Professional Documents
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Swords & Wizardry Complete Revised
Swords & Wizardry Complete Revised
Player Guide................................................................... 5
Creating a Character..............................................................................5
Roll Attribute Scores ............................................................................6
Choose a Character Class.....................................................................8
Assassin...............................................................................................8
Cleric.................................................................................................10
Druid.................................................................................................12
Fighter...............................................................................................15
Magic-User.......................................................................................16
Monk.................................................................................................18
Paladin..............................................................................................20
Ranger..............................................................................................22
Thief .................................................................................................24
Choose an Alignment ........................................................................27 Author: Matt Finch
Choose a Character Ancestry ............................................................28 Editors: Matt Finch, Suzy Moseby
Buy Equipment ..................................................................................29 Artists: Del Teigeler, J.E. Shields,
How to Play...........................................................................................33 Brett Barkley, Chris Arneson, Ed Bickford,
Combat.................................................................................................34 Ala Fedorova, Mike Hunter, Matt Finch,
Gameplay Example...............................................................................43 J. Preston, Adrian Landeros
High Level Adventuring .....................................................................46
Cover Art: Del Teigeler
Spells & Magic............................................................... 49
Layout: Suzy Moseby
Magic .................................................................................................49
Spell Descriptions................................................................................54 Special Thanks to: Will Mistretta
Referee Guide............................................................... 73
Designing a Dungeon Adventure .......................................................73
©2023 Mythmere Games. All rights reserved.
Sample Dungeon Map........................................................................74 Reproduction without the written permission of the
Monsters in the Dungeon ..................................................................76 publisher is expressly forbidden. Printing a copy of this
PDF for personal use is permitted. Mythmere Games
Wilderness Adventures .......................................................................80 and the Mythmere Games logo are trademarks of
Random Castles..................................................................................84 Mythmere Games, LLC. All characters, names, places,
items, art and text herein are copyrighted by Mythmere
Special Combat Rules ........................................................................88
Games, LLC. The mention of or reference to any
Referee Session Log............................................................................94 company or product in these pages is not a challenge to
Monsters...................................................................... 95 the trademark or copyright concerned.
Monster Descriptions .........................................................................95
Monsters by Challenge Level ...........................................................128
Creating Monsters ............................................................................130
Treasure......................................................................131
Generating a Random Treasure Hoard............................................131
Magic Items......................................................................................133 ISBN: 979-8-88584-002-6 (PDF)
Miscellaneous Magic Items ..............................................................141
Cursed Items ....................................................................................144
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at: https://dnd.wizards.com/resources/systems-ref-
erence-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at: https://creativecommons.org/licenses/by/4.0/legalcode.
Treasure and glittering gems; dark places beneath the earth where monsters dwell; magic circles, pen-
tagrams 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
civilizations 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
forgotten 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…
FOREWORD INTRODUCTION
By Tim Kask, founding editor of Dragon Magazine In 1974, Gary Gygax (1938-2008) and Dave Arneson (1947-2009)
wrote the world’s first fantasy role-playing game, a simple and very
For thirty-five years, I have been telling roleplaying gamers to flexible set of rules that launched an entirely new genre of gaming.
ignore rules that they do not like. The essence of RPGing is in the In 1975, the first supplement to these rules was published, with Rob
story, not the accomplishment of arbitrary goals and benchmarks. Kuntz as Mr. Gygax’s co-author, along with three other supple-
We all take part in creating the story; the GM writes an outline, tots ments. We call these rules the “Original Game.”
up a list of “plot elements,” and then sets the players loose to fill in
the details. This has never changed. What you are reading is an unofficial, “restated” version of the
rules of the Original Game, created using the Wizards of the Coast
What you hold in your hand are guidelines; this is one set of Open Game License. It is not an exact reproduction, mainly for
“rules” that has an internal integrity that makes it work. Is it legal reasons; but in the 1970s, no group of gamers played precisely
the only way to play? Certainly not; from the very beginning the same version of the Original Game anyway. The ’70s was a
of role-playing GMs have been encouraged to extrapolate and decade of freaky improvisation, weird fantasy, and rebellion. And
interpret, to make the game their own. If a given rule does not that’s Swords & Wizardry. If that’s how you roll, all the rest is
seem “right” to you, then ignore it! Or, better still, change it! Make just details.
your game or campaign your own. All GMs need to worry about
is keeping a “logical reality” active in their campaigns; the players The Swords & Wizardry rules are short compared to the multi-
rely on that logic to find their way through the perils and puzzles of paged rule-libraries required to play most modern roleplaying
the adventure. games, yet this game contains within itself all the seeds and soul of
mythic fantasy, the building blocks of vast complexity, the kindling
The truest test of whether or not you are doing it right has always of wonder. The Original Game is so powerful because it is encap-
been two-fold: are you having fun, and do your players keep show- sulated in a small formula, like a genie kept imprisoned in the small
ing up every session? If you can answer yes to either, you’re on the compass of an unremarkable lamp. Take this framework, and then
right path. If you can answer in the affirmative to both, you have imagine the hell out of it!
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 Enjoy!
we never said there was only one way. Matt Finch
Have fun adventuring.
Tim Kask
July 10, 2010
Wizards of the Coast” and "Dungeons & Dragons" are trademark of Wizards of the Coast, Inc., and are 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.
CHARACTER NAME:
Class LEVEL
HIT POINTS
Alignment Experience Points (XP)
Age Prime Attribute SAVING THROW
Ancestry XP Bonus
ARMOR CLASS
Deity
Additional Languages
CHARISMA
Max # of Special Hirelings
Coins:
Gems:
Other:
Movement Rate
0 1 2 3 4 5 6 7 8 9
Spells Thieving Skills
Climb Walls
Delicate Tasks
Hear Sounds
Hide in Shadows
Move Silently
Open Locks
Notes
PLAYER GUIDE
GETTING STARTED
Most likely, you already know basically how this game works. dice, treating the first roll as the “tens” and the second roll
One of you is the “Referee,” who runs the game world: The as the “ones.” If you were to roll a 7 and then a 3, the result
Referee designs the adventures, makes decisions and rolls dice would be 73. A roll of 0 and 0 means a result of “100.”
for the monsters, describes what the characters see, and judg
es the effects of their actions. The rest of you are the “play- COMMON TERMS
ers,” each of you taking on the role of a “player character”
You will discover several common terms (and their abbrevi-
who might be a powerful wizard, a hard bitten warrior, or
ations) while reading. Swords & Wizardry itself is a role-
any other sort of fantasy avatar representing you in the game
playing game, shortened to RPG. The Referee may also be
world. You do not need to use miniatures, although they can
known as the Game Master, or GM. As a player, your charac-
sometimes help clarify who was standing underneath the
ter will be a player character (PC), while the Referee will pro-
stone block when it fell, and other such important questions.
vide non-player characters (NPCs). “Experience points” (XP)
The first step is to complete a character sheet, recording are the measure of a character’s growing expertise and abil-
your character’s statistics and equipment; the next step is to ity. “Hit Dice” (HD) are the number of dice a character or
sit down around a table with some dice and start playing! monster rolls to determine total “hit points” (hp), the amount
Unless, of course, you are the Referee, in which case you will of damage a one can handle before becoming incapacitat-
have to prepare the adventure first. You have the Referee ed. “Armor Class” (AC) is a measure of protection against
Book to help you with your role! attack. A “Saving Throw” represents the attempt to avoid or
mitigate some type of unusual attack. Gold pieces (often just
DICE called gp) are the most important medium of exchange. Do
Swords & Wizardry uses several different kinds of dice, not worry about trying to memorize all this; most of it will be
abbreviated according to how many sides they have. A evident as you read through.
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 10-sided die is a d10,
the 12-sided die is a d12, and the 20-sided die is a d20. When
the rules mention d100 (or percentile dice), roll two 10-sided
CREATING A CHARACTER
Your 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.
EQUIPMENT,
ARMOR &
WEAPONS
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), Wisdom
(common sense), and Charisma (leadership). The first step to creating
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 Ref-
eree 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 superhe-
roes! 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 Strength
Roll 3d6 for your character’s Strength score and write it on your To-Hit Damage Open Carry Modifier
character sheet. High strength lets the character force doors open Score
Modifier* Modifier* Doors (in pounds)
more easily and allows much more weight (treasure!) to be carried.
For Fighters only, high strength gives bonuses to hit and to inflict 3–4 –2 –1 1 –10
damage. The table below shows the effects of your character’s 5–6 –1 +0 1 –5
Strength score. Write down these bonuses on your character sheet.
Strength is the Prime Attribute for Fighters, Paladins, and Rangers, 7–8 +0 +0 1–2 +0
and one of the Prime Attributes for Assassin characters. (The Prime 9–12 +0 +0 1–2 +5
Attribute is important for calculating bonuses to your experience
points when you get them and is described later in the rules.) 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
*Penalties apply to any character, but only Fighters get the bonuses. The Referee
may perhaps choose to allow other classes to have a +1 bonus, 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.
DEXTERITY Dexterity
Roll 3d6 for your character’s Dexterity score. A high Dexterity score Missile Weapon To-Hit
gives your character bonuses when attacking with a bow or other Score Effect on Armor Class
Bonus/Penalty*
missile weapon, and improves your Armor Class (explained later in
the rules), making you harder to hit. Fighters with high Dexterity can 3–8 –1 Worse by 1 point
even parry enemy blows while fighting defensively in battle. Dexteri- 9–12 +0 None
ty is the Prime Attribute for Thieves and one of the Prime Attributes
for Assassin characters. 13–18 +1 Better by 1 point
PLAYER
Roll 3d6 for your character’s Constitution score. A high Consti- Hit Point Modifier (per hit Raise Dead
tution gives your character extra hit points for each hit die. It is Score
die) Survival
not the Prime Attribute for any character class, but those extra hit
points can come in very, very handy. Constitution is also used to 3–8 1 50%
determine a character’s likelihood of successfully being raised from 9–12 +0 75%
the dead, or surviving other truly major shocks to the system. (For
other shocks, use the same percentage chance as shown for “Raise 13–18 +1 100%
Dead Survival” on the table below.)
INTELLIGENCE Intelligence
Roll 3d6 for your character’s Intelligence score. High Intelligence Min/Max
allows a character to speak additional languages, as shown on the Maximum Max Chance to Number of
table below. Intelligence is the Prime Attribute for Magic-Users, Score Additional Spell Understand Basic Spells
and one of the Prime Attributes for Assassin characters. Only Mag- Languages Level New Spell Understandable
ic-Users with high Intelligence are able to learn the highest-level per Level
spells. There are also limitations on how many spells a Magic-User
can learn, based on the character’s intelligence. 3–7 0 4 30% 2/4
8 1 5 40% 3/5
Available languages include the Common Tongue (known by all
9 1 5 45% 3/5
characters), Dwarven, Elvish, Dragon, Giantish (which includes
ogres), Goblin (which includes orcs), and various other possibilities 10 2 5 50% 4/6
depending on your Referee’s campaign. The alignments of Law 11 2 6 50% 4/6
and Chaos have rudimentary “alignment tongues,” allowing simple
converse between those who serve the same alignment. One cannot 12 3 6 55% 4/6
learn the common tongue of an opposing alignment, and Neutrali- 13 3 7 65% 5/8
ty does not have any sort of alignment common language, although
there is a secret druidic language (druids are of Neutral alignment). 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
WISDOM
Roll 3d6 for your character’s Wisdom score. Wisdom is the Prime and flexibility during an adventure. Your Referee might choose not
Attribute for Clerics and Monks, and one of the two Prime Attri- to grant the bonus spell, but it is strongly suggested. Any character
butes for Druid characters. If a Cleric has a Wisdom score of 15 with a Wisdom score of 13 or higher receives a +5% bonus to all
or greater, the character gains an additional first-level spell. Note: experience point awards. (Clerics with high Wisdom receive both
The potential for a bonus spell is not a feature of the Original this bonus and any bonus for Wisdom as their Prime Attribute.)
Game, but it is a way to give low-level parties a bit more stamina
CHARISMA Charisma
Roll 3d6 for your character’s Charisma score. Highly charismatic Maximum Number of Adjustment to Retainer
characters have a better chance to talk their way out of trouble, and Score
Special Hirelings Morale
can lead more followers than characters with low Charisma. Charis-
ma also limits the number of “special hirelings” your character can 3–4 1 -4
attract into service as vassals. This does not mean normal men-at- 5–6 2 -2
arms; it means henchmen who are character-types: Magic-Users,
Clerics and others. Once your character reaches higher levels, you 7–8 3 -1
will need those minions! Charisma does not affect the number of 9–12 4 0
regular troops, lantern-bearers, and pack-carriers you can employ,
although it might affect how loyal they are. Charisma is one of two 13–15 5 +1
Prime Attributes for Druid characters. Any character with a Cha- 16–17 6 +2
risma score of 13 or higher receives a +5% bonus to all experience
point awards. 18 7 +4
Creating a Character / 7
CHOOSE A CHARACTER CLASS
Once you roll up your attribute scores, the next step is to choose a that certain attribute scores work well with certain character classes.
“character class.” The available classes are: Assassin, Cleric, Druid, Later you will choose your character’s ancestry and “Alignment,”
Fighter, Magic-User, Monk, Paladin, Ranger, and Thief. Your Referee which is the character’s alliance with Law or Chaos. Some classes can
may also have invented other character classes that are available to be of any ancestry and alignment, but others have restrictions, so you
you. Decide what sort of character you want to play, keeping in mind should be aware of this when you are considering your choice.
ASSASSIN
Assassins are a rare sub-class of Thieves; they are trained killers,
members of secret guilds and societies of their kind. As an Assas-
sin, 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 capabili-
ties, 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.
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).
PLAYER
if the character is impersonating a specific individual, the disguise Level*
can make the Assassin look only vaguely similar anyone at all Level (d6)** Throw
familiar with the original would spot the imposture immediately. 1 0 1 15
Disguises are more about blending in, mimicking a different social
class, and especially not being recognized afterward. 2 1,500 2 14
Level Climb Walls Delicate Tasks and Traps Hear Sounds Hide in Shadows Move Silently Open Locks
3 87% 15% 3 in 6 10% 20% 10%
4 88% 20% 3 in 6 15% 25% 15%
5 89% 25% 4 in 6 20% 30% 20%
6 90% 30% 4 in 6 25% 35% 25%
7 91% 35% 4 in 6 30% 40% 30%
8 92% 40% 4 in 6 35% 45% 35%
9 93% 45% 5 in 6 40% 50% 40%
10 94% 50% 5 in 6 55% 60% 55%
11 95% 60% 5 in 6 65% 70% 65%
12 96% 70% 5 in 6 75% 80% 75%
13 96% 80% 6 in 6 85% 90% 85%
14+ Remains at 96% Remains at 80% Remains 6 in 6 Remains at 85% Remains at 90% Remains at 85%
Character Classes / 9
CLERIC
Clerics 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.
PLAYER
Number of Spells (by level)**
XP Required for Hit Dice
Level Saving Throw 1 2 3 4 5 6 7
Level (d6)*
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/level 4 9 9 9 8 8 5 3
* 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.
Character Classes / 11
DRUID
Druids 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 you 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 or 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.
PLAYER
Mistletoe: A sprig of mistletoe serves for Druids much as a holy purposes, to be renegades. In rare cases, a Druid who declines to
symbol serves for Clerics, but is even more important. A Druid can challenge may be accepted into the hierarchy instead of becoming
barely cast spells at all without the mystical or symbolic connection a renegade if the Druid swears an oath never to further seek a place
provided by the mistletoe sprig. The connection of a Druid to in the druidic leadership. At that time, the Druid would become
nature is not the same as the Cleric’s connection to a divine being; a counselor and/or an agent of the Grand Druid, and gain a title
it is inherently more inchoate, less focused, and more diverse. such as “Counselor of Forests” rather than becoming a renegade.
Although Druids are considered a sub-class of Clerics, their magic
bears some partial similarities to that of Magic Users: they require DRUID CLASS ABILITIES
more of a symbolic focus, more of a ritualistic style of casting, and Spell Casting: Druids cast spells from a specific list, with numbers
rely to a greater degree on learning and lore than upon the faith, as per the Druid Advancement Table. Each day, the Druid selects
devotional, and crusading aspects that are so crucial to the power and prays for a particular set of spells, choosing any spells from the
of a true Cleric of Law or Chaos. standard Druid spell list. Once a spell is cast, it cannot be cast again
Druidic Hierarchy: The Druid character is a member of until the next day, unless the Druid prepares (prays for) the spell
a Druidic Order (or the Druidic Order, if there is only one), a more than once.
hierarchy of power and authority — essentially a pyramid — cul- Saving Throw Bonus: Druids gain a +2 bonus on saving throw
minating in the person of the Grand Druid. This august and mys- rolls against fire.
terious personage is the ultimate leader of all Druids in the order.
There might be more than one Grand Druid, each ruling different First Mysteries (2nd): The “First Mysteries” that a Druid
far-flung regions, but in the specific locale where a Druid character learns at 2nd level grant a variety of abilities to the character. The
begins play, there is, and can be, only one. Moreover, in this area 2nd-level Druid can determine whether water is pure; identify
(however large or restricted it might be), there are limited numbers any type of normal plant by sight, smell, or taste; and move easily
of Druids who may serve in the less-lofty positions of the hierarchy through non-magical undergrowth, including thorns or heavy vines.
as well. The levels of druidism represent the sequential introduc- Shape Change (5th): At 5th level, the Druid can change shape
tion to higher knowledge — secrets that are dangerous for those of into the form of an animal. The animal’s size can range from
lesser power to know — and also the initiation of the Druid into in- that of a crow to that of a black bear (but not a huge bear such
creasingly smaller “circles” of higher-ranking druids. Once a Druid as a grizzly or polar bear). The druid can change into as many as
reaches 11th level, having learned the full scope of the mysteries three different animal forms per day — one from each category of
of druidism, the character gains the title of Druid. (This is just a reptile, mammal, and bird but only once for each form within a
title in the order; obviously, the character has been a “druid” since single day. When the Druid shapeshifts, 1d6 x 10% of any lost hit
the beginning.) Gaining the position of an Archdruid, or rising to points are cured in the transformation.
the highest authority of the Grand Druid, requires more than just
Immunity to Fey Charms (5th): Also at 5th level, the Druid be-
gaining the necessary experience points; it requires supplanting
comes completely immune to the charms of dryads, naiads, satyrs,
the current holder of that position. If the Druid character cannot
and other such fey creatures of the wild woods and rivers.
challenge and defeat one of the current Archdruids (to gain 12th
level), or the current Grand Druid (to gain 13th level), the character Magic Items: Druids are able to use any magical item Clerics
cannot advance to the higher level without departing from the true can, with the exception of Clerical spell scrolls.
order of druids and becoming an outcast. The nature and “rules” Secret Language: The druidic hierarchy speaks a secret language
of the druidic challenge are kept a deep secret from all non-Druids. known to all true (Neutral) Druids.
Losing a druidic challenge causes a loss of experience points to
the beginning of the level of advancement below the challenger’s Druidic Stronghold (11th): Upon reaching 11th level, a Druid
current level, so it is a grave setback. (For example, an unsuccess- may build a stronghold in the wilderness, usually made up of a
ful challenger for the rank of Archdruid would be reduced to the stone circle and/or other megaliths, one or more groves, and a
beginning of 10th level.) However, a determined Druid may gain fortress redoubt of some kind to protect the area. Such isolated
more experience and then return to challenge again, as many times strongholds often serve as informal academies for aspirant Dru
as he or she needs or desires. ids in-training, or as fortresses sited to defend wilderness areas
threatened by Law or Chaos. A Druid who establishes such a
The Grand Druid may continue to gain levels, although the stronghold gathers supporters and followers, although many of
progression and benefits gained from these levels are minor — the these will not be human.
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 experi
ence 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 communi
ty of the druidic hierarchy. They are considered, for all intents and
Character Classes / 13
Druid Advancement Table
Number of Spells (by level)***
XP Required Hit Dice Saving
Level* Role in Hierarchy 1 2 3 4 5 6 7
for Level (d6)** Throw
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 The Grand Druid (or Renegade Druid) 7 5 5 4 4 3 2
PLAYER
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 the 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.
Strength Bonuses: Unlike most other character classes, Fighters 15 850,000 9+12 hp 5
with a high Strength can have bonuses to hit and on damage. 16 950,000 9+14 hp 5
Saving Throw Bonus: Fighters have a +1 bonus on all saving 17 1,050,000 9+16 hp 5
throws except against spells (including those from wands and staffs).
18 1,150,000 9+18 hp 5
Establish Stronghold (9th): At 9th level, a Fighter may establish
a stronghold and attract a body of men-at-arms who swear their 19 1,250,000 9+20 hp 5
loyalty to the character as their liege lord (or lady). Most likely, the 20 1,350,000 9+22 hp 5
castle attracts peasants seeking safe places to establish homes, and
21+ +100,000 per level +2 hp/ level 5
the Fighter becomes more powerful and influential as the number of
such followers increases. The stronghold will likely be a small terri- * Hit points shown for levels after the character no longer gains full hit dice are the
tory carved from the wilderness, held as a freehold by the self-enno- total combined number. An 11th-level Fighter has 9HD plus 4 hit points total, not
bled character. 9HD plus 2 hit points gained at 10th level and another 4 hit points gained at 11th.
Character Classes / 15
MAGIC-USER
As 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 signifi-
cances 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 adven-
turers 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 pro-
viding 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 hither-
to unknown spells. Such great Archmages can sway the politics
of kingdoms, commanding respect and fear across the realms.
PLAYER
ber” of knowable spells, although they still require a roll to see if a necessary libraries and laboratories of a high-level mage. Such
Magic-User can understand one. (Such spells are rare and seldom a powerful sorcerer attracts a mixed bag of mercenaries, strange
traded.) New spells that a wizard researches and creates personally servants (some with odd abilities and deformities), and perhaps
are also not subject to the maximum allowable number of regular even a few monsters. This colorful crew swears fealty and serves
spells. the wizard with considerable (but not unlimited) loyalty. In general,
Saving Throw Bonus: Magic-Users gain a bonus of +2 on all such a freehold will encompass a small territory around the tower as
saving throw rolls against spells, including spells from magic wands well — whatever quantity of wilderness the Magic-User chooses to
and staffs. tame and protect.
* 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.
Character Classes / 17
ABOUT MONKS
Thieving Skills: A Monk with Dexterity 15+ gains thief skills as
shown in the table.
Alignment: Monks may be of any alignment, although most are
disciples of Law.
Ancestry: Only humans may become Monks.
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.
CLASS ABILITIES
Weapon Damage Bonus: If the Monk's Wisdom is 15+, they inflict
an additional point of damage at 2nd level when using weapons, and
this bonus increases every other level (+2 at 4th level, +3 at 6th level)
up to a maximum of +5 at 10th level.
Deadly Strike: When the Monk’s unarmed 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, if the Monk's
Strength is 12+, 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: Provided that the Monk has a Dexterity of 15+,
when fighting without weapons, they gain additional attacks during a
single melee round (see Monk Advancement Table).
Alertness: Provided that a monk has a Wisdom of 15+, they are
not easily attacked by surprise. There is only a 1 in 6 chance for the
monk's party to be surprised in a combat.
Deflect Missiles: If the Monk's Dexterity is 15+, they can deflect
arrows and magic missile spells with a successful saving throw.
Slow Falling: If the Monk's Wisdom is 15+, at 5th level, they can fall
up to 20 feet with no damage if they can touch a wall. This distance
increases to 40 feet at 8th level and any distance at 11th level.
Saving Throw Bonus: If the Monk's Wisdom is 12 or higher, they
gain a +2 bonus against paralysis and poisons.
Speak with Animals (4th): The Monk can speak with normal
MONK
animals in a manner similar to the spell of the same name.
Mastery of Silence (5th): The Monk can enter a state of perfect
As a Monk, you are a seeker after enlightenment, a member of catatonia, stopping his or her own heart to simulate death. The
an ascetic religious order pursuing mental, spiritual, and physical character can maintain this state for 1d6 x 10 minutes x the monk’s
perfection. You are deadly with all weapons, and an expert in complex level.
forms of unarmed combat. Although Monks do not wear armor, they
Mastery of Mind (6th): The Monk’s thoughts become so serene
improve in armor class as they gain levels due to a higher and higher
and placid that any attempt at mind reading has a 90% chance of
degree of both enlightenment and martial artistry. Monks are relatively
failure. The failure chance increases by 1% per monk’s level above
weak at lower levels, but at higher levels they approach the power of
6th, rising to 100% at 16th, when the Monk’s mind is completely at
higher-level Magic-Users, although in a much different way. Various
one with the surrounding environment.
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.
PLAYER
the healing. This ability only affects the Monk; it cannot be used on creature dies instantly when the Monk gives a mental command for
others. its heart to stop. (The creature must have a heart or other organ that
Mastery of Self (8th): The Monk is not subject to mental can be stopped.) The creature’s bodily vibrations remain attuned to
control of any kind, including charm spells and hypnosis. The only the Monk for a period of one day per level of the Monk, and if the
exceptions are the geas and quest spells. Monk does not mentally command the creature to die within this pe-
riod of time, the death does not occur. This ability may not be used
Oneness with Self (10th): The Monk is not subject to geas or more frequently than once per week.
quest spells.
Note that the original Monk character class required high ability scores. We have
Establish Monastery (11th): At 11th level, a Monk may estab- removed that requirement, but the full powers of the class are only available if the
lish an isolated monastery for the purposes of peaceful contempla- original minimum requirements for stats are met.
tion, and for teaching disciples and students.
Character Classes / 19
Thieving Skills for Monks
Level Climb Walls Delicate Tasks and Traps Hear Sounds Hide in Shadows Move Silently Open Locks
1 87% 15% 3 in 6 10% 20% 10%
2 88% 20% 3 in 6 15% 25% 15%
3 89% 25% 4 in 6 20% 30% 20%
4 90% 30% 4 in 6 25% 35% 25%
5 91% 35% 4 in 6 30% 40% 30%
6 92% 40% 4 in 6 35% 45% 35%
7 93% 45% 5 in 6 40% 50% 40%
8 94% 50% 5 in 6 55% 60% 55%
9 95% 60% 5 in 6 65% 70% 65%
10 96% 70% 5 in 6 75% 80% 75%
11 96% 80% 6 in 6 85% 90% 85%
12 96% 90% 6 in 6 95% 100% 95%
13-15 96% 100% 6 in 6 100% 100% 100%
16+ Remains at 96% Remains at 100% Remains at 6 in 6 Remains at 100% Remains at 100% Remains at 100%
PALADIN Alliances: Paladins will not work with characters other than those
of Lawful alignment unless ordered to do so by a superior officer
As a Paladin, you are a resolute warrior against Chaos and evil, of the Paladin’s order, by a Lawful prince, or by the high priest of a
and a stalwart defender of Law. You might resemble the “knight in Lawful temple.
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 protec- Prime Attribute: Strength, 13+ (+5% experience bonus)
tion of civilization. You defend the weak from tyranny, fight injustice
Hit Dice: 1d8/level (Gains 2 hp/level after 9th level)
where you find it, and hunt down those who are tainted with the
Armor/Shield Permitted: Any
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 Weapons Permitted: Any
some of them operate as “knights errant” following the guidance of Ancestry: Only Humans may be Paladins
higher powers toward the places where Law battles Chaos.
PLAYER
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 arrives 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 10 game-years.
Dispel Evil (8th): Starting at 8th 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 8th 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 9th 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 100 or 200 soldiers at the maximum.
* 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.
Character Classes / 21
Title: When a Ranger attains 8th level, other Rangers 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 restricts only the
number of Rangers that can participate in a particular mission or
expedition.
