: 9/14 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 11/1,700
  Toad-like demons with bat wings, the Hezrou have magic 
  resistance of 50%. At will, they can cause fear (per the spell), 
  detect invisibility (per the spell), and cause darkness in a 15-foot 
  radius. They are immune to fire.
  Hezrou have a 20% chance to succeed at summoning another 
  second-category demon to their aid.
  Demon, Lemures
  Hit Dice: 3 
  Armor Class: 7 [12] 
  Attacks: Claw (1d3) 
  Saving Throw: 14 
  Special: Regenerate (1 hp/round)  
  Move: 3 
  Alignment: Chaos 
  Challenge Level/XP: 4/120
  Lemures are vaguely humanoid, but their flesh is mud-like, 
  shifting and soft upon their horrible bodies. (This amorphous 
  form allows them to regenerate 1 hp per round.) Lemures are 
  lower forms of demons, the fleshly manifestations of damned 
  souls. These demons can be permanently destroyed only by 
  sprinkling their disgusting bodies with holy water.
  Demon, Manes
  Hit Dice: 1 
  Armor Class: 5[14] 
  Attacks: 2 Claws (1d2), 1 Bite (1d4) 
  Saving Throw: 18 
  Special: Half damage from non-magic weapons  
  Move: 5 
  Alignment: Chaos  
  Challenge Level/XP: 2/30
  Pathetic, damned souls, manes are demons no larger than 
  humans, with gray skin and empty eyes. Non-magical weapons 
  inflict only half normal damage on them.
  Demon, Marilith (Fifth-Category Demon)
  Hit Dice: 7 
  Armor Class: 7 [12] 
  Attacks: 6 Weapons (1d8), Tail (1d8) 
  Saving Throw: 9 
  Special: Magic resistance (80%), +1 or better magic weapon 
  required to hit, immune to fire, magical abilities  
  Move: 12 
  Alignment: Chaos 
  Challenge Level/XP: 13/2,300
  Mariliths appear as a cruel-eyed beautiful woman with a six-
  armed torso, but the lower body of a huge constrictor snake. They can 
  wield weapons in all six arms at once, and the tail, if it hits, constricts 
  for automatic damage after the initial hit. Mariliths are among the 
  most feared of demons – as much, even, as the mighty Baalrochs. 
  They can, at will, cast Charm Person, Levitate, and Polymorph Self, 
  and are 80% resistant to magic. Fire does not affect them.
  They have a 50% chance of success when attempting to gate in 
  allies; if the attempt succeeds, roll 1d12 to determine the result. (1-3) 
  First-category, (4-6) Second-category, (7-8) Third-category, (9-10) 
  Fourth-category, (11) Sixth-category, (12) a demonlord or demon prince.
  Demon, Nalfeshnee (Fourth-Category Demon)
  Hit Dice: 7d10 
  Armor Class: 4 [15] 
  Attacks: 2 Claws (1d4), 1 Bite (2d4) 
  Saving Throw: 9 
  Special: Magic resistance (65%), +1 or better magic weapon 
  needed to hit, immune to fire, +2 on to-hit rolls, magical abilities 
  Move: 9/14 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 12/2,000
  Nalfeshnee demons have the body of an enormous gorilla, the 
  head of a boar, and cloven hooves. These massive, brutish demons are 
  actually quite intelligent, despite their appearance, an incongruity 
  that has deceived and doomed many who would attempt to control 
  or enslave them. The very size of a nalfeshnee prevents them from 
  being particularly agile flyers, though they do have wings. Nalfeshnee 
  are incredibly powerful (+2 to hit), and have various demonic powers 
  in addition to being immune to fire: at will, they can cause Fear (as 
  per the spell), Polymorph Self, and Dispel Magic (at will). They can 
  also create a symbol of discord once per day.
  A nalfeshnee demon has a 60% chance to gate in an ally (roll 
  1d6 to determine which category of demon will respond).
  Demon, Quasit
  Hit Dice: 3 
  Armor Class: 2[17] 
  Attack: 2 Claws (1d2 + non-lethal poison), 1 Bite (1d3) 
  Saving Throw: 14 
  Special: Magic resistance (25%), regenerate (1 hp/round), 
  non-lethal poison, magical abilities 
  Move: 14 
  Alignment: Chaos 
  Challenge Level/XP: 7/600
  
  Monsters
  105
  Quasits are demon familiars, much like imps but without wings 
  and with a less human-like shape. A quasit can polymorph into two 
  other forms (commonly a giant centipede and a bat). These demons 
  are 25% resistant to magic, regenerate at 1 hp per round, can become 
  invisible at will, and once per day can cast a Fear spell. The quasit’s 
  claws are laden with a poison that reduces an opponent’s Dexterity 
  score by 1 point (saving throw applies, lasts for 2d6 rounds).
  Demon, Succubus
  Hit Dice: 6 
  Armor Class: 9 [10] 
  Attacks: 2 Scratches (1d3) 
  Saving Throw: 11 
  Special: Magic resistance (70%), immune to non- magic weapons, 
  cause darkness in a 10-foot diameter, level drain (1 level) with 
  kiss, summon other demons, spells, change shape. 
  Move: 12 (18 fly) 
  Alignment: Chaotic 
  Challenge Level/XP: 9/1,100
  A succubus is a creature of demonic lust, a drinker of souls who 
  offers fatal temptation to mortals that fall into the trap of her deadly 
  embraces: each kiss drains one level of experience. (The male form of 
  this demon is called an incubus. A succubus is always female, just as an 
  incubus is always male.) The demon’s form is that of a supernaturally 
  beautiful woman, curvaceous and alluring, but whose furled bat wings 
  and delicate horns betray her true nature. Small white fangs gleam 
  from behind the demoness’s full lips, and when she is enraged the 
  pupils of her eyes will contract and shift into those of a vicious serpent.
  A succubus can “cast” Charm Person whenever desired, as well 
  as ESP, Clairaudience, and Suggestion. They can change shape at 
  will, but only into human or human-like forms. Succubi also have the 
  ability to call forth (by gate) other demons. A succubus can summon 
  a demon prince (40% chance to succeed), but will seldom do so, for 
  the price to be paid afterwards is generally significant and unpleasant. 
  However, a succubus can summon a Baalroch demon or a Nalfeshnee 
  (fourth-category demon), again, with a 40% chance of success 
  regardless of the type of demon being summoned. If a succubus does 
  not specify the sort of demon she is summoning, there is a 5% chance 
  that the respondent will be a demon prince, and if not, there is a 75% 
  chance that the demon will be of the fourth category, a Nalfeshnee.
  Succubi almost never rely upon physical attacks; they use 
  their charm and suggestion abilities to allow them to bestow their 
  deadly kisses upon opponents.
  Demon, Vrock (First-Category Demon)
  Hit Dice: 8 
  Armor Class: 0 [19] 
  Attacks: 1 Beak (1d6), 2 Foreclaws (1d8), 2 Rear Claws (1d8) 
  Saving Throw: 8 
  Special: Magic resistance (50%), immune to fire, darkness 
  Move: 12/18 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 11/1,700
  These demons are vulture-headed, with feathered humanoid 
  bodies, and huge dark-feathered wings. All can create darkness 
  in a radius of 5 feet and are immune to fire. They use their wings 
  to bring both their arms and legs into combat, along with their 
  beaked bite. Vrock demons are quite stupid, though like most 
  demons they consider themselves to be tremendously intelligent.
  A Vrock has a 10% chance to gate another first-category 
  demon to its assistance.
  Demon Prince, ORCUS
  Hit Dice: 30 (125hp) 
  Armor Class: -6 [25] 
  Attacks: Wand of Orcus (2d6 or death) or 2 Fists (3d6) 
  and Tail Sting (2d6 plus poison) 
  Saving Throw: 3 
  Special: Command undead, spells, summon undead, 
  +3 or better weapon to hit, immunity to electricity and poison, 
  speak with dead, magic resistance (85%), telepathy 100 ft.  
  Move: 18/24 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 40/10400
  Orcus is one of the strongest (if not the strongest) and most 
  powerful of all demon lords. Known as the Prince of the Undead, 
  he fights a never-ending war against rival demon princes that spans 
  several Abyssal layers. From his great bone palace he commands his 
  troops as they wage war across the smoldering and stinking planes of 
  the Abyss. Orcus spends most of his days in his palace, rarely leaving 
  its confines unless he decides to leads his troops into battle (which has 
  happened on more than one occasion). Most of the time though, he is 
  content to let his generals and commanders lead the battles.
  Orcus is a squat, bloated humanoid standing 15 feet tall and 
  weighing 3 tons. His goat-like head sports large, spiraling ram-like 
  horns and his legs are covered in thick brown fur and end in hooves. 
  Two large, black, batlike wings protrude from his back and a long, 
  snake-like tail, tipped with a sharpened barb, trails behind it.
  When not warring against rival demon princes, Orcus likes to 
  travel the planes, particularly the Material Plane. Should a foolish 
  spellcaster open a gate and speak his name, he is more than likely 
  going to hear the call and step through to the Material Plane. What 
  happens to the spellcaster that called him usually depends on the 
  reason for the summons and the power of the spellcaster. Extremely 
  powerful spellcasters are usually slain after a while and turned into 
  undead soldiers or generals in the demon lord’s armies.
  (Continued on next page)
  
  Monsters
  106
  Dragons
  The size of a dragon is roughly 5 ft of body length per age 
  category, up to the adult size of 20 ft. Dragons have double 
  normal treasure (that is, a gold piece value of four times the 
  dragon’s XP value).
  Do not roll hit points for dragons as normal. Instead, 
  determine the number of hit dice and the age category of the 
  dragon. The age category indicates both the dragon’s hit points 
  per die and how much damage the dragon’s breath weapon 
  inflicts, given as points per hit die:
  1) Very young dragon: 1 hit point per hit die; 1 hit point per 
  die inflicted by breath weapon.
  2) Young: 2 hit points per hit die; 2 hit points per die 
  inflicted by breath weapon.
  3) Immature: 3 hit points per hit die; 3 hit points per die 
  inflicted by breath weapon.
  4) Adult: 4 hit points per hit die; 4 hit points per die 
  inflicted by breath weapon.
  5) Old: 5 hit points per hit die; 5 hit points per die inflicted 
  by breath weapon.
  6) Very old (100 years old): 6 hit points per hit die; 6 hit 
  points per die inflicted by breath weapon.
  7) Aged (101-400 years old): 7 hit points per die; 7 hit 
  points per die inflicted by breath weapon.
  8) Ancient (401+ years old): 8 hit points per die; 8 hit points 
  per die inflicted by breath weapon.
  Note that dragons, while they are dangerous opponents, are 
  not by any means invincible. In a medieval-type fantasy world, 
  dragons are a common problem rather than godlike creatures 
  of legend – so the statistics for dragons reflect a deadly but not 
  mythical foe. The Referee is, of course, free to create stats for a more 
  “mythical” conception of dragons. Since dice are not rolled for 
  dragon hit points, it is possible for a truly mythical dragon to have 
  more points per die than it is actually possible to roll on a hit die.
  Breath Weapons: All dragons have a breath weapon of some 
  kind, which can be used three times in a day. The Referee chooses 
  when a dragon will use its breath weapon, or may roll a 60% 
  chance in any given round. Damage inflicted by a dragon’s breath 
  weapon is indicated under the age category. When used breath 
  weapons appear in three different shapes:
  1) Cloud-shape for gaseous exhalations
  2) A line, for spitting dragons
  3) Cone shape for any others.
  The dimensions of a dragon’s breath differ according to the 
  dragon’s type. If a dragon is beaten down by subdual damage 
  (see rules for Combat), the dragon will surrender and serve 
  its conquerors, even to the point of allowing itself to be sold. 
  However, subdued dragons are only loyal while they are impressed 
  by and frightened of their masters; signs of weakness may cause 
  the dragon to escape or even attack its master.
  A standard-colored dragon generally has a challenge level 
  based on its hit points: CL=(hp/4) +2.
  Combat: Orcus prefers to fight using his Wand. His tail sting 
  delivers a virulent poison (save or die). Orcus can command or banish 
  undead as a 15th-level cleric, controlling up to 150 HD worth of undead 
  at one time. He casts spells as a 15th level Cleric and 12th level Magic-
  User, and can use the following magical abilities at will: Animate Dead, 
  Charm Monster, Darkness, Dispel Magic, ESP, Fear, Feeblemind (1/day), 
  Lightning Bolt, Speak with Dead, Symbol (any), and Wall of Fire.
  Orcus radiates a 60-foot-radius aura of fear (as the spell). A 
  creature in the area must succeed at a saving throw or be affected 
  as though by a fear spell.
  Three times per day, Orcus can summon one balor, 1d3 
  nalfeshnees or 1d4 mariliths. As their prince, Orcus can summon 
  up to 100 HD of any type of undead each day.
  Wand of Orcus: Mighty Orcus wields a huge, black, skull-tipped 
  rod that functions as a +3 heavy mace. It slays any living creature it 
  touches if the target fails a saving throw. Further, the Wand has the 
  following magical powers: 3/day – Animate Dead, Darkness, and Fear; 
  2/day – Unholy Word. Orcus occasionally allows his wand to pass into 
  the Material Plane, usually into the hands of one of his servants.
  Djinni
  Hit Dice: 7+3 
  Armor Class: 5 [14] 
  Attacks: Fist or Weapon (2d8)  
  Saving Throw: 9 
  Special: Magical powers, whirlwind  
  Move: 9/24 (flying) 
  Alignment: Any 
  Challenge Level/XP: 9/1,100
  Djinn are one of the genies of folklore, creatures of the air (and 
  possibly of the elemental planes). They can carry 700 lbs of weight, and 
  have a number of magical powers. A djinni can create food and water as 
  well as wooden and cloth objects. They can also create objects of metal 
  (including coins), but all such magically created metals disappear in 
  time. Djinn can call up illusions, and although these are quite excellent 
  they disappear when touched. A djinni can give itself a gaseous form 
  (cannot attack or be attacked, can enter any area that is not airtight), 
  and can become invisible at will. Finally, a djinni can turn itself into a 
  whirlwind, sweeping away any creature with one or fewer hit dice. (The 
  diameter of the whirlwind is 10 feet.) More powerful types of djinn 
  might be capable of granting limited wishes or even true wishes.
  Doppleganger
  Hit Dice: 4 
  Armor Class: 5 [14] 
  Attacks: Claw (1d12) 
  Saving Throw: 13 (5 against any magic) 
  Special: Mimics shape, immune to sleep and charm spells 
  Move: 9 
  Alignment: Chaos 
  Challenge Level/XP: 5/240
  A doppelganger can change its form to resemble the physical 
  appearance (including clothing and gear) of any person. These 
  creatures are immune to sleep and charm, and are considered 
  magic resistant for purposes such as breaking through Wizard 
  Lock and similar spells. They have a very good saving throw (5) 
  against magic of all kinds.
  
  Monsters
  107
  Dragon, Black
  Hit Dice: 6-8 
  Armor Class: 2 [17] 
  Attacks: 2 Claws (1d4), Bite (3d6) 
  Saving Throw: 11, 9, or 8 
  Special: Spits acid 
  Move: 9/24 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: Challenge Level = (hit points/4) +2
  Black dragons spit a deadly, corrosive acid which covers 
  everything in a line 5 feet wide and 60 feet long. Black dragons 
  have a 45% chance of being able to talk; talking black dragons have 
  a 5% chance of being able to cast 1d4 first-level Magic-User spells.
  Dragon, Blue
  Hit Dice: 8-10 
  Armor Class: 2 [17] 
  Attacks: 2 Claws (1d6), Bite (2d12) 
  Saving Throw: 8, 6, or 5 
  Special: Spits lightning 
  Move: 9/24 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: Challenge Level = (hit points/4) +2
  Blue dragons spit a blast of lightning in a line 5 ft wide and 100 
  ft long, affecting everything in its path. A saving throw indicates 
  half damage. Blue dragons have a 65% chance of being able to talk; 
  talking blue dragons have a 15% chance of being able to cast 1d4 
  first-level Magic-User spells and 1d3 second-level Magic-User spells.
  Dragon, Gold
  Hit Dice: 10-12 
  Armor Class: 2 [17] 
  Attacks: 2 Claws (1d8), Bite (3d12) 
  Saving Throw: 5, 4, or 3 
  Special: Breathes poisonous gas or fire 
  Move: 9/24 (flying) 
  Alignment: Law 
  Challenge Level/XP: Challenge Level = (hit points/4) +2
  Gold dragons are the noble wyrms of story and song. They 
  can breathe either a cloud of poisonous gas, 50 feet in diameter (a 
  successful saving throw indicates half damage), or they can breathe 
  fire in a cone-shape 90 feet long and roughly 30 feet wide at the 
  base. Gold dragons have a 100% chance of being able to talk and a 
  25% chance of being able to cast Magic-User spells: 1d4 first-level, 
  1d3 second-level, 1d2 third- level, and 1 fourth-level spell.
  Dragon, Green
  Hit Dice: 7-9 
  Armor Class: 2 [17] 
  Attacks: 2 Claws (1d6), Bite (2d10) 
  Saving Throw: 9, 8, or 6 
  Special: Breathes poisonous gas 
  Move: 9/24 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: Challenge Level = (hit points/4) +2
  Green dragons breathe a cloud of poisonous gas, 50 ft in 
  diameter. (A successful saving throw indicates half damage.) 
  Green dragons have a 55% chance of being able to talk; talking 
  green dragons have a 10% chance of being able to cast 1d4 first 
  level Magic-User spells and 1d2 second level Magic-User spells.
  Dragon, Red
  Hit Dice: 9-11 
  Armor Class: 2 [17] 
  Attacks: 2 Claws (1d8), Bite (3d10) 
  Saving Throw: 6, 5, or 4 
  Special: Breathes fire 
  Move: 9/24 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: Challenge Level = (hit points/4) +2
  Red dragons are the fire-breathing wyrms of legend. They 
  breathe fire in a cone-shape 90 feet long and roughly 30 ft wide 
  at the base. Red dragons have a 75% chance of being able to talk; 
  talking red dragons have a 20% chance of being able to cast 1d4 
  first level Magic-User spells, 1d3 second level Magic-User spells, 
  and 1d2 third level Magic-User spells.
  Dragon, White
  Hit Dice: 5-7 
  Armor Class: 2 [17] 
  Attacks: 2 Claws (1d4), Bite (2d8) 
  Saving Throw: 12, 11, or 9 
  Special: Breathes cold 
  Move: 9/24 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: Challenge Level = (hit points/4) +2
  White dragons are usually found in cold regions, where they 
  camouflage themselves in ice and snow, lying in wait for prey. They 
  breathe a cone of intensely cold air and frost, with a length of 70 ft 
  and a base of 30 ft. White dragons are not able to talk or cast spells.
  
  Monsters
  108
  Dragon Turtle
  Hit Dice: 11-14 
  Armor Class: 2 [17] 
  Attacks: 2 Claws (1d8), Bite (3d10) 
  Saving Throw: 4 (11HD) or 3 
  Special: Break ships, breathe steam 
  Move: 3 (9 swimming) 
  Alignment: Neutrality or Chaos 
  Challenge Level/XP: 11 HD (13/2,300); 12 HD (14/2,600); 
  13 HD (15/2,900); 14 HD (16/3,200)
  These shell-backed monsters breathe scalding steam in a 
  cone-shape 90 feet long and roughly 30 ft wide at the base, 
  inflicting as many hit points of damage as the monster has 
  (when at full hp). Dragon turtles have a 75% chance of being 
  able to talk, and these have a 20% chance of being able to cast 
  1d4 first level Magic-User spells, 1d3 second level Magic-User 
  spells, and 1d2 third level Magic-User spells. A dragon turtle 
  that rises beneath all but the largest ship can lift it, possibly 
  making it capsize (roughly 50%).
  Dryad
  Hit Dice: 2 
  Armor Class: 9 [10] 
  Attacks: Wooden Dagger (1d4)  
  Saving Throw: 16 
  Special: Charm Person (-2 save)  
  Move: 12 
  Alignment: Neutrality 
  Challenge Level/XP: 3/60
  Dryads are beautiful female tree spirits who do not venture far 
  from their home trees. They can cast (as a native magical power) a 
  strong charm that operates as a Charm Person spell with a -2 penalty 
  to the saving throw. Those who are charmed seldom return, or might 
  be kept for a hundred years and a day within the dryad’s tree.
  Dwarf
  Hit Dice: 1 
  Armor Class: 4 [15] 
  Attacks: War Hammer (1d4+1) 
  Saving Throw: 17 
  Special: Detects attributes of stonework  
  Move: 6 
  Alignment: Law 
  Challenge Level/XP: 1/15
  Statistics above are for the common Dwarf with no particular 
  unusual characteristics. A dwarf-at-arms would usually have a 
  full 8 hit points, reflecting skill and general toughness. Stronger 
  Dwarfs (sergeants-at-arms, for example) might have more hit 
  dice or unusual bonuses to hit, or even magical abilities if such is 
  possible (Norse myths are a good example of this.) Do not bother 
  to treat more-powerful NPC dwarfs as Fighters or other character 
  types; just assign the right number of hit dice and abilities (if any) 
  and keep moving along with the fantasy.
  Efreeti
  Hit Dice: 10 
  Armor Class: 2 [17] 
  Attacks: Fist or Sword (2d8)  
  Saving Throw: 5 
  Special: Wall of Fire 
  Move: 9/24 (flying)  
  Alignment: Chaos 
  Challenge Level/XP: 12/2,000
  Efreet are a type of genie, 
  associated with fire (in contrast to 
  the djinn, who have powers over 
  the air). Efreet can carry up to 1000 
  pounds of weight, and under 
  the right circumstances they can 
  be forced to serve as a slave until they 
  figure out how to free themselves. 
  An efreeti can create a wall of fire 
  (per the spell). They appear as 
  giant humans with cruel features, 
  their skin flickering with flames.
  ELementALs
  Elementals are living manifestations of the basic forms of matter: 
  air, earth, fire, and water. They are usually summoned from their 
  native planes of existence to do the bidding of a powerful wizard. 
  These beings can also be “chained” within objects or structures to give 
  the objects magical properties. Elementals are barely intelligent at all, 
  but they are as powerful as the forces of nature that they actually are.
  Elemental, Air
  Hit Dice: 8, 12, or 16 
  Armor Class: 2 [17] 
  Attacks: Strike (2d8) 
  Saving Throw: 8, 3, or 3 
  Special: Whirlwind, immune to non-magic weapons  
  Move: 36 (flying) 
  Alignment: Neutrality 
  Challenge Level/XP: 8 HD (9/1,100), 12 HD (13/2,300), 16 HD (17/3,500)
  Air elementals can turn into a whirlwind of air with a 
  diameter of 30 ft, hurling any creature of 1 HD or less for great 
  distances (and almost certainly killing them). These elemental 
  whirlwinds are approximately 100 ft in height.
  Elemental, Earth
  Hit Dice: 8, 12, or 16 
  Armor Class: 2 [17] 
  Attacks: Fist (4d8) 
  Saving Throw: 8, 3, or 3 
  Special: Tear down stone, immune to non-magic weapons 
  Move: 6 
  Alignment: Neutrality 
  Challenge Level/XP: 8 HD (9/1,100), 12 HD (13/2,300), 16 HD (17/3,500)
  Earth elementals are hulking man-shapes of rock and earth. 
  They batter opponents with their great fists, although damage 
  is reduced by 1d6 if the opponent is not standing upon earth or 
  rock. Earth elementals can tear apart stone structures, able to rip 
  down even a castle wall in a matter of 1d4+4 rounds (minutes).
  