ABOUT RANGERS Giants and Goblin-types: Rangers are well trained to deal with
giants, trolls, ogres, orcs, goblins, and kobolds. Against any of these
Alignment: Rangers must be, and remain, Lawful in alignment, or sorts of monsters, Rangers gain +1 damage per level with a successful
they lose all Ranger abilities and are treated as ordinary Fighters. attack roll.
PLAYER
usable by fighter-types. Rangers of this level can employ Clerical seeking a safe place to settle. Roll 2d12 to determine the number
healing scrolls and any other magic items that heal damage or dis- of followers. Determine the class of each in this order: half of the
ease. Note that if the item has other abilities in addition to healing, total will be Fighters, a quarter of them will be Clerics, one-fifth of
the Ranger cannot employ these other powers unless the item is them will be Magic-Users, and if there are more than 20 followers,
normally usable by Fighters. one of them will be a Neutral-aligned Thief.
Scholar of Scrying Magic (9th): At 9th level, a Ranger can use The followers will be at least second level; for each there is a 25%
any and all magic items, including spells from scrolls, that involve chance to add 1d4 to the base second level. Also, for each of these
scrying magic. Examples would be the clairvoyance spell or crystal followers, there is a 2% chance that the follower is actually a highly
balls. unusual type instead of whatever the dice originally indicated. Roll
Scholar of Travel Magic (9th): Also at 9th level, a Ranger may 1d6 on the table below to determine the type:
employ any and all magic items, including spells from scrolls, that
use magic involving teleportation, dimensional travel, or passing 1–2 Another Ranger (level 1d6+1)
through objects. Examples would be a passwall or a passplant scroll). 3–4 A lycanthrope (werebear or wereboar)
Fortress (9th): At 9th level, the Ranger may build a fortress in the 5 A mated pair of unicorns
wilderness in order to house the character’s growing number of loy-
al retainers. When the fortress (which may be small or quite large, 6 A pegasus
* 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.
Character Classes / 23
Prime Attribute: Dexterity, 13+ (+5% experience bonus)
Hit Dice: 1d4/level (Gains 1 hp/level after 10th level)
Armor/Shield Permitted: Leather armor; no shield
Weapons Permitted: Any, but magical weapons are limited to
daggers and swords
Ancestry: Any
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/level Remains at 5
Thieving Skills
Level Climb Walls Delicate Tasks and Traps Hear Sounds Hide in Shadows Move Silently Open Locks
1 87% 15% 3 in 6 10% 20% 10%
2 88% 20% 3 in 6 15% 25% 15%
3 89% 25% 4 in 6 20% 30% 20%
4 90% 30% 4 in 6 25% 35% 25%
5 91% 35% 4 in 6 30% 40% 30%
6 92% 40% 4 in 6 35% 45% 35%
7 93% 45% 5 in 6 40% 50% 40%
8 94% 50% 5 in 6 55% 60% 55%
9 95% 60% 5 in 6 65% 70% 65%
10 96% 70% 5 in 6 75% 80% 75%
11 96% 80% 6 in 6 85% 90% 85%
12 96% 90% 6 in 6 95% 100% 95%
13 96% 100% 6 in 6 100% 100% 100%
14 96% 100% 6 in 6 100% 100% 100%
15 96% 100% 6 in 6 100% 100% 100%
16+ Remains at 96% Remains at 100% Remains at 6 in 6 Remains at 100% Remains at 100% Remains at 100%
Hide in
Ancestry Climb Walls Delicate Tasks and Traps Hear Sounds Move Silently Open Locks
Shadows
Dwarf — +15 to traps only — +5 +5 +5
Elf — — — +15 +10 —
Half-Elf — — — — — —
Halfling — +5 — +10 +10 +10
Character Classes / 25
MULTI-CLASSING IN SWORDS & WIZARDRY
Changing Character Class Dwarves, Elves, and Half-Elves may have more than one class at
Dual-Classing a time, which is called “multi-classing.” Each ancestry has certain
allowed combinations for player characters. Halfling and Human
Single-classed Fighters, Magic-Users, Clerics, and Thieves can change
characters may have only a single class. Multiple classes are written
character class, progressing in the new class and abandoning the old with a slash as a separator, as are multiple levels. For instance, a
one. The only limitation is that Magic-Users may not switch to become dwarf Fighter/Thief may be level 6/7 (listing the Fighter level and
Clerics, nor can Clerics switch to Magic-User. In order to change class, then the Thief level), while a half-elven Fighter/Magic-User/Cleric
the character must have a minimum attribute score of 16 in the Prime might be level 4/3/4.
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
Multi-Classing Note 1
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 The rules of the Original Game are exceedingly unclear on the details
to the character from adventuring, dividing all gained XP by the level of how some of this multi-classing operates. Swords & Wizardry
at which the character made the switch. Thus, a 5th-level Magic-User treats each multi-class in the same basic fashion, which is one valid
who switches to become a Fighter (keeping the Magic-User powers) interpretation of the Original Game, although not necessarily the only
would divide all awards of experience points by 5 for gaining Fighter one.
levels until becoming a 5th-level Fighter. Note that switching classes Humans cannot be true multi-class characters, but can still be dual-
would not allow the character to have more than 9 full hit dice no mat- class characters. See the earlier sidebar, “Changing Character Class,”
ter how many total levels were gained. Obviously, too, the character for details.
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.
PLAYER
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.
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 CHOOSE AN ALIGNMENT
in Supplement 1. Choose your character's moral alignment: Law or Neutrality (or, if
the referee allows, Chaos). Some character classes must be a partic-
ular alignment.
LEVEL ADVANCEMENT Law and Chaos are cosmic forces engaged in an ageless, eternal
struggle of civilization (Law) against the powers of blood-drenched
The abilities of a class are gained as soon as a new level is achieved anarchy and dissolution (Chaos). This is the ultimate battleground
in that class, but a new hit die is not gained until the character has of demons and godlings, unspeakable ancient horrors and distant
advanced a level in all classes. In other words, a dwarven Fighter/ powers of divinity, fought across all the planes of existence and in
Thief would not gain a “Thief ” hit die at level 1/2; instead, the all the nuances of the profound and incomprehensible multiverse.
character would receive a second multi-class hit die (the averaged There are cosmic forces of Neutrality as well, standing aloof from
result of the roll of a d8 and a d4) after reaching 2nd level as a the battle between Law and Chaos and working toward their own
Fighter also. inscrutable ends. This is the realm of matters that humankind is not
If a multi-classed character reaches the point where one class is meant to know; those who delve too deeply into blasphemous lore
“capped,” and the character cannot advance in that class any more, and higher realities do so at the very real risk of their sanity.
the character still gains only a new hit die when both (or all three) This vast opposition extends into every corner of the universe.
levels would have been reached. For example, an elven Fighter/ Great and horrible demon-princes forge their subtle plans to bring
Magic-User reaches 4th-level Fighter and 4th-level Magic-User ruination to all things, while the hosts of Law marshal their own al-
with 10,000 XP in each class, when the Magic-User experience lies against ancient foes and new, rising, threats to civilization. Even
reaches 4th level. Now the player rolls a new hit die, rolling a d8 the player characters are involved with this eternal struggle, whether
and a d4 and taking the average of the result. When the character directly or indirectly, for every action tilts the balance infinitesimally
later reaches 16,000 XP in each class, normally that would mean to one side or the other. Will the adventurers attempt to stay out of
gaining a level as a Fighter. However, since an Elf is capped at 4th such matters, remaining neutral between the opposing forces? Will
level as a Fighter, there is no result. When the Elf reaches 20,000 they become champions of Law and civilization, heroes against
XP in each class and becomes a 5th-level magic-user, the new hit the mad desolation of Chaos? Or will they themselves fall into the
die is rolled. (It is still an average of rolling a d8 and a d4.) For the subtle lure of power offered by the legions of anarchy?
sake of example, if somehow the Elf had lost XP in the Fight-
er class, reaching 10,000 XP in the Magic-User class (4th level) All characters are aligned with Law, Chaos, or Neutrality. Any
without first reaching 8,000 XP (4th level) as a Fighter, then the Elf person who is active on behalf of civilization and goodness is
would not gain an additional hit die until reaching 8,000 XP as a considered to be Lawful, while one who has fallen into the dark
Fighter. This situation is not likely to arise. realms of demonic beliefs or vicious cruelty is considered Chaotic.
Characters who fall into the gray 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
Multi-Classing Note 3 they support neither civilization nor anarchy. Most Thieves, too,
The Swords & Wizardry method for Dwarven, Elven, and Half-el- are neutral, for they follow a course of self-interest without (usually)
ven multi-classing (that is, granting new hit dice only once all levels being bloody-handed or homicidal. Virtually all monsters are, by
are reached) has the effect of slowing down the pace of hit-point ad- their very nature, servants of Chaos.
vancement for these characters, thus offsetting the natural advantag- It is not necessary, of course, to run a “heroic” game of Swords &
es of seeing in the dark, etc. Also, the restricted availability of certain Wizardry. Many adventuring parties are out for fame and fortune
single classes is done (maintained from the Original Game rules, ac- and do not want to get tangled up in the opposition of Law and
tually) to represent the inherently different nature of these ancestries; Chaos. These freebooters might have their own codes of personal
it helps avoid the “elves are humans with pointy ears” syndrome. morality, but heroism and honor seldom guide their actions if bal-
anced against survival and loot.
Character Classes / 27
CHOOSE A CHARACTER ANCESTRY
In a fantasy world, humans often are not score to gain experience more quickly. Elves experience more quickly.
alone. Elves may populate the great forests, advancing in more than one class are limited Halflings who are not player characters
Dwarves carve their halls and mines into the to 4th-level Fighter (5th level with Strength might have classes, abilities and limitations
heart of the earth, and Halflings reside in of 17, 6th level with Strength of 18) and which are completely different from those
the comfortable hill-houses of their bucolic 8th-level Magic-User (9th with an Intel- of a Halfling adventurer. The nature of the
shires. The Referee will inform you if there ligence of 18). (For more information on Halfling ancestry as a whole is determined
are other types of non-humans available for multi-classed characters, see below.) Regard- by the Referee, and might include non-play-
use as player characters. less of any further progression in levels as er characters of any class.
a Magic-User, Elves are able to cast magic
spells only as high as 5th-level spells. HUMANS
DWARVES
Those Elves who are not player characters Humans are the default ancestry for
The Dwarf player character has a +4 on
might have abilities and limitations com- Swords & Wizardry, and thus they receive
saving throws against any magic, and easily
pletely different from those of an adventur- no specific bonuses or penalties as do the
takes note of certain features of stonework:
ing Elf. The nature of the elven ancestry as other ancestries. Humans are a hardy breed,
sloping corridors, moving walls, and traps
a whole is entirely the province of the Refer- fighting vigorously to expand and guard
made of stone — in particular, falling
ee, and might include non-player characters their civilization in a dangerous world. Many
blocks, rigged ceilings, and tiny arrow slits
of any class. perils lurk beyond the borders of the human
designed to release poison gas or darts. They
can also identify whether stonework is recent lands, but humanity must be ever alert to
HALF-ELVES the possibility of treachery within its own
or not. There is no established die roll or
rule for using these abilities; exactly what a Half-elves have abilities very similar to those territories and kingdoms: The very individ-
Dwarf does or does not perceive is up to the of true Elves. They can see in the dark uality that makes humankind so diverse and
Referee. Dwarves can see in the dark (dark- (darkvision) to a range of 60 feet and gener- energetic as a ancestry can also breed those
vision) to a limit of 60 feet. ally have a 4-in-6 chance to find secret doors who are dark of mind and willing to cooper-
when searching. ate with the forces of evil and chaos.
Dwarven player characters must be Fighters
or Fighter-Thieves. Multi-classed Fight- Half-elves may be Fighter/Magic-Users, and Note that non-humans cannot be Assassins, Druids,
er-Thieves are limited to 6th level as Fight- may also multi-class as Fighter/Magic-User/ Monks, Paladins, or Rangers as player characters.
ers, and may not advance beyond this point. Clerics. (For more information on multi-
(For more information on multi-classed char- classed characters, see below.) Half-elves do
acters, see below.) A Dwarf who is purely a have restrictions on maximum levels: a Half-
elf can reach 6th level as a Fighter (7th with Continued Advancement
Fighter may advance beyond 6th level only
if the warrior has Strength of 17 (maximum a strength of 17 and 8th with a strength of Non-human characters are limited in
7th level) or 18 (maximum 8th level). Such a 18), and can reach 6th level as a Magic-User their advancement in many classes. If a
Fighter may also take advantage of any XP (7th with an intelligence of 17 and 8th with character has only a single class, rather
bonus due to a high Strength score to gain an intelligence of 18). Half-elves are limited than completely halting the advancement
experience more quickly. to 4th level as Clerics. Half-elves may also in that class, the Referee might allow the
be Thieves (single-class only), but may not character to continue gaining levels more
Dwarves that are not player characters pursue other single classes such as Fighter slowly. A severe penalty would be applied
might have completely different limitations or Magic-User. As a Thief, a Half-Elf can to the amount of experience being gained
or abilities than Dwarf player characters, advance with no maximum level limit, and once the ordinary maximum (as indicated
as determined by the Referee. In particular, may also take advantage of any XP bonus in the appropriate ancestry description) is
dwarven Fighter-Clerics exist, with the abil- due to a high Dexterity score. attained. The penalty might, for example,
ity to reach as high as 7th level as a Cleric, be 50%, although any XP Bonus would
and the Referee might choose to allow such Those Half-elves who are not player char-
acters might have abilities and limitations still apply.
a class to players.
completely different from those of a Half-elf If a character with multiple classes has
ELVES adventurer. The nature of Half-elves and maximum limits to levels in all classes,
their place in the world is entirely up to the Referee might allow the character to
Elves can see in the dark (darkvision) to a
the Referee, and he or she might include advance slowly in one class after all limits
range of 60 feet and generally have a 4-in-6
non-player characters of any class. have been reached. When the multi-
chance to find secret doors when search-
classed character has reached the highest
ing, unlike the other ancestries, which have HALFLINGS permitted level in all classes, the Referee
a 2-in-6 chance. Elves also have a 1-in-6
Halflings gain a +4 on saving throws against may let the player choose one class in which
chance to notice a secret door even when
magic, and a +1 bonus when using missile the character can continue to advance.
they are not searching. They also cannot be
weapons. Halfling characters may advance The character could then continue gaining
paralyzed by ghouls.
as Fighters, but they are limited to 4th level levels, but with a severe penalty to the
Elven player characters may be Fighter/ simply due to their diminutive size and amount of experience being gained, such
Magic-Users, Thieves, or Fighter/Magic-Us- generally non-aggressive nature. They may as the 50% suggested above. In addition,
er/Thieves. In the Thief class, an Elf may also choose to be Thieves, in which case they the usual procedure of dividing experience
advance with no maximum level limit. An have no limit on level advancement. Halfling points among all classes still applies.
Elf that is solely a Thief may take advantage characters may take advantage of any XP
of any XP bonus due to a high Dexterity bonus due to high Attribute scores to gain
PLAYER
these are used to buy equipment. One gold piece (gp) is worth 10 silver pieces (sp) or
100 copper pieces (cp). One platinum piece (pp) is worth 5 gold pieces (gp). 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.
ITEM DESCRIPTIONS 2 rounds. Burning oil can also be used to create a hazard for pursuing
monsters.
Garlic, charmed: A head of garlic with hexes and blessings on
it. Normal garlic has a minor effect on undead, but charmed garlic Torches: Torches burn for one hour and create a 30-foot radius
works much better. of light. They are easily blown out by gusts of wind, and may even
be extinguished when dropped. However, if the party needs to set
Holy symbol: Often needed for Cleric spells and for turning the
something on fire quickly — and they will — a lit torch can come
undead. In some cases, silver ones work better.
in very handy.
Holy water: Causes damage (1d6 hp) when thrown on most types
Wolfsbane: Fresh wolfsbane often keeps werewolves at bay …
of undead creatures and demons. This can be useful, since many of
temporarily.
the more-powerful undead and demons can otherwise be damaged
only with magical weapons. Transportation
Lantern, bullseye: These shine a beam of light 60 feet long but Type Cost
only 10 feet wide through a hole in the lantern’s metal cylinder.
They have a hinged cover that allows the light to be hidden. Cart, Hand 10 gp
Lantern, hooded: These are normal lanterns open on all sides, Horse, Riding 40 gp
with the flame shielded by glass. They shine a 30-foot radius of Horse, War 200 gp
light in all directions.
Mule 20 gp
Oil, lamp: A pint of oil keeps a lantern (either type) burning for
four hours. Oil is also highly flammable; a lit flask of oil can be Rowboat 20 gp
used as a thrown weapon to cause 1d4 points of damage with a Wagon 50 gp
successful hit, and 1 more point of damage per round for the next
Equipment / 29
WEAPONS & ARMOR Missile Weapons
Rate of fire is the number of times that a missile weapon can be fired
Melee Weapons
during a single combat round. Some bows, such as a shortbow, can be
Weapon Weight fired two times during a combat round, while a heavy crossbow can be
Weapon Cost
Damage (lbs.) fired only once in a round and must then be reloaded for a full round
Axe, battle1, 2 1d8 15 5 gp before it can be fired again.
Axe, hand 3
1d6 5 1 gp Rate of Weight
Weapon Damage Range* Cost
Fire (lbs.)
Club 1d4 10 0 gp
Arrows (20) 1d6 By weapon By weapon 1 2 gp
Dagger 3 1d4 2 2 gp
Axe, hand 1d6 1 10ft 5 1 gp
Flail (two-handed) 1d8 10 8 gp
Bolts, heavy 1d6+1 By weapon By weapon 1 2 gp
Hammer, war 1d4+1 10 1 gp
(20)
Lance 2d4+1 15 6 gp
Bolts, light (20) 1d4+1 By weapon By weapon 1 2 gp
Mace, heavy 1d6 10 10 gp
Bow, long See Arrows 2 70ft 5 60 gp
Polearm (two-handed) 1d8+1 15 10 gp
Bow, short See Arrows 2 50ft 5 15 gp
Spear1, 2, 3 1d6 10 1 gp
Crossbow, See Bolts, 1/2 80ft 5 20 gp
Staff (two-handed) 1d6 10 0 gp heavy heavy
Sword, bastard1, 2 1d8 10 20 gp Crossbow, See Bolts, 1 60ft 5 12 gp
light light
Sword, long 1d8 10 15 gp
Dagger 1d4 1 10ft 2 2 gp
Sword, short 1d6 5 8 gp
Dart 1d3 3 15ft 1 0.2 gp
Sword, two-handed 1d10 15 30 gp
Javelin 1d6 1 20ft 5 0.5 gp
1
Weapon can be used either one- or two-handed
2
When wielded two-handed, gain +1 damage bonus Sling See Stones, 1 40ft 1 0.2 gp
3
Can be used as both a melee and a missile weapon sling
Spear 1d6 1 20ft 10 1 gp
Stones, sling 1d4 By weapon By weapon 5 0 gp
(20)
* 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.
Crossbow, Light
Bow, Long
Sling & Stones
Bow, Short
Throwing
Axe
Darts
Arrows
Crossbow, Heavy
Javelin
Spear
Lance
Equipment / 31
WEIGHT AND MOVEMENT
Weight 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:
* 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.
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)
to continue at this pace.
Combat Base movement rate times 10 yards (not feet), is how far the charac- Battling your foes or running for your life
ter can move in one round. Thus: Base Movement of 6=60 yards
(180 ft.). Base Movement of 12=120 yards (360 ft.).
How to Play / 33
SAVING THROWS Take note: Some character classes have better-than-average chances
to make a saving throw against particular types of hazards. Mag
From time to time, a spell or some other kind of hazard requires you
ic Users, for example, get a bonus of +2 to the die roll on their
to make a “saving throw.” A successful saving throw means that the
saving throws against spells of all kinds. These various bonuses are
character (or monster) avoids the threat or lessens its effect. Each
described in the explanation of each character class. Fighters, Pala-
character class has a “Saving Throw” target number, which gets low-
dins, and Rangers do not get these bonuses because their base saving
er and lower — easier to beat, in other words — as a character gains
throw numbers are better than the other classes across the board.
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 Monsters can also make saving throws; a monster’s saving throw
throw succeeds. target number is listed in its description.
Death Rays and Poison Wands (all) Turned to Stone Dragon’s Breath Spells and Staffs
Clerics Level 1: 11 Level 1: 12 Level 1: 14 Level 1: 16 Level 1: 15
(including Druids Level 5: 9 Level 5: 10 Level 5: 12 Level 5: 14 Level 5: 12
and Monks)
Level 9: 6 Level 9: 7 Level 9: 9 Level 9: 11 Level 9: 9
Level 13: 3 Level 13: 5 Level 13: 7 Level 13: 8 Level 13: 7
Fighters Level 1: 12 Level 1: 13 Level 1: 14 Level 1: 15 Level 1: 16
(including Rangers Level 4: 10 Level 4: 11 Level 4: 12 Level 4: 13 Level 4: 14
and Paladins)
Level 7: 8 Level 7: 9 Level 7: 10 Level 7: 10 Level 7: 12
Level 10: 6 Level 10: 7 Level 10: 8 Level 10: 8 Level 10: 10
Level 13: 4 Level 13: 5 Level 13: 5 Level 13: 5 Level 13: 8
Magic-Users, Thieves, Level 1: 13 Level 1: 14 Level 1: 13 Level 1: 16 Level 1: 15
and Assassins Level 6: 11 Level 6: 12 Level 6: 11 Level 6: 14 Level 6: 12
Level 11: 8 Level 11: 9 Level 11: 8 Level 11: 11 Level 11: 8
Level 16: 5 Level 16: 6 Level 16: 5 Level 16: 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 Fighters, Magic-Users and Clerics, and giving Paladins a +2 on all saving throws; but keeping the Druid’s
+1 saving throw bonus against fire.
COMBAT
A Quick Introduction
The 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!
PLAYER
reaction to seeing the adventurers and might even be convinced to
the order of events is as follows: offer some help — if they are well paid, of course!
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 2. DECLARE SPELLS
the sudden encounter. See below for details of the surprise roll.
Any player whose character is going to cast a spell must say so be-
2. Declare Spells: This is not an option for a group that was fore the initiative roll. (The Referee makes a similar determination
surprised; they have to wait until the beginning of the next round. for the opponents.) The casting of any spell starts at the beginning
See below for details of declaring spells. of the combat round. Thus, if the enemies win the initiative roll
3. Determine Initiative: Each side rolls a d6 and the side with and damage the spellcaster, the spell’s casting may be disturbed and
the highest result is the winner. One roll is made for each side, the spell lost. (This is the Swords & Wizardry interpretation of
not for each individual. If this is the first round and one group several places in the Original Rules where a spell must be “ready.”)
was surprised, the other side gets to go first automatically, without
having to roll a die. 3. ROLL INITIATIVE
4. Movement and Missile Fire: Each combatant on the side At the beginning of a combat round, each side rolls a d6 for “ini
that won initiative may move, or may fire any missile weapons. tiative” — the opportunity to act first. The side with the highest
Then the losers of the initiative roll may move or fire missile roll wins, and that group acts first. Initiative rolls may result in a tie.
weapons. When this happens, the Referee may choose to resolve the actions
as if they are simultaneous, or to have both sides re roll.
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 4. MOVEMENT AND MISSILES PHASE
caster is in melee combat with enemies. Losers of the initiative then Winners of the initiative roll take any movement, including any
make their attacks and cast spells. movement like actions that might happen in combat such as
6. The round is complete. Go back to step 2 (Declare Spells) climbing onto tables, or swinging from ropes, etc. Missile fire would
and repeat the process until the combat is finished. also include things such as pushing a boulder off a cliff. The results
(deaths, etc.) take effect, and then the losers of the initiative roll
1. SURPRISE 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
In general, a group cannot be surprised if they are already aware they either move or not. It is up to the Referee whether missile fire
of an opponent’s presence even though they have not yet seen them includes both shots from a weapon with a rate-of-fire higher than
— due to hearing them on the other side of a door, for instance. one; a longbow, for example, shoots twice in one round. In many
If one side is surprised, the other side automatically gets to take games, only the first shot is allowed in this phase, with the second
actions before the first initiative roll. If they also win that initiative shot being fired after melee and spells are resolved.
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
5. MELEE AND SPELLS PHASE
side, not for each individual character or monster.) If the result is First, all members of the side that won initiative may make hand-
a 1 or a 2, the group is surprised. A party that includes a Monk or to-hand (melee) attacks if they are in melee range of an opponent,
Ranger, however, is surprised only on a roll of 1. It is possible for and the damage from these attacks is inflicted (enemies might die).
both groups to be surprised, effectively canceling out the effect on Spells are cast and take effect. Next, the losers of the initiative roll
both sides. make their melee attacks and cast their spells. Anyone who was
killed by the winners of the initiative roll is already dead and can-
And here is something really nasty: If a group is surprised, each
not attack. Turning Undead also takes place in this phase.
person (or creature) in it has a 1-in-4 chance to drop one or more
handheld items!
6. COMPLETE THE ROUND
Underground or in a dungeon, the distance between two groups
when they discover each other is 1d6 x 10 feet. That is very close; Check spell effects or other actions that last or take a certain
the monsters may already be inside the radius of the adventur- amount of time. If the Referee requires that the “second shot”
ers’ light source. Outside, the distance will be about 10 times this from longbows and shortbows takes place at the end of the round,
number, or, if the visibility is bad, three times. Anything affecting resolve those attacks in order of initiative. Then, go back to Declar
visibility could also affect surprise distance. For instance, someone ing Spells and repeat the process until the combat is over. Combat
with darkvision will be able to see up to 60 feet clearly at night or ends when one side flees, surrenders, or is entirely slain.
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 If you are using the Ascending AC system, there is a quick
to surprise travelers. These and similar factors are left up to the formula presented at the end of this chapter (pg. 39) that a
judgment of the Referee. Referee can use instead of the charts. (See “Quick Method for
Take note: Monsters do not always leap to the attack. Unless they Ascending AC Combat”). The Referee will decide whether to
are on the alert for intruders, the Referee may roll 2d6 to determine use Descending AC or Ascending AC, as discussed earlier in the
whether the monsters attack if they surprise the adventurers. On book.
a roll of 2–6, the monsters are hostile and attack; on a roll of 7–9,
Combat / 35
Alternate Combat Sequence Method No. 1 Alternate Combat Sequence Method No. 3
(Core Rules System) (Modified Supplement 3 Rules)
The Core Rules of Swords & Wizardry use a somewhat simpler or- Note: This is a simplified and modified version of an alternate
der of combat, which is just as valid as the one used in the Complete combat sequence described in Supplement 3 of the Original
Rules; it is another method that was used in the early days of the Orig- Game. This system approximates the same results but does not
directly track the Original system, which essentially used an
inal Game. In the Core Rules, there are essentially three phases of the
8-segment combat round.
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 In this system, there is only one initiative roll made in the entire
of the initiative roll, move, and attack (the losers cannot “hold” their combat, at the beginning of the very first round. The round is
initiative). Finally, anyone who “held” initiative instead of moving and 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
attacking may move and attack.
used to represent the segment of the first round in which actions
This system is faster, and mainly differs in only one way from the
begin. In this case, since the first segment would be #1, it would
Swords & Wizardry rules: the losers of the initiative roll do not get a be better to roll low (instead of trying to roll high, as in the
chance to take any movement in between the movement and attacks “official” system). Each character rolls individual initiative.
of the side that won the initiative roll.
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
Alternate Combat Sequence Method No. 2 very fast characters might be able to move or attack more than
(This system comes from the 1978 “Holmes Blue Book Set”) once in some of the combat rounds.
When the party of adventurers comes into contact with enemies, the Modifiers to the 6-segment interval:
order of events is as follows:
Armor type Spells Other
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 No armor: +0 Level 1: +0 Dexterity 3–6: +1
common sense instead of a die roll. The Referee may also determine Shield: +1 Level 2: +1 Dexterity 7–10: +0
the distance of the encounter (see above) if desired. This is exactly Leather: +2 Level 3: +2 Dexterity 11–14: –1
the same as in Method 1.
Ring: +3 Level 4: +3 Dexterity 15–18: –2
2. Referee Determines Dexterity of Monsters. Instead of
Chain: +4 Level 5: +4 At one-half HP: +4
using several initiative rolls throughout the battle, Method 2 is based
on dexterity scores. At this point, if the Referee hasn’t already noted Plate: +6 Level 6: +5 At one-quarter HP: +6
the dexterity score of the monsters, now is the time to determine the Level 7: +6 Base Movement Rate (3 or less): +6
dexterity scores of the monsters. There are many ways to do this, Level 8: +7
including (1) rolling 3d6 for each monster (not recommended because
Level 9: +8
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 Add the modifiers to the base number of 6 segments to see how
monster type, or (4) rolling for all the monsters as a single group. The many segments it will be until the character can take action
way the author usually does it is to roll once for each type of monster again. For example, a Magic User character wearing no armor
in the battle. So, for example, if there are 10 orcs and a single ogre (no modifier) with a dexterity of 9 (no modifier) has just finished
on the other side, roll 3d6 once for the orcs (who thus all act at the casting a spell. For his next action, he intends to cast wish, a 9th-
same time) and 3d6 for the ogre (who thus acts at a different time level spell (+8 modifier). He gets his wish in 14 segments: the
than the orcs). normal 6-segment interval between actions, plus the +8 modifier
3. Readied Spells are Cast and Take Effect. This is very differ-
for the spell level.
ent from the way spells are handled in Method 1 (see the Sidebar). All The overall result of this system is to allow lightly-armored and
spells are cast in order of dexterity, from highest to lowest, including high-dexterity characters (or opponents) to make more attacks
monster spellcasters. It is possible, for example, that at the beginning over the course of the combat than those who are heavily
of a combat round, Barzoom the Mystical (a character with dexterity armored or wounded. It also allows the spell level to influence the
speed at which spells are cast. Note that an unarmored Fighter
18) casts his spell first, followed by the enemy dragon (dexterity
with a dexterity of 11+ would be attacking twice in one round,
17), followed by Simoon the Slow (a character with dexterity 16).
and a Magic-User with a dexterity of 11+ would be able to cast
Barzoom was faster than the dragon, but the dragon was faster than two 1st-level spells in a round.
Simoon.
4. Missile Attacks. Missiles may be fired in order of dexterity, and The main problem with this system is that it becomes complicated
for the Referee to calculate the segment speed for monsters.
immediately inflict damage if they hit. See “The Attack Roll” below.
Assuming that monsters move every 10 segments usually works;
5. Combat. Melee (hand-to-hand) combat is resolved, with each
for a particularly fast or slow monster, a Referee might assign a
opponent making attacks in order of dexterity. See “The Attack Roll” speed of 7 or 13, respectively, or whatever other number suits
below. that type of monster best. An interesting variation in this system
6. Movement takes Place. Each character and monster moves, in is to divide a Fighter’s level by two and use that (as a negative
order of dexterity. See “Movement.” number) as a modifier as well. That way, higher-level Fighters
also attack more frequently.
PLAYER
roll. To have a character attack with a weapon, a player rolls a d20 If the attack roll is equal to or higher than the number shown on the
and adds any bonuses to the result. These “to-hit” bonuses may table, the attack succeeds.
include a Fighter’s strength bonus, a dexterity bonus (for attacks with If an attack hits, it inflicts damage, a number of hit points de-
missile weapons), and any bonuses for magic weapons. The player or termined by the type of weapon the attacker is using. Damage is
the Referee also subtracts any “to-hit” penalties, which might come subtracted from the defender’s hit point total. (See “Damage and
from using cursed weapons, enemies hiding behind cover, etc.). The Death”).
ATTACK TABLES
Cleric, Druid, and Monk Attack Table - Attack roll (d20) required to hit opponent's Armor Class
Fighter, Paladin, and Ranger Attack Table - Attack Roll (d20) required to hit opponent’s Armor Class
Combat / 37
Magic-User, Thief, and Assassin Attack Table - Attack Roll (d20) required to hit Opponent's Armor Class
Hit Dice Saving Throw Hit Dice Saving Throw Hit Dice Saving Throw
< 1 HD 18 5 HD 12 10 HD 5
1 HD 17 6 HD 11 11 HD 4
2 HD 16 7 HD 9 12+ HD 3*
3 HD 14 8 HD 8 * Saving throw does not continue to improve beyond
4 HD 13 9 HD 6 12 HD
PLAYER
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.
Combat / 39
SPECIFIC SITUATIONS
The following are a compilation of guidelines and instructions for The Original Game contains no rules about what happens if an
handling certain specific situations that might arise during combat. attacker wants to move directly past an opponent, so this is wide-
open territory for house rules. Maybe having a shield allows a
ATTACKING FROM BEHIND defender to block someone completely, but if the defender has no
Any attack made from behind has a to-hit bonus of +2, or +4 if shield, opponents can move through if they survive a free attack.
made by a Thief or Assassin. There are only two ways for most (House rules on this could also relate to rules for overbearing an
people to get behind someone during combat. One is to surprise an opponent, which are described below under Unarmed Combat.)
opponent and attack from behind during the surprise action. The The Referee makes the final call.
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. NEGOTIATION AND DIPLOMACY
CRITICAL HITS AND FUMBLES (HOUSE RULE) Some combats can be averted with a few well-chosen words, which
may include lies. If a party is outmatched or the monsters do not
Many Referees have house rules that state that a “natural” to-hit seem to be carrying much in the way of loot, the party might elect
roll of 20 (one achieved without using any modifiers) is an automat- to brazen their way through, in an attempt to avoid combat — or
ic hit and/or that a natural roll of 1 is an automatic miss and may at least delay it until conditions become more favorable. Striking
result in the attacker dropping his or her weapon or suffering some bargains, persuading monsters or non-player characters to do things,
other kind of problem. (A strained muscle might give a –1 penalty and getting out of trouble by using wits, are all important parts of
to damage rolls for the rest of a combat, or a helmet knocked awry the game. Do not replace them with dice rolls! Using dice to deter-
might cover a character’s eyes until a round is taken to fix it.) This is mine a monster’s initial reaction before negotiations start is fine, but
up to the Referee. Some Referees even allow a natural roll of 20 to use player skill (or lack thereof) to decide how far the adventurers
inflict double damage, but we do not recommend this for Swords can improve a monster’s initial reaction. This is not a matter of “my
& Wizardry because it winds up being too powerful; a +1 bonus to character ought to be really persuasive” — this is one of the places
damage for a natural 20 would fit the system better. where the player’s skill, not the character’s, is tested.
INVISIBLE OPPONENTS RETREATING
Attacks against an invisible opponent have a –4 penalty. Powerful It is up to the Referee to decide if there will be any special rules
magical monsters, or monsters with more than 11 hit dice, will usual- for retreating away from a melee combat. Most Referees allow the
ly be able to see invisible creatures normally. enemy a free attack if a hero (or monster) tries to move out of the
10-foot “melee range.” In some cases, the free attack is made at +2
MELEE ATTACKS to hit.
A melee attack is an attack with a handheld weapon such as a sword,
spear, or dagger. Attacks in general are described above (The Attack SPACING
Roll). It is possible to make a melee attack only when the two com- Because most movement and combat increments are divisible by
batants are within 10 feet of each other, and two combatants within three, it is easiest to assume that a character “occupies” an area
10 feet of each other are considered to be “in melee.” about three feet across for purposes of marching. In combat, howev-
er, some weapons take more space to wield than others. In Swords
MISSILE ATTACKS & Wizardry, only short swords, spears, and polearms can be used
Missile attacks are attacks with a ranged weapon such as a bow, three-abreast in a 10-foot area. All other one-handed weapons re-
crossbow, sling, or thrown axe. A character’s dexterity bonus for quire five feet of room (two-abreast in a 10-foot area), and two-hand-
missile attacks is added to the to-hit roll when the character is ed weapons (other than thrusting weapons like spears) require a full
using missile weapons, and Fighters may receive an extra bonus for 10-foot space to wield.
strength. When using missiles to attack into a melee, it usually is not
possible to choose which participant (opponent or friend) will receive SECOND RANK
the attack; the Referee determines this randomly. Spears and polearms in the second rank of a battle formation can
attack by reaching through the first rank.
MOVEMENT WITHIN MELEE
For purposes of Swords & Wizardry, a defender effectively blocks SPELLS
an area about five feet across, and enemies cannot simply move Casting a spell starts at the beginning of the combat round. Spells
through this area without first killing the defender. Alternatively, cannot be cast if the caster is in melee combat, although the Referee
the Referee might allow such movement but grant a free attack to might rule that even if the caster is within 10 feet of an opponent,
the defender(s) in the area. The Referee’s common sense ultimately if blows have not been traded, then a spell can be cast. Wands and
controls the situation, but it is good for players to have some idea of staffs are not subject to the restriction at all; they can cast their magic
what results their tactics will have. Whatever rule a Referee chooses during melee combat. If the spellcaster suffers damage while casting
for this should be applied consistently unless the situation is quite a spell, the spell is lost. When the spell actually takes effect depends
unusual. on which Combat Sequence Method is being used.
PLAYER
nent. When the player desires, damage inflicted by a character can attackers (or attacker) make individual to-hit rolls. The grapple is
be composed of half “real” damage and half “subdual” damage. resolved among those who hit: Each combatant rolls 1d6 per hit
Subdual damage does not kill, and such points are recovered at a die. If the sum of the dice of all the attackers is higher than the
rate of 1 hp per hour. If an opponent’s hit points, including the defender’s total, the hapless defender is completely pinned and
subdual damage, fall to zero, the opponent is knocked unconscious can be killed in the next round unless help arrives or the victim
rather than killed, unless the real damage actually reduces real hit manages to break loose before the knife falls. If the sums are
points to zero, in which case the opponent is killed accidentally! exactly equal, everyone is struggling, and none of them can attack
Not all monsters may be subdued. Generally, only humanoids and with a weapon. If the defender wins, the attackers are beaten
special creatures such as dragons are subject to such attacks. back and stunned. They remain stunned for a number of rounds
equal to the number of points by which the defender beat them.
TERRAIN FEATURES For example, if five orcs attempt to overwhelm a 5th-level Fighter,
each orc rolls to hit. Let us assume that two of them succeed on
Characters and monsters will hide behind things, stand on things, the to-hit roll. The orcs roll a total of 2d6 (each orc has 1HD), and
lie prone, fight from higher ground, shoot arrows from within the Fighter rolls 5d6 (the Fighter has 5HD). The orcs get a total of
concealing mists or tree branches, and take every possible ad- 10, and the Fighter gets a total of 15. Each orc is tossed aside and
vantage of the combat terrain. The Referee will assign bonuses stunned for five rounds.
and penalties for terrain features. Most such bonuses will only be
+/ 1 or 2, depending on the degree of cover or the benefit of Fistfights can be resolved by assuming that a fist does 1 point of
higher ground. Trying to hit someone through an arrow slit in a damage, and that there is a 50% chance per hit that the damage
castle wall might have a penalty of –4 (as suggested in the Holmes is subdual damage (see Subdual Damage above). All Strength
Basic Set in 1977). Remember, however, that the penalty to hit an bonuses to damage are considered subdual damage only. A word to
invisible opponent is only -4, so +/– 4 is about the outside limit for the wise: Tavern brawls are more efficiently conducted with chairs
terrain adjustments on the to-hit roll. than with fists.
Combat / 41
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 Flee before the power of LAW,
Lawful Cleric attempts a turning, the player should roll 2d10 and foul undead things of Chaos!
consult the Turning the Undead table for the result. Chaotic clerics cannot turn the undead, for turning
• If the number on the dice is equal to or greater than the number shown back the undead is a power of Law. As an optional
on the table, 2d6 creatures of the targeted type are turned and depart, rule, Chaotic Clerics might have some Chaos-based
not returning for 3d6 rounds. power corresponding to the Lawful power to turn the
undead. Non-player Clerics of Chaos may have whatever
• If the table indicates “T,” 2d6 undead creatures of the targeted type are
additional powers the Referee assigns, of course, without
automatically turned and depart for 3d6 rounds.
reference to the rules for player characters.
• If the table indicates “D,” 2d6 of the undead creatures are automatically
destroyed and crumble to dust.
Clerical Level
Challenge Level
Specific Undead 1 2 3 4 5 6 7 8 9 10–13 14–17 18+
of Undead
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 20 19 16 13 10 7 4 T T D D D
6 Wight — 20 19 16 13 10 7 4 T T D D
7 Mummy — — 20 19 16 13 10 7 4 T T D
8 Wraith — — — 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 10
15 Lich — — — — — — — — 20 19 16 13
* Shadows might not be undead creatures in your campaign; even so, they might be subject to being turned, just as demons (also not undead) can be turned.
** Vampires and more-powerful undead cannot be turned automatically.
No Neutral Clerics?
The 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, an 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, that 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.
PLAYER
Referee: “Everybody got your character sheets? Potato chips? Are You’ve got 40 feet left to move in this turn.”
we ready to go?” Donovan: “What do we see?”
Brian (Werner the Cleric): “Ready.” Referee: The 10-foot corridor you have been following makes a
Lindsay (Yesdinil the Sorceress): “Let’s go.” T intersection with a wider hallway, 20 feet wide. It looks like it
Donovan (Hobart the Half-pint): “Pass the dip over here.” goes a long way both east and west.”
Russell (Eyeballs the Thief): “Here.” Lindsay: “Bullseye lantern, shining it around.”
Referee: “Last time you were just at the top of the stairs leading Referee: “Like last time, you can see that the Long Hall goes as
into the deep ruins of Mythrus Tower. You’re headed down the far as you can see with the bullseye lantern, that’s 60 feet, both east
stairs. What’s your marching order, and what kind of light source and west. There is a door leading south 40 feet from your corridor,
are you using?” and a door in the northern wall 60 feet from where you are.”
Donovan: “Standard marching order. I’m in front with my axe, Brian: “There’s an open pit trap right in front of us, right?”
Lindsay is in the back to cast spells, and Brian is behind me so he Referee: “Not right in front of you; it’s in the northern half of the
can cure me if giant ants eat my face, like last time.” Hall, so you’ve got 10 feet before you hit it, but yes. You can sort of
Lindsay: “I have my bullseye lantern lit so we can see farther into see it in the shadows of the torchlight, an open pit.”
the dark. Brian, you should carry a torch or something, because Donovan: “Russell’s great at finding pit traps.”
my bullseye lantern is more like a beam, and we need some light Lindsay: “Yeah, by falling into them.”
around us.”
Russell: “I check the ceiling.”
Brian: “I’m Werner the Cleric, not Brian.”
Brian: “Werner goes to the edge of the pit and looks down with
Donovan: “Whatever.” the torch.”
Lindsay: “Light a torch, Werner.” Referee: “There’s a skeleton in there.”
Brian: “Werner lights a torch.” Lindsay: “Seriously?”
Referee: “That means Werner can’t carry a shield, so what armor Donovan: “It wasn’t there last time.”
class are you without the shield?”
Referee: Rolls some dice.
Brian: “Are we using ascending or descending armor class?”
Lindsay: “I hate it when you do that.”
Referee: “Descending armor class. The lower your AC the harder
you are to hit.” Referee: Rolls more dice. “There’s a gold ring on the skeleton’s
finger. You can see it glinting in the torchlight.”
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, Donovan: “I’m going down there to take a look. Can they lower
so I’m AC 3 with no shield. I carry it slung on my back, though.” me down? It’s only 10 feet deep, right?”
Russell: “Eyeballs the Thief is just lurking in the shadows of their Referee: “It’s 10 feet deep. In that plate mail, you’re too heavy for
torchlight. I’m at the back guarding Lindsay’s Magic User.” them to lower down without rope, though.”
Donovan: “Also, you’re a total chicken.” Lindsay: “I have rope in my backpack. I’ll take it out.”
Russell: “You’ve got to go with your strengths. It’s what I do, Russell: “Anything interesting on the ceiling?”
man.” Referee: “Nope, just damp stone.”
Referee: “Okay, you start down the stairs. It’s a twisting, dark Brian: “Or we could lower you in there, Lindsay. You’re not wear
stone staircase leading down into the darkness. The walls are damp, ing armor, you’re a Magic User.”
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 Lindsay: “I’m not going down there, it might be an animated
50 feet, the stairs end, coming down into a 10-foot-wide corridor skeleton, and I’d be in hand-to-hand combat with it.”
leading north. It goes as far as you can see, even with the 60-foot
range on the bullseye lantern.”
Lindsay (checking the map the party made in their last
TROUBLE DEVELOPS
adventure): “We go north for 80 feet, keeping an eye out for trou- Referee: “Werner is looking down into the pit, and Yesdinil is
ble. I think that takes us to the Long Hall.” digging through her backpack. You aren’t paying much attention
to what might be coming down the hall.” Rolls to see if the goblins
Referee: “Yes, no problems along the way, you can reach the
who set this ambush surprise the party. He rolls 1d6 to see if the
intersection with the Long Hall. Sixty feet was the first half of your
party is surprised, and gets a “1.” The party is surprised. Since Rus-
move because the guys in plate mail have a movement rate of 6.
Gameplay Example / 43
sell mentioned that his Thief was lurking in the shadows, the Referee Referee: “You could shoot at –4 as if they were invisible. You know
decides to check and see if this is successful as a Thief ’s Hide in roughly where they are.”
Shadows skill. He rolls percentile dice, with a result of “2” and “0,” Donovan: “I charge and kill them.”
which means 20. Eyeballs is a 3rd level thief, so his chance to Hide
in Shadows is 20%. The roll is exactly equal to what Eyeballs needs Referee: “Hobart the Half Pint charges forward, axe held high.
(it would have failed if the die roll had been 21 or higher), so the Brian, what does Werner the Cleric do?”
goblins don’t notice Eyeballs lurking in the shadows. Brian: “Follow Donovan.”
Referee: “All of a sudden, arrows shoot from the darkness.” There Referee: “Lindsay?”
are 6 goblins waiting beyond the edge of the torchlight, firing
shortbows. Since a shortbow has a rate of fire of 2, each goblin Lindsay: “Draw my dagger, but stay where I am.”
gets 2 shots, for a total of 12 attack rolls. The Referee decides that Russell: “Draw my longsword and move up. I want to move silently
each visible character will be attacked by 4 arrows. The range is 70 and hide in the shadows, and see if I can get around back of whatev
feet (the goblins are outside the 60-foot range of Lindsay’s bullseye er’s there.”
lantern), and the range on a shortbow underground is only 50 feet,
so the goblins are attacking at –2 due to the range.
The Referee rolls the percent chance to see if Eyeballs the Thief is able to
Referee: “Each of you except Eyeballs is getting shot by 4 arrows. successfully move silently and hide in the shadows. Eyeballs is 3rd level, so his
Lindsay, what’s your AC (armor class)?” chance is 20% to Hide in Shadows and 30% to Move Silently. The Referee
Lindsay: “9. I’m not wearing armor.” rolls a 34, which is not good enough; the number would have to be 20 or lower.
He rolls an 85 for the Move Silently check, so Eyeballs is not moving any more
Referee: Rolls 4d20, getting a 3, 7, 15, and 19. He checks the tables quietly or invisibly than a regular person sneaking along. Even so, the Referee
to see what a goblin needs to hit armor class 9, and finds that a mon- decides that with all the combat going on, the goblins probably won’t notice
ster with less than one hit die needs a 10 to hit armor class 9. Even Eyeballs unless he does something to draw attention to himself.
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 Referee: “Werner and Hobart charge forward, so Werner’s torch
to find out how much damage the hits cause. The rolls are a 2 and a will be illuminating the area as they move. You guys are in plate
5. “You take a total of 7 points of damage.” mail, and your movement rate is only 6, so you get 60 feet. There
Lindsay: “I’m still alive, but I’ve only got 15 hit points. I’m down are 6 goblins within 10 feet of you, which puts you in melee combat
to 8.” 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,
Referee: Rolls more dice to find out whether there are more hits, Russell, except they’re blocking the whole hall. What do you do
and Werner the Cleric is hit twice. when you see that they block the hall? Do you want to move up into
Brian: “Fear not, dear lady, for there is an honorable cleric of Law combat?”
present to cure you!” Russell: “No, I want to hang back 20 feet from them so I’m not in
Referee: “Brian, you’re hit twice.” melee. Do they look like they see me?”
Brian: “Ouch! Seriously? I’m armor class 3.” Referee: “Looks like they’re focused on the charging dwarf, but one
Referee: “Yep.” The goblins need a 16 to hit AC 3, and there’s a of them does glance over at you.”
–2 for range. The Referee rolled a 1, an 18, a 6, and a 20. “You take Russell: “So I probably missed the roll. Oh, well.”
(rolls 2d6) five hit points. And Donovan, they totally missed you.” Referee: “Probably. Not all of them really noticed you, though,
Lindsay: “I’ll roll our initiative. I’m not casting any spells until I from what you can tell.”
can see what’s out there.” Russell: (turns to the other players) “I can probably still get behind
Donovan: “Can we even see what’s attacking?” these guys if they cluster around Werner and Hobart.”
Referee: “No, you don’t know what’s out there. They aren’t using Referee: “Now it’s their turn for missiles and movement. The three
any light, so they aren’t illuminated. Just a dark hallway down there, in front of Werner and Hobart drop their bows and draw short
with arrows shooting out at you.” swords. The other three fire their bows again, one at Werner and
Lindsay: “I rolled a 6 for initiative.” two at Hobart. The Referee rolls and determines that there are no
hits against the plate-mail clad adventurers, even though the goblins
Referee: Rolls a 3 on a six-sided die. “You have initiative; you beat are no longer attacking at –2. “No hits. It’s your melee initiative.”
their roll. What do you do?”
Donovan: “I attack the nearest one.” Rolls a d20 to hit. “I got a 15,
Donovan: “I charge and attack. I’m a dwarf, so I can see in the and with my strength bonus, that’s a 16.”
dark. Eat dwarf axe, monsters!”
Referee: “Okay, but this is just the movement and missiles phase.
Are any of you using missile weapons?” The Referee checks his to-hit chart. Hobart is a 4th-level fighter, and the goblins
are armor class 6, so Hobart needs an 11 to hit.
Brian: “We can’t see anything to shoot at.”
PLAYER
bart has a battle axe, so the damage is 1d8. He rolls a 5, but since the first turn, when Eyeballs is checking the north wall of the pit.
his strength is 16, he gets +1 to his damage. Even though he knows there is no secret door, he rolls a die anyway.
Donovan: “6 points.” If he didn’t, the players would know for sure that there was no
secret door. The second die roll is a check for wandering monsters,
The Referee has already rolled hit points for the goblins; this one because the party is using a full turn of time to search. “Nothing
has 2 hit points. happens in the first turn, and you don’t find a secret door in the
Referee: “The goblin falls to the floor, dead. Goblins don’t have north wall. You start searching the floor of the pit.” Once again,
more than one hit die, so you get one attack per level. You’ve got the Referee checks for wandering monsters, but still doesn’t roll a
three more attacks, since you’re a 4th-level fighter. ” 1. He rolls 1d6 to see if Eyeballs finds the secret door, and now he
rolls a 1, meaning that the secret door is found.
If these monsters were hobgoblins, with 1 hit die plus 1 hit point, Referee: “You discover that the crack between the floor and the
Hobart would not have the extra attacks, but since he has four walls goes in really deep. You think that the floor might swing
downward like a trapdoor. You also find what looks like a keyhole in
attacks per round against goblins, he proceeds to end the combat
the floor, in the northwest corner.”
in only two rounds, going through the goblins like a chainsaw. The
Referee checks to see if any wandering monsters were attacked by Russell: “Can I check the keyhole for traps?”
the noise of the combat, rolling 1d6 to see if he gets a 1. He rolls a Referee: “You can use your Delicate Tasks skill to see if you can
3, so no wandering monsters hear the noise and come to investigate. find a trap in there. If there’s a trap, you can roll again to see if you
can remove it.”
Russell: “If I screw up the roll when I’m checking to see if there’s
TRAPS AND LOOT a trap, does that set off the trap?”
After the battle, the party goes back to the pit to check out the ring Referee: “No. Only if you fail the roll when you’re trying to actu
the skeleton is wearing. ally remove it.”
Donovan: “Let’s tie a rope to Eyeballs and lower him down.” Donovan: “Did we loot the goblins yet?”
Russell: “Okay by me.” Referee: “No, you forgot.”
Lindsay: “We tie a rope around Eyeballs and lower him into the Donovan: “I go check the bodies while Russell’s thief is messing
pit.” around in the pit.”
Referee: “Who’s holding the rope?” Referee: “The rope jerks and starts to pull Eyeballs upward.”
Brian: “Lindsay and I hold the rope, and Donovan’s character Donovan: “Very funny. Okay, I hand my end of the rope to Lind-
keeps an eye out for more trouble.” say and then I go loot the bodies.”
Referee: “Okay, you lower Eyeballs down into the pit. There’s a Russell: “I check the keyhole for traps.” The Referee knows that
skeleton wearing a ring.” there is a trap in the lock, which will drop a stone block into the pit
Russell: “I don’t touch anything yet. I’m going to light a torch so I if the key is not used. This is not an issue yet, because just checking
can see better.” 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: “Okay, you light a torch.”
Referee: “You don’t find any traps.”
Russell: “Check for traps.”
Russell: “Okay, I’m going to pick the lock.”
Referee: “It doesn’t work like that. You can check a small mech-
anism to see if there’s a trap in it, but you can’t just illuminate the Referee: “Donovan, Hobart finds a total of 10 gold pieces on the
place with find traps radar.” goblins, and also a key.”
Russell: “Okay, I look around the ring and the bones to see if Russell: “Wait, I don’t pick the lock yet. I wait to see what Hobart
there are any tripwires or anything attached to it.” found on the goblins …”
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.”
Russell: “Okay, I check inside the pit for secret doors.”
Referee: “It takes you a full turn to check a 10-by-10 area for se-
cret 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.
Gameplay Example / 45
HIGH LEVEL ADVENTURING
Swords & Wizardry usually is not played just once for a single ad- city, or on a galleon traveling the seas of the world. The game can
venture; it is usually a weekly or monthly series of sessions in which twist and turn in many directions. Nevertheless, at some point, some
the characters continue to adventure, gaining experience and power. of the following information will probably become a factor as your
Eventually, the more powerful characters begin to make a mark higher-level character begins to be involved in the world beyond the
on the game world itself. They may take control of a castle, build dungeon.
armies, and even, if the game goes on long enough and the group
decides not to retire the characters, name kingdoms after themselves
THE STRONGHOLD
or venture into other worlds, realms, or dimensions. Perhaps they
will do battle with demon princes, maybe they will forge artifacts of All of the character classes have some ability, at some level, to es-
great power — even unite great empires through diplomacy in grand tablish a stronghold – or to take over a guild, in the case of Thieves
courts or beneath their banners on the field of war. Later “genera- and Assassins. Strongholds are usually built by claiming an area of
tions” of characters might even be serving as henchmen for the old, wilderness, clearing out the monsters that lair in the region, and
retired heroes of the game! then beginning construction of the new owner’s fortified place of
residence. The nature and type of stronghold will differ, of course,
In playing the game, the first several levels of character advance-
for the individual’s choices will play an important role. For instance,
ment are devoted mainly to the characters becoming more powerful,
it is traditional for you, the player, to create a map of your castle.
bringing back treasure to buy better equipment, finding magic items,
learning spells, and getting more hit points as they gain levels. Often In general, a strong leader who clears out an area with a radius of
these adventures are expeditions into underground dungeon com- ten miles or so will end up in charge of between 2 and 8 (2d4) small
plexes, but they might also be sea voyages or any number of other settlements. The peasants in these hamlets, cots, and vils will be
adventures — whatever the players decide to embark upon. As the overjoyed to find themselves under the protection of a powerful and
characters reach higher levels, the players most likely want them to renowned protector – unless your character is a tyrannical overlord
begin projects that are not specifically covered by the rules. Perhaps in the service of Chaos. Each settlement holds roughly 1d4 x100
the Magic-User wants to build an army of magically animated iron villagers, and the normal feudal tax is 10 gp per year per villager.
warriors, but needs to figure out how to do it. Maybe the Fighter Sometimes, of course, this is paid with chickens and oxen, and your
wants to establish a small, fortified manor in the wilderness hills, but stronghold might take on the appearance of a marketplace, around
needs to hire some troops and clear out the area. This side of the tax time but a good reeve or bailiff can sort it all out quickly, with-
game is limited only by your collective imaginations. Of course, as out the character’s needing to get involved.
the heroes become better known (or more notorious), they will be Owning a castle allows a person to house and feed loyal retainers
petitioned for help by all manner of people from kings to peasants, without paying for their room and board in local inns, or building
and they will hear of mysterious places and rumors far beyond the campsites in the cold rain. It is a base of operations and a secure
normal fare of less-renowned adventurers. place to keep treasure.