  Monsters
  109
  Elemental, Fire
  Hit Dice: 8, 12, or 16 
  Armor Class: 2 [17] 
  Attacks: Strike (3d8) 
  Saving Throw: 8, 3, or 3 
  Special: Ignite materials, immune to non-magic weapons 
  Move: 12 
  Alignment: Neutrality 
  Challenge Level/XP: 8 HD (9/1,100), 12 HD (13/2,300), 16 HD (17/3,500)
  Fire elementals are formless masses of flame, perhaps with a vaguely 
  human shape. Their attacks cause flammable materials (including wood) 
  to ignite if the material fails a saving throw (as determined by the Referee).
  Elemental, Water
  Hit Dice: 8, 12, or 16 
  Armor Class: 2 [17] 
  Attacks: Strike (3d10) 
  Saving Throw: 8, 3, or 3 
  Special: Can overturn boats, immune to non-magic weapons 
  Move: 6/18 (swimming) 
  Alignment: Neutrality 
  Challenge Level/XP: 8 HD (9/1,100), 12 HD (13/2,300), 16 HD (17/3,500)
  Water elementals cannot move more than 60 ft from a large 
  body of water, and their damage is reduced by 1d6 if the opponent 
  is not standing in water (or swimming, etc.). These powerful beings 
  can overturn small boats, and can overturn a ship if given 1d4+4 
  rounds to work at it. On water, they can attack ships, battering 
  them to pieces within 1 hour if not prevented or distracted.
  Elf
  Hit Dice: 1+1 
  Armor Class: 5 [14] 
  Attacks: Sword (1d8) or 2 Arrows (1d6)  
  Saving Throw: 17 
  Special: None 
  Move: 12 
  Alignment: Law (sometimes Neutrality)  
  Challenge Level/XP: 1/15
  The example above is for a typical Elf; trained warriors 
  would likely have the maximum 9 hit points. Obviously, Elves 
  encountered in the course of a party’s adventuring will have a 
  variety of powers and different attributes. The Referee will assign 
  such powers as he sees fit, in accordance with the way he envisions 
  elves. They might be the woodland dwellers of Tolkien’s The 
  Hobbit, or the high Elves of the Lord of the Rings, or might be 
  the faerie folk of Irish legend. In any case, the Referee should not 
  bother trying to fit an idea of “advanced” Elves into the constraints 
  of character classes – just assign their attributes to fit the concept. 
  Non-player characters are not subject to the rules that govern 
  building a player character; they are tools for good fantasy.
  Fish, Giant
  Hit Dice: Varies (see below) 
  Armor Class: 7 [12] 
  Attacks: 1 Bite (1d6 per 5 feet in length) 
  Saving Throw: Varies (see below) 
  Special: None (or swallow whole: see below) 
  Move: Varies (roll 1d4+1 x10) 
  Alignment: Neutrality (usually) 
  Challenge Level/XP: Varies
  Giant fish can range from something barely larger than a shark to 
  something as large as a whale. In general, these creatures will be at least 
  11 feet long, and will have 1HD per 2 feet of length. Thus, if rolling 
  randomly for a giant fish, roll 1d10+10 feet to determine the length, 
  and the hit dice will be half that number. If the roll is a “10,” (i.e., the 
  fish would be 20 feet long) then it is a really giant fish: roll 1d20 for 
  additional feet in length. Thus, the maximum size for a giant fish is 40 
  feet, and for some unknown reason giant fish never seem to be exactly 
  20 feet in length; a matter for philosophers to puzzle upon. The truly 
  giant fish can most likely swallow people whole on a natural roll of 18-
  20. Use the rules for creating monsters to determine the saving throws 
  and experience point values of the varying sizes of giant fish. Giant fish 
  might be intelligent (5% chance), in which case they might have an 
  alignment other than Neutrality.
  Gargoyle
  Hit Dice: 4 
  Armor Class: 5 [14] 
  Attacks: 2 Claws (1d3), 1 Bite (1d4), 1 Horn (1d6)  
  Saving Throw: 13 
  Special: Immune to non-magic weapons  
  Move: 9/15 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 6/400
  Gargoyles are winged beings resembling the carven 
  monstrosities that bedeck the walls of cathedrals and many 
  subterranean dungeons. They are terribly vicious predators.
  Gelatinous Cube
  Hit Dice: 4 
  Armor Class: 8 [11] 
  Attacks: Attack (2d4) 
  Saving Throw: 13 
  Special: Paralysis, immune to lightning and cold  
  Move: 6 
  Alignment: Neutrality 
  Challenge Level/XP: 5/240
  Gelatinous cubes are semi-transparent cubes that slosh through 
  subterranean passages, engulfing debris and carrion to digest. Their 
  entire substance is acidic; if the cube hits successfully, the victim 
  must make a saving throw or become paralyzed (6 turns) for the 
  cube to devour. Most gelatinous cubes contain various metallic 
  treasures or gems that they have engulfed but not yet digested.
  Ghost
  Ghosts can form in all manner of ways, with widely varied 
  strengths and abilities. There is not a “standard” form of ghost; it 
  is up to the Referee to create the specific attributes of a particular 
  ghost for the adventurers to encounter.
  
  Monsters
  110
  Ghoul
  Hit Dice: 2 
  Armor Class: 6 [13] 
  Attacks: 2 Claws (1d3), 1 Bite (1d4)  
  Saving Throw: 16 
  Special: Immunities, paralysis  
  Move: 9 
  Alignment: Chaos 
  Challenge Level/XP: 3/60
  Ghouls are pack-hunting 
  undead corpse eaters. They 
  are immune, like most 
  undead, to charms and 
  sleep spells. The most 
  dangerous feature 
  of these horrid, 
  cunning creatures 
  is their paralyzing 
  touch: any hit 
  from a ghoul requires 
  a saving throw or the 
  victim becomes 
  paralyzed for 3d6 turns.
  Giants
  Giants are a staple of fantasy gaming, huge and dangerous 
  creatures that often have a taste for human flesh. Most are not 
  particularly intelligent.
  Giant, Cloud
  Hit Dice: 12 +1d4 hit points  
  Armor Class: 4 [15]  
  Attacks: Weapon (6d6)  
  Saving Throw: 3 
  Special: Hurl boulders 
  Move: 15 
  Alignment: Chaos (sometimes Neutrality)  
  Challenge Level/XP: 13/2,300
  Cloud giants are cunning beasts, often living in cloud-castles 
  in the sky (hence their name). They throw rocks for 6d6 hit points 
  of damage. Cloud giants are famous for their ability to smell out 
  food, enemies, and Englishmen.
  Giant, Fire
  Hit Dice: 11 +1d4 hit points  
  Armor Class: 4 [15]  
  Attacks: Weapon (5d6)  
  Saving Throw: 4 
  Special: Hurl boulders, immune to fire  
  Move: 12 
  Alignment: Chaos (sometimes Neutrality)  
  Challenge Level/XP: 12/2,000
  Fire giants are usually found near volcanic mountains, in great 
  castles of basalt or even iron. They throw boulders for 5d6 hit points.
  Giant, Frost
  Hit Dice: 10+1d4 hit points  
  Armor Class: 4 [15]  
  Attacks: Weapon (4d6) 
  Saving Throw: 5 
  Special: Hurl boulders, immune to cold  
  Move: 12 
  Alignment: Chaos (sometimes Neutrality)  
  Challenge Level/XP: 11/1,700
  Frost giants dwell in cold regions, where they build (or 
  conquer) castles in remote places of ice and snow. They throw 
  boulders or great chunks of ice for 4d6 points of damage.
  Giant, Hill
  Hit Dice: 8 
  Armor Class: 4 [15] 
  Attacks: Weapon (2d8)  
  Saving Throw: 8 
  Special: Hurl boulders  
  Move: 12 
  Alignment: Chaos  
  Challenge Level/XP: 9/1,100
  Hill giants are the least of the giant races; most are brutish 
  cave-dwellers who dress in pelts and uncured hides. They throw 
  rocks for 2d8 points of damage.
  Giant, Stone
  Hit Dice: 9 
  Armor Class: 0 [19] 
  Attacks: Club (3d6) 
  Saving Throw: 6 
  Special: Hurl boulders 
  Move: 12 
  Alignment: Chaos (sometimes Neutrality)  
  Challenge Level/XP: 10/1,400
  Stone giants dwell in caves, isolated in the mountain fastnesses. 
  They throw rocks for 3d6 points of damage, and can be quite crafty 
  in setting up ambushes in their native mountains. Travelers who 
  wander into the territory of stone giants seldom return.
  Giant, Storm
  Hit Dice: 15 
  Armor Class: 1 [18] 
  Attacks: Weapon (7d6) 
  Saving Throw: 3 
  Special: Throw boulders, control weather  
  Move: 15 
  Alignment: Neutral (sometimes Law or Chaos)  
  Challenge Level/XP: 16/ 3,200
  Storm giants are the largest of giants, the most intelligent, 
  the most magical, and the most likely to talk with humans rather 
  than simply devour them. Storm giants can live in underwater 
  sea-castles as well as on the heights of mountains. They throw 
  boulders for 7d6 points of damage, and have the power to control 
  weather (as per the spell).
  
  Monsters
  111
   
   
   
           Gnoll
   
   
   
              Hit Dice: 2 
   
   
   
              Armor Class: 5 [14] 
   
   
   
              Attacks: Bite (2d4) or  
   
   
   
              Weapon (1d10)  
   
   
   
              Saving Throw: 16 
   
   
   
              Special: None 
   
   
   
              Move: 9 
   
   
   
              Alignment: Chaos 
   
   
   
              Challenge Level/XP: 2/30
   
   
   
   
     Gnolls are tall humanoids 
   
   
   
            with hyena-like heads. They
   
   
   
            may be found both above
   
   
   
            ground and in subterranean
   
   
   
            caverns. They form into loosely
   
   
   
            organized clans, often ranging
   
   
   
            far from home in order to steal
   
   
   
            and kill with rapacious ferocity.
  Goblin
  Hit Dice: 1d6 hit points  
  Armor Class: 6 [13]  
  Attacks: Weapon (1d6)  
  Saving Throw: 18 
  Special: -1 to hit in sunlight  
  Move: 9 
  Alignment: Chaos  
  Challenge Level/XP: B/10
  Goblins are small creatures (4 ft tall or so) that inhabit dark 
  woods, underground caverns, and (possibly) the otherworldly 
  realms of the fey. They attack at -1 in the full sunlight.
  GoLems
  Golems are man-shaped creatures built to serve their masters, 
  usually powerful wizards or high priests. They are often used as 
  guardians. Golems cannot be hit with non-magical weapons, and 
  are immune to the sorts of spells used to create them (iron golems 
  being immune to fire, for instance). You can find the details in the 
  specific monster descriptions.
  Golem, Clay
  Hit Dice: 10 (50 hit points)  
  Armor Class: 7 [12]  
  Attacks: 1 Fist (3d10)  
  Saving Throw: 5 
  Special: Immune to slashing and piercing weapons, immune 
  to most spells 
  Move: 8 
  Alignment: Neutrality 
  Challenge Level/XP: 14/2,600
  The “original” golem of folklore, clay golems may be created by 
  Clerics or powerful priests. They are massive clay statues of human 
  beings, imbued with a rudimentary intelligence and the ability 
  to move and follow their masters’ commands. For each round of 
  combat, a clay golem has a 1% chance (cumulative) to go berserk, 
  leaving its master’s control and attacking enemies and allies alike. 
  Clay golems are not damaged by slashing or piercing weapons. They 
  are immune to all spells other than those affecting earth, and these 
  have very diminished effects – with one exception. An earthquake 
  spell may be used to utterly destroy a clay golem.
  Golem, Flesh
  Hit Dice: 8 (40 hit points) 
  Armor Class: 9 [10] 
  Attacks: 2 Fists (2d8) 
  Saving Throw: 4 
  Special: Hit only by magic weapons, slowed by fire and cold, 
  immune to most spells, healed by lightning
  Move: 8 
  Alignment: Neutrality  
  Challenge Level/XP: 12/2,000
  A creation stitched together from human limbs and other parts, a 
  flesh golem is similar to Frankenstein’s monster. Only +1 or better magic 
  weapons can harm a flesh golem, and it is slowed by fire and cold spells. 
  Lightning heals the golem for the number of points of damage that it 
  would normally inflict. No other type of spell affects a flesh golem.
  Golem, Iron
  Hit Dice: 16 (80 hit points)  
  Armor Class: 3 [16] 
  Attacks: Weapon or Fist (4d10)  
  Saving Throw: 3 
  Special: Poison gas, immune to all weapons +2 or less, slowed 
  by lightning, healed by fire, immune to most spells  
  Move: 6 
  Alignment: Neutrality 
  Challenge Level/XP: 17/3,500
  Iron golems are huge moving statues of iron. They can breathe 
  a 10-foot-radius cloud of poison gas as well as attacking with great 
  power. Weapons of +2 or less do not affect iron golems. These hulking 
  statues are slowed by lightning spells, but fire-based spells actually 
  restore hit points to them. No other type of spell affects them.
  
  Monsters
  112
  Golem, Stone
  Hit Dice: 12 (60 hit points)  
  Armor Class: 5 [14]  
  Attacks: Fist (3d8) 
  Saving Throw: 3 
  Special: Unaffected by +1 or lesser weapons, immune to most spells 
  Move: 6 
  Alignment: Neutrality 
  Challenge Level/XP: 16/3,200
  Stone golems are massive stone statues animated by very 
  powerful magics (much more than just animate object, in other 
  words). They are slowed by fire spells, damaged by rock-to-mud 
  spells, and healed by the reverse. Spells that affect rock, and fire 
  spells, are the only ones that affect stone golems. They can only be 
  hit by +2 or better weapons.
  Gorgon
  Hit Dice: 8 
  Armor Class: 2 [17] 
  Attacks: Gore (2d6) 
  Saving Throw: 8 
  Special: Breath turns creatures to stone  
  Move: 12 
  Alignment: Chaos 
  Challenge Level/XP: 10/1,400
  Gorgons are bull-like creatures with scales like dragons. Their breath 
  turns creatures to stone (60-foot range, saving throw applies).
  Grey Ooze
  Hit Dice: 3 
  Armor Class: 8 [11]  
  Attacks: Strike (2d6)  
  Saving Throw: 14 
  Special: Acid, immunities  
  Move: 1 
  Alignment: Neutrality  
  Challenge Level/XP: 5/240
  Grey ooze is almost identical in appearance to wet rock, but it 
  is a slimy, formless substance that devours prey and carrion with its 
  acidic secretions, lashing out to strike enemies. Grey ooze is immune 
  to spells, heat, and cold damage. Metal (but not stone or wood) 
  must make a saving throw vs. acid when exposed to grey ooze 
  (even if the contact is as brief as the strike of a sword) or be rotted 
  through. When the grey ooze hits a character in metal armor, the 
  armor must make an item saving throw. Only cutting and piercing 
  damages a grey ooze – it is impervious to blunt or crushing attacks.
  Green Slime
  Green slime isn’t technically a monster, just an extremely 
  dangerous hazard in underground tombs and other such places. 
  Any metal or organic substance it touches begins to turn to green 
  slime (saving throw). It can be killed with fire or extreme cold, 
  and the transformation process can be arrested by the use of a 
  Cure Disease spell.
  Griffon
  Hit Dice: 7 
  Armor Class: 3 [16] 
  Attacks: 2 Claws (1d4), 1 Bite (2d8)  
  Saving Throw: 9 
  Special: None 
  Move: 12/27 (flying) 
  Alignment: Neutrality 
  Challenge Level/XP: 8/800
  Griffons have the body of a lion, with the head, fore-claws, 
  and wings of an eagle. These creatures can be tamed and ridden as 
  mounts. They usually nest in high mountain aeries, where they lay 
  their eggs and hunt their prey. Because the fledglings can be tamed, 
  young griffons and griffon eggs command a very high price in the 
  marketplaces of the great cities, or to noble lords and wizards.
  Harpy
  Hit Dice: 3 
  Armor Class: 7 [12] 
  Attacks: 2 Talons (1d3) and Weapon (1d6)  
  Saving Throw: 14 
  Special: Siren-song 
  Move: 6/18 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 4/120
  Harpies have the upper body of a human female and the lower 
  body and wings of a vulture. Their song is a charm that draws its 
  victims to the harpy (saving throw applies), and the harpy’s touch casts 
  the equivalent of a charm person spell (again, saving throw applies).
  Hell Hound
  Hit Dice: 4-7 
  Armor Class: 4 [15] 
  Attacks: Bite (1d6) 
  Saving Throw: 13, 12, 11, or 9 
  Special: Breathe fire 
  Move: 12 
  Alignment: Chaos 
  Challenge Level/XP: 4 HD (5/240), 5 HD (6/400), 
  6 HD (7/600), 7 HD (8/800)
  Hell hounds are fire-breathing dogs of the underworlds or 
  lower planes. In addition to biting, they can breathe fire each 
  round, inflicting 2 hp damage per hit die (10 ft range, saving 
  throw for half damage).
  Hippogriff
  Hit Dice: 3+1 
  Armor Class: 5 [14] 
  Attacks: 2 Claws (1d6), 1 Bite (1d10)  
  Saving Throw: 14 
  Special: None 
  Move: 18/24 (flying) 
  Alignment: Neutrality 
  Challenge Level/XP: 4/120
  The hippogriff is similar to a griffon, having the head, foreclaws, 
  and wings of an eagle, but instead of the body of a lion, it has the 
  body of a horse. The poem Orlando Furioso (written by the poet 
  Dante in 1516) suggests that the hippogriff is the offspring of a 
  griffon and a horse – but they are apparently an independent breed, 
  for folkloric tradition holds that griffons frequently attack hippogriffs. 
  Hippogriffs are not as hard to train as griffons – again, from Orlando 
  
  Monsters
  113
  Furioso: “Drawn by enchantment from his distant lair, The wizard 
  thought but how to tame the foal; And, in a month, instructed him 
  to bear Saddle and bit, and gallop to the goal; And execute on earth 
  or in mid air, All shifts of manege, course and caracole...”
  Hobgoblin
  Hit Dice: 1+1 
  Armor Class: 5 [14]  
  Attacks: Weapon (1d8)  
  Saving Throw: 17 
  Special: None 
  Move: 9 
  Alignment: Chaos  
  Challenge Level/XP: 1/15
  Hobgoblins are simply large goblins, possibly a separate breed 
  living apart from their smaller cousins, or perhaps not, as the Referee 
  decides. As a matter of the campaign’s flavoring, the Referee might 
  choose to make hobgoblins the “fey” goblins of Irish legend, while 
  regular goblins are the more Tolkien-style underground-dwellers.
  Horse
  Horses are AC 7 [12], with riding horses having 2 HD and 
  warhorses having 3 HD. Horses have a movement speed of 18.
  Humans
  Humans are such a versatile race that any number of “monsters” 
  and NPCs can be made from them. Berserker warriors, tribesmen, 
  cavemen, princesses, evil high priests, captains of the guard, foot-
  soldiers, and tavern-keepers are all different human “monsters.” Don’t 
  try to build your non-player characters according to the rules for 
  player characters. Just make up their stats and abilities as you see fit.
  Human, Bandit
  Hit Dice: 1 
  Armor Class: 7 [12]  
  Attacks: Weapon (1d8)  
  Saving Throw: 17 
  Special: None 
  Move: 12 
  Alignment: Chaos  
  Challenge Level/XP: 1/15
  Bandits are roving groups of thieves, sometimes organized 
  into small armies led by more powerful bandit chiefs and captains 
  with higher hit dice.
  Human, Berserker
  Hit Dice: 1 
  Armor Class: 7 [12] 
  Attacks: Weapon (1d8)  
  Saving Throw: 17 
  Special: Berserking 
  Move: 12 
  Alignment: Neutrality or Chaos  
  Challenge Level/XP: 2/30
  Berserkers are normal humans, but they fight with 
  astounding ferocity. A bonus of +2 is added to their attack rolls. 
  They do not wear armor heavier than leather armor.
  Human, Normal
  Hit Dice: 1d6 
  Armor Class: 9 [10]  
  Attacks: Weapon (1d6)  
  Saving Throw: 18 
  Special: None 
  Move: 12 
  Alignment: Any  
  Challenge Level/XP: B/10
  Normal humans are untrained peasants or townsfolk.
  Human, Sergeant-at-Arms
  Hit Dice: 3 
  Armor Class: 5 [14]  
  Attacks: Weapon (1d8)  
  Saving Throw: 17 
  Special: None 
  Move: 12 
  Alignment: Any  
  Challenge Level/XP: 3/60
  Human sergeants are normally found in command of 1d6+5 
  human soldiers. These are the leaders of city guard units and other 
  small military groups.
  Human, Soldier
  Hit Dice: 1 
  Armor Class: 7 [12]  
  Attacks: Weapon (1d8)  
  Saving Throw: 17 
  Special: None 
  Move: 12 
  Alignment: Any  
  Challenge Level/XP: 1/15
  Human soldiers serve as city guardsmen, mercenaries, and 
  men-at- arms. They are generally armed with leather armor and a 
  mace, sword, or spear.
  Hydra
  Hit Dice: 5-12 (equal to the 
  number of heads)  
  Armor Class: 5 [14] 
  Attacks: 5-12 Bites (1d6) 
  Saving Throw: 12, 11, 9, 
  8, 6, 5, 4, or 3 
  Special: None 
  Move: 9 
  Alignment: Neutrality 
  Challenge Level/XP: 
  5 HD (7/600), 
  6 HD (8/800), 
  7 HD (9/1,100), 
  8 HD (10/1,400), 9 HD (11/1,700), 
  10 HD (12/2,000), 11 HD (13/2,300), 12 HD (14/2,600)
  Hydrae are great lizard-like or snake-like creatures with 
  multiple heads. Each head has one hit die of its own, and when an 
  individual head takes that much damage, that head dies. The body 
  has as many hit dice as the total of the heads, so it is a matter of 
  good strategy for adventurers to focus either on killing heads (when 
  all the heads are dead the body dies) or killing the creature by 
  attacking the body (in which case the heads die, too). Hydrae that 
  breathe fire or regenerate their heads are also known to exist.
  
  Monsters
  114
  Invisible Stalker
  Hit Dice: 8 
  Armor Class: 3 [16] 
  Attacks: Bite (4d4) 
  Saving Throw: 8 
  Special: Invisible 
  Move: Fly 12 
  Alignment: Neutrality  
  Challenge Level/XP: 9/1,100
  Invisible stalkers are generally found only as a result of the 
  spell Invisible Stalker. They are invisible flying beings created to 
  follow a single command made by the caster.
  Kobold
  Hit Dice: 1d4 hp 
  Armor Class: 7 [12]  
  Attacks: Weapon (1d6)  
  Saving Throw: 18  
  Special: None 
  Move: 6 
  Alignment: Chaos  
  Challenge Level/XP: A/5
  Kobolds are subterranean, vaguely goblin-like humanoids. They 
  have a -1 penalty when fighting above ground. Many use slings or short 
  bows, and they fight with short swords or spiked clubs in melee combat.
  Leech, Giant
  Hit Dice: 2 
  Armor Class: 3 [16]  
  Attacks: 1 Bite (2d6)  
  Saving Throw: 16 
  Special: Suck blood  
  Move: 6 
  Alignment: Neutrality  
  Challenge Level/XP: 5/240
  If a giant leech hits with its attack, it drains a level of experience 
  on the following round. Anyone reduced below a level of 0 will die. 
  Lost levels of experience most likely return at a rate of 1 per day, if the 
  character rests. Freshwater leeches might simply drain hit points.
  Lich
  Hit Dice: 12+ 
  Armor Class: 3 [16] 
  Attacks: Hand (1d10 + automatic paralysis) 
  Saving Throw: 3 
  Special: Appearance causes paralytic fear, touch causes 
  automatic paralysis, spells 
  Move: 6 
  Alignment: Chaos 
  Challenge Level/XP: 12 HD (15/2,900), 13 HD (16/3,200), 
  14 HD (17/3,500), 15 HD (18/3,800), 16 HD (19/4,100), 
  17 HD (20/4,400), 18 HD (21/4,700)
  Liches are the undead remnants of wizards, either made 
  undead by their own deliberate acts during life, or as the result of 
  other magical forces (possibly including their own magics gone 
  awry). A lich has the same number of hit dice as the original 
  Magic-User and the same spell- casting powers. A lich’s touch 
  causes paralysis with no saving throw, and the very sight of one of 
  these dread creatures causes any being of 4 HD or below to flee in 
  abject terror. Liches are highly intelligent and totally malign.
  Lion
  Hit Dice: 5+2 
  Armor Class: 6 [13] 
  Attacks: 2 Claws (1d4), 1 Bite (1d8)  
  Saving Throw: 12 
  Special: None 
  Move: 12 
  Alignment: Neutrality 
  Challenge Level/XP: 5/240
  Male lions are noticeably larger than their female counterparts, 
  and easily identified by their manes. They are usually solitary beasts, 
  found leading a pride only in their prime The lioness, while smaller 
  and having an AC of 7 [12], is an indisputably skillful hunter – far 
  faster and more agile than the male lion. Lionesses often coordinate 
  with others in their pride to bring down prey.
  Lizardman
  Hit Dice: 2+1 
  Armor Class: 5 [14] 
  Attacks: 2 Claws (1d3), 1 Bite (1d8)  
  Saving Throw: 16 
  Special: Underwater 
  Move: 6/12 (swimming)  
  Alignment: Usually Chaos  
  Challenge Level/XP: 2/30
  Lizardmen are reptilian humanoids, both male and female, 
  usually living in tribal villages in the depths of fetid swamps. 
  Some can hold their breath for long durations (an hour or more), 
  while other can actually breathe underwater.
  Lurker, Ceiling
  Hit Dice: 10 
  Armor Class: 6 [13] 
  Attacks: 1 Crush (1d6)  
  Saving Throw: 5 
  Special: Smother 
  Move: 1/7 (flying) 
  Alignment: Neutrality  
  Challenge Level/XP: 10/1400
  
  Monsters
  115
  Lurkers resemble floating manta rays, with a rough, stone-like 
  under-surface. They levitate to ceiling-tops and wait for prey to 
  walk underneath, whereupon they drop and enfold the victim in 
  their thick “wings” (to-hit roll). Anyone trapped inside a lurker’s 
  clutches takes 1d6 points of damage per round from crushing, 
  and will suffocate within 1d4+1 rounds unless the lurker is killed. 
  There is normally only a 10% chance to detect a lurker’s presence 
  visually before it attacks, and it has a 65% chance to gain initiative 
  automatically (unless a “surprise roll” system is being used, in which 
  case the lurker has a 4 in 6 chance to gain surprise).
  Lycanthropes
  Lycanthropes are were-creatures, particularly those in whom 
  the disease permits assumption of a hybrid form of the human 
  and animal. They cannot be hit by normal weapons: only silver 
  and magical weapons affect them. If anyone is attacked and 
  brought below 50% hit points by a lycanthrope, the person will 
  become a lycanthrope himself.
  Lycanthrope, Werebear
  Hit Dice: 6 
  Armor Class: 2 [17] 
  Attacks: 2 Claws (1d3), 1 Bite (2d4) 
  Saving Throw: 9 
  Special: Lycanthropy, hit only by magic or silver weapons, hug 
  Move: 9 
  Alignment: Neutrality or Chaos 
  Challenge Level/XP: 8/800
  Werebears are often found in temperate forests. On an 
  attack roll of 18+ (natural roll) with its claws, the werebear grabs 
  its victim and hugs it for an additional 2d8 points of damage.
  Lycanthrope, Wereboar
  Hit Dice: 5 
  Armor Class: 4 [15] 
  Attacks: Bite (2d6) 
  Saving Throw: 12 
  Special: Lycanthropy, hit only by magic or silver weapons 
  Move: 12 
  Alignment: Neutrality or Chaos 
  Challenge Level/XP: 6/400
  Wereboars are often found in the remote wilderness.
  Lycanthrope, Wererat
  Hit Dice: 3 
  Armor Class: 6 [13] 
  Attacks: Bite (1d3), Weapon (1d6) 
  Saving Throw: 14 
  Special: Control rats, lycanthropy, hit only by magic 
  or silver weapons 
  Move: 12 
  Alignment: Chaos 
  Challenge Level/XP: 4/120
  Wererats are often found in cities, lurking in shadowy 
  alleyways. Wererats can control rats, and are extremely stealthy, 
  surprising opponents on 1-4 on a d6.
  Lycanthrope, Weretiger
  Hit Dice: 5 
  Armor Class: 3 [16] 
  Attacks: 2 Claws (1d4), 1 Bite (1d10) 
  Saving Throw: 11 
  Special: Lycanthropy, hit only by magic or silver weapons 
  Move: 12 
  Alignment: Neutrality or Chaos 
  Challenge Level/XP: 7/600
  Weretigers are often found in tropical cities and ancient 
  jungle ruins, but will appear in more temperate climates as well, if 
  tigers live in the surrounding wilderness.
  Lycanthrope, Werewolf
  Hit Dice: 4 
  Armor Class: 5 [14] 
  Attacks: Bite (2d4) 
  Saving Throw: 13 
  Special: Lycanthropy, hit only by magic or silver weapons 
  Move: 12 
  Alignment: Usually Chaos 
  Challenge Level/XP: 5/240
  Werewolves are the traditional Lycanthropes seen in horror 
  movies. They can turn into a wolf or into a wolf-man. Wolvesbane 
  keeps them at bay.
  Manticore
  Hit Dice: 6+1 
  Armor Class: 4 [15] 
  Attacks: 2 Claws (1d3), 1 Bite (1d8), 6 Tail Spikes (1d6) 
  Saving Throw: 11 
  Special: Tail spikes 
  Move: 12/18 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 8/800
  This horrid monster has bat wings, the face of a feral human, 
  the body of a lion, and a tail tipped with 24 iron spikes. The 
  manticore can hurl up to 6 of the iron spikes from its tail per 
  round, at a maximum range of 180 ft.
  
  Monsters
  116
  Naga, Guardian
  Hit Dice: 11 
  Armor Class: 5 [14] 
  Attacks: Bite (1d6 + poison) 
  Saving Throw: 4 
  Special: Spit poison, constriction, 
  spells.  
  Move: 18 
  Alignment: Law 
  Challenge Level/XP: 13/2300
  The largest and noblest of the naga, 
  guardian nagas are from 20 to 25 
  feet in length. They do not 
  necessarily have a humanlike 
  head, but some characteristic 
  (a flowing mane of hair, 
  for instance) will immediately 
  set their appearance apart from 
  normal serpents. They can bite or spit 
  with lethal poison, and if they hit with their coils they 
  automatically cause 1d8 points of constriction damage per round 
  thereafter. Guardian nagas cast clerical spells (2/2/1/1). A sample 
  selection of spells for a guardian naga might include: level 1: Cure 
  Light Wounds x2; level 2: Hold Person, Silence 15-foot Radius; 
  level 3: Cure Disease; level 4: Cure Serious Wounds.
  Naga, Spirit
  Hit Dice: 9 
  Armor Class: 5 [14] 
  Attacks: Bite (1d3 + poison) 
  Saving Throw: 6 
  Special: Poison, charm gaze, spells.  
  Move: 12 
  Alignment: Chaos 
  Challenge Level/XP: 13/2300
  Spirit nagas are malicious, evil creatures. Their gaze has the 
  effect of a Charm Person spell, their bite is poison, and they cast 
  both Magic-User spells (4/2/1) and Cleric spells (2/1). A sample 
  spell selection for a spirit naga might be: Magic-User spells level 
  1: Charm Person x2, Magic Missile, Sleep; level 2: Mirror Image, 
  Web; level 3: Protection from Normal Missiles. Cleric spells level 
  1: Cure Light Wounds x2; level 2: Silence 15-foot Radius. Such 
  nagas are from 10 to 20 feet in length, and have a human head.
  Naga, Water
  Hit Dice: 7 
  Armor Class: 5 [14] 
  Attacks: Bite (1d4 + poison)  
  Saving Throw: 9 
  Special: Poison, spells.  
  Move: 12/20 (swimming)  
  Alignment: Any 
  Challenge Level/XP: 10/1400
  Water nagas might be of any alignment. They do not ordinarily 
  have human heads, but like the guardian nagas they will have some 
  physical attributes separating them clearly from normal serpents. In the 
  case of water nagas, this might be the color of the scales or the presence of 
  flowing, beard-like fins, perhaps. Water nagas are from 10 to 15 feet long. 
  Water nagas cast Magic-User spells (4/2/1). A sample spell selection for 
  a water naga might be: level 1: Charm Person x2, Magic Missile, Sleep; 
  level 2: Mirror Image, Web; level 3: Protection from Normal Missiles.
  Medusa
  Hit Dice: 4 
  Armor Class: 8 [11] 
  Attacks: Weapon (1d4)  
  Saving Throw: 11 
  Special: Gaze turns to stone  
  Move: 9 
  Alignment: Chaos  
  Challenge Level/XP: 8/800
  The terrifying medusa has a female face but hair of writhing 
  snakes; it has no legs, but the body of a serpent. The gaze of a 
  medusa turns anyone looking upon it into stone. In addition to 
  the medusa’s relatively weak melee-weapon attack, the snake-hair 
  makes one attack per round, causing no damage but inflicting a 
  lethal poison with a successful hit (saving throw applies).
  Merman
  Hit Dice: 1 
  Armor Class: 7 [12]  
  Attacks: Weapon (1d6)  
  Saving Throw: 17 
  Special: Breathe water  
  Move: 1/18 (swimming)  
  Alignment: Any  
  Challenge Level/XP: 1/15
  Mermen have the torso of a human and the lower body of a fish. 
  Although the race is called “mermen,” there are female members as well.
  Minotaur
  Hit Dice: 6 
  Armor Class: 6 [13] 
  Attacks: Head Butt (2d4), Bite (1d3), and Weapon (1d8) 
  Saving Throw: 11 
  Special: Never get lost in labyrinths 
  Move: 12 
  Alignment: Chaos 
  Challenge Level/XP: 6/400
  The minotaur is a man-eating predator, with the head of a 
  bull and the body of a massive human, covered in shaggy hair. 
  Most are not particularly intelligent.
  Mummy
  Hit Dice: 5+1 
  Armor Class: 3 [16] 
  Attacks: Fist (1d12) 
  Saving Throw: 11 
  Special: Rot, hit only by magic weapons  
  Move: 6 
  Alignment: Chaos 
  Challenge Level/XP: 7/600
  Mummies cannot be hit by normal weapons, and even magical 
  weapons cause only half damage. In addition to normal damage, 
  their touch also inflicts a rotting disease which prevents magical 
  healing and causes wounds to heal at one-tenth of the normal rate. A 
  Cure Disease spell can increase healing rate to one-half normal, but a 
  Remove Curse spell is required to completely lift the mummy’s curse.
  
  Monsters
  117
  Nixie
  Hit Dice: 1 
  Armor Class: 7 [12]  
  Attacks: Weapon (1d6)  
  Saving Throw: 18 
  Special: Charm 
  Move: 6/12 (swimming)  
  Alignment: Neutrality  
  Challenge Level/XP: B/10
  Nixies are weak water fey creatures. One in ten of them has 
  the power to cast a powerful Charm Person (-2 penalty to saving 
  throw) that causes the victim to walk into the water and join 
  the nixies as their slave for a year. Casting Dispel Magic against 
  the curse has only a 75% chance of success, and once the victim 
  is actually in the water the chance drops to 25%. Nixies are 
  ordinarily friendly, but they are capricious.
  Ochre Jelly 
  Hit Dice: 5 
  Armor Class: 8 [11] 
  Attacks: Acid-laden Strike (3d4)  
  Saving Throw: 11 
  Special: Lightning divides creature  
  Move: 3 
  Alignment: Neutrality 
  Challenge Level/XP: 6/400
  Ochre jellies are amorphous oozes that damage opponents 
  with their acidic surface. They dissolve any adventurers they kill, 
  making a Raise Dead spell impossible.
  Octopus, Giant
  Hit Dice: 4 
  Armor Class: 7 [12] 
  Attacks: 8 Tentacles (1d3) (see below)  
  Saving Throw: 13 
  Special: Jet, Ink 
  Move: 9 (swimming) 
  Alignment: Neutrality 
  Challenge Level/XP: 6/400
  After a giant octopus hits with a tentacle, it does 1d6 points 
  of damage per round, automatically, instead of the initial 1d3. 
  Also, there is a 25% chance that the tentacle “hit” pinions one of 
  the victim’s limbs (roll randomly for left/right arms and legs to 
  see which is immobilized). A giant octopus can jet water out to 
  achieve a movement rate of up to 27, and can also release a huge 
  cloud of ink to obscure its location. Some giant octopi might be 
  able to move onto land for short periods of time.
  Ogre
  Hit Dice: 4+1 
  Armor Class: 5 [14]  
  Attacks: Weapon (1d10)  
  Saving Throw: 13 
  Special: None 
  Move: 9 
  Alignment: Chaos  
  Challenge Level/XP: 4/120
  Ogres are normally quite stupid, but more intelligent versions 
  might be encountered here and there.
  Ogre Mage
  Hit Dice: 5+4 
  Armor Class: 4 [15] 
  Attacks: Weapon (1d12) 
  Saving Throw: 12 
  Special: Magic use (See below), regenerate 1hp/round  
  Move: 12/18 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 7/600
  The ogre mage is an ogre with magic powers, based on 
  Japanese legend. An ogre mage can fly, turn invisible (per the 
  spell), create a 10-foot-radius circle of magical darkness, change 
  into human form, cast Sleep and Charm Person once per day, and 
  cast a Cone of Frost with a range of 60 feet to a base of 30 feet, 
  causing 8d6 damage to any caught within (saving throw applies). 
  Western folklore also contains many examples of shape-shifting, 
  magical ogres (the most famous example being the one in Puss-in-
  Boots), so there might be many different interpretations of magical 
  ogres whether or not they are called “ogre mage.”
  Orc
  Hit Dice: 1 
  Armor Class: 6 [13] 
  Attacks: Weapon, usually Spear (1d6) or Scimitar (1d8)  
  Saving Throw: 17 
  Special: None 
  Move: 12 
  Alignment: Chaos 
  Challenge Level/XP: 1/15
  Orcs are stupid, brutish humanoids that gather in tribes of 
  hundreds. Most are subterranean dwellers, and fight with a penalty 
  of -1 in sunlight. Occasionally, war-bands or even entire tribes of orcs 
  issue forth from their caverns to raid and pillage by night. Orcish 
  leaders are great brutes with additional hit dice, and magic-using 
  shamans may also be found in the larger tribes. Orcish tribes hate 
  each other, and will fight savagely unless restrained by a powerful and 
  feared commander, such as a Chaotic high priest or an evil sorcerer.
  Owlbear
  Hit Dice: 5 
  Armor Class: 5 [14] 
  Attacks: 2 Claws (1d6), 1 Bite (2d6) 
  Saving Throw: 12 
  Special: Hug for additional 2d8 if to-hit roll is 18+  
  Move: 12 
  Alignment: Neutrality 
  Challenge Level/XP: 5/240
  Owlbears have the body of a bear but the beak of an owl, with 
  some feathers on the head and places on the body as well. On an 
  attack roll of 18+ (natural roll) with its claws, the owlbear grabs its 
  victim and hugs it for an additional 2d8 points of damage.
  
  Monsters
  118
  Pegasus
  Hit Dice: 2+2 
  Armor Class: 6 [13]  
  Attacks: 2 Hooves (1d8)  
  Saving Throw: 13 
  Special: None 
  Move: 24/48 (flying)  
  Alignment: Law  
  Challenge Level/XP: 4/120
  Pegasi are winged horses. Most have feathered wings, but some 
  might have bat wings and some might be evil – at the Referee’s discretion. 
  Piercer
  Hit Dice: 1 to 4 
  Armor Class: 3 [16] 
  Attacks: 1 Drop/Pierce (1d6 per HD) 
  Saving Throw: 17, 16, 14, or 13 
  Special: Drop from ceiling 
  Move: 1 
  Alignment: Neutrality 
  Challenge Level/XP: 1 HD (1/15), 2 HD (2/30), 3 HD (3/60), 
  4 HD (4/120)
  Piercers resemble stalactites, and drop from cavern ceilings to 
  pierce their victims. After falling (and feeding), they crawl slowly 
  back to the ceiling in order to attack again. Note that the damage 
  inflicted by a piercer is 1d6 per hit die of the creature.
  Purple Worm
  Hit Dice: 15 
  Armor Class: 6 [13] 
  Attacks: Bite (2d12), Sting (1d8 + poison)  
  Saving Throw: 3 
  Special: Poison sting, swallows whole  
  Move: 9 
  Alignment: Neutrality 
  Challenge Level/XP: 17/3,500
  Purple worms are massive annelids that grow 40 ft and 
  more in length, and sometimes exceed ten feet in width. They are 
  subterranean, chewing tunnels in rock (or through sand, in deserts, 
  where they are a tan color). These beasts swallow their prey whole on 
  a roll 4 higher than the needed number, or if the worm rolls double 
  the number required to hit. They can swallow anything the size of 
  a horse or smaller. In addition to the worm’s dreaded bite, it has a 
  poison stinger on its tail, the length of a sword and just as deadly even 
  from the piercing wound it inflicts. In addition, the poison injected 
  by the stinger is lethal if the victim fails a saving throw. What prey 
  the purple worms once hunted with such natural weaponry (or 
  perhaps still do, in deep places), must have been terrifying indeed. 
  Aquatic versions of the purple worm might also exist.
  Rakshasa
  Hit Dice: 7 
  Armor Class: -4 [23] 
  Attacks: 2 Claws (1d3) 1 Bite (1d6) 
  Saving Throw: 9 
  Special: Illusory appearance, special magic resistance, spells 
  Move: 15 
  Alignment: Chaos 
  Challenge Level/XP: 12/2,000
  Rakshasas are evil spirits from Indian mythology. Their true 
  form is that of a demon with the head of a tiger or other predatory 
  animal, but by magical illusion they always appear to others in a 
  friendly or non-threatening form. Rakshasas can only be affected 
  by the most powerful of spells (level 8 or 9), and they can only be 
  hit with magical weapons. Crossbow bolts that have been blessed 
  by a Cleric are the bane of the rakshasa – such bolts are treated as 
  +3 weapons against them. Rakshasas are minor spell casters, able 
  to cast Magic-User spells (3/2/1) and Cleric spells (1 Level-1 spell). 
  Typical spells for a rakshasa might be: Magic-User level 1: Magic 
  Missile x3; level 2: Mirror Image, Web; level 3: Fly. Cleric level 
  1: Cure Light Wounds.
  Rat, Giant
  Hit Dice: 1d4 hit points  
  Armor Class: 7 [12]  
  Attacks: Bite (1d3)  
  Saving Throw: 18  
  Special: 5% are diseased  
  Move: 12 
  Alignment: Neutrality  
  Challenge Level/XP: A/5
  Giant rats are often found in dungeons, and are about the 
  size of a cat, or perhaps a lynx. The bite of some (1 in 20) giant 
  rats causes disease. A saving throw is allowed (versus poison). The 
  effects of the disease are decided by the Referee.
  Rat, Giant (Monstrously Huge)
  Hit Dice: 3 
  Armor Class: 6 [13] 
  Attacks: 2 Claws (1d3), 1 Bite (1d6) 
  Saving Throw: 14 
  Special: 5% are diseased 
  Move: 12 
  Alignment: Neutrality unless intelligent (then Chaos)  
  Challenge Level/XP: 4/120
  Giant rats (monstrously huge) are often found in dungeons, 
  and are vicious predators the size of a wolf. The bite of some (1 
  in 20) giant rats causes disease. A saving throw is allowed (versus 
  poison). The effects of the disease are decided by the Referee.
  Roc
  Hit Dice: 12 
  Armor Class: 4 [15] 
  Attacks: Bite (3d6), 2 Claws (2d6)  
  Saving Throw: 3 
  Special: None 
  Move: 3/30 (flying) 
  Alignment: Neutrality or Law  
  Challenge Level/XP: 12/2,000
  Rocs are the mythological great birds of legend, large enough 
  to prey upon elephants. They can be trained as fledglings to serve 
  as steeds, so roc eggs or fledglings would be a prize indeed, worth 
  great sums of gold. Rocs might grow as large as 18 HD, with 
  commensurately increased statistics.
  