As your character reaches higher level, you will find that he or she Building the actual castle, of course, is quite expensive. The owner
may start having an effect on the actual game world. Indeed, once will need to hire wagons for transporting materials, as well as masons
one becomes powerful and influential enough to build a stronghold, and other experienced craftsmen from more civilized areas to raise
the character’s name is literally going to get written on the campaign the strong stone walls and towers of the fortress. The diagram of the
map itself. Later adventurers might hear about “Arnold’s Freehold” “Castle of Karadir Pass” shows how much the various elements of
and never realize that “Arnold” is — or was — a high-level Fighter a fortified castle might cost as part of a custom design. These costs
character with a very skillful player. To the new players, of course, could change drastically depending upon how far a freehold is from
Arnold’s Freehold is just a castle located in the hills, a good place to the rest of civilization.
rest up and buy provisions. They might never realize that the rumors
about Lord Arnold’s exploits are true accounts of desperate adven- The defensive elements of a stronghold have structural points, which
tures played out with dice and maps! are the equivalent of super hit points. Hand weapons cannot inflict
structural damage, although stones thrown by giants can, and some
Exactly how your character makes a mark on the game world is up spells might at the Referee’s discretion.
to you although the rules offer some ideas, such as doing magi-
cal research or clearing out some wilderness for a small castle. You
might, indeed, decide to settle your experienced adventurer in a
PLAYER
Castle Wall (free-standing curtain wall): 40
Tower, round: 40 to 60 depending on diameter Second Tier
Tower, square: 45 (100 ft. x 100 ft.), 30,000 gp
Bastion: 40
Gatehouse: 50
Gates: 30
Dirt Ramparts: 20 Keep
Stone Outbuilding: 30 (200 ft. x 200 ft.),
50,000 gp
Wooden Outbuilding: 15
Wooden Mantlet or Palisade: 2
Trebuchet (heavy catapult): 5*
Mangonel (light catapult): 3* Portcullis/Gate, 500
*Any hit to a catapult renders it inoperable for 6 hours until it can be gp
repaired with the supervision of a siege engineer. If the catapult is
actually destroyed, it cannot be repaired.
Bastion, 40,000
gp
Defensive Elements
Construction Structural Points
Castle Wall (free-standing curtain 40
wall)
Tower, round 40 to 60 depending on
diameter Stone Castle Wall
(20 ft. tall x 10 ft. thick), 300 gp/10 ft.
Tower, square 45
Bastion 40
Gatehouse 50
Stone Outbuilding, 500 gp
Gates 30 Wooden Outbuilding, 250
Dirt Ramparts 20
gp
SPELLS
Charm Person Continual Clairaudience Charm Animal Anti-Magic Charm Plants Clone Astral Spell
Detect Magic Light Clairvoyance Monster Growth Shell Conjuration Mass Charm Gate
Hold Portal Darkness, Darkvision Confusion Animate Dead Control of Demons Mind Blank Maze
15-foot Radius Dimension Cloudkill Weather Delayed Blast
Light Dispel Magic Monster Meteor
Detect Evil Door Conjuration Death Spell Fireball Summoning Swarm
Magic Missile Explosive
Detect Runes Extension I of Elementals Disintegrate Limited Wish VI Monster
Protection
Invisibility Fear Contact Other Enchant Item Mass Permanency Summoning
from Evil Fireball
ESP Hallucinatory Plane Extension III Invisibility Polymorph VII
Read Fly
Languages Invisibility Terrain Extension II Geas Monster Object Power Word,
Haste
Knock Ice Storm Feeblemind Summoning V Power Word, Kill
Read Magic Hold Person Invisible
Levitate Massmorph Hold Monster Stalker Phase Door Blind Prismatic
Shield Invisibility,
Power Word, Symbol Sphere
Sleep Locate Object 10-foot Radius Monster Magic Jar Legend Lore
Summoning II Stun Shape
Magic Mouth Lightning Bolt Monster Lower Water
Reverse Change
Mirror Image Plant Growth Summoning Monster
Monster Gravity Time Stop
Polymorph III Summoning
Phantasmal Summoning I
Other Passwall IV Simulacrum Wish
Force Protection
Pyrotechnics from Evil, Polymorph Telekinesis Move Earth
10-foot Radius Self Teleport Part Water
Strength
Protection from Remove Curse Transmute Project Image
Web
Normal Missiles Wall of Fire Rock to Mud Reincarnation
Wizard Lock
Rope Trick Wall of Ice Wall of Iron Repulsion
Slow Wizard Eye Wall of Stone Stone to Flesh
Suggestion
Water
Breathing
CLERIC SPELLS
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
Cure Light Bless Continual Light Create Water Commune Animate Object Aerial Servant
Wounds Find Traps Cure Disease Cure Serious Create Food Blade Barrier Astral Spell
Detect Evil Hold Person Locate Object Wounds Dispel Evil Conjuration of Control Weather
Detect Magic Silence, 15-foot Prayer Neutralize Poison Finger of Death Animals Earthquake
Light Radius Remove Curse Protection from Insect Plague Find the Path Holy Word
Protection from Snake Charm Evil, 10-ft. Restoration
Speak with Dead Quest Part Water
Evil Radius
Speak with Raise Dead Speak with Resurrection
Purify Food and Animals Speak with Plants Monsters
Symbol
Drink Sticks to Snakes Word of Recall
Wind Walk
DRUID SPELLS
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
Detect Magic Create Water Call Lightning Animal Animal Growth Animal Animate Rock
Detect Snares Cure Light Cure Disease Summoning I Animal Summoning III Confusion
& Pits Wounds Hold Animal Control Summoning II Anti-Animal Conjuration of
Faerie Fire Heat Metal Temperature Anti-Plant Ward Ward Earth Elementals
Neutralize Poison
10-foot Radius Conjuration of
Locate Animals Locate Plants Plant Growth Commune with Control Weather
Cure Serious Nature Fire Elementals
Predict Weather Obscuring Mist Protection from Creeping Doom
Wounds Feeblemind
Purify Water Produce Flame Fire Control Winds Fire Storm
Dispel Magic Finger of Death
Speak with Pyrotechnics Hold Plant Reincarnation
Hallucinatory Repel Wood
Animals Water Breathing Passplant Transmute Metal
Forest
Warp Wood Sticks to Snakes Transport via
Insect Plague to Wood
Plants
Transmute Rock
Plant Doorway Weather
to Mud
Produce Fire Summoning
Wall of Fire
Protection from
Lightning
Speak with Plants
Spell Lists / 51
SPELLS (Alphabetically)
SPELLS
Locate Plants ........................................................................................62
Lower Water .........................................................................................62 Quest ....................................................................................................67
M................................................................................. 62 Raise Dead ...........................................................................................67
Magic Jar ..............................................................................................62 Read Languages ...................................................................................67
Magic Missile .......................................................................................62 Read Magic ..........................................................................................67
Magic Mouth .......................................................................................62 Reincarnation (Druidic) .......................................................................67
Mass Charm .........................................................................................62 Reincarnation (Magic-User) .................................................................67
Mass Invisibility ....................................................................................62 Remove Curse ......................................................................................68
Massmorph ..........................................................................................62 Repel Wood ..........................................................................................68
Maze ....................................................................................................63 Repulsion .............................................................................................68
Meteor Swarm .....................................................................................63 Restoration ...........................................................................................68
Mind Blank ..........................................................................................63 Resurrection .........................................................................................68
Mirror Image .......................................................................................63 Reverse Gravity ....................................................................................68
Monster Summoning I .........................................................................63 Rope Trick ...........................................................................................68
Monster Summoning II .......................................................................63 S.................................................................................. 68
Monster Summoning III ......................................................................63 Shape Change ......................................................................................68
Monster Summoning IV ......................................................................63 Shield ...................................................................................................68
Monster Summoning V .......................................................................63 Silence, 15-Foot Radius ........................................................................68
Monster Summoning VI ......................................................................64 Simulacrum ..........................................................................................68
Monster Summoning VII ....................................................................64 Sleep .....................................................................................................68
Move Earth ..........................................................................................64 Slow ......................................................................................................68
N................................................................................. 64 Snake Charm .......................................................................................69
Neutralize Poison .................................................................................64 Speak with Animals ..............................................................................69
O-P.............................................................................. 64 Speak with the Dead ............................................................................69
Obscuring Mist ....................................................................................64 Speak with Monsters ............................................................................69
Part Water ............................................................................................64 Speak with Plants .................................................................................69
Part Water ............................................................................................64 Strength ................................................................................................69
Passplant ...............................................................................................64 Sticks to Snakes ....................................................................................69
Passwall.................................................................................................64 Stone to Flesh .......................................................................................69
Permanency .........................................................................................64 Suggestion ............................................................................................69
Phantasmal Force .................................................................................65 Symbol (Cleric) .....................................................................................69
Phase Door ...........................................................................................65 Symbol (Magic-User) ...........................................................................69
Plant Doorway .....................................................................................65 T................................................................................. 70
Plant Growth ........................................................................................65 Telekinesis ............................................................................................70
Polymorph Object ................................................................................65 Teleport ................................................................................................70
Polymorph Other .................................................................................65 Time Stop ............................................................................................70
Polymorph Self ....................................................................................65 Transmute Metal to Wood ...................................................................70
Power Word, Blind ...............................................................................65 Transmute Rock to Mud ......................................................................70
Power Word, Kill ..................................................................................65 Transport via Plants .............................................................................70
Power Word, Stun ................................................................................65 U-Z.............................................................................. 70
Prayer ...................................................................................................65 Wall of Fire ..........................................................................................70
Predict Weather ....................................................................................65 Wall of Ice ............................................................................................70
Prismatic Sphere ..................................................................................66 Wall of Iron ..........................................................................................70
Produce Fire .........................................................................................66 Wall of Stone .......................................................................................70
Produce Flame .....................................................................................66 Warp Wood ..........................................................................................71
Project Image .......................................................................................66 Water Breathing ...................................................................................71
Protection from Evil .............................................................................66 Weather Summoning ...........................................................................71
Protection from Evil, 10-Foot Radius ..................................................66 Web ......................................................................................................71
Protection from Fire .............................................................................66 Wizard Eye ...........................................................................................71
Protection from Lightning ....................................................................66 Wizard Lock .........................................................................................71
Protection from Normal Missiles .........................................................66 Wish .....................................................................................................71
Purify Food and Drink .........................................................................67 Wind Walk ...........................................................................................71
Purify Water .........................................................................................67 Word of Recall .....................................................................................71
Pyrotechnics .........................................................................................67
Spell Lists / 53
SPELL DESCRIPTIONS
Contained herein are all of the Cleric, Druid, and Magic User spells, presented in alphabetical order.
Spell Level: Druid, 5th Level The caster brings rock to life, perhaps by Spell Level: Magic-User, 9th Level
Range: 30 feet calling a spirit into it, or perhaps by some Range: 100 miles (aboveground), 100 yards
other means related to the druidic affinity (belowground)
Duration: 2 hours
for stone and the elements. The mass of Duration: 2 hours
SPELLS
Range: 60 feet
the Astral Plane of existence. The spell Under such conditions, the caster may tap
has a duration of two hours. If the caster’s into and unleash the power of the storm it- Duration: 2 hours
physical body is moved more than 100 self, calling forth bolts of lightning from the
miles from its original location while the sky at intervals of no less than 10 minutes Clairaudience allows the caster to hear any
astral form is away, the link is sundered and in between. The lightning blasts straight sounds within a range of 60 feet through
the caster’s soul becomes lost in the beyond. downward from the heavens, inflicting solid stone (which limits the spell’s range
(If the caster’s body is underground, it damage of 8d6 hp + 1 hp/level. to 2 feet or so) and other obstacles. The
need only be moved 100 yards before the spell’s effect cannot pass through even a
connection is broken.) thin sheeting of lead, however, for this
Charm Monster metal blocks it utterly. The spell can be cast
The astral form is capable of casting spells,
but there is a 5% chance per spell level Spell Level: Magic-User, 4th Level through a crystal ball.
that the spell fails. Additionally, there is a Range: 60 feet
2% chance per spell level of the attempted Duration: See below
Clairvoyance
spell that the astral spell itself falters as a Spell Level: Magic-User, 3rd Level
result of the spellcasting, and the astral This spell operates in the same manner as Range: 60 feet
form returns to the physical body. When charm person, but can affect any one living Duration: 2 hours
traveling in astral form upon the earth, the creature, including powerful monsters. For
astral form may travel as fast as 100 miles monsters of fewer than 3 hit dice, up to 3d6 Clairvoyance allows the caster to see
per hour per level above 18th. If the form can be affected. Monsters have one chance anything within a range of 60 feet through
is traveling underground, its top speed is per week to break free of the charm, with solid stone (which limits the spell’s range to
much slower: 120 feet per 10-minute turn. the probability based on their hit dice (as 2 feet or so) and other obstacles. The spell’s
When traveling into the deeper regions shown on the following table). effect cannot pass through even a thin
beyond the earth, speed and distance are sheeting of lead, however, for this metal
obviously not measured in miles. Charm Monster
blocks it completely.
Hit Dice Chance to Break Charm1
B Fewer than 2 5% Clone
Spell Descriptions / 55
Commune Conjuration of Animals is released. The spell is powerful enough
not to risk the random consequences of
Spell Level: Cleric, 5th Level Spell Level: Cleric, 6th Level
the 6th-level Druid spell conjuration of fire
Range: Caster Range: 30 feet
elementals, or perhaps it is simply that the
Duration: 3 questions Duration: 1 hour magic of stone is less mercurial than the
magic of fire.
Higher powers grant an answer to three The Cleric conjures up normal animals to
questions the caster poses to them. Higher serve as allies: 1 creature larger than a man
powers do not like being constantly inter- (such as an elephant), 3 animals the size of Conjuration of Fire Elementals
rogated by mere mortals, so use of the spell a man or horse (such as a lion), or 6 animals Spell Level: Druid, 6th Level
should be limited to once per week or so by smaller than a man (such as a wolf). The Range: 240 feet
the Referee. animals obey the caster’s commands.
Duration: Until dispelled or concentration ceases
Commune with Nature Conjuration of Demons The caster summons a 16 hit dice fire
Spell Level: Druid, 5th Level Spell Level: Magic-User, 7th Level elemental from the elemental planes of ex-
Range: Caster Range: 10 feet istence, and binds it to obey the character’s
Duration: 3 questions Duration: Referee’s discretion commands. The elemental obeys the caster
only for as long as the caster concentrates on
The powers of land, sky, and nature grant This spell summons a demon or other fiend it. Unlike the Magic-User spell conjuration
an answer to three questions the caster (such as a devil) from the lower planes of of elementals, this spell summons a willing
poses to them. The spell cannot be used existence. The spell provides no protec- ally from the elemental planes rather than a
while underground or within a building; a tion whatsoever against the wrath of the hostile slave. The elemental will not stay lon-
fourth question may be asked if the caster summoned creature, and the Magic-User ger than the caster concentrates upon it, but
is in a druidic holy place. The powers of should be versed in the lore of pentacles it will not seek to attack a druidic summon-
nature can respond only to questions that and other magical means of hedging out er. There is, however, a 5% chance that the
are within their knowledge and purview. It is demons. Gaining the demon’s assistance is spell summons forth powers unintended by
inadvisable to use the spell more than once beyond the spell’s power, coming down to a the druid. If this happens, one of two things
per week. matter of negotiations and threats between occurs, with a 50% chance of each. The
the caster and the fiend. spell might summon forth a truly great ele-
Confusion mental force, an elemental with 20 hit dice.
Conjuration of Elementals However, there is also the chance that the
Spell Level: Druid, 7th Level; Magic-User, 4th spell summons forth an efreeti. The efreet
Level Spell Level: Magic-User, 5th Level do not have the same rapport with Druids
Range: 120 feet Range: 240 feet as the pure elementals do, and an efreeti,
Duration: 2 hours Duration: Until dispelled or slain unlike elementals, attacks the caster when
the Druid’s concentration falters.
This spell confuses people and monsters, The caster summons a 16 hit dice elemen-
making them act randomly. On a roll of tal (any kind) from the elemental planes of
2d6, the creatures do the following: existence and binds it to follow commands.
Confusion The elemental obeys the caster only for as
long as the caster concentrates on it. When
Die Roll (2d6) Effect the caster ceases to concentrate, even for
2–5 Attack caster & caster’s allies a moment, the elemental is released and
attacks its former master.
6–8 Stand baffled and inactive
9–12 Attack each other Conjuration of Earth Elementals
Spell Level: Druid, 7th Level
The effects of the confusion may shift every
10 minutes or so, and the dice are once Range: 240 feet
again rolled. Duration: Until dispelled or concentration
ceases
The spell affects 2d6 creatures, plus an
additional creature for every caster level
above 8th. Creatures of 3 hit dice or fewer This spell summons forth a 16 hit dice
are automatically affected by the spell, and earth elemental and binds it to follow
it takes effect instantly. Creatures of 4 hit the caster’s commands. The elemental
dice or more automatically overcome the obeys the caster only for as long as
confusion effect as it builds up to its full the caster concentrates on main-
power (1d12 minutes, minus the caster’s taining control over it. Unlike the
level), and only then are they permitted a Magic-User spell conjuration of el-
saving throw. Eventually, these creatures are ementals, this spell summons a willing
likely to succumb to the confusion, for they ally from the elemental planes rather than
must continue to make another saving throw a hostile slave. The elemental will not
every 10 minutes until the spell’s two-hour stay longer than the caster concentrates
duration runs its course. upon it, but it will not seek to attack
a druidic summoner once this binding
SPELLS
Range: None Existence Questions Available Result Insanity1
Duration: Number of “Yes/No” questions 3rd 3 25% 70% 1%
The caster creates a mental contact with the planes, 4th 4 30% 60% 10%
forces, powers, and geometries of the beyond in order to 5th 5 40% 50% 20%
gain affirmative or negative answers to the questions be-
6th 6 50% 40% 30%
ing contemplated. The spell’s effects depend upon how
deeply the caster quests into the various planes of exis- 7th 7 60% 30% 40%
tence. The caster must decide how “far” into the planes
8th 8 70% 25% 45%
of existence the contact will be attempted. The number
of planes in “depth” that the caster chooses affects the 9th 9 80% 20% 55%
number of yes or no questions that can be asked, the
10th 10 85% 15% 65%
chance that the knowledge is available at that level, the
chance of receiving a wrong answer, and the chance that 11th 11 90% 10% 75%
the caster becomes temporarily insane from the experi- 12th 12 95% 1% 85%
ence. Temporary insanity lasts for as many weeks as the
“number” of the plane where the caster’s sanity failed … 1
This chance is reduced by 5% for every level of the caster above 11th
or perhaps was deliberately removed.
Continual Light Control Winds Spiders, centipedes, and other such vermin
boil forth from the ground and assemble
Spell Level: Cleric, 3rd Level Spell Level: Druid, 5th Level
into a coherent swarm within 1d3 rounds
Magic-User, 2nd Level Range: Centered on caster
(1–3 minutes). The caster may direct the
Range: 120 feet Duration: 6 turns + 1 turn/level swarm in any direction or toward a partic-
Duration: Permanent until dispelled ular target within 60 feet of the swarm’s
Within a radius of 240 feet, the caster con- location. It marches in that direction and at-
The targeted person or object produces trols the winds. It is possible to make the air tacks anything in its path, pursuing a partic-
light as bright as sunlight (and with the completely still or to whisk it into a gale-like ular target up to a distance of 240 feet from
same effects as sunlight) when cast by a tumult of unbelievable ferocity. the caster. The swarm is composed of 1d10
Cleric, and slightly less bright than sunlight x 100 creatures, each of which inflicts one
(and without the effects of true sunlight) Create Water point of damage and then dies. (A swarm
when cast by a Magic-User. The light of 100 inflicts a total of 100 hp before be-
Spell Level: Cleric, 4th Level; Druid 2nd Level
extends to a radius of 120 feet. Clerics of ing “used up,” and a swarm of 1,000 would
Chaos may cast a reversed form of the Range: Close
eventually inflict a total of 1,000 hp in dam-
spell, causing darkness. Duration: Immediate
age if it came across enough victims.)
The caster may raise or lower the tempera- Create Food Cures the spell’s recipient of any diseases,
ture by 50 degrees (hotter or colder) in a 10- including magically-inflicted ones. An evil
Spell Level: Cleric, 5th Level
foot radius around the material component, reversal of this spell allows a Chaotically
a sprig of mistletoe. Range: Close
aligned Cleric to cause disease.
Duration: Immediate
Control Weather Cure Light Wounds
This spell creates a one-day supply of food
Spell Level: Cleric, 7th Level; Druid, 7th Level; for 24 humans (or the like). At 9th level, Spell Level: Cleric, 1st Level; Druid, 2nd Level
Magic-User, 6th Level the amount of food doubles, and it doubles Range: Touch
Range: Referee’s discretion again at every level thereafter. Duration: Immediate
Duration: Referee’s discretion
Creeping Doom Cures 1d6+1 hit points of damage. An
The caster can summon or stop rainfall, evil reversal of this spell allows a Chaoti-
create unusually high or low temperatures, Spell Level: Druid, 7th Level
Range: 50 feet
cally-aligned Cleric to cause light wounds
summon or disperse a tornado, clear the sky rather than curing them.
of clouds, or summon clouds into being. Duration: See below
Spell Descriptions / 57
Cure Serious Wounds distinction between “evil” and “Chaos” is an object, or another person, with perfect
left to the Referee; in most campaigns, they accuracy, to the stated location, as long as it
Spell Level: Cleric, 4th Level; Druid, 4th Level
are exactly the same. Clerics of Chaos may is within the spell’s range.
Range: Touch
cast a reversed version of this spell to detect
Duration: Immediate good rather than evil. Disintegrate
Cures 2d6+2 hit points of damage. An evil Spell Level: Magic-User, 6th Level
Detect Evil (Magic-User)
reversal of this spell allows a Chaotical- Range: 60 feet
ly-aligned Cleric to cause serious wounds. Spell Level: Magic-User, 2nd Level Duration: Permanent — cannot be dispelled
Range: 60 feet
D
Duration: 20 minutes The caster defines one specific target such as
a door, a peasant, or a statue, and it disinte-
The caster detects any evil enchantments, grates into dust. Magical materials are not
Darkness 15-foot Radius evil intentions, evil thoughts, or evil auras disintegrated, and living creatures (such as
Spell Level: Magic-User, 2nd Level within the spell’s range. Poison is not inher- the aforementioned peasant) are permitted a
Range: 120 feet
ently evil and cannot be detected by means saving throw.
of this spell. Whether there is any meaning-
Duration: 1 hour
ful distinction between “evil” and “Chaos” Dispel Evil
is left to the Referee; in most campaigns they
Darkness falls within the spell’s radius, im- Spell Level: Cleric, 5th Level
are exactly the same.
penetrable even to darkvision. A light spell Range: 30 feet
or dispel magic can be used to counteract Duration: 10 minutes against an item
the darkness. Detect Invisibility
Spell Level: Magic-User, 2nd Level This spell is similar to the Magic-User spell
Darkvision Range: 10 feet per caster level dispel magic, but affects only evil magic.
Spell Level: Magic-User, 3rd Level Duration: 1 hour Also unlike the dispel magic spell, dispel
Range: 40 feet
evil functions (temporarily) against evil
The caster can perceive invisible objects and “sendings,” possibly including dreams or
Duration: 1 day
creatures, even those lurking in the Astral or supernatural hunting-beasts. The power of
Ethereal planes of existence. an evil magic item is held in abeyance for 10
The recipient of the spell can see in total
minutes rather than being permanently dis-
darkness until the spell’s duration.
Detect Magic pelled. Evil spells are completely destroyed.
As with dispel magic, the chance of success-
Death Spell Spell Level: Cleric, Magic-User, Druid 1st Level
fully dispelling evil is a percentage based on
Range: 60 feet the ratio of the level of the dispelling caster
Spell Level: Magic-User, 6th Level
Duration: 20 minutes over the level of original caster (or hit dice
Range: 240 feet
Duration: Causes normal death of the monster). Thus, a 9th-level Cleric
The caster can perceive the presence of a attempting to dispel an evil charm cast by a
Within a 60-foot radius, up to 2d8 creatures magical spell or enchantment in places, peo- 12th-level Cleric has a 75% chance of suc-
with fewer than 7 hit dice each perish. ple, or things. For example, magical items cess (9/12 = 0.75, or 75%). If the 12th-level
may be discovered in this fashion, as can Cleric was dispelling the 9th-level Cleric’s
the presence of a charm secretly laid upon charm, success would be certain (12/9 =
Delayed Blast Fireball
a person. 1.33, or 133%). Clerics of Chaos may cast a
Spell Level: Magic-User, 7th Level reversed version to Dispel Good.
Range: 240 feet Detect Snares and Pits
Duration: Chosen by caster (up to 10 minutes) Dispel Magic
Spell Level: Druid 1st Level
Range: 30 feet Spell Level: Druid, 4th Level; Magic-User, 3rd
This spell creates a normal fireball, but the
Duration: 1 hour + 10 min/level Range: 120 feet
blast can be delayed for a period of up to 10
minutes. The burst radius, per a normal fire- Duration: 10 minutes against an item
ball, is 20 feet, and damage is 1d6 per level Much like the Clerical find traps spell, this
of the caster. The blast shapes itself to the spell grants the caster a mystical power of Dispel magic, although not powerful enough
available volume (33,000 cubic feet), filling sight, revealing any traps. However, the spell to permanently disenchant a magic item
33 10-foot x 10-foot x 10-foot cubical areas. only functions outdoors; it is useless inside (which it nullifies for 10 minutes), can be
buildings or in dungeons. used to completely dispel most other spells
Detect Evil (Cleric) and enchantments.
Dimension Door The chance of successfully dispelling magic
Spell Level: Cleric, 1st Level is a percentage based on the ratio of the
Spell Level: Magic-User, 4th Level
Range: 120 feet level of the dispelling caster over the level of
Range: 10 feet (360-foot teleport distance)
Duration: 1 hour original caster (or hit dice of the monster).
Duration: Instantaneous
Thus, a 6th-level Magic-User attempting to
The caster detects any evil enchantments, dispel a charm cast by a 12th-level Mag-
evil intentions, evil thoughts, or evil auras Dimension door is a weak form of telepor
ic-User has a 50% chance of success (6/12
within the spell’s range. Poison is not inher- tation, a spell that can be managed by lesser
= 0.50, or 50%). If the 12th-level Magic-Us-
ently evil and cannot be detected by means magicians who cannot yet manage the tele-
er was dispelling the 6th-level Magic-User’s
of this spell. Whether there is any port spell. The caster can teleport himself,
charm, success would be certain (12/6 =
2.00, or 200%).