  Monsters
  119
  Salamander
  Hit Dice: 7 
  Armor Class: 5 [14] (torso); 3 [16] (serpent body)  
  Attacks: Touch and Constrict (2d8 + 1d6 heat), 1 Weapon 
  (1d6 +1d6 heat) 
  Saving Throw: 9 
  Special: Heat, constrict 
  Move: 9 
  Alignment: Chaos 
  Challenge Level/XP: 8/800
  Salamanders are intelligent creatures of the elemental planes 
  of fire. They have the upper body of a human and the lower body 
  of a snake, and give off tremendous, intense heat. The very touch 
  of a salamander deals 1d6 hit points of fire damage, and they 
  wrap their tails around foes to cause an additional 2d8 points of 
  crushing damage per round as the victim writhes in the deadly 
  heat of the serpentine coils. The salamander’s human torso is AC 
  5 [14], and the armored serpent-tail is AC 3 [16]. Salamanders 
  cannot be enslaved in the same manner djinn and efreet might be.
  Sea Monster
  Hit Dice: 30 
  Armor Class: 2 [17] 
  Attacks: Bite (4d10) 
  Saving Throw: 3 
  Special: Swallow whole 
  Move: 0/18 (swimming)  
  Alignment: Neutrality  
  Challenge Level/XP: 30/12,900
  Sea monsters generally resemble bizarre fish, long-necked 
  monsters with seal-like bodies, or massive eels, although 
  virtually all have a hide of incredibly tough scales. In general, 
  their appearance is quite varied, for there does not appear to 
  be a particular “species” of sea monster. Sea monsters swallow 
  their prey whole, like sea serpents: if the attack roll is 4 over 
  the required number (or a natural 20), the victim is swallowed, 
  will die in an hour, and will be fully digested within a day. 
  Sea monsters are not generally venomous. They are generally 
  encountered underwater; unlike sea serpents, they seldom 
  venture to the surface.
  Sea Serpent
  Hit Dice: 15 
  Armor Class: 6 [13] 
  Attacks: Bite (2d12) 
  Saving Throw: 3 
  Special: Swallow whole  
  Move: 0/20 (swimming)  
  Alignment: Neutrality  
  Challenge Level/XP: 17/3,500
  A fully-grown sea serpent is approximately 50 feet in length, 
  and will swallow a person whole on any attack roll in which the 
  die rolled is 4 or more over the required number, and always if the 
  die roll is a 20. Swallowed victims will be dead within an hour, 
  and fully digested within one day. Some sea serpents are also 
  venomous, in which case the CL/XP is 19/4,100.
  Shadow
  Hit Dice: 2+2 
  Armor Class: 7 [12] 
  Attacks: 1 Touch (1d4 + Str drain) 
  Saving Throw: 14 
  Special: Drains 1 Str with hit, can only be hit by magical weapons 
  Move: 12 
  Alignment: Chaos 
  Challenge Level/XP: 4/120
  Shadows may or may not be undead creatures: they are 
  immune to Sleep and Charm, but the Referee may decide 
  whether they are undead creatures subject to turning or 
  whether they are some horrible “other” thing: a manifestation, 
  perhaps, or a creature from another dimension (or gaps in the 
  dimensions). Shadows are dark and resemble actual shadows, 
  though they may be even darker in coloration. They are not 
  corporeal, and can only be harmed with magical weapons or 
  by spells. Their chill touch drains one point of Strength with a 
  successful hit, and if a victim is brought to a Strength attribute 
  of 0, he or she is transformed into a new shadow. If the person 
  does not come to such a dark ending, then Strength points 
  return after 90 minutes (9 turns).
  Shambling Mound
  Hit Dice: 7 to 12 
  Armor Class: 1 [18] 
  Attacks: 2 Fists (2d8) 
  Saving Throw: 9, 8, 6, 
  5, 4, or 3 
  Special: Immunities, 
  enfold and suffocate 
  victims.  
  Move: 6 
  Alignment: Neutrality 
  Challenge Level/XP:  
  HD 7 (10/1400); 
  HD 8 (11/1700);  
  HD 9 (12/2000);  
  HD 10 (13/2300); 
  HD 11 (14/2600); 
  HD 12 (15/2900)
  Shambling mounds are moving plants, huge masses of 
  slimy vegetation that shamble through swamps and marshes 
  looking for prey. They have a roughly bipedal shape, with two 
  ‘legs’ and two ‘arms.’
  Shambling mounds are immune to fire because of their 
  slimy, wet bodies. They take only half damage from cold, and 
  half damage from weapons of any kind. Electricity causes a 
  shambling mound to gain one hit die. If a shambling mound 
  hits with both arms, the victim is enfolded into the slimy body 
  and will suffocate in 2d4 melee rounds unless freed.
  
  Monsters
  120
  Shrieker
  Hit Dice: 2+2 
  Armor Class: 7 [12]  
  Attacks: None 
  Saving Throw: 14 
  Special: Shriek 
  Move: 1 
  Alignment: Neutrality  
  Challenge Level/XP: 3/60
  Shriekers are huge mushrooms with tough, fibrous bodies. They 
  do not physically attack, but if light shines on them (or within 
  about 30 feet) or if anything moves near them (within about 10 
  feet), they emit a high-pitched shrieking noise. This noise causes 
  1 hp damage per round (saving throw applies) to anyone nearby 
  (within 30 feet). The true danger of shriekers is that they tend to 
  summon wandering monsters. If they are attacked with missile 
  weapons, they will attempt to shuffle away, although they do not 
  move very fast. 
  Skeleton
  Hit Dice: 1 
  Armor Class: 8 [11], with shield 7 [12]  
  Attacks: Weapon or Strike (1d6) 
  Saving Throw: 17 
  Special: Immune to sleep and charm spells  
  Move: 12 
  Alignment: Neutrality 
  Challenge Level/XP: 1/15
  Skeletons are animated bones of the dead, usually under the 
  control of some evil master.
  Slithering Tracker
  Hit Dice: 4 
  Armor Class: 5 [14] 
  Attacks: No normal attack  
  Saving Throw: 13 
  Special: Transparent, paralysis  
  Move: 12 
  Alignment: Neutrality  
  Challenge Level/XP: 6/400
  Perhaps the most dangerous of wandering monsters, slithering 
  trackers are a form of transparent slug and may be related to gelatinous 
  cubes. They are difficult to see (10% chance for a person to spot it, 
  and he may lose sight of it again in the next round). Unless they are 
  starving, they do not attack moving prey (5% chance to be starving). 
  Instead, they follow the potential prey until it sleeps or camps. They can 
  ooze under doors and through fairly small cracks, so even a barricaded 
  room with a closed door is probably not safe. When it attacks, the 
  victim must make a saving throw or be paralyzed by the slitherer’s 
  secretions. A paralyzed victim will be sucked dry of all body fluids in 5 
  turns (50 minutes), losing 20% of hit points each 10 minutes.
  Slug, Giant
  Hit Dice: 12 
  Armor Class: 8 [11] 
  Attacks: Bite (1d12) or Acid  
  Saving Throw: 3 
  Special: Spit acid (6d6)  
  Move: 6 
  Alignment: Neutrality  
  Challenge Level/XP: 13/2,300
  These tremendously large masses of slimy, rubbery flesh are 
  completely immune to blunt weapons. In addition to their powerful bite, 
  giant slugs can spit their acidic saliva at one target at a time. The base 
  range for spitting is 60 feet, and within this range the slug’s spittle will 
  be 50% likely to hit (no other to-hit roll required). For every additional 
  10 feet of range, the chance to hit decreases by 10%. On its first spitting 
  attack, the slug only has a 10% chance to hit within 60 feet, and no 
  chance of hitting beyond that range. Some giant slugs might have more 
  or less virulent acidity, thus changing the damage inflicted.
  Spectre
  Hit Dice: 6 
  Armor Class: 2 [17] 
  Attacks: Spectral Weapon or Touch (1d8 + level drain) 
  Saving Throw: 9 
  Special: Level drain (2 levels) with hit 
  Move: 15/30 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 9/1,100
  Spectres are wraith-like undead creatures without corporeal 
  bodies. When a spectre hits an opponent, with either hand or weapon, 
  the touch drains two levels from the victim. Only magical weapons 
  can damage a spectre. In some cases, these terrifying creatures may be 
  mounted upon living beasts, if the beasts have been trained to tolerate 
  proximity to the undead. Any being killed (or drained below level 0) by 
  a spectre becomes a spectre as well, a pitiful thrall to its creator.
  Spider, Giant (Smaller)
  Hit Dice: 1+1 
  Armor Class: 8 [11] 
  Attacks: Bite (1 hp) + poison  
  Saving Throw: 17 
  Special: Poison (+2 save or die)  
  Move: 9 
  Alignment: Neutrality  
  Challenge Level/XP: 3/60
  Giant spiders are aggressive hunters. The smaller variety 
  pounce on prey and do not spin webs.
  Spider, Giant (Man-sized, 4-foot diameter)
  Hit Dice: 2+2 
  Armor Class: 6 [13] 
  Attacks: Bite (1d6) + poison 
  Saving Throw: 16 
  Special: Poison (+1 save or die), surprise  
  Move: 18 
  Alignment: Neutrality unless intelligent (then Chaos) 
  Challenge Level/XP: 5/240
  Man-sized giant spiders surprise on a roll of 1-5 on a d6, 
  being able to hide well in shadows. Most are not web-spinners.
  Spider, Giant (Greater, 6-foot diameter)
  Hit Dice: 4+2 
  Armor Class: 4 [15] 
  Attacks: Bite (1d6+2) + poison  
  Saving Throw: 13 
  Special: Poison (save or die), webs  
  Move: 4 
  Alignment: Chaos 
  Challenge Level/XP: 7/600
  
  Monsters
  121
  The greater giant spiders are all web builders. Webs spun by 
  giant spiders require a saving throw to avoid becoming stuck. 
  Those who make a saving throw can fight in and move (5 ft per 
  round) through the webs. The webs are flammable.
  Spider, Phase
  Hit Dice: 5 
  Armor Class: 6 [13] 
  Attacks: Bite (1d6) + poison 
  Saving Throw: 16 
  Special: Poison (+1 save or die), phase shifting  
  Move: 18 
  Alignment: Neutrality 
  Challenge Level/XP: 6/400
  Phase spiders can shift out of phase with their surroundings 
  (so they can be attacked only be ethereal creatures), only to come 
  back into phase later for an attack.
  Squid, Giant
  Hit Dice: 6 
  Armor Class: 3 [16] (body shell), 7 [12] tentacles and front 
  Attacks: 10 (1d3) 
  Saving Throw: 11 
  Special: Jet, Ink, Constrict 
  Move: 9 (swimming) 
  Alignment: Neutrality 
  Challenge Level/XP: 9/1100
  After a giant squid hits with a tentacle, it does 1d6 points of 
  damage per round, automatically, instead of the initial 1d3. Also, there 
  is a 25% chance that the tentacle “hit” pinions one of the victim’s limbs 
  (roll randomly for left/right arms and legs to see which is immobilized). 
  A giant squid can jet water out to achieve a movement rate of up to 
  27, and can also release a huge cloud of ink to obscure its location. If a 
  giant squid wraps its tentacles around a ship, the ship will be crushed in 
  10 rounds, taking damage throughout that time.
  Stirge
  Hit Dice: 1+1 
  Armor Class: 7 [12] 
  Attacks: Sting (1d3 + blood drain) 
  Saving Throw: 17 
  Special: Drain blood 1d4/round,+2 bonus to hit  
  Move: 3/18 (when flying) 
  Alignment: Neutrality 
  Challenge Level/XP: 1/15
  Resembling small, feathered, bat-winged anteaters, stirges have a 
  proboscis which they jab into their prey to drain blood. After a stirge’s 
  first hit, it drains blood automatically at a rate of 1d4 hp per round.
  Tick, Giant
  Hit Dice: 3 
  Armor Class: 4 [15]  
  Attacks: Bite (1d4)  
  Saving Throw: 14 
  Special: Drains blood  
  Move: 3 
  Alignment: Neutrality  
  Challenge Level/XP: 3/60
  Giant ticks drain blood at a rate of 4 hit points per round after 
  a successful hit. Their bite causes disease, which will kill the victim 
  in 2d4 days. (Cure disease spells will remove the infection.) A giant 
  tick can be forced off a victim by fire, or by simply killing it.
  Titan
  Hit Dice: 16+1d6 
  Armor Class: 2 [17] to -3 [22] 
  Attacks: Weapon (7d6) 
  Saving Throw: 3 
  Special: Spells 
  Move: 21 
  Alignment: Any 
  Challenge Level/XP: 17 HD (19/4,100); 18+ HD (Add 1 challenge 
  level and 300 XP per additional HD over 17)
  Titans are mythological creatures, almost as powerful as 
  gods. A titan has 2 Magic-User spells of each spell level from 
  1st-level spells to 7th-level spells, and 2 Cleric spells of each spell 
  level from 1st to 7th. The Referee might choose to substitute other 
  magical abilities for spells – these creatures vary considerably in 
  powers and personalities from one to the next.
  One possible spell list for a titan might include the following 
  Magic-User and Cleric spells:
  Magic-User: Charm Person (1), Sleep (1), Invisibility (2), Mirror 
  Image (2), Fireball (3), Fly (3), Polymorph Other (4), Confusion (4), 
  Conjure Elemental (5), Feeblemind (5), Anti-magic Shell (6), Stone to 
  Flesh (6), Limited Wish (7), Power Word Stun (7).
  Cleric: Light (1), Protection From Evil (1), Hold Person (2), 
  Speak with Animals (2), Cure Disease (3), Dispel Magic (3), Cure 
  Serious Wounds (4), Neutralize Poison (4), Finger of Death (5), 
  Quest (5), Blade Barrier (6), Word of Recall (6), Earthquake (7), 
  Resurrection (Raise Dead Fully) (7).
  
  Monsters
  122
  Trapper Beast
  Hit Dice: 10 to 12 
  Armor Class: 3 [16] 
  Attacks: 1 Enfold 
  Saving Throw: 5, 4, or 3 
  Special: Immunities; enfold and smother  
  Move: 1 
  Alignment: Neutrality 
  Challenge Level/XP: 10 HD (11/1,700); 11 HD (12/2,000); 
  12 HD (13/2,300)
  Trapper-beasts are large manta-like creatures resembling the stone 
  floors of the subterranean areas where they live. When prey steps onto 
  the trapper’s body, it whips up its wings to enfold and smother its 
  victims (to a maximum of four). Death occurs in 7 melee rounds. Cold 
  does not damage them, and fire inflicts only half damage. 
  Treant
  Hit Dice: 6+1d6 
  Armor Class: 2 [17] 
  Attacks: 2 Strikes (2d6, 3d6, or 4d6) 
  Saving Throw: 9, 8, 6, 5, 4, or 3 
  Special: Control trees 
  Move: 12 
  Alignment: Neutrality 
  Challenge Level/XP: 7 HD (7/600); 8 HD (8/800); 9 HD (9/1,100); 
  10 HD (10/1,400); 11 HD (11/1,700); 12 HD (12/2,000)
  Treants are tree-like protectors and “shepherds” of forest trees. 
  Depending upon their size, they have different hit dice and do 
  different amounts of damage: treants of 7-8 hit dice inflict 2d6 points 
  of damage with each strike of their branch-like hands, treants of 9-10 
  hit dice inflict 3d6 points, and treants of 11-12 hit dice inflict 4d6 
  points. All treants can “wake” trees within 60 ft, allowing them to 
  walk at a rate of 3, and possibly to attack. (No more than two trees at 
  a time can be awake at the behest of a single treant.)
  Troll
  Hit Dice: 6+3 
  Armor Class: 4 [15] 
  Attacks: 2 Claws (1d4), 1 Bite (1d8)  
  Saving Throw: 11 
  Special: Regenerates 
  Move: 12 
  Alignment: Chaos 
  Challenge Level/XP: 8/800
  Trolls are as tall as ogres, and just as strong. Unlike ogres, 
  however, they attack with claws and teeth instead of weapons. 
  Trolls regenerate, which is to say that any damage inflicted upon 
  them heals within minutes (3 hit points per round). The only way 
  to utterly kill a troll is to submerse it in acid or burn it. Trolls can 
  even re-grow lopped-off heads and limbs.
  Unicorn
  Hit Dice: 4 
  Armor Class: 2 [17] 
  Attacks: 2 Hoofs (1d8), 1 Horn (1d8) 
  Saving Throw: 13 
  Special: Magic resistance (25%), double damage for charge, teleport 
  Move: 24 
  Alignment: Law 
  Challenge Level/XP: 5/240
  Unicorns are generally shy and benevolent creatures, who will 
  allow only a chaste maiden to approach them. They can teleport 
  once per day to a distance of 360 ft, with a rider. The unicorn’s 
  horn has healing properties, according to legend. (The details of 
  this, if any, are left to the Referee). There is considerable room to 
  create variant sorts of unicorns: evil ones, flying ones, etc.
  Vampire
  Hit Dice: 7-9 
  Armor Class: 2 [17] 
  Attacks: Bite (1d10 + level drain) 
  Saving Throw: 9, 8, or 6 
  Special: See below 
  Move: 12/18 (flying) 
  Alignment: Chaos 
  Challenge Level/XP: 7 HD (9/1,100); 8 HD (10/1,400);  
  9 HD (11/1,700)
  Vampires are some of the most powerful of undead creatures. 
  They can only be hit with magic weapons, and when “killed” in 
  this way they turn into a gaseous form, returning to their coffins.
  They regenerate at a rate of 3 hit points per round, can turn 
  into a gaseous form or into a giant bat at will, and can summon 
  a horde of bats or 3d6 wolves out from the night. Looking into a 
  vampire’s eyes necessitates a saving throw at -2, or the character 
  is charmed (per the Charm Person spell). Most terrifyingly, a 
  vampire’s bite drains two levels from the victim.
  Fortunately, vampires have some weaknesses. They can be 
  killed (though these are the only known methods) by immersing 
  them in running water, exposing them to sunlight, or driving a 
  wooden stake through the heart. They retreat from the smell of 
  garlic, the sight of a mirror, or the sight of “good” holy symbols. 
  Any human killed by a vampire becomes a vampire under the 
  control of its creator.
  This description will be recognized easily as the “Dracula” 
  type of vampire. Many other possibilities for vampires exist in 
  folklore: Chinese vampires, for instance, and blood-drinkers more 
  feral than intelligent. Plus, other cultural templates with different 
  attributes could be created – how about an ancient Egyptian 
  mummified vampire, or an Aztec vampire?
  Wight
  Hit Dice: 3 
  Armor Class: 5 [14] 
  Attacks: Claw (1 hp + level drain) 
  Saving Throw: 14 
  Special: Level drain (1 level) with hit, can only be hit by magical 
  or silver weapons 
  Move: 9 
  Alignment: Chaos 
  Challenge Level/XP: 5/240
  Wights live in tombs, graveyards, and burial mounds 
  (barrows). They are undead, and thus not affected by sleep or 
  charm spells. Wights are immune to all non-magical weapons, 
  with the exception of silver weapons. Any human killed or 
  completely drained of levels by a wight becomes a wight.
  
  Monsters
  123
  Will-o-the-Wisp
  Hit Dice: 9 
  Armor Class: -8 [27] 
  Attacks: Shock (2d6) 
  Saving Throw: 6 
  Special: Change appearance, lightning  
  Move: 18 
  Alignment: Chaos 
  Challenge Level/XP: 10/1400
  Will o’ the wisps are phantom-like shapes of eerie light, 
  creatures that live in dangerous places and try to lure travelers 
  into quicksand, off the edges of cliffs, etc. They usually inhabit 
  swamps or high moors. They can brighten or dim their own 
  luminescence, and change their shapes as well, to appear as a 
  group of lights, a wisp of light, or in the glowing wraithlike 
  shape of a human (often female). They will generally depart if the 
  attempt to lead victims into danger fails, but if they are attacked 
  they can defend themselves with violent shocks of lightning-like 
  power. These creatures are intelligent, and can be forced to reveal 
  the location of their treasure hoards.
  Wolf
  Hit Dice: 2+2 
  Armor Class: 7 [12]  
  Attacks: Bite (1d4+1)  
  Saving Throw: 16 
  Special: None 
  Move: 18 
  Alignment: Neutrality  
  Challenge Level/XP: 2/30
  Wolves are pack hunters, and may be found in large numbers. 
  Male wolves weigh from 80 to 100 pounds.
  Worg
  Hit Dice: 4 
  Armor Class: 6 [13]  
  Attacks: Bite (1d6+1)  
  Saving Throw: 13 
  Special: None 
  Move: 18 
  Alignment: Chaos  
  Challenge Level/XP: 4/120
  Worgs are large, intelligent, and evil wolves. They may have 
  supernatural origins.
  Wraith
  Hit Dice: 4 
  Armor Class: 3 [16] 
  Attacks: Touch (1d6 + level drain)  
  Saving Throw: 13 
  Special: Level drain (1 level) with hit  
  Move: 9 
  Alignment: Chaos 
  Challenge Level/XP: 6/400
  Wraiths are powerful wights, immune to all non-magical 
  weapons other than silver ones (which inflict only half damage). 
  Arrows are particularly ineffective against them, for even magical 
  and silver arrows inflict only one hit point of damage per hit. 
  Wraiths can be found riding well-trained battle steeds or more 
  unusual mounts that will tolerate their presence.
  Wyvern
  Hit Dice: 8 
  Armor Class: 3 [16] 
  Attacks: Bite (2d8) or Sting (1d6 + poison)  
  Saving Throw: 8 
  Special: Poison sting 
  Move: 6/24 (flying) 
  Alignment: Neutrality 
  Challenge Level/XP: 9/1,100
  A wyvern is a two-legged form of dragon. These creatures 
  are smaller and less intelligent than true four-legged dragons, not 
  to mention that they do not have a breath weapon. Each wyvern 
  has a poisonous sting at the end of its tails. However, they are not 
  coordinated enough to attack with both bite and sting in a single 
  round. In any given round, a wyvern is 60% likely to use its tail, which 
  can lash out to the creature’s front even farther than its head can reach.
  Yellow Mold
  Attacks: 1d6 damage if touched  
  Special: Poisonous spores  
  Challenge Level/XP: 3/60
  Yellow mold is a subterranean fungus; it neither moves nor attacks. 
  However, if it is poked or struck, it may (50% chance) release a cloud 
  (roughly 10 feet in diameter) of poisonous spores. Failing a saving throw 
  against the spores means that the character dies a rather horrible death. 
  Even just touching yellow mold inflicts 1d6 points of acid damage on the 
  creature doing the touching. These growths can be destroyed with fire.
  Yeti
  Hit Dice: 5 
  Armor Class: 6[13] 
  Attacks: 2 Fists (1d6) 
  Saving Throw: 12 
  Special: Immune to cold, hug, fear.  
  Move: 14 
  Alignment: Chaos 
  Challenge Level/XP: 7/600
  Yetis are the “Bigfoot” creatures of the arctic and the high 
  mountains. If a yeti strikes the same opponent with both fists, 
  it bear-hugs for an additional 2d8 points of damage. Anyone 
  caught in the yeti’s arms like this must make a saving throw or 
  be paralyzed with fear for 1d3 rounds, during which time the 
  yeti hits automatically. Yetis are very intelligent, and can be quite 
  malevolent. They are immune to normal and magical cold.
  Zombie
  Hit Dice: 2 
  Armor Class: 8 [11], or 7 [12] with shield  
  Attacks: Weapon or Strike (1d8) 
  Saving Throw: 16 
  Special: Immune to sleep and charm spells  
  Move: 6 
  Alignment: Neutrality 
  Challenge Level/XP: 2/30
  Zombies are mindless creatures, the walking dead. (These are 
  merely animated corpses, not carriers of any sort of undead contagion 
  as are ghouls.) If their Undeath is contagious, they should be worth a 
  few more experience points than described here, and if a single hit from 
  a zombie causes contagion or any other sort of disease, they should be 
  worth considerably more experience. However, the standard zombie is 
  simply a corpse animated to do its creator’s bidding.
  
  Monsters
  124
  Monsters by Challenge LeveL
  Challenge Level (CL) A to 1
  Beetles, Giant (Fire)
  Centipedes, Giant
  (Small, Lethal)
  Centipedes, Giant
  (Small, Non-lethal) (B)
  Dwarves
  Elves
  Goblins (B)
  Hobgoblins
  Humans, Bandits
  Humans, Normal (B)
  Humans, Soldiers
  Kobolds (A)
  Mermen
  Nixies (B)
  Orcs
  Piercers (1 HD)
  Rats, Giant (A)
  Skeletons
  Stirges
  Challenge Level (CL) 2
  Ants, Giant (Worker)
  Demons, Manes
  Gnolls
  Humans, Berserkers
  Lizardmen
  Piercers (2 HD)
  Wolves
  Zombies
  Challenge Level (CL) 3
  Badgers, Giant
  Bats, Giant (Vampire Bat)
  Bugbears
  Crocodiles, Normal
  Dryads
  Ghouls
  Humans, Sergeants-at-Arms
  Piercers (3 HD)
  Ticks, Giant
  Shriekers
  Spiders, Giant (Smaller)
  Yellow Mold
  Challenge Level (CL) 4
  Ants, Giant (Warrior)
  Blink Dogs
  Bears
  Boars, Wild
  Carrion Creepers
  Centipedes, Giant (Man-sized)
  Demon, Lemures
  Harpies
  Hippogriffs
  Lycanthropes, Wererats
  Orges
  Pegasi
  Piercers (4 HD)
  Rats, Giant (Monstrously Huge)
  Shadows
  Challenge Level (CL) 5
  Bats, Giant (Greater Bat)
  Centaurs
  Doppelgangers
  Gelatinous Cubes
  Grey Oozes
  Hell Hounds (4 HD)
  Leeches, Giant
  Lions
  Lycanthropes, Werewolves
  Owlbears
  Spiders, Giant (Man-sized)
  Unicorns
  Wights
  Challenge Level (CL) 6
  Centipedes, Giant (Large)
  Crocodiles, Giant or Sea
  Demons, Dretch
  Gargoyles
  Hell Hounds (5 HD)
  Lycanthropes, Wereboars
  Minotaurs
  Ochre Jelly
  Octopi, Giant
  Slithering Trackers
  Spiders, Giant (Phase)
  Wraiths
  Challenge Level (CL) 7
  Cockatrices
  Demons, Quasits
  Hell Hounds (6 HD)
  Hydrae (5 HD)
  Lycanthropes, Weretigers
  Mummies
  Ogre Mages
  Spiders, Giant (Greater)
  Treants (7 HD)
  Yeti
  Challenge Level (CL) 8
  Ants, Giant (Queen)
  Basilisks
  Griffons
  Hell Hounds (7 HD)
  Hydrae (6 HD)
  Lycanthropes, Werebears
  Manticores
  Medusae
  Salamanders
  Treants (8 HD)
  Trolls
  Challenge Level (CL) 9
  Bats, Giant (Bat Monster)
  Bulettes (7 HD)
  Demons, Erinyes
  Demons, Vrock
  (First-Category Demon)
  Demons, Succubus
  Djinn
  Elementals, Air (8 HD)
  Elementals, Earth (8 HD)
  Elementals, Fire (8 HD)
  Elementals, Water (8 HD)
  Giants, Hill
  Hydrae (7 HD)
  Invisible Stalkers
  Spectres
  Squid, Giant
  Treants (9 HD)
  Vampires (7 HD)
  Wyverns
  Challenge Level (CL) 10
  Bulettes (8 HD)
  Giants, Stone
  Gorgons
  Hydrae (8 HD)
  Lurkers, Ceiling
  Nagas, Water
  Shambling Mounds (7 HD)
  Treants (10 HD)
  Vampires (8 HD)
  Will-o-the-Wisps
  Challenge Level (CL) 11
  Banshees
  Balck Puddings
  Bulettes (9 HD)
  Chimerae
  Demons, Glabrezu
  (Third-Category Demon)
  Demons, Hezrou
  (Second-Category Demon)
  Giant, Frost
  Hydrae (9 HD)
  Shambling Mounds (8 HD)
  Trapper Beasts (10 HD)
  Treants (11 HD)
  Vampires (9 HD)
  Challenge Level (CL) 12
  Bulettes (10 HD)
  Dragon Turtles
  Efreet
  Giants, Fire
  Golems, Flesh
  Hydrae (10 HD)
  Rakshasas
  Rocs
  Shambling Mounds (9 HD)
  Trapper Beasts (11 HD)
  Treants (12 HD)
  Challenge Level (CL) 13
  Demons, Baalrochs
  (Sixth-Category Demon)
  Demons, Marilith
  (Fifth-Category Demon)
  Demons, Nalfeshnee
  (Fourth-Category Demon)
  Elementals, Air (8 HD)
  Elementals, Earth (8 HD)
  Elementals, Fire (8 HD)
  Elementals, Water (8 HD)
  Giants, Cloud
  Hydrae (11 HD)
  Nagas, Guardian
  Nagas, Spirit
  Shambling Mounds (10 HD)
  Slugs, Giant
  Trapper Beasts (12 HD)
  Challenge Level (CL) 14-16
  Giants, Storm
  Golems, Clay
  Golems, Stone
  Hydrae (12 HD)
  Liches (12-13 HD)
  Shambling Mounds (11-12 HD)
  Challenge Level (CL) 17+
  Demon Prince, ORCUS
  Elementals, Air (16 HD)
  Elementals, Earth (16 HD)
  Elementals, Fire (16 HD)
  Elementals, Water (16 HD)
  Golems, Iron
  Liches (14-18 HD)
  Purple Worms
  Sea Monsters
  Sea Serpents
  Titans (17+ HD)
  
  Monsters
  125
  M
  onsters are not player characters, and their 
  abilities are not at all determined by the rules for player 
  characters – not even the stats for races that can be 
  player characters, such as Dwarves. The Referee decides a monster’s 
  abilities, and does not have to follow any rules about that! Feel free 
  to add wings, breath weapons, extra hit dice, wounded versions, 
  or whatever suits your adventure and your campaign. Toggle and 
  tweak, imagine and invent! The rules are not responsible for the 
  quality of the swords and sorcery in your game, you are! Do not try 
  to develop monsters according to any sort of power formula; create 
  them based on how they feel and how they play at the gaming table. 
  Make them challenges for the players, not headaches for yourself. 
  Your job is to imagine and create, not to slave at rulebooks finding 
  out what you are “allowed” to do.
  Creating monsters entirely from scratch is not only fun, but 
  it offers new and exciting challenges to your players. It is not hard 
  to do, either. The tables below give you some guidelines (not rules) 
  for determining a monster’s saving throw and challenge level.
  To help you with determining Challenge Levels and experience 
  point values for monsters, the table below may be helpful. “Challenge 
  Level” determines the experience point value for a monster. A monster’s 
  base Challenge Level is its number of whole hit dice. Add to that base 
  if the monster has special abilities that make it harder to kill or more 
  dangerous to the characters. The Challenge Levels table shows the XP 
  value for each challenge level. The Challenge Level Modifications table 
  contains guidelines for how many additional challenge levels to 
  add to a monster’s hit dice, based on special abilities.
  Creating Monsters
  Table 75: Monster Saving Throws
  Hit Dice
  Saving Throw
  <1 HD
  18
  1 HD
  17
  2 HD
  16
  3 HD
  14
  4 HD
  13
  5 HD
  12
  6 HD
  11
  7 HD
  9
  8 HD
  8
  9 HD
  6
  10 HD
  5
  11 HD
  4
  12+ HD
  3*
  * Saving throw does not continue to improve beyond 12 HD.
  (Table 76 Cont’d)
  Special Ability
  Effect on Challenge Level
  Breath weapon, 26 points max or more
  +2 CL
  Disease
  +1 CL
  Drains level with no save
  +3 CL
  Drains level with save
  +2 CL
  Flies, or breathes water
  +1 CL
  Greater than human intelligence
  +1 CL
  Immune to blunt/piercing weapons
  (including half damage)
  +1 CL
  Immune to energy type (acid, fire, etc.)
  +1 CL
  Immune to non-magic weapons
  +1 CL
  Magic resistance 50% or below
  +1 CL
  Magic resistance higher than 50%
  +2 CL
  Massive attack for 20+ hp
  +1 CL
  Paralysis, swallows whole, 
  immobilizes enemies (webs, etc.)
  +1 CL
  Petrifaction, poison, or death magic
  +2 CL
  Regenerates
  +1 CL
  Undead (subject to banishment but 
  immune to sleep, charm, hold)
  +0 CL
  Uses a spell-like power level 3 
  equivalent or above
  +2 CL
  Uses multiple spells level 2 or higher
  +1 CL
  Uses multiple spells level 3 or higher
  +2 CL
  Uses multiple spells level 5 or higher
  +3 CL
  Poison (non-lethal)
  +1 CL
  Miscellaneous other
  +1 CL
  Table 76: Challenge Level Modifications
  Special Ability
  Effect on Challenge Level
  4+ attacks per round
  (minimum d6 or saving throw each)
  +1 CL
  AC 0 [19] or better
  +1 CL
  Automatic damage after hit
  +1 CL
  Breath weapon, 25 points max or below
  +1 CL
  Table 77: Experience Point Values by Challenge Level
  Challenge Level
  XP Value
  A (1d4 hit points or less)
  5
  B (1d6 hit points)
  10
  1
  15
  2
  30
  3
  60
  4
  120
  5
  240
  6
  400
  7
  600
  8
  800
  9
  1,100
  10
  1,400
  11
  1,700
  12
  2,000
  13
  2,300
  14
  2,600
  15
  2,900
  16+
  +300 / HD level
  
  Treasure
  126
  
  Treasure
  127
  G
  ems and enchanted items, the pale gleam of gold 
  in rotted treasure chests, great piles of coins shifting 
  beneath the scaly bulk of a dragon’s body – what 
  adventurer can resist the lure of treasures?
  The amount of treasure a monster owns or guards is usually 
  related to the monster’s Challenge Level.
  As a general guideline, the monetary value of a treasure ought 
  to be about 2-4 times the monster’s value in experience points 
  Keep in mind that hunting and patrolling monsters likely will 
  not be carting their treasure around with them. If the characters 
  cannot find the monster’s lair, they may get none of the treasure. 
  Also, it obviously does not make sense for every wild boar 
  and wolf to have a cache of treasure hidden away somewhere. 
  Averaging the treasure out over several of the monsters in an 
  adventure is a good way of making sure the characters get the 
  right amount of experience points from treasure. Perhaps the 
  goblin treasure hoard contains some “extra” treasure to account 
  for the wolves in the area. If the characters avoid the wolves 
  and kill the goblins, so much the better. If they have to fight 
  the wolves and never find the goblins, those are the breaks. You 
  cannot make the game perfectly fair, trying too hard is not worth 
  your time, and too much fairness feels artificial to the players, too.
  Generating a Random 
  Treasure Hoard
  Begin by multiplying the total XP value of the monsters 
  by 1d3+1. This is the total gp value of the hoard for purposes 
  of determining what is in it. Then check the table below, in 
  which there is a chance to “trade out” some of that gold for more 
  interesting (and possibly more valuable) types of treasure such as 
  gems and magic items. Do not start subtracting gold until you have 
  checked for all three types of trades (100gp, 1,000gp, and 5,000gp). 
  After doing the trade outs, when you know the remaining 
  gold piece value of the coins, divide that value into whatever 
  denominations (platinum, gold, silver, copper, or other) you wish.
  100 GP Trade Out
  Roll 1d20. If the result is from 1-19, roll once on Table 79 
  (Minor Gems and Jewelry). If the result is “20,” roll on Table 82 
  (Minor Magic Items).
  1,000 GP Trade Out
  Roll 1d20. If the result is from 1-19, roll once on Table 80 
  (Medium Gems and Jewelry). If the result is “20,” roll on Table 83 
  (Medium Magic Items).
  5,000 GP Trade Out
  Roll 1d20. If the result is from 1-19, roll once on Table 81 
  (Major Gems and Jewelry). If the result is “20,” roll on Table 84 
  (Major Magic Items).
  Gems and JeweLry 
  Treasures
  Treasure
  N
  ote: If there are several trade-outs, it is possible 
  to end up without enough gold pieces to trade 
  for them, in which case it is a MAJOR treasure 
  – add all the traded-out gold pieces back into the treasure 
  along with the items rolled on the trade-out tables!
  Table 78: Treasure Trade-Outs
  GP quantity
  Possibility
  For each 100 gp
  There is a 10% chance to substitute a roll for 
  a 100 gp trade-out for 100 gp of the treasure 
  (see below for the possible trade-outs)
  AND for each 
  1,000 gp
  There is a 10% chance to substitute a roll 
  for a 1,000 gp trade-out for 1,000 gp of the 
  treasure (see below for the possible trade-
  outs)
  AND for each 
  5,000 gp
  There is a 10% chance to substitute a roll 
  for a 5,000 gp trade-out for 5,000 gp of the 
  treasure (see below for the possible trade-
  outs)
  Table 79: Minor Gems and Jewelry
  Die Roll (1d4)
  Result
  1
  Gem or jewelry worth 1d6 gp
  2
  Gem or jewelry worth 1d100 +25 gp
  3
  Gem or jewelry worth 1d100 +75 gp
  4
  Gem or jewelry worth 1d100 x10 gp
  Table 80: Medium Gems and Jewelry
  Die Roll (1d4)
  Result
  1
  Gem or jewelry worth 1d100 gp
  2
  Gem or jewelry worth 1d6 x200 gp
  3
  Gem or jewelry worth 1d6 x300 gp
  4
  Gem or jewelry worth 1d100 x100 gp
  Table 81: Major Gems and Jewelry
  Die Roll (1d4)
  Result
  1
  Gem or jewelry worth 1d100 x10 gp
  2
  Gem or jewelry worth 1d100 x80 gp
  3
  Gem or jewelry worth 1d100 x120 gp
  4
  Gem or jewelry worth 1d100 x200 gp
  
  Treasure
  128
  Magic Item Trade-Outs
  Magic Item
  Descriptions
  Abbreviations
  Many of the magic items found in the game can only be used 
  by certain character classes. This information is abbreviated in the 
  tables as follows:
  (A) The item can be used by members of any class;
  (C) The item can only be used by members of the Cleric 
  classes (Cleric and Druid);
  (F) The item can only be used by members of the Fighter 
  classes (Fighter, Paladin, and Ranger);
  (M) The item can only be used by Magic-Users;
  (T) The item can only be used by members of the Thief 
  classes (Assas- sin, Monk, and Thief).
  If an item has more than one abbreviation, it is usable by the 
  character classes indicated, but no others. For example, a magic 
  item labeled (C, M) is usable by members of the Cleric classes and 
  by Magic-Users, but not by any other character classes.
  Potions
  Strange alchemical brews, in dusty, stoppered bottles, 
  are to be found in many of the forgotten or forbidden places 
  of the world. Time has often worn away any markings once 
  left to identify the contents of these mysterious mixtures, if 
  the alchemist ever chose to label them in the first place. The 
  consequences of drinking the products of alchemy can be varied: 
  some of these can produce wondrously useful effects, but others 
  might be deadly poisons!
  In general, since potions are the product of alchemy rather 
  than magic, they will neither be apparent to Detect Magic spells, 
  nor easily identified without tasting and experimentation. If 
  the Referee decides that alchemy instead manipulates magic, 
  as opposed to fantastical but otherwise natural chemistry, then 
  Detect Magic and Dispel Magic would work upon potions.
  Potions are usable by all character classes except Monks. 
  Unless otherwise noted, potion effects have a duration of 
  1d6+6 full turns.
  Table 82: Minor Magic Items
  Die Roll (1d4)
  Result
  1
  Roll once on the Potions table
  2
  Roll 1d6 on the Scrolls table
  3
  Roll 1d6 on the Magic Armor and Weapons 
  table (Table 89)
  4
  Roll 1d20 on the Remarkable Magic Items 
  table (Table 98)
  Table 83: Medium Magic Items
  Die Roll (1d4)
  Result
  1
  Roll three times on the Potions table
  2
  Roll 1d6 +6 on the Scrolls table
  3
  Roll 1d6 +6 on the Magic Armor and 
  Weapons table (Table 89)
  4
  Roll 1d20 +20 on the Remarkable Magic 
  Items table (Table 98)
  Table 84: Major Magic Items
  Die Roll (1d4)
  Result
  1
  Roll six times on the Potions table
  2
  Roll 1d6 +12 on the Scrolls table
  3
  Roll 1d6 +12 on the Magic Armor and 
  Weapons table (Table 89)
  4
  Roll 1d20 +40 on the Remarkable Magic 
  Items table (Table 98)
  Table 85: Potions
  Die Roll (1d100)
  Potion (Duration of 1d6 +6 turns)
  1-3
  Charm Monster
  4-6
  Clairaudience
  7-9
  Clairvoyance
  10-12
  Diminution
  13-15
  Dragon Control
  16-18
  Ethereality
  19-21
  Fire Resistance
  22-24
  Flying
  25
  Frozen Concoction
  26-27
  Gaseous Form
  28-30
  Giant Strength
  31-33
  Growth
  34-36
  Heroism
  37-39
  Invisibility
  40-42
  Invulnerability
  43-45
  Levitation
  46-48
  Plant Control
  49-55
  Poison
  56-58
  Slipperiness
  59-61
  Treasure Finding
  62-64
  Undead Control
  65-75
  Extra Healing
  76-00
  Healing
  