SPELLS
Earthquake Range: Caster Level
Spell Level: Cleric, 7th Level Duration: See below Range: 240 feet
Range: Referee’s discretion Duration: Permanent until dispelled
Duration: Immediate Extension I lengthens the duration of
another of the caster’s spells by 50%. Feeblemind is a spell that affects only
The Cleric causes a powerful earthquake Only spells of levels 1 3 can be affected by Magic-Users. The saving throw against
in an area 60 x 60 feet plus an additional Extension I. the spell is made at a –4 penalty, and if the
10 feet (in both length and width) per three saving throw fails, the targeted Magic-User
levels above 17th. The quake topples walls, Extension II becomes feeble of mind until the magic is
causes rockslides, and opens gaping fissures dispelled.
Spell Level: Magic-User, 5th Level
in the earth. Any creature caught in the Range: Caster
quake has a 1-in-6 chance of falling into Find the Path
Duration: See below
the depths of the earth and being killed. Spell Level: Cleric, 6th Level
The earthquake’s tremors do not extend in Extension II lengthens the duration of Range: Caster
any way beyond the spell’s area of effect. another of the caster’s spells by 50%. Duration: 1 hour + 10 minutes/level; 1 day
Only spells of levels 1–4 can be affected by outdoors
Enchant Item Extension II.
Spell Level: Magic-User, 6th Level
The caster perceives the fastest way out of
Extension III an area, even if the area is designed to be
Range: Touch
difficult to navigate, such as a labyrinth.
Duration: Permanent Spell Level: Magic-User, 6th Level While outdoors, the spell has greater power,
Range: Caster lasting a full day.
This spell is used in the creation of a mag- Duration: See below
ical item, in addition to whatever research,
Find Traps
special ingredients, or other efforts the Extension III doubles the duration of
Referee may determine are necessary for another of the caster’s spells. Spells of level Spell Level: Cleric, 2nd Level
the task. 1–5 can be affected by Extension III. Range: 30 feet
Duration: 20 minutes (2 turns)
ESP (Detect Thoughts)
Spell Level: Magic-User, 2nd Level F The caster can perceive magical and
non-magical traps at a distance of 30 feet.
Range: 60 feet
Duration: 2 hours
Faerie Fire
Finger of Death
Spell Level: Druid, 1st Level
The caster can detect the thoughts of other Range: 60 feet Spell Level: Cleric, 5th Level; Druid, 6th Level
beings at a distance of 60 feet. The spell Duration: 1 hour Range: 120 feet
cannot penetrate more than two feet of Duration: Immediate
stone, and is blocked by even a thin sheet This spell illumines an object or creature
of lead. with an eerie, fey glow. The spell’s target This spell kills a single creature (saving
may be approximately as large as 10 square throw applies). Misusing the spell is an evil
Explosive Runes feet plus 2 square feet per level of the act that likely invokes divine retribution of
Spell Level: Magic-User, 3rd Level
caster. The spell can be used for diverse some kind.
purposes, such as revealing the true dimen-
Range: Written on parchment
sions or extent of a thing, or to prevent a Fire Storm
Duration: Permanent
creature from retreating into the darkness.
Spell Level: Druid, 7th Level
Depending upon the precise circumstances,
The Magic-User scribes a rune onto parch- Range: 100 feet + 10 feet/level
the Referee may allow such illumination to
ment, vellum, or paper as a deadly trap. Duration: 1 turn (10 minutes)
render a creature more easily hit, granting
If anyone other than the caster reads the
a +1 to-hit bonus to attackers. A massive conflagration of fire erupts in the
rune, the sigil explodes into fire, automati-
spot directed by the caster. The fire burns
cally dealing 4d6 points of damage to any-
one directly in front of it. The parchment Fear in a shape, area, and size defined by the
caster, the volume being no less than 30 feet
or book upon which the rune was scribed Spell Level: Magic-User, 4th Level
x 30 feet x 30 feet. The maximum possible
is also destroyed. An explosive rune can be Range: 240 feet
volume of fire that can be called forth is
detected, bypassed, and even removed by a Duration: 1 hour
the minimum area (30x30x30) times the
higher-level Magic-User. Any Magic-User
caster’s level. While the magical fire burns,
at least two levels higher than the rune’s This spell causes the creatures in its cone- creatures with 3 or fewer hit dice cannot
creator has a 60% chance to detect it, a shaped path to flee in horror if they fail a pass through it, and no creature can see
75% chance to bypass it (if it is detected), saving throw. If they do so, there is a 60% through it to the other side. Creatures who
and a 100% chance to remove it (if it is chance that they drop whatever they are are able to pass through the fire receive 1d6
successfully detected and bypassed). holding. The cone extends 240 feet to a hit points of damage per 10 feet traveled
base 120 feet across. (no saving throw) and undead creatures
sustain twice this damage.
Spell Descriptions / 59
Fireball H Round 1: The metal becomes hot, but
is not yet dangerous.
Spell Level: Magic-User, 3rd Level
Range: 240 feet Hallucinatory Forest Round 2: 1d4 points of damage. If
hands are what remain in contact, the
Duration: Instantaneous Spell Level: Druid, 4th Level
blistering makes them unusable for 1
Range: 60 feet day thereafter.
A bead-like missile shoots from the caster’s Duration: Until dispelled
finger to explode at the targeted location in Rounds 3–5: 1d4+1 points of damage
a furnace-like blast of fire. The burst radius Much like the Magic-User spell hallucinato- per round. If hands remain in contact,
is 20 feet, and damage is 1d6 per level of ry terrain, this spell changes the appearance their skin is so badly scorched that
the caster. The blast fills 33,000 cubic feet of the land, although the illusion is always they cannot be used for 1d3 weeks. If
(33 10-foot x 10-foot x 10-foot cubical areas) that of a forest. Druids and magical crea- the head is in contact, the victim falls
but shapes itself to the available volume. A tures of the forest such as a dryad or treant unconscious for 1d8 turns.
successful saving throw means that the target are not fooled by the illusion, but until
takes only half damage. Round 6: 1d4 points of damage.
the dweomer is dispelled, all other crea-
tures perceive the area to be forested. The Round 7: The metal has begun to
Fly maximum extent of the nonexistent forest, cool, and is merely hot to the touch.
Spell Level: Magic-User, 3rd Level measured for convenience in 30-foot x 30-
Range: Touch foot “squares,” is one such square per level
of the caster. The spell may also be used to
Hold Animal
Duration: 1 turn/level + 1d6 turns
remove an existing hallucinatory forest. Spell Level: Druid, 3rd level
This spell imbues the Magic-User with the Range: 120 feet
power of flight, with a movement rate of Hallucinatory Terrain Duration: 1 hour + 10 minutes/level
120 feet per round. The Referee secretly Spell Level: Magic-User, 4th Level
rolls the 1d6 additional turns; the player The caster targets no more than four
Range: 240 feet
does not know exactly how long the power normal or giant animals, with total hit dice
Duration: Until touched (other than by ally) or
of flight will last. dispelled
equal to or less than those of the Druid.
These animals are completely immobilized
(saving throw applies). If the caster targets
G This spell changes the appearance of the
terrain into the semblance of what the cast- a single creature, the saving throw is made
with a penalty of -2.
er desires. A hill can be made to disappear,
Gate or it could be replaced with an illusory
forest, for example. Hold Monster
Spell Level: Magic-User, 9th Level
Range: Near the caster Spell Level: Magic-User, 5th Level
Duration: See below Haste Range: 120 feet
Spell Level: Magic-User, 3rd Level Duration: 1 hour + 10 minutes/level
A gate spell creates an opening to another Range: 240 feet
plane of existence and summons forth a Duration: 30 minutes
The caster targets 1d4 creatures that are
specified, tremendously powerful being from completely immobilized (saving throw applies).
the other plane, including gods, demi-gods, In an area with a radius of 60 feet around The caster may also target a single creature,
demons, etc. The caster must know the the point where the spell is targeted, as in which case the saving throw is made with a
name of the creature being summoned or many as 24 creatures become able to move penalty of –2.
the spell fails. There is a 5% chance that the and attack at double normal speed.
wrong being might be summoned forth, and Hold Plant
(regardless whether the summoned being is
Heat Metal Spell Level: Druid, 5th Level
the right one or not) there is a 5% chance
Range: 30 feet/level
that it lacks interest in the situation and Spell Level: Druid, 2nd Level
returns through the gate. The summoned Range: 30 feet Duration: 1 hour + 10 minutes/level
being is not necessarily friendly to the caster, Duration: 7 rounds
and may even be extremely annoyed. The caster targets 1d4 plants or plant-crea-
This spell heats metal to searing hot tem- tures that become completely immobilized.
Geas peratures, affecting 20 pounds of metal per (A saving throw applies for monster-type
level of the caster. As a rule of thumb, this plants.) The caster may also target a single
Spell Level: Magic-User, 6th Level plant, in which case the saving throw is
magic affects the armor and weapons of one
Range: 30 feet
opponent per caster level when used as a made with a penalty of –2. The spell does
Duration: Until task is completed
general attack, although the spell is definite- not only immobilize plants; it also temporar-
ly not limited to general combat. Metal does ily arrests the growth of any plant, magical
If the spell succeeds (saving throw cancels), not get a saving throw against being heated, or not.
the caster may set a task for the spell’s vic- but any sort of magical fire resistance pre-
tim. If the victim does not diligently work at vents damage from the heat itself.
performing the task, the refusal causes weak- Effect of continuous exposure to heated
ness (50% reduction in strength). Trying to metal:
ignore the geas eventually causes death.
SPELLS
Range: 180 feet Range: 480 feet Knock
Duration: 9 turns Duration: 1 day Spell Level: Magic-User, 2nd Level
Range: 60 feet
The caster targets 1d4 persons (according This spell works only outdoors. A storm Duration: Immediate
to the same parameters as the charm per- of insects gathers and goes wherever the
son spell), who are completely immobilized caster directs. The cloud covers approxi- This spell unlocks and unbars all doors,
(saving throw applies). The caster may also mately 400 square feet (20 feet by 20 feet, gates, and portals within its range, includ-
target a single person, in which case the with roughly corresponding height). Any ing those held or locked by normal magic.
saving throw is made with a penalty of –2. creature with 2 or fewer hit dice exposed to
I
Spell Level: Magic-User, 6th Level
Range: Close The target person or object (at a range of
Duration: Until mission is completed up to 60 feet) produces light about as bright
Ice Storm as a torch to a radius of 20 feet.
Spell Level: Magic-User, 4th Level This spell summons (or perhaps creates) an The Cleric version of this spell lasts 2
Range: 120 feet
invisible stalker. The stalker performs one hours, and may be cast as Darkness by a
task as commanded by the caster, regardless Cleric of Chaos.
Duration: 1 round
of how long the task may take or how far
the stalker may have to travel. The stalker
A whirling vortex of ice, snow, and hail
cannot be banished by means of dispel
forms in a cube roughly 30 feet across.
magic; it must be killed in order to deter it
Massive hailstones inflict 3d10 points of
from its mission.
damage (no saving throw applies) to all
within the area.
Spell Descriptions / 61
Lightning Bolt
Spell Level: Magic-User, 3rd Level
Range: 240 feet (maximum distance)
Duration: Instantaneous
Locate Plants The missile inflicts 1d6+1 points of damage.
A bolt of lightning extends 60 feet from the Spell Level: Druid, 2nd level 2) The missile hits automatically, doing
targeted point, almost 10 feet wide. Anyone Range: 60 feet + 10 feet/level 1d4+1 points of damage.
in its path suffers 1d6 points of damage per Duration: 1 round/level In either case, the Magic User casts an
level of the caster (half with a successful sav- additional two missiles for every 5 levels of
ing throw). The bolt always extends 60 feet, The caster perceives the correct direction (as experience. Thus, at 5th level, the caster is
even if this means that it ricochets backward the crow flies) toward the nearest specimen able to hurl 3 magic missiles, and 5 missiles
from something blocking its path. of a type of plant named in the casting of at 10th level.
the spell.
Limited Wish Magic Mouth
Lower Water Spell Level: Magic-User, 2nd Level
Spell Level: Magic-User, 7th Level
Range: Referee’s discretion Spell Level: Magic-User, 6th Level Range: Touch
Duration: Changes reality Range: 240 feet Duration: Permanent until triggered or dispelled
Duration: 2 hours
This powerful spell allows the caster to This spell lowers the depth and water level This enchantment is set upon an object,
change reality, although in limited ways and of lakes, rivers, wells, and other bodies of and the magic is triggered when certain
sometimes only for limited periods of time. water to one-half normal. conditions established by the caster are met.
Such limitations are determined by the Ref- When that happens, a mouth appears on the
object and speaks the message it has been
M
eree in accordance with the circumstances.
commanded to speak. The message may be
Locate Animal up to 30 words long.
Magic Jar
Spell Level: Druid, 1st level Mass Charm
Range: 60 feet + 10 feet/level Spell Level: Magic-User, 5th Level
Range: See below Spell Level: Magic-User, 8th Level
Duration: 1 round/level
Duration: See below Range: 120 feet
Within the spell’s range, the caster perceives Duration: Until dispelled
the correct direction (as the crow flies) This spell relocates the caster’s life essence,
toward the nearest specimen of a type of intelligence, and soul into an object of This spell operates in the same manner and
animal named in the casting of the spell. virtually any kind. The “jar” must be within with the same restrictions as charm person.
30 feet of the caster’s body for the transi- However, it affects a total of 30 hit dice of
Locate Object (Cleric) tion to succeed. Once within the magic jar, creatures, in any combination. All saving
the caster can possess the bodies of other throws are made with a penalty of –2.
Spell Level: Cleric, 3rd Level creatures and people, provided that they are
Range: 90 feet within 120 feet of the jar and fail a saving Mass Invisibility
Duration: 1 round/level throw. The caster can return his or her soul
Spell Level: Magic-User, 7th Level
to the magic jar at any time; if a body the
Range: 240 feet
Within the spell’s range, the Cleric per- caster controls is slain, the soul returns to
ceives the correct direction (as the crow Duration: See below
the jar immediately. The Magic-User can
flies) toward an object the caster specifies by return from the jar to his or her original
description in the spell. The object must be body whenever desired, thus ending the This spell makes 1d3 x 100 man- or horse-
something the caster has seen, although the spell. If the caster’s body is destroyed while sized creatures (or objects) invisible, as if
spell can detect an object in a general class his or her soul is in the magic jar, the soul they had been affected by a single invisi-
of items known to the caster: stairs, gold, no longer has a home other than within the bility spell. The spell can instead affect up
etc. magic jar, although the disembodied wizard to 6 creatures of dragon size. As with the
can still possess other bodies as before. If the invisibility spell, the enchantment lasts until
Locate Object (Magic-User) jar itself is destroyed while the Magic-User’s dispelled or until one of the creatures makes
soul is within, the soul is lost. an attack.
Spell Level: Magic-User, 2nd Level
Range: 60 feet + 10 feet/level
Magic Missile Massmorph
Duration: 1 round/level
Spell Level: Magic-User, 4th Level
Spell Level: Magic-User, 1st Level
Range: 240 feet
Within the spell’s range, the caster per- Range: 150 feet
ceives the correct direction (as the crow Duration: Until negated by the caster or dispelled
Duration: Immediate
flies) toward an object the caster specifies by
description in the spell. The object must be A magical missile flies where the caster One hundred or fewer man- or horse-sized
something the caster has seen, although the directs, with a range of 150 feet. At the Ref- creatures are changed to appear to be
spell can detect an object in a general class eree’s discretion, this spell may have one of innocent trees. The illusion is so perfect that
of items known to the caster: stairs, gold, two effects: 1) The Magic-User must roll to creatures moving through the “forest” do
etc. hit the target with a +1 bonus to the roll. not detect the deception.
SPELLS
Range: 60 feet Range: N/A 1 1d4 Bugbears
Duration: Depends on Intelligence Duration: 6 rounds (minutes)
2 1d2 Harpies
The targeted creature disappears into a The caster summons allies that serve him 3 1d2 Ochre Jellies
gap in reality where strange curving and until slain or until the duration of the spell
branching passages conceal the way out. expires. The allies do not appear immedi- 4 1d2 Wererats
Creatures with an Intelligence score lower ately; there is a delay of 1 turn (10 minutes) 5 1d2 Wights
than 6 require 2d4 x 3 rounds (minutes) to before they appear.
6 1d2 Wild Boars
escape the interdimensional prison. Crea-
tures with Intelligence scores 7–11 require Monster Summoning I
2d4 rounds, and creatures with an intelli- Monster Summoning IV
gence of 12+ require only 1d4 rounds to Die Roll (1d6) Monster Summoned1
puzzle their way back into normal reality. Spell Level: Magic-User, 6th Level
1 1d6 Giant Rats
Although monsters are not described with Range: N/A
specific Intelligence scores, it should not 2 1d3 Dwarves (Goblins) Duration: 6 rounds (minutes)
be hard to determine into which category 3 1d3 Elves (Hobgoblins)
any specific monster falls. Unless ruled The caster summons allies that serve him
otherwise by the Referee, there is no saving 4 1d6 Kobolds until slain or until the duration of the spell
throw to avoid the spell. 5 1d3 Orcs expires. The allies do not appear immedi-
ately; there is a delay of 1 turn (10 minutes)
6 1d3 Skeletons
Meteor Swarm before they appear.
Spell Level: Magic-User, 9th Level
1
Chaotically-aligned casters might get the monster in
parenthesis, at the Referee’s discretion Monster Summoning IV
Range: 240 feet
Die Roll (1d6) Monster Summoned
Duration: Instantaneous
Monster Summoning II 1 1 Gargoyle
Tiny meteors swarm from the caster’s Spell Level: Magic-User, 4th Level 2 1 Ogre
hands and explode into balls of fire where
Range: N/A
desired. The caster may hurl 4 normal 3 1 Owlbear
Duration: 6 rounds (minutes)
fireballs for 10d6 damage or 8 fireballs of 4 1 Shadow
10-foot diameter that inflict 5d6 points of
The caster summons allies that serve him 5 1 Werewolf
damage. Targets are permitted a saving
until slain or until the duration of the spell
throw, allowing them to take half damage. 6 1 Wraith
expires. The allies do not appear immedi-
ately; there is a delay of 1 turn (10 minutes)
Mind Blank
before they appear. Monster Summoning V
Spell Level: Magic-user, 8th Level Spell Level: Magic-User, 7th Level
Range: 10-foot radius Monster Summoning II Range: N/A
Duration: 24 hours Duration: 6 rounds (minutes)
Die Roll (1d6) Monster Summoned
The spell protects against all magical spy- 1 1d2 Hobgoblins The caster summons allies that serve him
ing, including crystal balls, spells (including until slain or until the duration of the spell
wish), and even magical scrying by minor 2 1d2 Zombies
expires. The allies do not appear immedi-
deities. 3 1d2 Gnolls ately; there is a delay of 1 turn (10 minutes)
4 1d2 Bugbears before they appear.
Mirror Image
Spell Level: Magic-User, 2nd Level
5 1d6 Orcs Monster Summoning V
Range: Around caster 6 1d6 Skeletons Die Roll (1d6) Monster Summoned
Duration: 1 hour or until destroyed 1 1 Cockatrice
The spell creates 1d4 images of the caster Monster Summoning III 2 1 Manticore
that act in perfect synchronization with Spell Level: Magic-User, 5th Level 3 1 Minotaur
him like mirror images. Attackers cannot Range: N/A
distinguish the images from the caster and 4 1 Ogre Mage
Duration: 6 rounds (minutes)
may attack one of the images instead of 5 1 Salamander
the caster himself (determined randomly). The caster summons allies that serve him
When a hit is scored upon one of the imag- 6 1 Troll
until slain or until the duration of the spell
es, it disappears. expires. The allies do not appear immedi-
ately; there is a delay of 1 turn (10 minutes)
before they appear.
Spell Descriptions / 63
Monster Summoning VI Move Earth The caster may step into one tree and
Spell Level: Magic-User, 8th Level emerge from a distant tree of the same kind;
Spell Level: Magic-User, 6th Level
Range: N/A
both trees must be living, and have a girth
Range: 240 feet
as large as the caster’s own. The caster need
Duration: 6 rounds (minutes) Duration: 1 hour; effects permanent not step out of the first tree immediately, but
may wait within the tree for as long as de-
The caster summons allies that serve him This spell can be used only aboveground. sired (up to the limit of the spell’s duration)
until slain or until the duration of the spell It allows the caster to move hills and other before leaving. It is possible for the caster to
expires. The allies do not appear immedi- raised land or stone at a rate of 6 feet per step from tree to tree in series without end-
ately; there is a delay of 1 turn (10 minutes) minute (60 feet per turn). ing the spell; however, upon emerging from
before they appear.
any tree into the outside, the caster ends the
Monster Summoning VI N spell. The table below shows the maximum
distance the caster may travel in a single
Die Roll (1d10) Monster Summoned step; this is also the maximum total distance
Neutralize Poison that can be traveled in a single casting of the
1 1 Black Dragon
Spell Level: Cleric, 4th Level; Druid, 3rd Level spell, even if the caster moves through mul-
2 1 Chimera tiple trees. Upon casting the spell, the caster
Range: Touch
3 1 Efreeti Duration: Immediate becomes aware of the various trees within
the range of the spell, so there is no chance
4 1 Flesh Golem
This spell counteracts poison if used of “missing” the target.
5 1 Frost Giant promptly, but cannot be used to bring the
6 1 Hill Giant dead back to life later. Passplant
Type of Tree Maximum Distance for Spell
7 1 Hydra (7 heads)
8 1 Mummy O-P Oak, ash, yew 3,000 feet
Elm, linden 2,000 feet
9 1d2 Ogre Magi Obscuring Mist
Other 1,500 feet
10 1 White Dragon Spell Level: Druid, 2nd Level deciduous
Range: 20 feet
Duration: 1 turn/level Any coniferous 1,000 feet
Monster Summoning VII All other trees 500 feet
Spell Level: Magic-User, 9th Level
A misty vapor seethes outward from the
casting point, billowing forth to fill a radius
Range: N/A
of 20 feet + 10 feet per level of the caster. Passwall
Duration: 6 rounds (minutes)
Spell Level: Magic-User, 5th Level
The caster summons allies that serve him Part Water Range: 30 feet
until slain or until the duration of the spell Spell Level: Cleric, 7th Level Duration: 3 turns (30 minutes)
expires. The allies do not appear immedi- Range: 240 feet
ately; there is a delay of 1 turn (10 minutes) Duration: 2 hours This spell creates a hole through solid rock,
before they appear. about 7 feet high, 10 feet wide, and 10 feet
This spell creates a gap through water, to deep (possibly deeper at the discretion of the
Monster Summoning VII a depth of 20 feet. At 18th level and every Referee). The hole closes again at the end of
Die Roll (1d10) Monster Summoned level thereafter, the Cleric adds 10 feet to the spell’s duration.
the depth of water parted, and 1 additional
1 1d2 Chimerae
hour to the spell’s duration. Permanency
2 1 Fire Giant
Spell Level: Magic-User, 8th Level
3 1 Hydra (9 heads) Part Water Range: See below
4 1 Iron Golem Spell Level: Magic-User, 6th Level Duration: Permanent until dispelled by an oppo-
Range: 120 feet nent or group of opponents having twice as many
5 1 Lich Duration: 1 hour levels as the caster.
6 1 Purple Worm
This spell creates a gap through water, but This spell makes the effect of another spell
7 1 Red Dragon permanent unless group of Magic-Users
only to a depth of 10 feet.
8 1 Stone Giant of twice the caster’s level dispels it. No more
than one permanency is ordinarily possible
9 1 Stone Golem
Passplant
on any one object, and no more than two
10 1 Titan Spell Level: Druid, 5th Level upon a creature. Considerable Referee dis-
Range: Touch (first tree) cretion is required for the use of this spell;
Duration: 1 hour per level or until exit many spells should not be subject to being
made permanent.
SPELLS
Range: 240 feet Range: 240 feet Range: 120 feet
Duration: Until concentration ends Duration: Referee’s discretion Duration: Immediate
This spell creates an illusion that seems An object can be turned into another The caster speaks a word of power to a
realistic to all who view it. The illusion dis- object, animal, vegetable, or mineral. particular creature. If that creature has 50
appears when it is touched, but if the view- The degree of change affects the spell’s hit points or fewer, it is slain by the word it
er believes the illusion is real, it can cause duration. Animal-to-animal changes, hears; if it has more than 50 hit points, it is
damage. Unless the Referee rules otherwise, vegetable-to-vegetable changes, and min- not affected by the spell. No saving throw is
victims of the spell are permitted a saving eral-to-mineral changes are all likely to permitted.
throw, and the illusion cannot cause more remain permanent until dispelled. Thus,
than 2d6 points of damage per victim. This turning a human into an orc, or turning a Power Word, Stun
depends on circumstances; a truly brilliant wall into a pile of sand, would both result
use of the spell can be quite devastating, in a permanent change. On the other hand, Spell Level: Magic-User, 7th Level
and a poorly thought-out illusion might turning a shrub into a thinking human be- Range: 120 feet
cause almost immediate disbelief. ing would last only a small number of turns. Duration: 1d6 or 2d6 turns (See below)
Determining how long a proposed use of
Phase Door the spell lasts is the province of the Referee; The caster speaks a word of power to a
it is important to remember that this is an particular creature. If that creature has 35
Spell Level: Magic-User, 7th Level or fewer hit points, it is instantly stunned for
8th-level spell of considerable power — but
Range: 10 feet from caster not as powerful as a 9th-level wish spell. 2d6 turns; if the creature has from 36 to 70
Duration: Seven uses hit points, it is stunned for only 1d6 turns.
Polymorph Other If the creature has more than 70 hit points,
The phase door is an invisible portal about it is not affected by the spell. No saving
7 feet high, 10 feet wide, and 10 feet deep, Spell Level: Magic-User, 4th Level throw is permitted.
accessible only to the caster. A barrage of Range: 240 feet
dispel magic spells can close the passage, Duration: Permanent until dispelled Prayer
but only if the combined level of the dis-
pelling casters is twice that of the portal’s This spell allows the caster to turn another Spell Level: Cleric, 3rd Level
creator. being into a different type of creature, such Range: 30 feet
as a dragon, a garden slug, or, of course, a Duration: Following melee round
Plant Doorway frog or newt. The polymorphed creature
gains all the abilities of the new form but The prayer spell seeks short-term favor
Spell Level: Druid, 4th Level from the gods to help some other spell or
retains its own mind and hit points.
Range: Passage begins where caster stands attack to succeed. Prayer affects a 20-foot x
Duration: 3 turns + 1 turn/level
Polymorph Self 20-foot area, causing a saving throw penalty
to all creatures in that area. The penalty is a
This spell opens a pathway for the caster Spell Level: Magic-User, 4th Level 1, plus an additional 1 for every 10 caster
through even the deepest and most tangled Range: Caster levels. Thus, a 10th-level Cleric causes a
growths of plants, thorns, and trees. The Duration: 1 hour or Referee’s discretion saving throw penalty of –2. The penalty
pathway can be made up to 5 feet wide, 6 actually takes effect in the melee round
feet tall, and 100 feet in length, but only The caster assumes the form of any object following the one in which it was cast.
the caster can move through it. The Druid or creature, gaining the new form’s attri-
may choose to remain housed safely inside butes (the use of wings, for example), but Predict Weather
a tree, if the spell has opened a passage not its hit points or combat abilities. The
through one. It is possible to remain within Referee might allow the benefit of the new Spell Level: Druid, 1st Level
the tree after the spell expires; for as long as form’s armor class if it is due to heavily ar- Range: Centered on caster
desired, in fact, before leaving it. mored skin. A great deal of the spell’s effect Duration: Immediate
is left to the Referee to decide.