  Treasure
  129
  Magic Potion Descriptions
  Charm Monster: As per the spell.
  Clairaudience: As per the spell.
  Clairvoyance: As per the spell.
  Diminution: This potion causes the drinker to shrink down 
  to six inches tall for 2d6 hours. Taking smaller doses of the potion 
  will result in less of a reduction in size.
  Dragon Control: The drinker gains the ability to control 
  dragons of a certain type after partaking of this type of potion. 1d3 
  dragons of a specific type (determined randomly by the Referee) can 
  be affected as per Charm Monster.
  Ethereality: The imbiber can move through solid objects but 
  cannot attack. Equipment also becomes ethereal.
  Extra Healing: This potion is a potent curative; it heals 
  3d8+3 hit points of damage (duration does not apply).
  Fire Resistance: The drinker becomes immune to normal fire, 
  gains +2 on saving throws against fire attacks, and suffers only half 
  damage to magic fire attacks that do not permit saving throws. 
  Flying: As per the spell.
  Frozen Concoction: These potions can be readily identified 
  because they are often one or two degrees cooler than the 
  surrounding temperature. The potion allows the imbiber to climb 
  walls without falling, and not to drop held items in case of being 
  surprised or frightened.
  Gaseous Form: The user’s body turns to a mist, allowing 
  access to any place that is not airtight. Equipment is left behind; 
  only the body becomes gaseous.
  Giant Strength: The character becomes unbelievably strong 
  for the potion’s duration, gaining an additional 1d8 to damage 
  rolls and +4 to hit (in addition to any normal bonuses, including 
  existing Strength bonuses).
  Growth: The character grows to 30 feet in height.
  Healing: This potion cures 1d8+1 hit points of damage. 
  Heroism: The imbiber gains +2 to attacks and damage. 
  Invisibility: As per the spell.
  Invulnerability: The drinker gains a bonus of +2 on saving 
  throws; moreover, any opponents attack with a penalty of -2. 
  Levitation: As per the spell.
  Plant Control: As per the spell.
  Poison: The drinker must make a successful saving throw or 
  die. Some poisons cause instant death; others cause death within 
  a certain number of rounds, or even turns. In the case of a few 
  poisons, failing the saving throw causes damage rather than death 
  – such weaker poisons generally also inflict a small amount of 
  damage even if the saving throw is successful.
  Slipperiness: Except for the soles of the feet and the palms of 
  the hands, the character suddenly has a virtually frictionless surface. 
  Treasure Finding: A character drinking this wonderful 
  concoction can detect hoards of treasure within 400 feet.
  Undead Control: The drinker can control undead; 2d4 undead of 
  fewer than 4 HD and 1d4 undead of 4+ hit dice fall under the imbiber’s 
  control, as per the Charm Monster spell, after the potion is consumed.
  Scrolls
  With the exception of Protection scrolls, which can be used by any 
  character class, scrolls can only be used by a character class that can cast 
  the appropriate type of spell. Rangers and Thieves are exceptions to this 
  rule at higher levels (see the class descriptions for more details).
  Table 86: Scrolls
  Die Roll
  Scroll  (50% Cleric, 50% Magic-User)
  1
  1 spell, level 1
  2
  1 spell, level 1d3
  3
  2 spells, level 1d2 each
  4
  3 spells, level 1 each
  5
  Cursed Scroll
  6
  Protection Scroll (normal duration)
  7
  2 spells, level 1d4 each
  8
  2 spells, level 1d6 +1 each
  9
  1 spell, level 1d6
  (+1 for Clerics, +3 for Magic-Users)
  10
  5 spells, level 1d3 each
  11
  Cursed Scroll
  12
  Protection Scroll (double duration)
  13
  5 spells, level 1d6 each
  14
  6 spells, level 1d6 each
  15
  7 spells, level 1d6 each
  16
  8 spells, level 1d6 each
  17
  Cursed Scroll
  18
  Protection Scroll
  (triple duration, and double effect if applicable)
  T
  o determine the specific spells written on a 
  scroll, refer to the list of spells for the appropriate 
  type and level, and roll 1d20 (no spell list has 
  more than 20 spells). If the die roll is higher than the 
  number of spells, simply roll again until the result is low 
  enough to indicate one of the spells on the list.
  
  Treasure
  130
  Protection Scroll 
  Descriptions
  Demons: All within a 10-foot radius around the reader are 
  protected from the attacks of 1 demon per round.
  Duration: 40 minutes.
  Drowning: All within a 10-foot radius of the reader gain the 
  ability to breathe underwater. 
  Duration: 1 full day. 
  Elementals: This scroll protects against a single elemental.
  Duration: 40 minutes.
  Magic: An anti-magic shell with a radius of 10 feet surrounds 
  and moves with the reader; spells cannot pass in or out of the shell.
   Duration: 1 hour.
  Metal: Metal cannot harm the reader.
  Duration: 1 hour.
  Poison: Poisons have no effect upon one who reads such a 
  scroll aloud; moreover, any poisons, active or quiescent, in the 
  scroll reader’s body are instantly removed. 
  Duration: 6 hours. 
  Undead: All within a 10-foot radius of the reader are protected 
  against undead, but only to a limited degree. In any given round, 
  2d12 undead with fewer than 4 HD, and 2d6 undead with 4-5 HD, 
  and 1d6 undead with 6+ HD are foiled by the protection of the scroll. 
  Thus, the scroll is effective against all but a vast horde of undead.
  Duration: 1 hour.
  Were-creatures: All within a ten-foot radius around the 
  reader are protected from lycanthropes. 
  Duration: 1 hour.
  Cursed Scrolls
  Cursed scrolls can inflict curses ranging from the amusing 
  to the annoying, and all the way to the unbelievably catastrophic. 
  The Referee is encouraged to invent interesting curses that might 
  be written on scrolls, in addition to the possibilities shown on the 
  table. A successful saving throw will allow the reader to avoid the 
  curse. Most curses can be removed with a Remove Curse spell.
  Table 87: Protection Scrolls
  Die Roll (1d8)
  Protection Scroll
  1
  Demons
  2
  Drowning
  3
  Elementals
  4
  Magic
  5
  Metal
  6
  Poison
  7
  Undead
  8
  Were-creatures
  Table 88: Curse Scrolls
  Die Roll (1d20)
  Nature of the Curse
  1
  Blindness (3d6 turns).
  2
  Causes an aversion: Roll 1d6. The character 
  gains a strong aversion to: (1) Swords; (2) 
  Spiders; (3) Armor; (4) Spell casting; (5) 
  Bathing; (6) Being underground.
  3
  Confusion. Character acts randomly.
  4
  Despondency (1d6 days’ duration).
  The character will refuse to go anywhere, as 
  there is simply no point to it.
  5
  Dimensional Vortex. The character is 
  physically sucked up into the scroll, 
  appearing as a new word on the page until 
  rescued by a Remove Curse spell.
  6
  Hallucinations (3d6 turns). The exact nature 
  of the hallucinations varies, but in general the 
  character will either begin casting spells and/
  or attacking nearby people, or will remain 
  fascinated by the colors, unwilling to move.
  7
  Instant Death
  8
  Levitation. The character levitates one inch 
  off the ground, and cannot get back down.
  9
  Lose 1d10 x 100 experience points.
  10
  Lose one point of a randomly-determined 
  attribute score.
  11
  Magically adhesive scroll.
  12
  Obedience (3d6 turns). The character does 
  whatever anyone suggests.
  13
  Paralysis (3d6 turns).
  14
  Paralysis: Everyone in a radius of 20 feet 
  must make a saving throw or be paralyzed 
  for 3d6 turns, with the exception of the 
  reader of the scroll, who is unaffected.
  15
  Permanent diminution in size. Some of these 
  reduce the reader to half size (50%), and the 
  rest reduce the reader to 6 inches tall.
  16
  Polymorph: roll 1d6. The character turns into 
  (1) a pig; (2) a mouse; (3) a flamingo; (4) a 
  talking parrot; (5) a dog; (6) a water buffalo.
  17
  Sleep (until curse is removed). In some cases, 
  magical sleep can be broken by a kiss. Otherwise, 
  the curse can only be removed by magic.
  18
  Smell. The character becomes foul-smelling 
  for 1d8 days.
  19
  Turned to Stone.
  20
  Uncontrollable Sneezing (3d6 turns). The 
  reader is likely to attrat wandering monsters, 
  especially those that prey upon the weak.
  
  Treasure
  131
  Magic Armor and Weapons
  Roll on Table 89 to determine the basic nature of the 
  enchantment and of the item (whether it is a shield, weapon, or 
  armor). Table 90 is used to determine the nature of a cursed item, 
  if one is indicated on Table 89. Finally, roll on Table 91 (melee 
  weapons), 92 (armor) or 94 (missile weapons) to determine the 
  type of weapon or armor bearing the enchantment.
  Table 90: Cursed Armor, Shields, and Weapons
  Die Roll (1d8)
  Cursed Armor, Shield, or Weapon*
  1-2
  -1 weapon or armor
  3-4
  -2 weapon or armor
  5
  -3 weapon or armor
  6
  Attracts missiles (even those fired at others 
  nearby), and grants +1 to hit on such missiles
  7
  Causes the wearer to run away from combat
  8
  Causes the wearer to charge into combat
  * Cannot be put down without the casting of Remove Curse.
  Table 89: Magic Armor and Weapons
  Die Roll (as 
  described in 
  Tables 82-84)
  Weapon or Armor
  1
  Cursed armor or shield
  2
  +1 missile weapon(s)
  3
  +1 shield
  4
  +1 melee weapon
  5
  +1 armor
  6
  Cursed weapon
  7
  +2 missile weapon(s)
  8
  +2 shield
  9
  +2 melee weapon
  10
  +2 armor
  11
  +2 melee weapon
  12
  +1 melee weapon with minor ability
  13
  +3 missile weapon(s)
  14
  +3 melee weapon
  15
  +3 shield
  16
  +3 armor
  17
  Unusual weapon
  18
  Unusual armor
  Table 91: Magic Melee Weapon Types
  Die Roll (1d20)
  Melee Weapon
  1-2
  Axe, battle
  3
  Axe, hand
  4-5
  Dagger
  6
  Hammer, war
  7
  Lance
  8-10
  Mace, heavy
  11
  Mace, light
  12
  Spear
  13
  Staff
  14
  Sword, short*
  15
  Sword, two-handed*
  16-20
  Sword, long*
  * Magic Swords are often quite unique in their abilities, and some 
  are actually intelligent in some way. A magical melee weapon that is 
  determined to be a sword – even if the original result of the die roll did not 
  indicate a “minor ability” or an “unusual weapon” – has a 25% chance to 
  be a unique magical sword (see Unique Magical Swords below).
  Table 92: Magic Armor Types
  Die Roll (1d4)
  Armor
  1
  Chain mail
  2
  Leather armor
  3
  Plate mail
  4
  Ring mail
  
  Treasure
  132
  Unique MagicaL Swords
  Magic swords are capable of holding powerful dweomers, and 
  are often (25%) forged with unusual and unique qualities. If a Unique 
  Magic Sword is indicated by this die roll, roll on Table 93, below, to 
  determine these. If a to-hit bonus was not indicated by the table (i.e., 
  the sword was an “Unusual Weapon”), roll 1d4 for the to-hit bonus.
  Table 93: Unique Magical Swords
  Die Roll (1d20)
  Intelligence
  Magical Power
  1
  None
  Flaming Sword: The sword burns with enchanted fire when drawn 
  from its sheath, inflicting an additional 1d6 points of damage with 
  successful hits in combat. It can also be used as a light source with 
  a 30-foot radius when unsheathed.
  2
  None
  Dancing Sword: A dancing sword levitates to fight beside its owner 
  without the need to be held. In the first round it is a +1 weapon, in 
  the second round it is a +2 weapon, and in the third round it is a +3 
  weapon. After 3 rounds, the sword dances no further until it is directed 
  at a new opponent, but remains a regular +1 sword regardless.
  3
  None
  The sword detects traps as per the Clerical spell Find Traps.
  4
  None
  The sword allows its wielder to see invisible objects.
  5
  None
  The sword detects magic as per the Detect Magic spell.
  6
  None
  The sword allows Clairaudience.
  7
  None
  The sword allows the wielder to fly.
  8
  None
  The sword allows the wielder to levitate, as per the Levitate spell.
  9
  None
  The sword may be used to heal 1d6 hit points, once per day.
  10
  None
  The sword imbues the wielder with the special abilities of a dwarf, 
  when the sword is drawn.
  11
  None
  The sword imbues the wielder with the special abilities of an elf, 
  when the sword is drawn.
  12
  None
  The sword may be used to cause Confusion to enemies once per day.
  13
  None
  The sword has a 25% chance to deflect arrows before the to-hit roll.
  14
  None
  The sword awakens its owner when danger is near, but only if the 
  owner is asleep.
  15
  None
  The sword detects the presence of a particular type or class of monster.
  16
  None
  The sword detects Lawful or Chaotic alignments within 20 feet.
  17
  Intelligent: communicates by telepathy to 
  wielder only. Roll 3d6 for intelligence.
  The sword allows the wielder to change his or her factial appearance and 
  create the appearance of a slightly larger or smaller size, all by illusion.
  18
  Intelligent: communicates by telepathy to 
  anyone within 10 feet. Roll 3d6 for intelligence.
  The sword may detect cursed items, with a 50% chance of success.
  19
  Intelligent: communicates by telepathy with 
  wielder and can also speak aloud. Roll 3d6 
  for intelligence.
  The sword allows the wielder to walk through 20 feet of solid rock, 
  twice per day.
  20
  Intelligent: communicates by telepathy to 
  anyone within 10 feet, and can also speak 
  aloud. Roll 3d6 for intelligence.
  The sword makes the wielder immune to all level-draining effects.
  Table 94: Magic Missile Weapon Types
  Die Roll (1d20)
  Magic Missile Weapon
  1-8
  2d6 arrows
  9-10
  1d10 sling stones
  11
  1 javelin
  12-15
  2d4 darts
  16-20
  2d6 crossbow bolts
  Table 95: Minor Abilities for Melee Weapons
  Die Roll (1d8)
  Minor Ability
  1-5
  Additional +1 damage
  6
  Sheds light, 15-foot radius
  7
  Sheds light, 30-foot radius
  8
  Inflicts an additional +4 points of damage 
  against a particular opponent type, such as 
  undead, dragons, demons, giants, etc.
  
  Treasure
  133
  UnusuaL Weapon 
  Descriptions
  +1 blunt weapon that destroys undead: Such a weapon 
  must be a mace, hammer, sling, or staff (determine type 
  randomly). Lesser types of undead (HD 1-3) do not get a saving 
  throw against destruction.
  +1 thrown weapon that returns to hand: This axe, 
  javelin, or hammer (determine type randomly) flies back to the 
  thrower’s hand.
  +1 weapon, extra attack: This weapon grants 1 additional 
  attack, once per day.
  +1, +2 vs. a particular type of foe: This weapon normally 
  provides to-hit and damage bonuses of +1, but is +2 vs. a 
  particular type of foe (were-creatures, undead, giants, orcs, 
  dragons, etc.) to be determined randomly.
  +1, +4 vs. a particular type of foe: This weapon normally 
  provides to-hit and damage bonuses of +1, but is +4 vs. a 
  particular type of foe (were-creatures, undead, giants, orcs, 
  dragons, etc.) to be determined randomly.
  +2, +3 vs. a particular type of foe: This weapon normally 
  provides to-hit and damage bonuses of +2, but is +3 vs. a 
  particular type of foe (were-creatures, undead, giants, orcs, 
  dragons, etc.) to be determined randomly.
  Flaming Weapon: The weapon burns with enchanted fire
  when held, inflicting an additional 1d6 points of damage 
  with successful hits in combat. It can also be used as a light source 
  with a 30 foot radius. Roll 1d4 -1 for the amount of the weapon 
  bonus (some are not magical except for the enchanted flames).
  Freezing Weapon: This weapon is freezing cold, inflicting an 
  additional 1d6 points of damage with successful hits. Roll 1d4 -1 
  for the amount of the weapon bonus.
  Dancing Weapon: A dancing weapon levitates to fight beside 
  its owner without the need to be held. In the first round it is a +1 
  weapon, in the second round it is a +2 weapon, and in the third 
  round it is a +3 weapon. After 3 rounds, the weapon dances no 
  further until it is directed at a new opponent, but is +1 regardless.
  Intelligent Weapon: Roll 1d3 for the weapon’s to-hit bonus. 
  There is a 10% chance that such a weapon may have the ability to cast a 
  particular spell once per day at the wielder’s command. The spell will be 
  either Cleric (50%) or Magic-User (50%), and will be of Level 1d3. Such 
  weapons generally can communicate with their bearers, and sometimes 
  (25% chance) can speak audibly. Even if the weapon cannot speak 
  audibly, it will communicate with its wielder by telepathy when held.
  UnusuaL Armor 
  Descriptions
  Armor of Arrow Deflection: Missiles aimed at such armor 
  have a to-hit penalty of -2.
  Demonic Armor: The armor is possessed by a spirit or 
  demon, with effects to be determined by the Referee. In general, 
  such armor would provide both benefits and drawbacks.
  Ethereal Armor: Ethereal armor is +3 plate mail that also 
  allows the wearer to become insubstantial and incorporeal 50 
  times, after which it reverts irrevocably to normal +3 plate mail. 
  In ethereal form, the wearer can attack and be attacked only by 
  ethereal opponents.
  Fiery Armor: Fiery armor is +1 armor that is surrounded by 
  flames. These flames deal 1d3 damage to anyone attacking the 
  wearer with melee weapons.
  Table 96: Unusual Weapons
  Die Roll (1d12)
  Unusual Weapon
  1
  +1 blunt weapon that destroys undead
  2
  +1 thrown weapon that returns to hand
  3
  +1 weapon, extra attack
  4
  +1, +2 vs. particular type of foe
  5
  +1, +4 vs. particular type of foe
  6
  +2, +3 vs. particular type of foe
  7
  +4 weapon
  8
  +5 weapon
  9
  Flaming weapon
  10
  Freezing weapon
  11
  Dancing weapon
  12
  Intelligent weapon
  Table 97: Unusual Armor
  Die Roll (1d8)
  Unusual Armor
  1
  +4 armor (determine armor type using Table 92)
  2
  +4 shield
  3
  +5 armor (determine armor type using Table 92)
  4
  +5 shield
  5
  Armor of Arrow Deflection
  6
  Demonic Armor
  7
  Ethereal Armor
  8
  Fiery Armor
  
  Treasure
  134
  RemarkabLe 
  Magic Items
  Wands, Rings, Staffs, and Miscellaneous Enchanted Items
  Wands
  Wands may only be used by Magic-Users.
  Wands that cast spells become useless when they reach zero 
  charges, but can be recharged by casting the spell into the wand. 
  Each such recharge, where a spell is cast into the wand, has a 5% 
  chance of destroying the wand irrevocably. In some cases, a non-
  rechargeable wand might be found with a large number of charges 
  (e.g., 100). Wands may be used while in melee combat.
  Greater Wand Descriptions
  Wand of Cold: The wand casts a Cone of Cold 60 feet long, 
  to a base 30 feet across at the far end. Creatures caught in the 
  cone take 6d6 damage (saving throw applies for half damage). The 
  wand holds 25 charges and cannot be recharged.
  Wand of Detection, enemies: These wands detect enemies 
  in a radius of 60 feet, if the enemies are thinking hostile thoughts. 
  The wand is always active when held, and does not use charges. 
  Wand of Detection, magic: Wands of magic detection 
  function as a Detect Magic spell with a range of 20 feet. The user 
  gets a vague sense of what sort of magic is being detected. The 
  wand is always active when held, and does not use charges.
  Wand of Detection, metal: Such wands detect large caches 
  of metal, within a range of 20 feet. The wand’s user also gets a 
  vague sense of the metal’s type. The wand is always active when 
  held, and does not use charges.
  Wand of Detection, traps and secret doors: These wands 
  detect traps and secret doors, with a range of 20 feet. The wand is 
  always active when held, and does not use charges.
  Wand of Fear: A wand of fear causes creatures in a cone-
  shaped path to flee (saving throw negates). There is a 60% chance 
  that they will drop whatever they are holding. The cone extends 
  60 feet to a base 30 feet across. The wand holds 25 charges, and 
  cannot be recharged.
  Wand of Paralyzing: This sort of wand casts a cone of 
  paralysis 60 feet long to a base 30 feet across at the end. Creatures 
  in the cone are paralyzed for 3d6 turns (saving throw negates). 
  The wand holds 25 charges, and cannot be recharged.
  Wand of Polymorph: Such wands are of two types. One 
  type casts Polymorph Self, and the other casts Polymorph Other. 
  The wand carries 10 charges, and cannot be recharged.
  Table 98: Remarkable Magic Items (Overview)
  Die Roll (as 
  described in 
  Tables 82-84)
  Item
  1
  Lesser Wand
  2
  Lesser Ring
  3-20
  Lesser Misc. Magical Item
  21-22
  Lesser Wand
  23
  Greater Wand
  24-25
  Lesser Ring
  26
  Greater Ring
  27-40
  Medium Misc. Magical Item
  41-42
  Greater Wand
  43-44
  Greater Ring
  45
  Staff
  46-60
  Greater Misc. Magical Item
  Table 99: Lesser Wands
  Die Roll (1d6)
  Lesser Wand
  1-2
  Spell, level 1, holds 10 charges
  3-4
  Spell, level 2, holds 5 charges
  5-6
  Spell, level 3, holds 2 charges
  Table 100: Greater Wands
  Die Roll (1d10)
  Greater Wand
  1
  Spell, level 3, holds 10 charges
  2
  Spell, level 4, holds 10 charges
  3
  Wand of Cold
  4
  Wand of Detection, enemies
  5
  Wand of Detection, magic
  6
  Wand of Detection, metal
  7
  Wand of Detection, traps and secret doors
  8
  Wand of Fear
  9
  Wand of Paralyzing
  10
  Wand of Polymorph
  T
  o determine the specific spell cast by a lesser 
  wand or a greater wand that casts a spell, refer 
  to the list of spells for the appropriate type and 
  level, and roll 1d20 (no spell list has more than 20 spells). 
  If the die roll is higher than the number of spells, simply 
  roll again until the result is low enough to indicate one of 
  the spells on the list.
  