Plant Growth The Druid silently drinks in knowledge
Power Word, Blind from the surrounding area, becoming
Spell Level: Druid, 3rd Level; Magic-User, 4th attuned to the patterns of air, wind, earth
Level Spell Level: Magic-User, 8th Level and fire. Within moments, the character
Range: 240 feet Range: 120 feet can predict what the weather conditions will
Duration: Permanent until dispelled Duration: 1d4 or 2d4 days (See below) be for the next 12 hours in the immediate
vicinity (2 square miles/level). As with most
Undergrowth in the area suddenly grows The caster speaks a word of power to a forecasts of weather, conditions may change
into an impassable forest of thorns and particular creature. If that creature has 40 unexpectedly, giving rise to a 5% chance
vines. Up to 300 square feet of ground can hit points or fewer, it is instantly blinded for that the Druid’s prediction will, ultimately,
be affected by this spell, and the caster can 2d4 days; if the creature has from 41 to 80 prove to be incorrect.
decide the shape of the area to be enchant- hit points, it is blinded for 1d4 days. If the
ed. An alternate version (Referee’s decision) creature has more than 80 hit points, it is
would allow the spell to affect an area of not affected by the spell. No saving throw
300 feet x 300 feet, for a total of 90,000 applies.
square feet.
Spell Descriptions / 65
Prismatic Sphere Prismatic Sphere
Spell Level: Magic-User, 9th Level Layer Effects of Color Negated By
Range: 10-foot sphere Red Causes 12 points of damage when touched. Stops any Ice storm or other cold-based
Duration: 1 hour magic arrows or missiles (including magic missile). attack
A sphere of seven colors whirls about the Orange Causes 24 points of damage when touched. Stops Lightning bolt or other electrical
Magic-User, with a radius of 10 feet. The arrows and any other non-magical missile. attack.
glowing colors form a layered spectrum. Yellow Causes 48 points of damage when touched. Blocks all Magic missile spell or a magical
To destroy the sphere, each layer must breath weapons. arrow.
be destroyed in turn from red to orange,
Green Causes death (saving throw allowed) when touched. Passwall spell or other earth-mov-
to yellow, to blue, to indigo, and then to
Blocks any scrying and detection-type spells from ing magic.
the innermost violet layer. Any creature
seeing within.
of 7 or fewer hit dice that looks upon the
sphere is blinded for 1d6 turns. Blue Turns flesh to stone when touched (saving throw Disintegrate spell (may be from a
allowed). Blocks all divine (Clerical) magic from pass- wand or item).
ing through.
Indigo Causes death and destroys the soul utterly when Dispel magic.
touched (saving throw allowed).
Violet Causes permanent insanity when touched. Blocks Continual light.
arcane (Magic-User) spells.
Produce Fire Protection from Evil although the protective circle still functions
against enchanted creatures. This spell may
Spell Level: Druid, 4th Level Spell Level: Cleric, 1st Level; Magic-User, 1st
Level
be reversed by a Cleric of Chaos to protect
Range: 30 feet
from good.
Duration: 1 turn (10 minutes) Range: Caster
Duration: 2 hours
Protection from Fire
This spell instantly creates fire in an area of
up to 10 feet x 10 feet. The fire burns for no Creates a magical field of protection imme- Spell Level: Druid, 3rd Level
longer than 10 minutes without fuel but sets diately around the caster, blocking out all Range: Touch
alight any flammable materials in the area enchanted monsters such as elementals and Duration: 3 turns + 1 turn/level
where it was summoned forth. The spell may demons). Evil monsters suffer a 1 penalty
also be reversed to quench flames rather to hit the caster, and the caster gains +1 on Protection from fire may be cast on anoth-
than ignite them. all saving throws against such attacks. If er person, but it confers a great deal more
the caster already has any magical bonuses eldritch warding if it is woven personally
Produce Flame to saving throws or armor class, the bonus around the caster. When used to protect
from the magic circle has no effect, although another creature, the spell’s warding grants
Spell Level: Druid, 2nd Level the protective circle still functions against complete immunity to normal fire and cuts
Range: Palm of hand enchanted creatures. This spell may be re- damage from magical fire in half. When
Duration: 2 turns/level versed by a Cleric of Chaos to protect from used to ward the caster, the spell also grants
good. complete immunity against one exposure
Flame ignites from nowhere in the palm The Magic-User version of this spell is ex- to magical fire, after which it functions
of the caster’s hand, causing no damage to actly the same as the one used by the Cleric, normally.
the caster, but otherwise is as hot as natural except that it has a duration time of 1 hour.
fire. It can be used while held, or thrown Protection from Lightning
to a distance of 30 feet to ignite flammable
Protection from Evil, 10-Foot Radius
materials. For so long as the druid-fire is Spell Level: Druid, 4th Level
in the caster’s hand, it can be extinguished Spell Level: Cleric, 4th Level; Magic-User, 3rd Range: Touch
immediately whenever the caster wishes it Level Duration: 6 turns +1 turn/level
gone. Range: Centered on caster
Duration: 1 hour This spell protects any creature from light-
Project Image ning, reducing any damage by one-half.
The spell creates a magical field of protec- Once lightning strikes, however, the spell
Spell Level: Magic-User, 6th Level
tion, 10 feet in radius, around the caster. ends.
Range: 240-foot sphere The field blocks out all enchanted monsters
Duration: 1 hour (such as elementals and demons). Evil mon- Protection from Normal Missiles
sters suffer a –1 penalty to hit anyone within
The caster projects an image of himself or the protective globe, and these shielded Spell Level: Magic-User, 3rd Level
herself to a maximum range of 240 feet. individuals gain +1 on all saving throws Range: Caster
Not only does the projected image mimic against such attacks. If a person in the circle Duration: 2 hours
the caster’s sounds and gestures, but also any already has any magical bonuses to saving
spells being cast appear to originate from the throws or armor class, the bonus from the The caster becomes invulnerable to
image. magic circle has no effect for that person, non-magical missiles, although larger mis-
SPELLS
Range: Close/Touch (Referee’s discretion) (1d6)
Purify Food and Drink
Duration: Immediate 1 Bear
Spell Level: Cleric, 1st Level
Range: Close/Touch (Referee’s discretion) Raise dead allows the Cleric to raise a 2 Lion
Duration: Immediate corpse from the dead, provided it has not 3 Mouse
been dead too long. The normal time limit
4 Raven
Enough food and water for up to a dozen is five days, but for every caster level higher
people is made pure, removing spoilage and than 8th, the time limit extends another 5 Stag
poisons. This spell may be reversed by a five days. Characters with low Constitution
6 Wolf
Cleric of Chaos to spoil food and drink. might not survive the ordeal, and even for
those with strong Constitution, a period of
Purify Water at least a week is required before they can
function normally. This spell functions only Reincarnation (Magic-User)
Spell Level: Druid, 1st Level
on “human-like” ancestries, that is, ones Spell Level: Magic-User, 6th Level
Range: Close/Touch (Referee’s discretion) that can be used for player characters. Range: Touch
Duration: Immediate
Duration: Instantaneous
Read Languages
Approximately 10 gallons of water is made
pure, removing all poisons, algae, and other Spell Level: Magic-User, 1st Level This spell brings a dead person’s soul back
such contaminants. Range: Normal reading distance from the dead, but the soul reappears in a
Duration: One or two readings 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 ancestry, roll 1d6 to determine
the character’s new level.
Reincarnation by Magic-Users
Pyrotechnics This spell allows the caster to decipher Die Roll Reincarnated as …
Spell Level: Druid, 3rd Level; Magic-User, 2nd directions, instructions, and formulae in (1d20)
Level languages unknown to the caster. This can 1 Bugbear
Range: 240 feet be particularly useful for treasure maps, but
Duration: 1 hour it does not solve any codes. 2 Centaur
3 Dog, Cat, or Wolf
The caster creates either fireworks or Read Magic
blinding smoke from a normal fire source 4 Dwarf
Spell Level: Magic-User, 1st Level
such as a torch or campfire. The Refer- 5 Elf
Range: Caster only
ee decides exactly how much smoke (or
Duration: 2 scrolls or other magical writings 6 Gnoll
fireworks) is produced, what effect it has,
and what happens to it as it is produced, 7 Goblin
This spell allows the caster to read the
but the amount of smoke will definitely be
magical writings upon scrolls and (occasion- 8 Halfling
more than 8000 cubic feet (roughly 20 x 20
ally) dungeon walls. Without the use of this 9 Harpy
x 20 feet).
spell, magical writing cannot be read even
by a Magic-User. 10 Hobgoblin
Q-R Reincarnation (Druidic)
11 Human
12 Kobold
Quest Spell Level: Druid, 7th Level
Range: Touch
13 Lizardman
Spell Level: Cleric, 5th Level
Range: Speaking range Duration: Instantaneous 14 Lycanthrope (Werewolf or
Duration: Until completed other)
This spell brings a dead person’s soul back
15 Minotaur
If the spell succeeds (saving throw applies), from the dead, but the soul reappears in a
the caster may set a task for the spell’s vic newly formed body. Druidic reincarnation 16 Ogre
tim. If the victim does not diligently work will not affect someone who has been dead 17 Ogre Mage
at performing the task, a deadly weakness more than a week. Roll 1d100, and on a
roll of 01 75 the result is determined from 18 Orc
sets in (50% reduction in Strength), and
an attempt to entirely abandon the quest the same table as would be used for a Mag- 19 Troll
incurs a curse set by the caster in the word- ic-User’s reincarnation spell (below). If the
percentile dice gave a result of 76–00, roll 20 Wyvern
ing of the original quest. The Referee, of
course, must approve the details. 1d6 on the following table:
Spell Descriptions / 67
Remove Curse Reverse Gravity Magical silence falls in an area with a 15
foot radius around the targeted creature
Spell Level: Cleric, 3rd Level; Magic-User, 4th Spell Level: Magic-User, 7th Level
Level
or object, and moves with it. Nothing from
Range: 90 feet
this area, no matter how loud, can be heard
Range: Very close Duration: 1 round (minute) outside the radius.
Duration: Immediate
The spell reverses gravity in a cubical area Simulacrum
This spell removes one curse from a person approximately 30 feet x 30 feet x 30 feet in
or object. size. Everything in the area falls upward, Spell Level: Magic-User, 7th Level
and then when the spell ends, it all falls back Range: Touch
Repel Wood down again. Duration: Permanent
Spell Level: Druid, 6th Level
Range: 20 feet/level
Rope Trick The caster creates a duplicate of himself
or some other person. The basic form is
Duration: 1 turn/level Spell Level: Magic-User, 3rd Level
created from snow and ice, and must then
When this spell is cast, a mystical druidic Range: As far as the caster can throw a rope
be animated (animate dead is an acceptable
force issues forth from a place designated Duration: 1 hour + 1 turn/level means.) A limited wish (along with the ac-
by the caster, in roughly the shape of a wall
tual simulacrum spell) is then used to imbue
120 feet across. This power rolls forward at The caster tosses a rope into the air and the animated form with intelligence and
a rate of 5 feet per round directly away from it hangs there, waiting to be climbed. The certain knowledge of the person being simu-
the caster, inexorably pressing all wood, or caster and up to three others can climb the lated. The simulacrum gains 30%–60% (roll
wooden objects, backward. Once the power rope and disappear into a small “other” di- 1d4+2 x 10%) of the simulated creature’s
is set in motion, it cannot be stopped other mension. The rope itself can be pulled into knowledge and experience. The simulacrum
than by the caster’s command. the pocket dimension or left outside. If it is follows its creator’s orders. Note that the
left outside, however, someone may steal it. simulacrum is not a perfect representation
S
Repulsion of the original. Side by side, the differences
Spell Level: Magic-User, 6th Level are obvious, and the simulacrum is a magi-
Range: 120 feet cal creature detectable with a detect magic
Shape Change
Duration: 1 hour spell. If the original of the simulacrum dies,
Spell Level: Magic-User, 9th Level a strange effect begins: the simulacrum be-
Any creature trying to move toward the cast- Range: Caster gins to gain the knowledge and experience
er instead finds itself moving away. Duration: 1d6+10 turns +1 turn/level of the dead individual at a rate of 1% per
week, to a maximum of 90%.
Restoration When the caster casts this spell upon him-
or herself, it allows the caster to turn at will Sleep
Spell Level: Cleric, 7th Level into a variety of creatures. In each form, the
Range: Referee’s discretion Spell Level: Magic-User, 1st Level
wizard gains the characteristics of the crea-
Duration: Immediate Range: 240 feet
ture, much as with the polymorph others
Duration: 1 hour
spell. Thus, turning into a dragon actually
This spell restores levels lost to such horrible allows the caster to use the dragon’s breath
creatures as wraiths and shadows. An evil This spell puts creatures around a targeted
weapon. The caster might then choose to
reversal of the spell allows a Chaotical- point into an enchanted slumber (no saving
turn into a raven, then a frog, or whatever
ly-aligned Cleric to drain a level from the throw permitted). It affects creatures based
other creature is chosen. It is not, of course,
target. The “good” version of the spell is ex- on their hit dice.
required that the caster use more than one
hausting to the caster, incapacitating him for shape — remaining as a dragon for the du-
2d10 days. At the discretion of the Referee,
Sleep
ration of the spell works perfectly well.
this spell may restore lost points of attribute Hit Dice of Victims Number Affected
scores as well as lost levels. Shield Less than 1 to 1 2d8
Resurrection Spell Level: Magic-User, 1st Level 1+ to 2+ 2d6
Range: Caster
Spell Level: Cleric, 7th Level 3 to 3+ 1d6
Duration: 2 turns
Range: Referee’s discretion 4 to 4+ 1
Duration: Immediate The caster conjures up an invisible shield
that interposes itself in front of attacks. The
This spell (also known as “raise dead fully”) shield improves the caster’s armor class to Slow
raises the dead back to life in the same man- 2[17] against missile attacks and to 4[15] Spell Level: Magic-User, 3rd Level
ner as the raise dead spell. It is, however, against other (melee) attacks. If the caster’s Range: 240 feet
considerably more powerful: the person armor class is already better than the spell Duration: 3 turns (30 minutes)
raised from the dead needs no time to re- would grant, the spell has no effect.
cuperate from the experience of death and
In an area with a radius of 60 feet around
suffers no other penalties. An evil “reversal” Silence, 15-Foot Radius the point where the spell is targeted, as
of the spell can also be cast, which causes
Spell Level: Cleric, 2nd Level many as 24 creatures failing a saving throw
death with no saving throw.
Range: 180 feet
can move and attack only at half speed.
Duration: 12 turns
SPELLS
Range: 60 feet Range: Referee’s discretion (according to symbol)
requested, etc.
Duration: 1d4 + 2 turns Duration: Varies (depends upon symbol used)
Strength
One hit die (1 hit dice) of snakes can be A symbol spell creates a deadly magical
charmed per level of the caster. The snakes Spell Level: Magic-User, 2nd Level trap, written into the shape of a divine
obey the caster’s commands. Range: Touch rune. The rune’s magic is activated when
Duration: 8 hours (80 turns) any person or creature hostile to the caster
Speak with Animals reads it, or passes over, under, or past it.
This spell may be cast upon a Fighter or Various different runes are known, and
Spell Level: Cleric, 2nd Level; Druid, 2nd Level
a Cleric. For the duration of the spell, a others may be possible:
Range: Caster
Fighter gains 2d4 points of Strength, and Symbol of Discord: Causes all crea-
Duration: 6 turns a Cleric gains 1d6 points of Strength. tures in the hostile group to begin arguing,
Strength cannot exceed 18 unless the and possibly fighting among themselves
The caster can speak with normal animals. Referee chooses to allow additional bonuses
There is a good chance that the animals with lethal intent.
resulting from the additional Strength.
provide reasonable assistance if requested, Symbol of Fear: Casts a fear spell.
and they will not attack unless the caster Sticks to Snakes Symbol of Sleep: Casts a sleep spell
uses the spell to say something particularly
Spell Level: Cleric, 4th Level; Druid, 5th Level
affecting double the normal number of
offensive.
creatures and with double the normal
Range: 120 feet
duration.
Speak with the Dead Duration: 1 hour
Symbol of Stunning: Up to 150 hit
Spell Level: Cleric, 3rd Level points of creatures are affected as per a
The caster may turn as many as 2d8
Range: Close/Touch (Referee’s discretion) power word, stun.
normal sticks into snakes, each one having
Duration: 3 questions a 50% chance of being venomous. The Divine symbols cannot be crafted in such
snakes follow commands, but turn back into a way that would cause a permanent effect
The caster can ask three questions of a sticks at the end of the spell, or when killed. (such as insanity) upon those affected.
corpse, and it will answer, although the
answers might be cryptic. Only higher-lev- Stone to Flesh Symbol (Magic-User)
el Clerics have enough spiritual power to
command answers of long-dead corpses. Spell Level: Magic-User, 6th Level Spell Level: Magic-User, 8th Level
Clerics lower than 8th level can gain an- Range: 120 feet Range: Referee’s discretion (according to symbol)
swers only from bodies that have been dead Duration: Permanent until reversed Duration: Varies (depends upon symbol used)
1d4 days. Clerics of levels 8–14 can speak
to corpses that have been dead 1d4 months. This spell can be used to counteract the A symbol spell creates a deadly magical
Clerics of level 15+ can gain answers from negative effects of monsters who petrify trap, written into the shape of an arcane
a corpse of any age, including thousand- their victims. It can also be reversed to turn rune. The rune’s magic is activated when
year-old relics, as long as the body is still flesh into stone, as desired by the caster. A any person or creature hostile to the caster
relatively intact. Note that a die roll is in- saving throw is permitted to avoid being reads it, or passes over, under, or past it.
volved here. For example, a 7th-level Cleric turned to stone, but if the spell succeeds, Various different runes are known, and
attempting to speak with a two-day-old the victim is transformed into a statue; the others may be possible:
corpse might still fail — the d4 roll might stone-to-flesh version of the spell restores Symbol of Death: Deals a total of 75 hit
indicate that only a one-day-old corpse can the victim to normal. points of damage.
be reached with this particular attempt at
the spell. Suggestion Symbol of Discord: Causes all creatures
in the hostile group to begin arguing, and
Spell Level: Magic-User, 3rd Level possibly fighting among themselves with
Speak with Monsters
Range: Shouting distance lethal intent.
Spell Level: Cleric, 6th Level Duration: 1 week
Symbol of Fear: Casts a fear spell.
Range: Speaking range
Duration: 3d4 questions The caster speaks a hypnotic suggestion Symbol of Insanity: Up to 100 hit
to the intended victim. Victims who fail a points of creatures are driven insane by a
The caster can speak with any type of mon- saving throw carry out the suggestion as curse.
ster for the duration of a certain number long as it can be performed within a week. Symbol of Sleep: Casts a sleep spell
of questions. The monster is not forced to The suggestion might not call for the action affecting double the normal number of
answer. to be carried out immediately, and can be creatures and with double the normal
contingent upon something else happening duration.
Speak with Plants first. A suggestion that the victim commit
suicide is only 1% likely to be obeyed. Symbol of Stunning: Up to 150 hit
Spell Level: Cleric, 4th Level; Druid, 4th Level points of creatures are affected as per a
Range: Speaking range power word, stun.
Duration: 6 turns
Spell Descriptions / 69
T Transmute Metal to Wood circumstances, but it is likely to be off by a
margin of at least 1d6 miles, into any other
Spell Level: Druid, 7th Level
sort of plant.
Telekinesis Range: 120 feet
Duration: Permanent
Spell Level: Magic-User, 5th Level
Range: 120 feet This spell transmutes metal into wood in a
U-Z
Duration: 6 turns (1 hour) 10-foot x 10-foot area. Each discrete piece
of metal is allowed a saving throw. (Coins Wall of Fire
The caster can move objects using mental may be checked in batches rather than roll- Spell Level: Druid, 5th Level; Magic-User, 4th
power alone. The amount of weight that ing hundreds of saving throws.) The effect Level
can be lifted and moved is 20 pounds per cannot be dispelled, although a reversed Range: 60 feet
level. It is up to the Referee’s interpreta- version of this spell could be used to undo Duration: Concentration
tion of the spell whether the objects can be the transmutation.
thrown, and at what speed. A wall of fire flares into being and burns for
Transmute Rock to Mud as long as the caster concentrates upon it.
Teleport Creatures with 3 or fewer hit dice cannot
Spell Level: Druid, 5th Level; Magic-User, 5th
Spell Level: Magic-User, 5th Level Level pass through it, and no creature can see
Range: Touch Range: 120 feet
through it to the other side. Passing through
Duration: Instantaneous the fire inflicts 1d6 hit points of damage (no
Duration: 3d6 days, unless reversed
saving throw) and undead creatures sustain
This spell transports the caster or anoth- twice the normal damage. The caster may
This spell transmutes rock (and any other
er person to a destination that the caster choose to create a straight wall 60 feet long
form of earth, including sand) into mud.
knows, or at least knows what it looks like and 20 feet high, or a circular wall with a
An area of roughly 300 x 300 feet becomes
from a picture or a map. Success depends 15-foot radius, also 20 feet high.
a deep mire, reducing movement to 10%
on how well the caster knows the targeted of normal. The spell may also be cast in
location, as follows: reverse form to transmute mud into rock. Wall of Ice
If the caster has only seen the location in a Spell Level: Magic-User, 4th Level
picture or through a map (so that knowledge Range: 60 feet
is not based on direct experience), there is Duration: Concentration
only a 25% chance of success, and failure
means death, for the traveler’s soul is lost in The caster conjures up a wall of ice, six feet
the spaces between realities. thick and non-transparent. The caster may
If the caster has seen but not studied the choose to create a straight wall 60 feet long
location, there is a 20% chance of error. In and 20 feet high, or a circular wall with a
the case of an error, there is a 50% chance 15-foot radius, also 20 feet high. Creatures
that the traveler arrives low, 1d10 x 10 feet with 3 or fewer hit dice cannot affect the
below the intended location (with death re- wall, but creatures of 4+ hit dice are able
sulting from arrival within a solid substance). to smash through it, taking 1d6 points of
If the error is high (over the 50% chance for Transport via Plants damage in the process. Creatures with fire-
a “low” arrival), the traveler arrives 1d10 x based metabolisms take 2d6 instead of the
10 feet above the targeted location — likely Spell Level: Druid, 6th Level
Range: Touch first plant
normal 1d6. Fire spells and magical effects
resulting in a deadly fall. are negated in the vicinity of the wall.
If the caster is well familiar with the location Duration: 24 hours or until travel is completed
or has studied it carefully, there is only a 5%
The caster may enter any normal plant and Wall of Iron
chance of error. On a 1-in-6, the teleport is
low; otherwise, it is high. In either case, the pass any distance to a chosen plant of the Spell Level: Magic-User, 5th Level
arrival is 1d4 x 10 feet high or low. same kind in a single round, regardless of Range: 60 feet
the distance separating the two. Both plants Duration: 2 hours
Time Stop must be alive. The caster may also choose to
remain in one or the other of the two plants The caster conjures an iron wall from thin
Spell Level: Magic-User, 9th Level for up to 24 hours, but the destruction of an air. The wall is three feet thick, 50 feet tall,
Range: Caster occupied plant slays the caster and ejects the and 50 feet long.
Duration: 1d4+1 rounds body from the plant. The caster becomes
aware of all plants within 3,000 feet, and Wall of Stone
The caster stops the passage of time in a the spell will not fail if the attempted travel
radius of about 15 feet around himself. (The is made within this radius. However, if the Spell Level: Magic-User, 5th Level
time-stopped area does not thereafter move caster attempts to travel beyond this radius Range: 60 feet
with the caster.) Any creatures within this into the substance of a plant the caster has Duration: Permanent until dispelled
area are suspended in time, unable to act. never before seen — meaning that specific
The caster is not stopped in time while in plant, not just the species there is a 20% The wall of stone conjured by this spell is
the area or beyond. chance of error during travel. The exact two feet thick, with a surface area of 1,000
nature of the error depends upon specific square feet. The caster might choose to
SPELLS
Range: Indefinite
Duration: Immediate
Warp Wood Wizard Eye
Spell Level: Druid, 2nd Level Spell Level: Magic-User, 4th Level The Cleric teleports without error back to a
Range: 60 feet Range: 240 feet prepared sanctuary.
Duration: Permanent Duration: 1 hour
This spell warps, bends, and twists wood. The caster conjures up an invisible, magical
The volume of about one 2-inch x 4-inch “eye” that can move a maximum of 240
x 5-foot plank may be affected per every feet from its creator. It floats along as di-
two levels of the caster — the volume of a rected by the caster at a rate of 120 feet per
spear or several arrows. However, keep in turn (12 feet per minute).
mind that springing a door open or causing
a leak in a ship’s planking does not actually Wizard Lock
require much of the constituent wood to be
Spell Level: Magic-User, 2nd Level
warped.
Range: Close
Duration: Permanent until dispelled
Water Breathing
Spell Level: Druid, 3rd Level; Magic-User, 3rd As with a hold portal spell, wizard lock
Level holds a door closed, but it is permanent
Range: 30 feet until dispelled. Creatures with magic resis-
Duration: 2 hours tance can shatter the spell without effort.
Any Magic-User at least three levels higher
The recipient of the spell is able to breathe than the caster can open the portal, and a
underwater until the spell’s duration ex- knock spell will open it as well, although the
pires. spell is not permanently destroyed in these
cases.
Weather Summoning
Spell Level: Druid, 6th Level Wish
Range: Centered on caster Spell Level: Magic-User, 9th Level
Duration: 1 hour/level Range: Unlimited
Duration: See below
Within 30 minutes, whatever weather the
Druid desires forms in the surrounding This spell is not all-powerful; it grants wish-
five-mile radius. It is not under the cast- es of limited scope (although more powerful
er’s control, in the sense that it will not than a limited wish). The Referee’s discre-
specifically target any individuals or affect tion will rule what sort of wishes are within
one place within the radius more than any the spell’s power. (One possible — unofficial
other place. Note that this spell is not by guideline might be that a wish can grant
any means the only way in which groups of effects that would be similar in power to
druids might exercise control over weath- an 8th-level spell or lower, with permanent
er conditions using holy places or acting effects in many cases.) After casting a wish
together in mystic rituals. It is simply the spell, the Magic User is mentally drained
manner by which a lone (but powerful) and unable to cast spells for a period of 1d4
Druid can summon forth weather condi- days.
tions using no ritual beyond mere spellcast-
ing. Wind Walk
Spell Level: Cleric, 7th Level
Web
Range: Touch
Spell Level: Magic-User, 2nd Level Duration: 1 day or until dispelled
Range: 30 feet
Duration: 8 hours The caster and one other person in contact
with him become incorporeal and mist-like,
Fibrous, sticky webs fill an area up to 10 able to travel through walls and other ob-
x 10 x 20 feet. It is extremely difficult to stacles. The Cleric can bring this compan-
get through the mass of strands — it takes ion along and travel at 48 feet per minute
one turn if a torch and sword (or a flaming indoors (or in subterranean settings) and
sword) are used, and creatures larger than a much faster outdoors.
horse can break through in two turns.
Spell Descriptions / 71
REFEREE GUIDE
As the Referee of a game of Swords & Wizardry, you do assembled around the gaming table with dice and character
not have a character; instead, you are the player who is in sheets: It is your job to describe the starting point and then to
charge of the game. You create the adventure, you run the keep the game moving once the adventuring begins. As you
monsters, and you are the one who decides the results of all and your players become more familiar with the game and
the decisions made by the players for their characters. You their characters start to go up in level, you may want to start
don’t get to tell the players what the characters do that is creating some details about the world that surrounds these
their part of the game but you referee the results according adventures which is called your campaign world. The fol-
to the rules, and you interpret what the rules mean. Com lowing part of the book contains basic advice about all these
pared to most other fantasy roleplaying games, the Swords & aspects of being a Referee.
Wizardry rules require a lot of interpretation because by Basically, the “adventure” is just the setting for the game, usu-
design they do not try to cover every single possibility for ally a map and your notes about the places in it. As the players
what the players will do. It takes a little bit of practice to refer tell you where their characters go and what they do, you’ll
ee a game smoothly, but once you get the hang of it, you will refer to the map and your notes to describe what happens as
find that you can run a fast-paced game without getting caught a result. Don’t try to plan for all contingencies — it’s guaran-
up in every little detail. teed that the players will do something unexpected. This is a
The three most important things to know about running a good thing; part of your fun in running the game is when the
game of Swords & Wizardry are these: players surprise you, not just when you surprise them.
The rules are just guidelines Adventures can take place anywhere: abandoned dungeons
far underground, ruined castles, enchanted forests, ships on
There is not a rule for everything. the high seas, and even stranger places like the depths of the
When in doubt, make a ruling. ocean or the blasted wastelands of some distant planet where
the characters have been teleported by evil wizards. In general,
If you are a beginner Referee and have never played a role- if you have never designed an adventure before, it is a good
playing game before, it is a good idea to stick to “the rules” for idea to start with a dungeon adventure, because these are the
a few gaming sessions, just to learn how the game works. We easiest to design and run. After a couple of sessions of dun
have provided enough of these basic rules to get you started geon adventuring, the players might be ready to strike out into
without having to make too many difficult decisions. But once the wilderness or venture out to the seas. Encourage them to
you are comfortable with the basic idea of a roleplaying game, make whatever decisions they want to make the epic stories
you can start thinking about the optional rules, about creating of their characters are theirs to make, as long as the players
house rules, and about adapting the rules. A whole world of can keep them alive. It is your job to referee the results, not
fantasy is out there waiting for you. 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
This book gives you the basic resources for the two main tasks
the game.
of the Referee: creating the adventure, and running the ad
venture. Creating the adventure is done ahead of time; it is the If you would like to read more ideas for designing adventures,
job of dreaming up an adventurous place or situation, creating the Tome of Adventure Design, published by Mythmere
a map, and deciding what dangerous things lurk there, just Games, is an excellent resource.
waiting for a party of adventurers to stumble across them.
Running the adventure is what happens when your friends are
WANDERING MONSTERS ON
LEVEL 2
Check once every three turns for wandering mon-
sters, with a 1-in-6 chance per check.
2d6 Goblins
1d3 normal albino crabs, walking along and
minding their own business.
1d3 stuffed corpses (see new monsters)
1d3 Stuffed Stirges: HD 1+1; AC 7[12]; Atk
proboscis (1d3 + blood drain); Move 3 (fly
12); Save 17; AL N; CL/XP 2/30; Special:
+2 to hit bonus, blood drain (automatic 1d4
after hit). 2. SOUTHEAST CHAMBER. There is a Monsters: 15 Goblins: HD 1d6 hp; AC
floor collapse in the middle of this chamber, 6[13]; Atk weapon (1d6); Move 9; Save 18;
1d6 Giant Rats: HD 1d4 hp; AC 7[12]; Atk a 20-foot drop to a rubble-covered lower CL/XP B/10; Special: –1 to hit in sunlight.
bite (1d3); Move 12; Save 18; CL/XP A/5; floor. The bottom has water in it (only 1-foot Four goblins are at the barricade at the begin-
Special: 1 in 20 are diseased. deep) and a couple of old construction ning of an encounter, and the rest join them
1d3 Giant Spiders (small, lethal): HD 1+1; beams (rotted). in 2 rounds.
AC 8[11]; Atk bite (1hp + lethal poison); Monsters: The hole in the floor is the lair of 6 Treasure: 110 gp, 1500 sp, 100 gp worth of
Move 9; Save 17; CL/XP 3/60; Special: Giant Killer Frogs: HD 1+4; AC 7[12]; Atk trinkets that weigh 20 pounds total.
lethal poison (save or die, +2 saving throw) 2 claws (1d2), bite (1d4+1); Move 3 (or 150ft 5. BRIDGE AND WELL ROOM. A floor
leap); Save 17; CL/XP 2/30; Special: leap. collapse spans this room, about 30 feet wide
MAP KEY
Treasure: In the water 450 gp and 20 feet deep. Someone has built a stone
1. STAIRS UP. Stairs lead down to this bridge across it, which looks like quite solid
room from the first Level (Room 6, lv2) 3. GOBLIN TARGETRY ROOM. A
construction (this is goblin work and is quite
and continue downward to Level 3 (Room large floor-collapse in the southwest corner
good). The bridge is five feet wide (only one
8, lv3). If more than 14 people walk up or of the room leaves it open to Room 4, where
person can pass) and has no railing.
down the stairs in any 1 hour period, a big there are goblin archers. The two rooms are
stone block slides to block the stairs leading separated by a 20-foot-deep pit roughly 20 In the collapsed sub-basement area there are two
up, but it is still possible to use the stairs feet across, floored with large, uneven stones passages leading out originally part of the
down to Level 3. The block slides back again and rubble. sub-basement. One leads south and one leads
after 24 hours. The room contains a large north. You have to crawl because rubble fills the
Monsters: None (but the room is open
cave-in where the ceiling has fallen, and entrances halfway to the top, but one can stand in
to archery from Room 4) where there are
part of the floor is collapsed into the old the actual passage.
goblins.
sub-basement. The well in the east side of the room can be
Treasure: None
Monsters: None used to climb down to Level 3.
REFEREE
DUNGEON MAP SYMBOLS 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
wall water or pond actions), altars, arrow-traps, pools (possibly with magical waters), magic penta-
cles, areas of natural caves, shaky ceilings, chutes to lower levels, stairs up and
cave wall pit trap, covered down, sliding staircases, chasms into the depths (possibly with a bridge, possibly
door not), pools of lava, secret doors (very important), shifting walls, scything blade
double door pit trap, open traps, poison gas, and whatever else you can dream up.
Try to dress up the dungeon with little details, too, such as a few broken arrows
secret door trap or teleport 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
concealed statue hide from the players when one of those details actually turns out to be im-
door portant. That snuffed-out torch might actually be a clue that the oxygen in the
pillar room can get sucked away by a trap! If the players get used to seeing the little
one-way door details, they won’t suddenly become suspicious when they see the important
fountain ones.
false door
In an abandoned dungeon, most of the rooms will be empty, with perhaps only
revolving door well half of them containing a trap, monster, unusual trick, or a room with some-
archway or altar thing unusual (architecture, information, murals, or the like). If every room
window contains something important or dangerous, the “feel” of exploring an aban-
one way table, chest, misc. doned place is lost; on the other hand, if details are too sparse, the pace of the
secret door
adventure can become boring. The half-half ratio is a good rule.
slope down
slope up
dotted line is a
passage crossing slide
underneath or Summary of Important Dungeon Facts
over another
fire pit 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,
rubble have a 4-in-6 chance to find it and a 1-in-6 chance to notice it without even
crawlway (the
narrow passage) searching. Finding a secret door does not necessarily mean the characters know
cave-in how to open it; they just know that it is there.
gas Listening at Doors: Listening at a door has a 1-in-6 chance of success for hu-
stalagmites mans; non-human characters most likely have better hearing than humans and
bridge can hear noises with a 2-in-6 chance of success.
stalactites Opening Doors: Stuck doors (and many doors in an ancient dungeon may be
crank or machine stuck closed) require a die roll on a d6 to force open. The chance to succeed is
steps based on a character’s Strength (see the description of the Strength attribute).
arrowslit
Multiple characters — up to a maximum of three — can smash through a
fireplace door together, giving each one a separate, normal chance of success all at once.
chair or However, they spill into the room and should automatically lose initiative if there
portcullis or throne are monsters within. It is important to get the door open on the first try, because
bars
bed a failed attempt warns any monsters on the other side of the door that there is
ceiling trap curtain
trouble.
door
dais or low Traps and Pits: In general, unless the Referee rules otherwise for this particu-
floor trap platform
lar trap, anyone passing over or through the trigger for a trap has a 2-in-6 chance
door to spring it. It is suggested (but not required) that the Referee allow Dwarves to
stairs down
recognize traps involving stonework. Here is a starter rule that the Referee can
sinkhole stairs up 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
chasm circular
staircase 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
depression sliding stairs notice features of a stonework trap when searching (one turn per 10-foot square
of wall or floor). Identifying the features of a trap does not tell the dwarf how
chute to disarm the trap, although in some cases the disarming mechanism might be
ladder
obvious once the trap’s visible features are identified. This rule treats stone traps
elevated area for Dwarves in the same way that secret doors are treated for Elves.
(balcony or
ridge)
Sample Map / 75
MONSTERS IN THE DUNGEON
DUNGEON LEVELS
Most adventures are designed so the players can choose how risky ness adventure or a classic dungeon giving the players decisions
they want to get. The classic dungeon adventure gives the players is part of the fun for them. When you design wilderness areas, try
the choice of whether to have their characters “go for it” in a lower, to have some areas that are more dangerous and some that are less
more-dangerous level or to be cautious and adventure in areas that — and figure out a way to let the players know where these are. It is
are not so risky, but have less treasure. Any adventure ought to give obvious in a dungeon that the lower levels are riskier and richer; in a
the players some choice about how fast they are going to go into the wilderness adventure, you have to work a little harder to communi-
riskier areas. It does not matter whether you are running a wilder- cate the risk levels to the players, but it is worth it.
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 creatures 3d100 CL A creatures
(50%) or 2d6 CL4
2 3d6 CL B creatures 6d6 CL B creatures 12d6 CL B creatures 1d100 CL B creatures 2d100 CL B creatures
(50%) or 1d6 CL4 with
1d2 CL5 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 creature 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 CL2 and 1d6 CL1 1 CL 5 creature 1 CL 5 creature 1d6 CL 5 creatures 2d6 CL 5 creatures
8 1 CL3 and 1d2 CL2 1 CL4 and 1d6 CL 1 1 CL 6 creature 1 CL 6 creature 1d6 CL 6 creature
9 1 CL3 and 1d6 CL1 1d3 CL3 and 1d6 CL2 1d3 CL4 and 1d6 CL3 1 CL 7 creature 1 CL 7 creature
10 1d2 CL2 and either 2d6 1CL5 and 1d6 CL1 1 CL4 and 4d6 CL1 1 CL5 and 4d6 CL2 1 CL6 and 4d6 CL3
CL A or 1d6 CL B
Die Roll Dungeon Level 6 Dungeon Level 7 Dungeon Level 8 Dungeon Level 9 Dungeon Level 10
1 8d6 x 2 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 creatures and 8d6 CL 4 creatures and 4d6 CL 6 creatures and 4d6 CL 7 creatures and 4d6 CL 8 creatures and
8d6 of another CL 3 8d6 of another CL 4 4d6 of a second type of 4d6 of a second type of 4d6 of a second type of
creature creature CL 6 creatures CL 7 creatures CL 8 creatures
8 4d6 CL 4 creatures and 4d6 CL 5 creatures and 1 CL10 creature and 3d6 1 CL11 creature and 3d6 1 CL12 creature and 3d6
4d6 of a second type of 4d6 of a second type of CL7 creatures CL8 creatures CL9 creatures
CL 4 creatures CL 5 creatures
9 2d6 CL5 creatures and 1 CL9 creature and 3d6 1d6 CL 8 and 4d6 CL 6 1d6 CL 9 and 4d6 CL 7 1d6 CL 10 and 4d6 CL 8
2d6 of another type of CL6 creatures creatures creatures creatures
CL 5 creatures
10 1 CL8 creature and 3d6 1d6 CL 7 and 4d6 CL 5 1d6 CL 8 creatures and 1d6 CL 9 creatures and 1d6 CL 10 creatures and
CL5 creatures creatures 1d6 CL 8 creatures of 1d6 CL 9 creatures of 1d6 CL 10 creatures of
another type another type another type
REFEREE
As the degree of danger increases from one area to the next, the
players ought to know that their heroes are moving into places Dungeon Level One has the lowest level of risk, and the lowest
where there is a somewhat predictable level of risk and reward. The level of treasure. Players are never guaranteed that every encoun-
first thing to keep in mind is that a monster’s challenge level is not ter is “beatable” at a particular level, though. Survival depends on
the same as the “level” on which it is found; challenge level is really knowing when to run and when to get tricky. Assuming that every
about calculating experience points. The table below gives you an encounter is designed to “fit” the party’s combat capabilities is a
idea of what might be found in a particular “level” of a dungeon sure way to die.
Sample Map / 77
Challenge Level (CL) 6 Challenge Level (CL) 10
1–2 Centipedes, Giant (Large) 1 Demon, Baalrochs
3–5 Gargoyles 2–7 Dragon
6 Hell Hounds (5HD) 8–10 Giant, Stone
7–8 Lycanthrope, Wereboar 11–12 Gorgons
9–12 Minotaurs 13 Hydra (8HD)
13–14 Ochre Jelly 14–15 Lurker, Ceiling
15–16 Slithering Tracker 16–17 Naga, Water
17–18 Spiders, Giant (Phase) 18 Night Mare
19–20 Wraiths 19 Shambling Mound (7HD)
20 Vampires (8HD)
Challenge Level (CL) 7
1–3 Cockatrices Challenge Level (CL) 11
4 Demon, Quasit 1 Banshees
5–7 Dragon 2–4 Black Puddings
8 Hell Hounds (6HD) 5–6 Chimera
9 Hydra (5HD) 7 Demon, Glabrezu (Third-Category Demon)
10–13 Mummies 8 Demon, Hezrou (Second-Category Demon)
14–16 Ogre Mages 9–11 Dragon
17–20 Spiders, Giant (Greater) 12–13 Giant, Frost
14 Hydra (9HD)
Challenge Level (CL) 8 15 Night Hag
1–3 Basilisks 16 Shambling Mound (8HD)
4–6 Dragon 17–18 Trapper Beast (10 HD)
7 Hell Hounds (7HD) 19 Vampires
8–10 Hydra (6HD) 20 Will-o'-the Wisps
11–12 Manticores
13–14 Medusa Challenge Level (CL) 12
15 Otyugh 1–3 Dragon
16 Salamanders 4–5 Efreet
17–20 Trolls 6–9 Giant, Fire
10–11 Golem, Flesh
Challenge Level (CL) 9 12–13 Hydra (10HD)
1–2 Bats, Giant (Bat Monster) 14–15 Rakshasa
3 Demon (Succubus or Erinyes) 16–17 Shambling Mound (9HD)
4 Demon, Vrock 18–20 Trapper Beast (11 HD)
5–6 Djinn
7–8 Dragon Challenge Level (CL) 13
9–10 Elemental (8HD) (Roll 1d4 for type) 1 Demon, Marilith (Fifth-Category Demon)
11–13 Giant, Hill 2–3 Demon, Nalfeshnee (Fourth-Category Demon)
14–15 Hydra (7HD) 4–5 Dragon
16 Invisible Stalkers 6–7 Elemental (12HD) (Roll 1d4 for type)
17–18 Spectres 8–9 Giant, Cloud
19 Vampires (7HD) 10–11 Hydra (11HD)
20 Wyverns 12 Naga, Guardian
REFEREE
13 Naga, Spirit
many monsters would be encountered at different depths.
14–15 Shambling Mound (10 HD) We have organized the material from the Original Game
16–18 Slug, Giant into a “Challenge Level” system to give you a tool for
figuring out how many monsters to place in an encounter
19–20 Trapper Beast (12 HD)
on any particular dungeon level.
Challenge Level is different from the level of depth, the
Challenge Level (CL) 14-16 “dungeon level.” Monsters of various different Challenge
1–6 Dragon Levels will be found in each level of the dungeon.
7 10 Giant, Storm
11–12 Golem, Clay
13–14 Golem, Stone
15–16 Hydra (12HD)
17–18 Liches (HD 12 or 13)
19 Shambling Mound (12HD)
20 Shambling Mound (11 HD)
Wilderness Adventures / 79
WILDERNESS ADVENTURES
After some dungeon adventuring, the players will almost certainly hexes or squares that are five miles across. Maps intended to show
want their characters to explore wildernesses, visit cities, and do all continents, coasts, and kingdoms might be larger in scale, of course,
sorts of things in the fantasy world beyond the dungeon. At the be- but these would not ordinarily be used for exploration or adventur-
ginning of the game, you might want to sketch out a map of a single ing.
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
GETTING LOST
itself. As the players move their characters around from adventure
to adventure, you can expand your original map into an entire, epic Unless the party is following the course of a trail or river, following
fantasy world — with continents, kingdoms, and great empires at a map, or has a native guide, there is a good chance of getting lost
your disposal. while adventuring in the wilderness (check once per day, with a 1 in
6 chance). In forests and swamps, getting lost can lead to the party
Wilderness adventures can take the characters anywhere, from
moving toward any point of the compass or not moving significantly
teeming cities or remote castles, to dark forests and high mountains,
(going in circles). Roll 1d8: starting from the party’s intended direc-
and even to other planes of existence, alternate worlds, and distant
tion, count up to seven points of the compass (e.g., north, northeast,
planets or moons where odd life forms abound. The most common
east, southeast, etc.) to discover the actual direction of travel. If the
reason for adventuring parties to be moving through the wilderness
result is an 8 (which would indicate the intended direction), then the
is to investigate a treasure map found in a dungeon, or in pursuit
party is moving in a circle and gets nowhere. In all other types of
of a particular mission such as guarding a caravan, delivering a
terrain, getting lost only results in moving off track by one compass
message for some noble, wiping out a particular nest of monsters,
point to the left or right of the intended direction. The party may
escaping the arm of justice, following a criminal to obtain a bounty,
check the next day and discover that they were lost, but they will
looting a ruin, or helping to attack a castle. Sometimes, however, the
not know what direction they went off course. If it is not possible to
characters might just be exploring or wandering around to see what
navigate by the stars or sun, the chance and effect of getting lost is
they can find. In either case, they should find the wilderness to be as
the same as in a swamp.
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 Chance of Getting Lost
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 Clear Terrain 10%
village, the feeling of perilous adventure is lost. Rather, expeditions Desert 40%
into the wilderness, even in relatively civilized areas, will find villages
few and far between, with dangers of many kinds lurking even on Forest 70%
the roads and trails. Hills 20%
Rate of movement for adventurers on foot is as described in the Mountains 50%
movement section of the rules, essentially a number of miles equal
to the character’s base movement rate. However, in many cases the Rough 30%
characters will be traveling on horseback, by wagon, in a ship, or Swamp 60%
by some other means. It is generally useful to make your map using
Woodland 30%
*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 five-
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-mile-by-five-mile area for a person who can call for
help would not reduce forward movement to one-tenth, for example.
REFEREE
In general, wilderness adventuring is more dangerous than adven- your discretion, for it varies a great deal based on terrain, weather,
tures into the lower levels of the dungeon. The encounter tables and other circumstances. Check once per day for an encounter (1
below are for actual wilderness; patrolled areas will be somewhat in 6 chance) if the adventurers are traveling from place to place. In
— although not drastically — less deadly. Keep in mind, however, safer or more civilixed areas, you may adjust the type or numbers
that the wilderness reaches very close indeed to the bastions of of monsters accordingly (the number of monsters is found in the
civilization. The distance at which enemies are spotted is left to monster descriptions).
Wilderness Adventures / 81
SUB-TABLES FOR WILDERNESS ENCOUNTERS
Animal Encounters Humankind Encounters Undead Encounters
REFEREE
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 Ogres 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
Terrain-Specific Encounters
Wilderness Adventures / 83
RANDOM CASTLES
The default assumption about the wilderness is that it is a feudal Castles are highly alert to the approach of strangers. If a party of
area with only a scattering of isolated settlements. Given that flying adventurers comes within 3 miles of a castle (anywhere within the
mounts exist, there might be some crude, inaccurate maps available castle’s 5 or 6 mile hex, if using a hexagonal map), there is a 50%
at high cost. However, most wilderness travel along any pathway less chance that the castle’s leader will sally forth with their retainers (but
well-marked than an ancient stone road is more akin to exploration not the castle garrison) to challenge the adventurers. If the party
than anything else. Locals can vaguely describe the terrain in their comes within 3-5 miles, there is only a 30% chance of an excursion,
immediate area, but most people other than professional travelers and if the party remains 5-10 miles from the castle, there is a 15%
such as minstrels and caravan merchants simply don’t venture far chance of an excursion being made. Obviously, if the party actually
from their homes. approaches the castle, the castle’s inhabitants will respond (although
Your wilderness map should probably note the location of any they might respond by closing the drawbridge and waiting for the
castles (and their attendant villages or hamlets), but the details of a adventurers to leave, if the characters look sufficiently dangerous).
castle can be determined randomly during the play of a wilderness A castle’s garrison is made up of 3d6 x 10 human soldiers, with 1
adventure. sergeant at arms per 10 soldiers. Half of the troops are armed with
crossbows. A garrison may have special leaders, as shown on the
table below.
REFEREE
only neutral characters, and be friendly if a party includes at least If the toll is not paid, the magic user will cast a geas spell on the
one Lawful character (as long as there isn’t also a Chaotic aligned characters to undertake some sort of treasure-finding quest and
character). A friendly response indicates that the leader does not deliver half the proceeds to the magic user.
attempt to exact any toll and will allow the characters to stay in the Cleric Leaders: Clerics will request a tithe of 10% of the charac-
village (although they will not necessarily allow them into the castle ters’ coins, gems, and jewelry, and if this is not forthcoming they
itself). will cast a quest spell on the characters to undertake a treasure-find-
A leader of Chaotic alignment will attack any party that includes ing mission, delivering one quarter of the funds (for Lawful Clerics)
a Lawfully-aligned character, and respond neutrally to a party that or three-quarters of the funds (for Evil Clerics) to the cleric.
includes no Lawfully-aligned characters.
A leader of Neutral alignment will respond neutrally to any group.
A neutral response to the characters will be along the lines de-
HELPFUL STAT BLOCKS
scribed below, adjusted as you see fit.
Fighter type Leaders: The leader demands a toll of 1d6 x 100gp Guard, Light: HD 1(d6); AC 5[14]; Atk spear (1d6) or 1 crossbow
for passage (for the entire group). If the characters refuse to pay (1d6); Move 9; Save 18; AL any; CL/XP B/10. Gear: ring mail and
the toll, the leader will challenge any fighter-types in the party to shield, spear, crossbow, 20 bolts, pouch with 1d6gp.
a combat (although not to the death). If the leader wins, the losing
character forfeits their armor; if the character wins, the leader will
host the adventurers for up to a month, provide them with two FIGHTERS
weeks of rations, and provide any player characters with a war
Fighter (Ftr9): HD 9(d8); AC 2[17]; Atk 1 longsword (1d8) or 2
horse.
longbow (1d6); Move 6; Save 7; AL Varies; CL/XP 9/1300. Special:
+1 on all saving throws except against spells. Equipment: Plate mail,
shield, longsword, longbow. 45% chance that one of these items is +1.
Wilderness Adventures / 85
MAGIC-USERS CLERICS
Magic-User (MU11): HD 11(d4); AC 9[10]; Atk staff (1d6); Move Lawful Cleric (Clr9): HD 9(d6); AC 2[17]; Atk 1 mace (1d6); Move
12; Save 5; AL Varies; CL/XP 14/4800. Special: +2 saving throws 6; Save 7; AL L; CL/XP 12/3100. Spells (3/3/3/2/2): First Level:
against spells. Spells (4/4/4/3/3): First Level: charm person x2, pro- cure light wounds x3; Second Level: bless, hold person x2; Third Level:
tection from evil, sleep; Second Level: invisibility, levitate, mirror image, locate object, prayer, remove curse; Fourth Level: cure serious wounds,
web; Third Level: dispel magic x2, fireball, fly; Fourth Level: confusion, sticks to snakes; Fifth Level: finger of death, quest. Treasure: Plate
fear, polymorph self; Fifth Level: cloudkill, feeblemind, wall of iron. mail, shield, mace. 40% chance that one of these items is +1, 40%
Treasure: Spell book, 65% chance for a scroll of a second level spell, chance of a scroll of a first level spell, 25% chance of a lesser ring.
50% chance for a scroll of a third level spell, 20% chance for a scroll of
a fourth level spell, 75% chance of a random potion, 20% chance for a
wand. Evil Cleric (Clr9): HD 9(d6); AC 2[17]; Atk 1 mace (1d6); Move 6;
Save 7; AL C; CL/XP 12/3100. Spells (3/3/3/2/2): First Level:
cause light wounds x3; Second Level: bless, hold person x2; Third Lev-
Magic-User (MU10): HD 10(d4); AC 9[10]; Atk staff (1d6); Move el: continual darkness, locate object, prayer; Fourth Level: cause serious
12; Save 6; AL Varies; CL/XP 13/3900. Special: +2 saving throws wounds, sticks to snakes; Fifth Level: finger of death, quest. Treasure:
against spells. Spells (4/4/3/2/2): First Level: charm person x2, detect Plate mail, shield, mace. 40% chance that one of these items is +1, 40%
magic, sleep; Second Level: invisibility, mirror image, pyrotechnics, web chance of a scroll of a first level spell, 25% chance of a lesser ring.
Third Level: dispel magic, fireball, lightning bolt; Fourth Level: fear,
polymorph other Fifth Level: cloudkill, wall of stone. Treasure: Spell
book, 65% chance for a scroll of a second level spell, 30% chance for Lawful Cleric (Clr7): HD 7(d6); AC 2[17]; Atk 1 mace (1d6); Move 6;
a scroll of a third level spell, 20% chance for a scroll of a fourth level Save 9; AL L; CL/XP 10/1800. Spells (2/2/2/1/1): First Level: cure
spell, 65% chance of a random potion, 10% chance for a wand. light wounds x2; Second Level: bless, silence (15ft radius); Third Level:
prayer, remove curse; Fourth Level: cure serious wounds; Fifth Level:
insect plague. Treasure: Plate mail, shield, mace. 30% chance that one
Magic-User (MU8): HD 8(d4); AC 9[10]; Atk staff (1d6); Move 12; of these items is +1, 20% chance of a scroll of a first level spell, 20%
Save 8; AL Varies; CL/XP 10/1800. Special: +2 saving throws against chance of a lesser ring.
spells. Spells (4/3/3/2): First Level: charm person x2, sleep x2 Second
Level: mirror image, pyrotechnics, web Third Level: dispel magic, fire-
ball x2 Fourth Level: fear, dimension door. Treasure: Spell book, 65% Evil Cleric (Clr7): HD 7(d6); AC 2[17]; Atk 1 mace (1d6); Move 6;
chance for a scroll of a second level spell, 20% chance for a scroll of a Save 9; AL C; CL/XP 10/1800. Spells (2/2/2/1/1): First Level:
third level spell, 55% chance of a random potion. cause light wounds x2; Second Level: bless, silence (15ft radius); Third
Level: continual darkness, prayer; Fourth Level: cause serious wounds;
Fifth Level: insect plague. Treasure: Plate mail, shield, mace. 30%
Magic-User (MU7): HD 7(d4); AC 9[10]; Atk staff (1d6); Move 12; chance that one of these items is +1, 20% chance of a scroll of a first
Save 9; AL Varies; CL/XP 9/1300. Special: +2 saving throws against level spell, 20% chance of a lesser ring.
spells. Spells (4/3/2/1): First Level: charm person x2, read magic,
sleep Second Level: levitate, invisibility, web Third Level: lightning bolt,
suggestion Fourth Level: confusion. Treasure: Spell book, 65% chance Lawful Cleric (Clr6): HD 6(d6); AC 2[17]; Atk 1 mace (1d6); Move
for a scroll of a second level spell, 10% chance for a scroll of a third 6; Save 10; AL L; CL/XP 8/900. Spells (2/2/1/1): First Level: cure
level spell, 45% chance of a random potion. light wounds x2; Second Level: hold person, silence (15ft radius), Third
Level: prayer; Fourth Level: cure serious wounds. Treasure: Plate mail,
shield, mace. 25% chance that one of these items is +1, 20% chance of
Magic-User (MU6): HD 6(d4); AC 9[10]; Atk staff (1d6); Move 12; a scroll of a first level spell.