  Treasure
  135
  Rings
  No more than two magic rings may be worn at a time 
  (one on each hand) without unpredictable and potentially dire 
  consequences.
  Lesser rings may be worn and used by members of any 
  character class, as indicated on the table.
  Description of Magic Rings
  Djinni Summoning: The wearer of the ring can summon a 
  djinni, who will do the wearer’s bidding, following instructions 
  precisely and to the letter, no further. Such rings can be treacherous, 
  but only for those who use them foolishly.
  Fire Resistance: The wearer receives a +5 to saving throws vs. 
  magical fire, and is immune to normal fire.
  Human Control: Such rings allow the wearer to cast Charm 
  Person once per day, and to maintain the charm on up to 3 
  individuals at a time.
  Invisibility: While wearing the ring, the wearer becomes invisible.
  Mammal Control: The wearer controls 1d8 mammals at a range 
  of up to 60 feet. Control does not extend to people or to giant animals.
  Poison Resistance: The wearer receives a +5 to saving 
  throws vs. poison.
  Protection, +1: The wearer gains a bonus of -1[+1] to armor 
  class, and +1 on all saving throws.
  Protection, +2: The wearer gains armor class bonus of -2[+2], 
  and +2 on all saving throws.
  Regeneration: The wearer regenerates one hit point per 
  combat round, and thus cannot die unless the ring is removed or 
  the wearer’s body is burned.
  Shooting Stars: Once per day, the ring can unleash 1d6 
  lightning bolts that inflict 3d6 hit points each (saving throw 
  indicating half damage).
  Spell Storing, Magic-User: The ring contains 1d6 Magic-
  User spells. Roll 1d6 for each spell to determine the spell level, and 
  then determine the spell by rolling on the spell list for that level. 
  The wearer (if a Magic-User) can cast these spells as if they were 
  normally memorized and prepared spells. Once a spell is cast, it 
  cannot be cast a second time until the wearer has rested for 8 hours.
  Spell Storing, Cleric: The ring contains 1d6 Cleric spells. 
  Roll 1d4 for each spell to determine the spell level, and then 
  determine the spell by rolling on the spell list for that level. The 
  wearer (if a Cleric) can cast these spells as if they were normally 
  prepared spells. Once a spell is cast, it cannot be cast a second 
  time until the wearer has rested for 8 hours.
  Spell Turning: Any spell (other than from a wand or other item) 
  directly aimed at the wearer of the ring is partially reflected back at the 
  caster. Roll a percentile die to see how much of the spell’s power bounces 
  back; the exact determination of what happens is up to the Referee.
  Telekinesis: The wearer can mentally lift and move 200 
  pounds of weight at a range of 120 feet.
  Three Wishes: These rings grant the wearer three wishes. 
  Beware of outrageous wishes; they backfire.
  X-ray Vision: The wearer has x-ray vision at a range of 40 
  feet. The maximum distance through which the wearer can see 
  through solid rock is just over 10 feet, through solid metals (other 
  than lead) is 1 foot, and through lead is 1 inch.
  Table 101: Lesser Rings
  Die Roll (1d6)
  Lesser Ring
  1
  Fire Resistance (A)
  2
  Invisibility (A)
  3
  Mammal Control (A)
  4
  Poison Resistance (A)
  5
  Protection, +1 (A)
  6
  Protection, +2 (A)
  Table 102: Greater Rings
  Die Roll (1d10)
  Greater Ring
  1
  Djinni Summoning (A)
  2
  Human Control (A)
  3
  Regeneration (A)
  4
  Shooting Stars (A)
  5
  Spell Storing, Magic-User (M)
  6
  Spell-Storing, Cleric (C)
  7
  Spell Turning (A)
  8
  Telekinesis (A)
  9
  Three Wishes (A)
  10
  X-ray Vision (A)
  * (A) indicates that the item can be used by members of any class; (C) 
  incidates that the item can be used by members of the Cleric classes; (M) 
  indicates that the item can be used by members of the Magic-User classes.
  
  Treasure
  136
  Staffs
  Like wands, most staffs operate by using up charges. 
  However, staffs are not as easily rechargeable as wands. Magic-
  Users will have to figure out how it is done, or hire a wizard to 
  do it (if such a knowledgeable wizard can even be found). Most 
  staffs carry 200 charges.
  Staff Descriptions
  Absorption: Absorbs up to 100 levels of spells directed at the 
  holder before its absorption properties cease forever. The holder 
  can cast spells from the staff in response to hostile spells, using the 
  staff’s stored levels, of the exact level of the hostile spell directed at 
  the caster, but the spell must be chosen from the list of spells the 
  caster has prepared.
  Beguiling: Foes within a 20-foot range must make a saving 
  throw or consider the holder to be a loyal friend for 4d4 rounds 
  (uses one charge).
  Command: A charge can be used to control humans (as per a 
  Charm Person spell), plants, or animals.
  Healing: Cures 1d6+1 hit points of damage per charge.
  Power: Casts Light (no charge used), casts Fireball (4d6 
  damage), cold as a Wand of Cold, Lightning Bolts (4d6 damage), 
  acts as a Ring of Telekinesis (costs one charge) and hits for 2d6 
  damage (no charge used).
  Resurrection: These staffs only carry 10 charges, but a 
  charge may be used to cast Raise Dead.
  Snake: In combat, a Staff of the Snake is +1 to hit and +1 
  damage. When commanded (by using a charge) the staff coils 
  around the target (with a successful hit) and pinions the victim 
  for 1d4 x10 minutes. This attack is only useful on a victim 
  about the size of a human or smaller. The staff will slither back 
  to its owner afterwards, at a speed of 24. Only Clerics can 
  employ a Staff of the Snake.
  Striking: This staff inflicts 2d6 points of damage with a 
  successful hit (does not use charges).
  Withering: The dreaded staff of Withering adds ten years of 
  physical aging with a successful hit.
  Wizardry: The most powerful of staffs, it is a Staff of Power 
  with additional abilities. At the cost of one charge, it allows 
  Invisibility, summoning elementals (calling 1d4 at a time), Hold 
  Person, a Wall of Fire, Passwall, a Web spell, or Fly.
  Table 103: Magic Staffs
  Die Roll (1d10)
  Staff
  1
  Absorption (M)
  2
  Beguiling (C, M)
  3
  Command (C, M)
  4
  Healing (C)
  5
  Power (M)
  6
  Resurrection (C)
  7
  Snake (C)
  8
  Striking (C, M)
  9
  Withering (C)
  10
  Wizardry (M)
  * (C) incidates that the item can be used by members of the Cleric classes; 
  (M) indicates that the item can be used by members of the Magic-User 
  classes. Other character classes cannot make use of magical staffs.
  Table 104: Lesser Miscellaneous Magical Items
  Die Roll (1d20)
  Item
  1
  Arrow of Direction (A)
  2
  Bag of Holding (A)
  3
  Boots of Elvenkind (A)
  4
  Boors of Speed or Boots of Leaping
  (50% / 50%) (A)
  5
  Bracers of Defense, AC 6[13] (A)
  6
  Chime of Opening (A)
  7
  Cloak of Elvenkind (A)
  8
  Cloak of Protection, +1 (C, M, T)
  9
  Cursed Item (A)
  10
  Decanter of Endless Water (A)
  11
  Dust of Appearance or Disappearance
  (50% / 50%) (A)
  12
  Dust of Sneezing and Choking (A)
  13
  Gauntlets of Swimming and Climbing (C, F, T)
  14
  Horseshoes of Speed (horses)
  15
  Luckstone (A)
  16
  Manual of Beneficial Exercise (A)
  17
  Pipes of the Sewers (A)
  18
  Rope of Climbing (A)
  19
  Rope of Entanglement (A)
  20
  Spade of Excavation (F)
  * (A) indicates that the item can be used by members of any class; (C) 
  incidates that the item can be used by members of the Cleric classes; (F) 
  indicates that the item can be used by members of the Fighter classes; (M) 
  indicates that the item can be used by members of the Magic-User classes; 
  (T) indicates that the item can be used by members of the Thief classes.
  
  Treasure
  137
  Amulet against Scrying: The amulet protects the wearer 
  from all scrying, such as ESP or being viewed through a crystal 
  ball. Usable by: All Classes.
  Amulet of Demon Control: This amulet functions as a 
  Protection from Evil spell, and allows the wearer to attempt to 
  “Charm Monster” upon a demon. Success means that the demon 
  is enslaved for 1d6 weeks, whereupon it becomes free. Usable by: 
  Magic-Users and Clerics.
  Arrow of Direction: Such a magic arrow points the direction 
  of whatever the owner requests. It may be used only seven times 
  in a single week. Usable by: All Classes.
  Bag of Holding: The inside of this bag is larger than the 
  outside. The inside dimensions are roughly 10x5x3 feet, but the 
  bag cannot carry more than 1,000 pounds of weight. If it is not 
  empty, the bag weighs 50 pounds, no matter how much weight it 
  actually contains. Usable by: All Classes.
  Descriptions of Miscellaneous Magic items
  Beaker of Potions: This small jug fills itself with the 
  requested potion, out of the 1d4 +1 potions it is able to produce. 
  The jug can be used as many times per week as the number of 
  different potions it can produce. Usable by: All Classes.
  Boots of Elvenkind: The wearer of the boots moves with 
  complete silence. Usable by: All Classes.
  Boots of Levitation: These boots allow the wearer to Levitate 
  (as per the spell), with unlimited duration. Usable by: All Classes. 
  Boots of Speed or Boots of Leaping (50%): Boots of Speed 
  double the wearer’s movement rate, but require complete rest for 
  a period of time equivalent to the amount of time they were used. 
  Boots of Leaping allow the wearer to make prodigious leaps 10 
  feet high and up to 30 feet horizontally. These boots also double 
  movement rates, but outdoors only. They do not require the 
  wearer to rest after using them. Usable by: All Classes.
  Table 105: Medium Miscellaneous Magical Items
  Die Roll (1d20)
  Item
  1
  Amulet against Scrying (A)
  2
  Boots of Flying (A)
  3
  Bracers of Defense, AC 4[15] or AC 2[17] 
  (50% / 50%) (A)
  4
  Carpet of Flying (A)
  5
  Cloak of Displacement (A)
  6
  Cloak of Protection, +2 or +3 (50% / 50%) 
  (C, M, T)
  7
  Deck of Many Things (A)
  8
  Figurine of the Onyx Dog (A)
  9
  Gauntlets of Ogre Power (C, F, T)
  10
  Helm of Reading Magic and Languages (A)
  11
  Hole, Portable (A)
  12
  Horn of Valhalla, Bronze (C, F)
  13
  Horn of Valhalla, Silver (A)
  14
  Jug of Alchemy (A)
  15
  Manual of Quickness (A)
  16
  Medallion of ESP (A)
  17
  Mirror of Mental Scrying (A)
  18
  Robe of Beldning (A)
  19
  Robe of Eyes (M)
  20
  Robe of Wizardry (M)
  * (A) indicates that the item can be used by members of any class; (C) 
  incidates that the item can be used by members of the Cleric classes; (F) 
  indicates that the item can be used by members of the Fighter classes; (M) 
  indicates that the item can be used by members of the Magic-User classes; 
  (T) indicates that the item can be used by members of the Thief classes.
  Table 106: Greater Miscellaneous Magical Items
  Die Roll (1d20)
  Item
  1
  Amulet of Demon Control (C, M)
  2
  Beaker of Potions (A)
  3
  Censer, Bowl, Brazier, or Stone of 
  Controlling Elementals (M)
  4
  Crystal Ball (M)
  5
  Efreeti Bottle (A)
  6
  Figurine of the Golden Lion (A)
  7
  Gauntlets of Dexterity (A)
  8
  Gem of Seeing (A)
  9
  Girdle of Giant Strength (A)
  10
  Helm of Fiery Brilliance (A)
  11
  Helm of Teleportation (M)
  12
  Horn of Blasting (A)
  13
  Horn of Valhalla, Iron (F)
  14
  Lenses of Charming (A)
  15
  Libram, Magical (level gain)
  (specific to one class)
  16
  Manual of Golems (M)
  17
  Manual of Intelligence (A)
  18
  Manual of Wisdom (A)
  19
  Necklace of Firebaubles (A)
  20
  Scarab of Insanity (A)
  * (A) indicates that the item can be used by members of any class; (C) 
  incidates that the item can be used by members of the Cleric classes; (F) 
  indicates that the item can be used by members of the Fighter classes; (M) 
  indicates that the item can be used by members of the Magic-User classes; 
  (T) indicates that the item can be used by members of the Thief classes.
  
  Treasure
  138
  Bracers of Defense, AC 4 [15] (50%) or AC 2 [17] (50%): These 
  bracers improve the wearer’s armor class to the stated level; there is no 
  effect if the wearer is already armored to the same or higher degree. The 
  armor class granted by the bracers can be increased by magical rings or 
  other protective magics. Usable by: All Classes. 
  Bracers of Defense, AC 6 [13]: These bracers improve the 
  wearer’s armor class to the stated level; there is no effect if the 
  wearer is already armored to the same or higher degree. The armor 
  class granted by the bracers can be increased by magical rings or 
  other protective magics. Usable by: All Classes.
  Carpet of Flying: Flying carpets can carry as many as three 
  people, and travel at a Movement Rate of 18 if they carry more 
  than one passenger. With only one rider, the carpet moves at a 
  Movement Rate of 30. Usable by: All Classes.
  Censer, Bowl, Brazier, or Stone of Controlling Elementals: 
  Censers control air elementals, bowls (when filled) control water 
  elementals, braziers control fire elementals, and stones control 
  earth elementals. These items can be used to summon a 12 HD 
  elemental of the appropriate type. Generally, it takes 10 minutes 
  to prepare the object for use. Usable by: Magic-Users.
  Chime of Opening: Sounding this small chime opens any door, 
  even if the door is barred or Wizard Locked. Usable by: All Classes.
  Cloak of Displacement: The wearer appears to be in a 
  slightly different location, off from reality by a foot or so. The 
  wearer’s armor class improves by 2, and the cloak also grants a +2 
  saving throw against any targeted attack upon the one wearing it. 
  Usable by: All Classes.
  Cloak of Elvenkind: The wearer becomes almost, but not 
  quite, invisible. Usable by: All Classes.
  Cloak of Protection, +1: This cloak improves the wearer’s 
  armor class by 1, and grants a bonus of +1 on saving throws. 
  Usable by: All but Fighter classes.
  Cloak of Protection, +2 or +3 (50%): This cloak improves 
  the wearer’s armor class by 2 (or 3), and grants a bonus of +2 (or 
  +3) on saving throws. Usable by: All but Fighter classes.
  Crystal Ball: A crystal ball allows the user to see what is 
  transpiring in whatever location he or she desires to see, over a 
  considerable distance. Such a magic item may not be used more 
  than thrice per day, or the user will be driven mad. Certain spells 
  and other precautions may be used to prevent being seen through 
  a crystal ball. Some of these items may communicate sound, or 
  even thoughts, from the area being scryed, although these are 
  rare. Usable by: Magic-Users.
  Cursed Item: See Table 107 for details of cursed items.
  Decanter of Endless Water: This jug pours out one gallon of 
  water per minute when unstoppered. Usable by: All Classes.
  Deck of Many Things: An ordinary-seeming deck of 
  hand-painted cards, this item bears tremendous and varied 
  enchantments, one per placard in the deck. The deck contains 
  all the aces and face cards, plus one Joker (the Fool). A character 
  may draw as many cards as desired (with the deck re-shuffled 
  each time), but once the player stops drawing cards, the deck 
  disappears with a sound of faint, malevolent laughter. The results 
  of the cards are as follows:
  The Hearts (♥)
  Ace: Gain 50,000 xp.
  King: Gain a magic item from Table 104.
  Queen: Gain 1d3 wishes.
  Jack: Gain the ability to summon an 8 HD warrior 
  with +3 weapon, +3 shield, and +3 sword, to serve for a 
  total of 1 hour.
  The Clubs (♣)
  Ace: The character’s alignment is changed. If the 
  game does not use alignment, the character receives a 
  dangerous geas (per the spell).
  King: The character’s most powerful magic item is 
  sucked into the void and disappears.
  Queen: The character is instantly turned to stone, a 
  look of great surprise frozen on the statue’s face.
  Jack: The character loses one point from his Prime 
  Attribute. (If the character has more than one Prime 
  Attribute, determine randomly which will be affected.)
  The Spades (♠)
  Ace: Lose a level of experience.
  King: A warrior with 9 HD, a +4 weapon, +4 
  shield, and +4 armor appears and attacks. When the 
  warrior is killed, the body and all possessions disappear.
  Queen: The character dies instantly.
  Jack: A random monster, with 1d4+6 HD, attacks 
  the adventurers. The monster gains one round of 
  surprise, for it appears from thin air.
  The Diamonds (♦)
  Ace: Gain a map to a very significant treasure.
  King: Gain 5d6 items of jewelry.
  Queen: Gain a scroll of seven spells, all 2nd 
  level or higher.
  Jack: Add one point to a single attribute of the 
  player’s choice.
  The Joker: Gain 25,000 XP or choose to draw two 
  more cards.
  Dust of Appearance (50%) or Disappearance (50%): Dust of 
  Appearance is tossed in a radius of 10 feet around the user, and makes 
  any invisible, astral, displaced, out-of-phase, or dimensional thing 
  completely visible. The dust generally comes in a pouch, with enough 
  for 20-30 uses. Dust of Disappearance works in the opposite way: 
  when it is sprinkled in a 10-foot radius, everything therein becomes 
  invisible for 5d6 turns. Normal means of detecting invisibility (such 
  as a Detect Invisibility spell) are not strong enough to work against 
  the dust’s powerful enchantment. Usable by: All Classes.
  
  Treasure
  139
  Dust of Sneezing and Choking: Pouches containing this 
  dust ordinarily contain only enough for one “dose.” When 
  scattered in a radius of 10 feet, the dust forces all in the area to 
  make a saving throw or die. If the nature of the dust is identified 
  before it is experimented with, it can be used as a devastating 
  thrown weapon. Usable by: All Classes.
  Efreeti Bottle: The efreeti that inhabits such a bottle 
  will serve the bottle’s owner for a year and a day unless it is 
  accidentally released from servitude. Usable by: All Classes.
  Figurine of the Golden Lion: This is a small stone figurine 
  that transforms into a lion when the command word is spoken, 
  fighting at its owner’s orders. If it is slain, it turns back into a 
  figurine, but may be used again. The figurine may be used once 
  per week, and no more. Usable by: All Classes.
  Figurine of the Onyx Dog: This stone figure transforms into a 
  living hound of stone when its command word is spoken. It will seek 
  whatever the owner tells it to find, without stopping, until it succeeds 
  or is killed. It has a 75% chance to detect objects that are invisible or 
  hidden, and of course its sense of smell detects invisible and hidden 
  creatures with almost perfect success. For purposes of defense and 
  attack, the stone dog is treated as a wolf. It may be used twelve times 
  before the statuette becomes non- magical. Usable by: All Classes.
  Gauntlets of Dexterity: When worn, these gloves grant 
  a bonus of +2 to the wearer’s Dexterity (to a maximum of 18). 
  Usable by: All Classes.
  Gauntlets of Ogre Power: These gauntlets raise the wearer’s 
  Strength to that of an ogre. Hit probability is not increased above 
  normal, but damage bonuses from Strength are increased to +6 
  (not cumulative with the wearer’s existing Strength bonus, if any). 
  Usable by: all but Magic-Users.
  Gauntlets of Swimming and Climbing: These gloves permit the 
  wearer to swim at a rate of 18, and climb sheer walls with a 95% chance 
  of success per ten feet of climbing. Usable by: all but Magic-Users.
  Gem of Seeing: A Gem of Seeing is used as a lens. It shows 
  the truth of what it sees, cutting through illusions of all kinds, 
  even very powerful ones. Usable by: All Classes.
  Girdle of Giant Strength: This wide belt grants the wearer 
  the strength of a hill giant (+8 strength damage, not cumulative 
  with any existing strength bonuses). The girdle does not increase 
  to-hit probability. Usable by: All Classes.
  Helm of Fiery Brilliance: This prodigiously powerful helm 
  grants many benefits to the wearer. Anyone donning the helm 
  gains a +10 on saving throws against fire damage, and can create a 
  Wall of Fire. Fighters wearing the helm may command a weapon 
  in hand to flame (+1d6 damage). Magic-Users wearing the helm 
  can add +1 to each die of damage inflicted by a Fireball or Delayed 
  Blast Fireball spell. Clerics wearing the helm can ignite objects 
  within 30 feet at will, and may cast two Light or Continual Light 
  spells for each one the Cleric has actually prepared. The wearer of 
  the helmet is likely to be attacked by any air elemental creatures, 
  but fire elemental types (such as efreet or salamanders) will be 
  favorably disposed. Usable by: All Classes.
  Helm of Reading Magic and Languages: The wearer of the helm 
  can read all languages, including magic script. Usable by: All Classes.
  
  Treasure
  140
  Helm of Teleportation: When the wearer casts a Teleportation 
  spell on himself or herself, while wearing the helm, the teleportation 
  is made without risk of error, anywhere the wearer desires. This may 
  be done repeatedly (without further casting of the spell) for a period of 
  one hour before the concatenation of spell and helm ends, and it may 
  be done only once per day. The helm does not assist with Teleportation 
  spells cast on anyone other than the wearer. Usable by: Magic-Users.
  Hole, Portable: A portable hole is physically a piece of dark 
  cloth, about 5 feet in diameter. However, it is also the mouth of 
  an inter-dimensional hole 10 feet deep – items and people can fall 
  or climb down into it once it is placed on the ground. The piece 
  of cloth can actually be pulled in from the inside to close the hole 
  off entirely, although there is no source of fresh air within, and 
  staying inside will asphyxiate the inhabitant in a short time. The 
  piece of cloth can be picked up and carried off whenever desired – 
  hence the name “portable.” Usable by: All Classes.
  Horn of Blasting: This horn, when blown, has the same effect 
  on structures as a catapult, and causes 2d6 points of damage to 
  creatures, deafening them for 10 minutes as well. The cone of sound 
  is 100 feet long, and widens to a base of 20 feet. The “point” of the 
  cone, at the horn’s mouth, is 10 feet wide. Usable by: All Classes.
  Horn of Valhalla, Bronze: The horn summons 2d4 berserk 
  warriors (3 HD) to assist the one who winded the horn. Usable 
  by: Fighters and Clerics.
  Horn of Valhalla, Iron: The horn summons 2d4 berserk warriors 
  (4 HD) to assist the one who winded the horn. Usable by: Fighters. 
  Horn of Valhalla, Silver: The horn summons 2d4 berserk 
  warriors (2 HD) to assist the one who winded the horn. Usable 
  by: All Classes.
  Horseshoes of Speed: These horseshoes double a horse’s 
  movement rate. Usable by: Horses.
  Jug of Alchemy: This jug produces whatever liquid is desired, 
  in a commonly used large quantity (e.g., 10 gallons of water, but 
  only 5 gallons of wine). It may be used no more than seven times 
  per day, and will produce only one type of liquid per day. It does 
  not produce magical liquids. Usable by: All Classes.
  Lenses of Charming: These lenses, when placed over the eyes, 
  give the wearer the ability to charm those who meet his or her gaze 
  (acting as per a Charm Person spell). The saving throw against the 
  power of the lenses is made at -2. Usable by: All Classes. 
  Libram, Magical (level gain): Magical librams grant a level of 
  experience to the reader, if the reader is of the appropriate character 
  class. Randomly determine the class for which the libram is written, 
  from all character classes.
  Luckstone: This stone grants +1 to saving throws and attack 
  rolls. Usable by: All Classes.
  Manual of Beneficial Exercise: Reading this tome increases the 
  reader’s Strength by 1 point (to a maximum of 18). Usable by: All Classes.
  Manual of Golems: This book contains the basic instructions 
  and formulae for creating a single type of golem. The process is 
  expensive, and the creator must have achieved a certain level of 
  magical expertise in order to use the book, but these are priceless 
  repositories of forgotten lore. Such books are often warded by the 
  original owner, against the touch of anyone not of the Magic-User 
  class, being enchanted to inflict damage or even the loss of a level. 
  Usable by: Magic-Users only.
  Manual of Intelligence: Reading this tome increases the reader’s 
  Intelligence by 1 point (to a maximum of 18). Usable by: All Classes.
  Manual of Quickness: Reading this tome increases the reader’s 
  Dexterity by 1 point (to a maximum of 18). Usable by: All Classes. 
  Manual of Wisdom: Reading this tome increases the reader’s 
  Wisdom by 1 point (to a maximum of 18). Usable by: All Classes. 
  Medallion of ESP: Functions as an ESP spell within 30 feet 
  (75%) or 90 feet (25%). Usable by: All Classes.
  Mirror of Mental Scrying: This hand-mirror (it might also 
  be found as a smaller mirror on a necklace) allows the user to cast 
  Clairaudience, Clairvoyance, and ESP, with the normal range, 
  but for an unlimited time. The mirror will also answer a question 
  about what it portrays (the answer is likely to be quite cryptic), 
  but only one question per week is possible. Usable by: All Classes. 
  Necklace of Firebaubles: This necklace is hung with 3d4 
  little baubles. When thrown, the baubles explode into 6d6 
  fireballs (per the spell). Usable by: All Classes.
  Pipes of the Sewers: These pipes summon 10d6 giant 
  rats. The piper does not need to concentrate once the rats arrive 
  (which takes 1d4 x10 minutes), but it is wise to do so. When the 
  rats arrive, there is an immediate 5% chance that they will not 
  obey commands, and if the piper ceases to concentrate on the 
  tune there is a 10% chance that the rats will begin to act of their 
  own free will. Every subsequent round in which the piper fails 
  to concentrate there is another chance to lose control, and the 
  chance increases by 10% each time it is made (first round, 10%, 
  second round 20%, etc.). Usable by: All Classes.
  Robe of Blending: These robes make the wearer appear to be a 
  part of the surroundings, including the ability to appear as another one 
  of a group of nearby creatures. The robe will make the wearer appear as 
  a small tree when in forest surroundings, a sand formation in the desert, 
  etc. Creatures with 10+ hit dice (or levels of experience) have a 10% 
  chance per level (or HD) above 9th to perceive the wearer as a robed 
  figure rather than a part of the surroundings. Usable by: All Classes.
  Robe of Eyes: Hundreds of eyes are woven and embroidered 
  into the fabric of these magical robes, granting the wearer 
  tremendous powers of supernatural perception. In a radius of 240 
  feet, anything the wearer looks upon is seen for what it is: invisible 
  creatures become apparent, illusions are seen as such, and this sight 
  even extends into the astral plane. The wearer cannot be ambushed 
  or otherwise taken by surprise, and can follow the trail of anything 
  that has passed by within the last day. Usable by: Magic-Users only.
  
  Treasure
  141
  Robe of Wizardry: This robe grants the wearer the ability to cast 
  Charm, Polymorph, and Hold spells with a 95% chance of success. The 
  robes may be tied to specific alignments. Usable by: Magic-Users only.
  Rope of Climbing: This item is a 50-foot length of rope that 
  leaps magically upward when commanded, and can tie and untie 
  itself upon command. Usable by: All Classes.
  Rope of Entanglement: This rope, on command, twines 
  itself around as many as 2d4 +1 human-sized foes. The rope 
  cannot be hit except with a natural roll of 20 (it is magical), and 
  can sustain 20 hit points of damage before fraying and becoming 
  useless. Usable by: All Classes.
  Scarab of Insanity: This is a carving of a scarab-beetle, or 
  perhaps the petrified remains of a real one. When the scarab is 
  displayed, all creatures with 9 or fewer hit dice, within a radius of 
  30 feet, fall into temporary insanity lasting for 2 hours. Creatures 
  with 10+ hit dice still do not receive a saving throw, but have a 
  1 in 4 chance to overcome the scarab’s insidious influence. The 
  scarab may be used 12 times, after which it crumbles to dust. At 
  the option of the Referee, it might be recharged using a Symbol of 
  Insanity spell, but with a 5% chance per charge that the item will 
  be destroyed. Usable by: All Classes.
  Spade of Excavation: This ordinary-looking spade digs by 
  itself when commanded, shoveling out one cubic yard (27 cubic 
  feet) per ten minutes (1 turn). Usable by: Fighters only.
  Cursed Items
  C
  ursed items come in many shapes and forms; most 
  likely they are ancient magical items whose magic has 
  deteriorated or changed with age, although some of 
  them were clearly fashioned to serve as traps for the unwary 
  (or for the maker’s enemies, perhaps). Note that cursed items 
  cannot usually be dropped or removed without the assistance of a 
  Remove Curse spell. Although the Referee is encouraged to dream 
  up individualized cursed items, the samples below should prove 
  useful as guidance:
  Cursed Item Descriptions
  Bag of Devouring: A Bag of Devouring functions as a bag of 
  holding, but then devours any item placed into it within 1d4+1 hours.
  Censer of Hostile Elementals: This is a censer (or brazier, 
  bowl, or stone) that summons elementals – but the elementals are 
  hostile instead of under the summoner’s control.
  Cloak of Poison: Upon donning this cloak, the wearer’s 
  body is suffused with magical poisons of many kinds, and dies 
  instantly, without the chance of a saving throw.
  Crystal Ball of Suggestion: This cursed item does not 
  function as a crystal ball, but rather implants a Suggestion (per the 
  spell) in the viewer’s mind. Powerful versions of this item might 
  even implant a Geas.
  Dancing Boots: These boots function as boots of elvenkind 
  or speed, until the wearer is in combat or fleeing. Suddenly, at 
  that point, the unfortunate victim will begin to dance a jig, or 
  perhaps a stately pavane.
  Flask of Stoppered Curses: This flask releases a curse of 
  some kind when its seal is broken.
  Horn of Collapse: When sounded, this horn causes a blast 
  of destruction straight upwards, destroying any ceiling overhead 
  and causing it to collapse.
  Medallion of Projecting Thoughts: While this medallion 
  is around a character’s neck, the wearer’s thoughts can be 
  “heard” by all nearby.
  Mirror of Opposition: All persons looking into this mirror are 
  attacked by evil versions of themselves, exact duplicates including 
  spells and magic items. When the mirror-opposites are slain, their 
  bodies and equipment disappear into mist, and return to the mirror.
  Robe of Feeblemindedness: Anyone donning this cloak has 
  his or her intelligence reduced to that of a garden snail.
  Table 107: Cursed Items
  Die Roll (1d10)
  Cursed Item
  1
  Bag of Devouring
  2
  Censer of Hostile Elements
  3
  Cloak of Poison
  4
  Crystal Ball of Suggestion
  5
  Dancing Boots
  6
  Flask of Stoppered Curses
  7
  Horn of Collapse
  8
  Medallion of Projecting Thoughts
  9
  Mirror of Opposition
  10
  Robe of Feeblemindedness
  
  142
  Character Name: 
  Class:   
   
   
           Race:     
   
             Gender: 
  Alignment:  
   
   
           Deity:  
   
             Age: 
  Prime Attribute:  
   
           XP Bonus: 
  LEVEL:  
   
   
           Experience Points (XP): 
  Player: 
  STRENGTH:
  ATTRIBUTE BONUSES
  Bonus to Hit (STR): 
  Open Doors (STR): 
  Damage Bonus (STR): 
  Carry Modifier (STR): 
  Bonus to Missiles (DEX): 
  Armor Bonus (DEX): 
  Hit Point Bonus (CON):
  Raise Dead Survival (CON):
  Additional Languages:
  Max # of Special Hirelings: 
  Climb Walls: 
  Hear Sounds: 
  Move Silently: 
  Delicate Tasks: 
  Hide in Shadows: 
  Open Locks: 
  DEXTERITY:
  CONSTITUTION:
  INTELLIGENCE:
  WISDOM:
  CHARISMA:
  HIT POINTS:
  SAVING THROW:
  ARMOR CLASS:
  GOLD & TREASURES:
  WEAPONS
  Weapon: 
   
   
         Damage: 
    To-Hit Bonus:     Range:
  THIEVING SKILLS
  NOTES
  
  143
  Appendix
  Publishing Your Own Materials for Swords & Wizardry
  If you want to publish your own Swords & Wizardry adventures or other 
  gaming resources, you can! First of all, if you are interested in submitting your 
  materials to Frog God Games for consideration, contact Bill Webb at  
  bill@talesofthefroggod.com. If they are accepted, your work will get published as 
  part of the Swords & Wizardry product line!
  If you want to be your own, independent publisher of Swords & Wizardry 
  resources, and you comply with the terms of the Swords & Wizardry Compatibility-
  Statement License, you can even use the Swords & Wizardry trademarks (S&W and 
  Swords & Wizardry) to indicate that your resources are compatible. As long as you 
  follow the requirements, you can state that your resource “is compatible with the 
  rules of Swords & Wizardry” or, “compatible with the Swords & Wizardry rules” or, 
  “compatible with the Swords & Wizardry game.” Here are those requirements:
  The Swords & Wizardry Compatibility-Statement License (CSL for the 
  Complete Rules):
  1. You must state on the first page where you mention S&W that “Swords & 
  Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch,” and that 
  you are not affiliated with Matthew J. Finch, Mythmere Games
  TM, or Frog God Games
  2. You must, when referring to the armor class of any creature or character, 
  include both the descending AC and the Ascending System AC, with the 
  Ascending System AC in brackets.
  3. If you are using the license to commit legal fraud, you forfeit the right 
  to continue using the license: specifically, if you are claiming compatibility with 
  the rules of S&W, the claim must not constitute legal fraud, or fraud in the 
  inducement, under the laws of the State of Texas. Note that this requirement is 
  almost impossible to violate unintentionally – it is largely intended to keep the 
  author out of trouble, not to restrict legitimate statements of compatibility.
  4. You must comply with the terms of the OGL if the terms apply.
  5. Your cover must include the words “House Rules” or “Variant Rules” 
  near the title if the document is a full, free-standing game that includes 
  modifications. Feel free to contact Frog God Games if you wish to use a different 
  form of disclaimer.
  6. Selling a full version of this game with your house rules incorporated into 
  it is perfectly permissible, but you may not sell an effectively unchanged copy of 
  the rules for money.
  7. If your document is a private house rules document for your gaming group, 
  not being sold for profit or distributed for general use, you may scan and use artwork 
  (including the cover) from the printed version, provided that the cover contains the 
  words “House Rules,” near the title, and that the artists are appropriately credited.
  8. Your rights under this CSL cannot be revoked, and are perpetual, unless 
  you breach the terms of the license, in which case your rights terminate.
  9. If you comply with the above, you may state that your resource is 
  “compatible with the rules of Swords & Wizardry” or, “compatible with the 
  Swords & Wizardry rules” or, “compatible with the Swords & Wizardry game.”
  If you have questions about the license, feel free to contact us.
  Open Game Content
  Open Game Content may only be Used under and in terms of the Open 
  Game License (OGL).
  This entire work is designated as Open Game Content under the OGL, 
  with the exception of the trademarks “Swords & Wizardry,” “S&W,” “Mythmere 
  Games,” “FGG,” “Frog God Games,” and with the exception of all artwork. 
  These trademarks, artwork, and the Trade Dress of this work (font, layout, style 
  of artwork, etc.) are reserved as Product Identity.
  Open Game License
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” means 
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  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game 
  Content” means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity and 
  is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line 
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  edit, format, modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
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  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your original 
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  7. Use of Product Identity: You agree not to Use any Product Identity, 
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  11. Use of Contributor Credits: You may not market or advertise the Open 
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  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not Use 
  any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy 
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas 
  Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  LegAL Appendix
  
  144
  Index
  Index
  A
  Abbreviations 
  5, 128
  Ability Scores 
  see Attribute Scores
  Adventures, designing 
  80-90
  Adventures, dungeon 
  80-86
  Adventures, wilderness 
  86-90
  Aerial Combat 
  93-95
  Alchemist 
  51
  Alignment 
  10, 31
  Alignment Tongues 
  7
  Armor Class 
  34
  Armor, magic
       Types of 
  131-133
       Weight of 
  33
  Armor, types of 
  33
  Ascending AC, quick attack formula 
  46
  Assassin, class description 
  9-10
  Attack, from behind 
  43, see also 
  Backstab
  Attack Roll 
  40
  Attack Tables 
  41-42
  Attribute Scores 
  6-7
  Attribute, Prime
       As requirement for character classes 27
       By character class 
  10-24
       Effect on XP bonus 
  36
  B
  Backstab 
  10, 24
  Blue Book Combat Sequence 
  39-40
  C
  Carrying Capacity
       Strength modifier 
  6
       Effect of 
  34
  Challenge Level 
  83, 125 
  Changing Character Class 
  27
  Chaos 
  see Alignment
  Chaos and Law 
  10-12, 20, 29, 31, 
  45, 53-54, 60-61
  Character Classes 
  9-25
  (or see individual listings)
  Character Creation 
  6-34
  Character Sheet 
  6, 142
  Charisma 
  see Attribute Scores
  Cleric, class description 
  11
  Cleric, spell list 
  55
  Climb Walls 
  see Thieving Skills
  Combat
       Aerial 
  93-95
       Blue Book Sequence 
  39-40
       Holmes Sequence 
  39-40
       Mass 
  91-92
       Melee 
  38-44
       Sequence 
  38-40
       Ship 
  95-97
       Unarmed 
  44
  Constitution 
  see Attribute Scores
  Cover and Concealment 
  see Terrain Features
  Critical Hits 
  43
  D
  Damage 
  46
  Death 
  46
  Delicate Tasks 
  see Thieving Skills
  Dexterity 
  see Attribute Scores
  Dice 
  5
  Distances Outdoors 
  91
  Doors, opening 
  83, see also 
  Thieving Skills
  Druid, class description 
  12-14
  Druid, spell list 
  55
  Dual-Class Characters 
  27
  Dungeon, designing 
  80
  Dwarfs 
  28, 108
  E
  Elves 
  28-29, 109
  Encounters, dungeon 
  83-86
  Encounters, wilderness 
  87-90
  Encumbrance 
  34
  Equipment 
  32
  Example
       Dungeon map key 
  80-82
       Of play 
  47-49
  Experience Points 
  36-37
  F
  Fighter, class description 
  14-15
  Fleeing 
  see Retreating
  Followers 
  51
  G
  Gems 
  127
  Grappling 
  see Unarmed Combat
  H
  Half-elves 
  29
  Halflings 
  29
  Healing 
  46
  Hirelings 
  see Followers
  Holmes Combat Sequence 
  39-40
  Humans 
  29, 113
  I
  Initiative 
  58
  Intelligence 
  see Attribute Scores
  Items, magic 
  128-141
  L
  Languages 
  7, 14
  Law 
  see Alignment
  Level, dungeon 
  83
  Level limits on non-human characters 29
  Light 
  33
  Listening, at doors 
  83, see also 
  Thieving Skills
  Lost, getting 
  87
  M
  Magic 
  53-54, see also Spells
  Magic Items
       Armor
            Types of 
  131-133
            Weight of 
  33
       Cursed 
  141
       Listings 
  128-141
       Miscellaneous 
  136-141
       Potions 
  128-129
       Rings 
  135
       Scrolls 
  129-130
       Staffs 
  136
       Swords 
  132
       Weapons 
  131-133
  Magic Resistance 
  99
  Magic-User, class description 
  16-17
  Magic-User, spell list 
  55
  Map Symbols 
  80-82
  Maps, dungeon 
  80-82
  Mass Combat 
  91-92
  Melee Combat 
  38-44
  Melee Weapons 
  33, 39
  Miscellaneous Magic Items 
  136-141
  Missile Weapons 
  33, 39, 91-92, 94
  Money
       At start of game 
  32
       Types of (denominations) 
  32
  Monk, class description 
  18-20
  Monsters
       Attack table for 
  42
       By challenge level 
  124
       Creating 
  125
       Descriptions of 
  99-123
  Morale 
  46
  Movement
       Characters 
  34
       Vehicles 
  86
  Multi-Classed Characters 
  29-30
  Mythrus Tower 
  81
  N
  Naval Combat 
  see Ship Combat
  Neutrality 
  see Alignment
  Non-Human Characters 
  28-29
  O
  Oil 
  33
  Outdoor Adventures 
  see Wilderness Adventures
  Outdoor Distances 
  see Distances Outdoors
  Overbearing 
  see Unarmed Combat
  P
  Paladin, class description 
  20-21
  Poison 
  10, see also Saving Throws
  Potions 
  128-129
  Prime Attribute 
  see Attribute, prime
  R
  Races 
  28-29
  Ranger, class description 
  22-23
  Rappan Athuk 
  82
  Resistance, magic 
  99
  Retreating 
  43
  Rings, magic 
  135
  Round, melee 
  see Time
  S
  Sage 
  51
  Saving Throw
       Characters 
  37
       Monsters 
  125
  Scrolls, magic 
  129-130
  Sequence of Combat 
  38-40
  Ship Combat 
  95-97
  Ships 
  96-97
  Sieges 
  92-93
  Spells
       Descriptions 
  56-77
       Declaring 
  38, 44
       Lists 
  55
       Time of casting 
  39-40
  Spy 
  51
  Staffs, magic 
  136
  Strength 
  see Attribute Scores
  Strongholds
       By character class 
  9-25
       Construction of 
  50-51
  Structural Damage 
  see Sieges
  Subdual Damage 
  44
  Swords, magic 
  132
  T
  Terrain Features 
  44
  Thief, class description 
  24-25
  Thieving Skills
       Assassin 
  9
       Monk 
  20
       Thief 
  25
  Time 
  37
  Traps 
  83
  Treasure 
  127-141
  Turn (time measurement) 
  37
  Turning the Undead 
  45
  Two-Handed Weapons 
  44
  Two-Weapon Fighting 
  44
  U
  Unarmed Combat 
  44
  Undead, turning 
  45
  W
  Walls, climbing 
  see Thieving Skills
  Wands
       Descriptions 
  134
       Use in melee 
  44
  Weapons, costs 
  33
  Weapons, magic 
  131-133
  Weight and Movement 
  34
  Wilderness Adventures 
  86-90
  Wisdom 
  see Attribute Scores
  Wrestling 
  see Unarmed Combat
  X
  XP 
  see Experience Points
  XP Bonus 
  36
  
  Introduction
  2
  O
  nce upon a time, a game came along that spawned 
  a whole new hobby, ignited the imaginations of multiple 
  generations, and influenced every form of popular media. 
  Swords & Wizardry is a faithfully recreated version of the 
  original game written by Matt Finch so those original 
  rules can be passed down to a whole new era of gamers. In this, the 
  third printing of the book, Matt has offered up his words and text to be 
  illustrated and laid out by a group of women artists - some who are brand 
  new to tabletop roleplaying games (like Kaos Nest, our cover artist), and 
  some whose names you’ll likely recognize from other works (like Gennifer 
  Bone, who illustrated all our monsters). It’s my hope this version of the 
  book will bring more women into the industry as creators and offer up a 
  whole new treatment to such a well-loved, well-crafted version of the game 
  that started it all. 
   
   
   
   
   
  Stacy Dellorfano, Art Director
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Swords & Wizardry/Swords & Wizardry Complete Rulebook (3rd Print).pdf