Save 10; AL Varies; CL/XP 8/900. Special: +2 saving throws against
spells. Spells (4/2/2): First Level: charm person, hold portal, shield,
sleep; Second Level: invisibility, web; Third Level: clairaudience, hold Evil Cleric (Clr6): HD 6(d6); AC 2[17]; Atk 1 mace (1d6); Move 6;
person Treasure: Spell book, 60% chance for a scroll of a second level Save 10; AL C; CL/XP 8/900. Spells (2/2/1/1): First Level: cause
spell, 40% chance of a random potion. light wounds x2; Second Level: hold person, silence (15ft radius), Third
Level: prayer; Fourth Level: cause serious wounds. Treasure: Plate
mail, shield, mace. 25% chance that one of these items is +1, 20%
Magic-User (MU5): HD 5(d4); AC 9[10]; Atk staff (1d6); Move 12; chance of a scroll of a first level spell.
Save 11; AL Varies; CL/XP 7/600. Special: +2 saving throws against
spells. Spells (4/2/1): First Level: charm person x2, sleep x2; Second
Level: mirror image, pyrotechnics; Third Level: fireball. Treasure: Lawful Cleric (Clr5): HD 5(d6); AC 2[17]; Atk 1 mace (1d6); Move
Spell book, 50% chance for a scroll of a second level spell. 6; Save 11; AL L; CL/XP 6/400. Spells (2/2): First Level: cure light
wounds x2; Second Level: hold person, silence (15ft radius). Treasure:
Plate mail, shield, mace. 20% chance that one of these items is +1, 10%
chance of a scroll of a first level spell.
REFEREE
wounds x2; Second Level: hold person, silence (15ft radius). Trea- the service of a Lawful leader, are presumed to be doing so as full-
sure: Plate mail, shield, mace. 20% chance that one of these items is fledged retainers, and are not subdued.
+1, 10% chance of a scroll of a first level spell.
GIANT RETAINERS
Lawful Cleric (Clr4): HD 4(d6); AC 4[15]; Atk 1 mace (1d6); Move Roll once to determine the type of giants in the castle.
9; Save 12; AL L; CL/XP 5/240. Spells (2/1): First Level: cure light
wounds x2; Second Level: hold person. Treasure: Chain mail (under Die Roll Giant Type
robes), shield, mace. 15% chance that one of these items is +1.
1 Hill Giants
2 Stone Giants
Evil Cleric (Clr4): HD 4(d6); AC 4[15]; Atk 1 mace (1d6); Move 9;
Save 12; AL C; CL/XP 5/240. Spells (2/1): First Level: cause light 3 Frost Giants
wounds x2; Second Level: hold person. Treasure: Chain mail (under 4 Fire Giants
robes), shield, mace. 15% chance that one of these items is +1.
5 Cloud Giants
6 1 Storm Giant; if more than one giant is indicated, roll
Lawful Cleric (Clr3): HD 3(d6); AC 4[15]; Atk 1 mace (1d6); Move
again to determine the remaining type
9; Save 13; AL L; CL/XP 4/120. Special: +2 saving throw against
paralysis or poison. Spells (2/0): cure light wounds, protection from
evil. Treasure: Chain mail (under robes), shield, mace. 10% chance
that one of these items is +1.
DRAGON RETAINERS
Roll independently for each dragon.
Roll 1d6 for the dragon type, and 1d8 for the dragon’s age category
on the table below.
Wilderness Adventures / 87
SPECIAL COMBAT RULES
OUTDOOR DISTANCES 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
Note that the combat movement rates for outdoors are essentially
unit inflicts no damage. After a unit has been hit once, later hits are
three times the rate of indoor movement, using yards instead of
resolved as follows: damage is inflicted by rolling once (for whatever
feet to measure distance. The range of missile weapons is similarly
type of weapon the attackers are using) and multiplying the result by
tripled. Thus, a longbow, with an underground range of 70 feet will
the number of people in the attacking unit. If a unit is attacking a
have a range of 70 yards in an outdoor combat, and a maximum
single target (such as a giant or a lone player character), the damage
range of 140 yards at –2 to hit.
is reduced by half.
MASS COMBAT Keep in mind that monsters retain their abilities; a monster that
cannot be damaged by non-magical weapons will not be hurt at
In some cases, a character may actually become the battle com- all by normal arrows from a unit of regular longbowmen. There is
mander for regular troops, particularly after establishing a strong- one special rule here: If a monster, character, or unit cannot be hit
hold. Any wargame rules can be used for larger-scale combat; these because of a good armor class or terrain modifiers (explained later),
are simply a convenience for the hurried Referee who needs to run a there is still a chance that a unit can inflict some damage. If an
combat that is too large for normal treatment. attacking unit rolls a natural 20 to hit, it inflicts damage (unless the
defender is actually immune to normal weapons) but only one-quar-
UNITS OF TROOPS ter of the damage it would normally inflict.
For mass combats, the soldiers are lumped together into units of five Hit points inflicted on a unit do not actually kill anyone until the
or 10, depending on the scale of the combat. All troops in a unit unit makes a morale check (see below). When a unit is down to half
should have the same type of armor. For the unit, add up the hit its original hit points, and any time it is hit after losing half its hit
points of all the soldiers in the unit and treat the unit as if it were points, the unit must make a morale check. The morale check is
a single creature. Stronger creatures such as giants or dragons do made on a d6, with the result being as follows:
not need to be grouped into units (although they are each treated
as a separate unit for combat purposes), and each individual player 1d6 Result
characters should be treated as a separate unit as well.
1 Four out of five of the soldiers in the unit are dead. The unit
INITIATIVE AND COMBAT ROUNDS is removed from the board and the 1 or 2 survivors are fleeing.
Combat rounds are five minutes long if troops are grouped into 2 The unit has no casualties, but is forced back one half of its
five-man units, and 10 minutes long if they are grouped into 10-man move; the attackers can also move up their troops by the same
units. At the beginning of the battle, roll for initiative. Whichever amount if they choose to do so. The unit is “broken” (see
side wins the initiative can choose to move first or last, and can also below).
choose whether to attack first or last. For example, at the beginning 3 The unit remains in place, but is “broken.”
of the Battle of Azure Wood, where the forces of Garfinkel the
Wizard are opposing an invading goblin army, if Garfinkel wins the 4–6 Morale check succeeds, and the unit remains in the combat
initiative he might choose to move first and attack first, to move first normally.
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 If a unit loses all its hit points, all the soldiers in the unit are consid-
those on the other side. ered dead.
When a unit makes its attack, it makes a single attack roll against the A unit fighting from the higher ground has a choice to make each
armor class of the opposing unit; in melee combat, the attack can round; it can gain a +4 on its attack roll or it can force all attackers
be made only against a unit directly in front of the attacking unit. to take a –4 on attack rolls against the unit during that round.
REFEREE
Trebuchets target a particular area within the minimum and
my attacks are made at 4. This includes melee attacks; holding the maximum range (240 yards to 480 yards). The attacker rolls 1d20
edge of a tree line is an advantage even in close combat. to hit, and if the result is a 10 or greater, the shot hits the targeted
Defending from behind a wall causes enemy attacks to be made at –4. location. (Smaller targets such as an enemy catapult are harder to
(Note: Defenders behind a wall at the edge of a tree line do not get hit.) If the shot misses the targeted location, roll 1d8 to find the di-
modifiers from both the wall and the trees; only one of these modifiers rection of the miss, and 1d100 to see how many yards off the target
is applied to enemy attacks.) Thus, if a unit is on top of a castle wall, the missile struck. If the missile was a spray of rocks, anyone within
defending against archers firing from below, an attack against them might 20 yards of the center point takes 1d100 hit points of damage. If
be made at –8 (–4 for the higher ground and –4 for the wall). the missile was a single boulder and it hits within one yard of a
If a unit is flanking another unit (attacking from the side), it gains person, that person is killed. Trebuchets inflict 2 structural points
+4 to hit. A unit attacking another unit from the rear attacks at +4 of damage with a direct hit when hurling a single stone instead of a
and also inflicts double normal damage. spray of smaller ones.
Movement Rule: A unit cannot turn and move in the same round
unless it is a mounted cavalry unit.
These rules should be enough to handle most situations that 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.
SIEGE COMBAT
Siege 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.
The focus on siege warfare here is actually upon reducing or storming a cas-
tle rather than upon siege, which is generally the process of starving the in-
habitants 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.
Light Catapult (Mangonel)
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 Rate of fire is once every two turns with a full crew of four, and
are willing to do. Thus, the rules for catapults are not a reproduction of the increases by one turn for each crewmember fewer than four. The
Original Rules but are a suggested substitute. Rather than using the player’s catapult may be loaded with small stones to kill people or with a
estimation of the range, catapult fire has a random factor built into it: the single stone to destroy walls. Mangonels operate by storing tension
possibility of missing a target even when the range is known. This replaces
in twisted ropes rather than by using counterweights. They are less
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
accurate than trebuchets, but inflict more structural damage. The
much better when miniature figures are not being used. 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 hits the target-
SIEGE MISSILES ed location. (Smaller targets such as an enemy catapult are even
harder to hit.) If the shot misses the targeted location, roll 1d8 to
Heavy Catapult (Trebuchet) find the direction of the miss, and 1d100 to see how many yards
Rate of fire is once every three turns (i.e., every 30 minutes) with a off the target the missile struck. If the missile was a spray of rocks,
full crew of four, and increases by one turn for each crewmember anyone within 20 yards of the center point takes 1d100 hit points
fewer than four. The catapult may be loaded with small stones to of damage. If the missile was a single boulder and it hits within one
kill people or with a single stone to destroy walls. A trebuchet uses yard of a person, that person is killed. Mangonels inflict 3 structural
a counterweight rather than relying on rope tension and is far more points of damage with a direct hit.
accurate than a light catapult (mangonel), as well as having a longer Any sort of catapult that is placed on a high location (such as the
range. However, it has a higher arc of fire and imparts a lower top of a tower) increases its range by 20% of the normal top range
velocity, so it is better at throwing things over walls than it is at (i.e. 60 yards for a mangonel, 96 yards for a trebuchet), but the dif-
destroying the walls themselves. Destroying walls is thus usually the ference between the minimum and maximum ranges stays the same.
job of the light catapults with their low arc of fire and high velocity.
REFEREE
Unlike climbing, descending costs no movement points for the
Attacker’s Position
change in altitude increments. A creature can make turns while Hit Location (1d10)*
Relative to Target
descending if it has enough movement points. The number of lost
altitude increments cannot be greater than one-half of the crea- Head-on 1–2: Rider hit, 25% chance of critical hit
ture’s forward movement or the movement will (after that point) 3–4: Head, 20% chance of critical hit
turn into an uncontrolled dive as the creature stalls in the air. 5–6: Wing, 20% chance of critical hit
Example: A dragon is going to descend. It has a Movement Rate of 7 10: Body, 10% chance of critical hit
24 (24 points). Thus, the dragon might move one forward and one
down (costing only 1 movement point for the forward move, leaving At Side 1: Rider hit, 25% chance of critical hit
23). It might continue by moving one forward space, turning (one 2–3: Head, 20% chance of critical hit
of the six faces of the hexagon), and also moving down one altitude 4–5: Wing, 20% chance of critical hit
level. The cost of that move would still only be 1 point (leaving 22), 6–9: Body, 10% chance of critical hit
but now the dragon can make only 2 more course adjustments, and 10: Rear (no critical hit)
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 Overhead 1: Rider hit, 25% chance of critical hit
the requirement that the number of altitude levels dropped cannot 2–3: Head, 20% chance of critical hit
exceed half of the number of hexes moved forward without falling 4–7: Wing, 20% chance of critical hit
into an uncontrolled dive. In a straight-line descent, such a dragon 8–9: Body, 10% chance of critical hit
could move 12 forward and 12 down, still having 12 points left for 10: Rear (no critical hit)
forward motion.
Below 1–2: Head, 20% chance of critical hit
DIVE 4–7: Wing, 20% chance of critical hit
In a dive, the creature adds 50% to movement points and drops at 8–9: Body, 10% chance of critical hit
a rate of 10 altitude increments for every 1 hex of forward move- 10: Rear (no critical hit)
ment. No turns can be made while in a dive. A diving creature,
Behind 1–2: Rider hit, 25% chance of critical hit
at the beginning of the dive, would spend one forward movement
3: Head, 20% chance of critical hit
point and drop 10 in altitude. It could either continue diving or
level off, and could also continue moving forward but no turns 4–5: Wing, 20% chance of critical hit
would be allowed because of the dive movement. In an uncon- 6–8: Body, 10% chance of critical hit
trolled dive, unlike a normal dive, the creature moves 1 hex forward 9–10: Rear (no critical hit)
and drops 10 hexes; and may then make a saving throw to avoid
diving another 10 hexes. The process continues until the creature *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.
either succeeds at the saving throw or hits the ground. Once a sav-
ing 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 Aerial Missile Fire Table 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.
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 and Crash Must Retreat Must Retreat
10 Must Retreat Fall and Crash Must Retreat Fall and Crash
Ship Types
Hexes Between
Wind Directly Wind Indirectly Wind Directly Wind Indirectly
Type Rowing Speeds Course
Behind Behind Ahead Ahead
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 Light wind: 15 Strong Light wind: 0 12
Strong wind: 30 wind: 25 Strong wind: 0
Light wind: 10
Strong wind: 20
Large Ship No effect Light wind: 25 Light wind: 20 Strong Light wind: 0 Light wind: 15 15
Strong wind: 35 wind: 30 Strong wind: 0 Strong wind: 25
Longship 12/18/25 Light wind: 30 +5 Light wind: 0 No effect 8
Strong wind: 35 Strong wind: 0
Sailboat or Fishing 10/15/20 Light wind: 15 Light wind: 10 Strong Light wind: 0 Light wind: 5 4
Boat Strong wind: 20 wind: 15 Strong wind: 0 Strong wind: 10
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 sinks. 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.
REFEREE
Each has three speeds (slow/ medium/ fast): The faster the speed, backward at half the normal speed (but with normal fatigue costs).
the more quickly the rowers tire. Larger ships cannot be effectively Galleys cannot operate in the ocean; they will be swamped by
propelled by oars. Galleys and longships have simple sail arrange- waves in the same way as if there were a strong wind.
ments that allow them to move more quickly with a tailwind, but
they are not able to tack (also called “beating against the wind”) SAILING VESSELS
and thus gain no benefit when moving against the wind.
The main feature of sailing vessels is their relationship to the direc-
The crew of an oared vessel begins with 30 fatigue points. Each tion of the wind. In particular, when a sailing vessel comes directly
turn, the crew loses or gains fatigue points based on speed. A turn into the wind, its speed moves to 0. This is a special circumstance:
of rest regains 1 fatigue point; a turn spent moving at slow speed It is assumed to be moving across that face of the hex, and in the
costs 2 fatigue points; a turn spent moving at medium speed costs next turn it will be facing the next hex, able to begin moving again.
3 fatigue points; and a turn spent moving at fast speed costs 10 The ship may NOT turn back to the original facing in the next
fatigue points. A ship with a crew that has no more fatigue points turn. There is also a 1-in-10 chance, that the ship will not manage
cannot move by rowing until the crew regains the needed points by to cross the wind fast enough, in which case it (a) moves backward
resting. 1d6 hexes in that turn, and (b) is not allowed to attempt crossing
Oared vessels can back oars, meaning, essentially, rowing backward the wind again until it has turned back and made a full circle
to brake speed. For this reason, an oared vessel can only accelerate around. This is not an issue for any type of ship that can use oars.
slowly, but can reduce speed quickly. An oared vessel can slow down
10
Number
Type
Marching Order
Treasure
Player Name
Number
Type
Light
Treasure
Number
Class and
Level
Unusual Events:
Race and Sex
Allignment
Monster Name
Hit Dice
Speial Abilities
Hit Points
(Magical Items or
Personal Abilities)
Armor Class
Combat
Move
Adjustments
MONSTERS
Atk bite (1d6); Move 4 (fly 18); Save 17; Special: Hug eaten away by the acid as follows: weapon
Morale 8; AL N; CL/XP 3/60; Special: Move: 9 (1 hit by weapon), chainmail or lesser ar-
sucks blood (automatic 1d6 damage after mor (1 hit by pudding), plate mail (2 hits by
bite). Alignment: Neutrality
pudding). If a weapon or armor is magical,
Number Encountered: 1d4 it can take an additional hit per magical +1
% in Lair: 0 before being dissolved.
BAT, GIANT (GREATER BAT)
Challenge Level/XP: 4/120 Black Pudding: HD 10; AC 6[13]; Atk slam
Hit Dice: 4
(3d8); Move 6; Save 5; Morale 12; AL N;
Armor Class: 7[12] If a bear hits with both claws, it hugs for an CL/XP 12/3100; Special: acidic surface
Attacks: Bite (1d10) additional 1d8 hit points of damage. Larger (dissolve weapons, armor, etc.), immune to
bears are to be found in mountains, caves, cold, divides when hit with lightning (splits
Saving Throw: 13
and arctic regions, with more hit dice and into two puddings with equal hit points).
Morale: 8 inflicting more damage with the hug.
Special: 10% chance of disease
Black Bear: HD 4+1; AC 7[12]; Atk 2 claws BLINK DOG
Move: 4/18 (flying) (1d3), bite (1d6); Move 9; Save 13; Morale
Alignment: Neutrality 7; AL N; CL/XP 4/120; Special: hug (if Hit Dice: 4
Number Encountered: 1d4+1 both claws hit, additional 1d8 damage). Armor Class: 5[14]
% in Lair: 10 Attacks: Bite (1d6)
Challenge Level/XP: 5/240 BEETLE, GIANT (FIRE) Saving Throw: 13
Hit Dice: 1+3 Morale: 6
These massive, man-sized cousins of the
Armor Class: 4[15] Special: Teleport without error
bat do not suck blood, but nonetheless their
bite can be deadly. Their bite has a 10% Attacks: Bite (1d4+2) Move: 12
chance of being diseased. Saving Throw: 17 Alignment: Law
Giant Bat (Greater Bat): HD 4; AC 7[12]; Morale: 7 Number Encountered: 4d4
Atk bite (1d10); Move 4 (fly 18); Save 13; Special: light glands % in Lair: 30
Morale 8; AL N; CL/XP 5/240; Special: Challenge Level/XP: 5/240
Move: 12
10% chance of disease.
Alignment: Neutrality
Blink dogs are pack hunters, intelligent and
BAT, GIANT (BAT MONSTER) Number Encountered: 3d4 usually friendly to those who are not of evil
% in Lair: 0 intent. They can teleport short distances
Hit Dice: 8
Challenge Level/XP: 1/15 (without error) and attack in the same turn
Armor Class: 6[13] — in most cases (75%), a blink dog is able
Attacks: Bite (2d8), 2 claws (1d6) A giant fire beetle’s oily light-glands glow to teleport behind an opponent and attack
Saving Throw: 8 a reddish color. If they are removed, they from the rear, with appropriate bonuses.
Morale: 9 continue to give off light for 1d6 days, shed- Blink Dog: HD 4; AC 5[14]; Atk bite (1d6);
Special: None ding light in a 10-foot radius. Move 12; Save 13; Morale 6; AL L; CL/
Move: 4/18 (flying) Giant Fire Beetle: HD 1+3; AC 4[15]; Atk XP 5/240; Special: teleport (75% chance
bite (1d4+2); Move 12; Save 17; Morale to attack in same turn).
Alignment: Neutrality unless intelligent
(Chaos) 7; AL N; CL/XP 1/15; Special: light
glands (give off light for 1d6 days in 10ft
Number Encountered: 1d3 BOAR, WILD
radius).
% in Lair: 15 Hit Dice: 3+3
Challenge Level/XP: 9/1300 Armor Class: 7[12]
BLACK PUDDING
Attacks: Gore (3d4)
These creatures attack with claws as well Hit Dice: 10
as a bite. They are twice the size of a Saving Throw: 14
Armor Class: 6[13]
man, with a tremendous wingspan. Fearful Morale: 9
Attacks: Slam (3d8)
peasants might even mistake them for small Special: Continues attacking 2 rounds
dragons when the bats fly by at night. Saving Throw: 5 after being “killed”
Morale: 12 Move: 15
Bat Monster: HD 8; AC 6[13]; Atk bite
(2d8), 2 claws (1d6); Move 4 (fly 18); Save Special: Acidic surface, immune to cold, Alignment: Neutrality
8; Morale 9; AL N; CL/XP 9/1300; divides when hit with lightning
Number Encountered: 1d12
Special: none. Move: 6
% in Lair: 0
Alignment: Neutrality
Challenge Level/XP: 4/120
BEAR Number Encountered: 1
% in Lair: 0 Wild boars continue to attack for two
Hit Dice: 4+1
Challenge Level/XP: 12/3100 rounds after they reach zero hit points
Armor Class: 7[12] before they finally drop dead. These stats
Attacks: 2 claws (1d3) and bite (1d6) Black puddings are amorphous globs with might also be used for any similar creature
Saving Throw: 13 an acidic surface. They are subterranean that is unique to a campaign, such as “the
predators and scavengers. Any weapon or blue tusken-hogs of the Ymar Plains.”
Monster Descriptions / 97
Wild Boar: HD 3+3; AC 7[12]; Atk gore available. Although bulettes burrow, they CENTAUR
(3d4); Move 15; Save 14; Morale 9; AL N; do not venture farther underground, for
CL/XP 4/120; Special: continue attacks 2 they are surface predators. When the dorsal Hit Dice: 4
rounds after death. crest of the bulette is raised (during combat Armor Class: 5[14] or 4[15] with shield
this is usually only after the thing has been Attacks: 2 kicks (1d6) and weapon (1d8)
BUGBEAR wounded), the area underneath is AC 6[13], Saving Throw: 13
and this vulnerable point can be attacked if Morale: 8
Hit Dice: 3+1 the monster is well enough surrounded for
Special: None
Armor Class: 5[14] its opponents to attack from behind as well
as in front. Move: 18
Attacks: Bite (2d4) or by weapon (1d8+1)
Alignment: Any (usually Neutrality)
Saving Throw: 14 Bulette (7HD): HD 7; AC –2[21]; Atk bite
(4d12) and 2 claws (3d6); Move 15 (bur- Number Encountered: 2d10
Morale: 9
row 3); Save 9; Morale 9; AL N; CL/XP % in Lair: 5
Special: Surprise opponents
9/1300; Special: leaping (30ft leap), surprise Challenge Level/XP: 4/120
Move: 9 (1–4 on d6 from below).
Alignment: Chaos Half-man, half-horse, centaurs are fierce
Bulette (8HD): HD 8; AC –2[21]; Atk bite
Number Encountered: scouts (1d6) or (4d12) and 2 claws (3d6); Move 15 (bur- warriors and well-known creatures of my-
clan (6d6) row 3); Save 8; Morale 9; AL N; CL/ thology. The Referee may choose any “ver-
% in Lair: 30 XP 10/1800; Special: leaping (30ft leap), sion” of the centaur from myth or folklore
Challenge Level/XP: 4/120 surprise (1–4 on d6 from below). for the campaign: some are evil, some aloof,
and some are soothsayers.
Bulette (9HD): HD 9; AC –2[21]; Atk bite
These large, hairy, goblin-like humanoids (4d12) and 2 claws (3d6); Move 15 (bur- Centaur: HD 4; AC 5[14] or 4[15] with
are stealthier than their size would suggest, row 3); Save 6; Morale 9; AL N; CL/ shield; Atk 2 kicks (1d6) and weapon (1d8);
almost always getting the chance to surprise XP 11/2400; Special: leaping (30ft leap), Move 18; Save 13; Morale 8; AL Any;
even alert opponents with a roll of 1–3 on a surprise (1–4 on d6 from below). CL/XP 4/120; Special: none.
d6 (50%).
Bulette (10HD): HD 10; AC –2[21]; Atk
Bugbear: HD 3+1; AC 5[14]; Atk bite (2d4) bite (4d12) and 2 claws (3d6); Move 15 CENTIPEDE, GIANT
or weapon (1d8+1); Move 9; Save 14; (burrow 3); Save 5; Morale 9; AL N; CL/ (Small, Lethal)
Morale 9; AL C; CL/XP 4/120; Special: XP 12/3100; Special: leaping (30ft leap),
surprise opponents (1–3 on d6). surprise (1–4 on d6 from below). Hit Dice: 1d2 hit points
Armor Class: 9[10]
BULETTE
C
Attacks: Bite (lethal poison)
Hit Dice: 7 to 10 Saving Throw: 18
Armor Class: –2[21] Morale: 7
CARRION CREEPER
Attacks: Bite (4d12) and 2 claws (3d6) Special: Lethal poison (+4 save)
Hit Dice: 3 Move: 13
Saving Throw: 9 (7HD), 8 (8HD), 6
(9HD), 5 (10HD) Armor Class: 5[14] Alignment: Neutrality
Morale: 9 Attacks: Bite (1 hp) and 6 Number Encountered: 2d12
tentacles (paralysis) % in Lair: 0
Special: Leaping, surprise
Saving Throw: 14 Challenge Level/XP: 1/15
Move: 15
Morale: 9
Alignment: Neutrality
Special: Paralysis Lethal giant centipedes of the small size
Number Encountered: 1d2
Move: 12 inflict a deadly bite (+4 bonus to saving
% in Lair: 0 throw), but cause no damage if the saving
Alignment: Neutrality
Challenge Level/XP: 7 HD (9/1300), throw is successful.
8 HD (10/1800), 9 HD (11/12400), 10 Number Encountered: 1d6
% in Lair: 60 Giant Centipedes (small, lethal): HD 1d2
HD (12/3100)
hp; AC 9[10]; Atk bite (lethal poison); Move
Challenge Level/XP: 5/240
13; Save 18; Morale 7; AL N; CL/XP
Roughly 10 feet in height, a bulette (boo-
1/15; Special: lethal poison (+4 save or die).
LAY) is covered in natural armor plating like This caterpillar-like creature has 6 waving
that of an armadillo, and has a beak-like tentacles which, when they score a hit,
head that opens to show wicked, serrat- require the target to make a saving throw or CENTIPEDE, GIANT
ed teeth. These creatures can leap to the be paralyzed for 2d6 turns. These under- (Small, Non-lethal)
attack, in which case they cannot bite, but ground scavengers can be aggressive when
may attack with all four claws. Bulettes dig they are hungry, and pursue prey unless dis- Hit Dice: 1d2 hit points
underground to surprise their prey, leaving tracted. They are good climbers, but when Armor Class: 9[10]
a furrow in the ground as they go, caused by crossing water they are unable to do much Attacks: Bite (non-lethal poison)
a dorsal crest in the creature’s armor. These more than float with the current. Saving Throw: 18
voracious hunters eat horses and halflings Carrion Creeper: HD 3; AC 5[14]; Atk bite
with gusto, although they will devour any- Morale: 7
(1 hp) and 6 tentacles (paralysis); Move 12;
thing from badgers to plowshares if their Special: Non-lethal poison (+4 save)
Save 14; Morale 9; AL N; CL/XP 5/240;
preferred foods are not readily Special: paralysis (save or paralysis for 2d6 Move: 13
turns).
MONSTERS
Number Encountered: 2d12 Morale: 11 % in Lair: 30
% in Lair: 0 Special: Lethal poison (+4 save) Challenge Level/XP: 8/900
Challenge Level/XP: B/10 Move: 18
Alignment: Neutrality This nasty creature resembles a bat-winged
The non-lethal variety of giant centipede rooster with a long, serpentine tail. Its bite
Number Encountered: 1
has a painful bite but its poison is only turns enemies to stone unless the victim
% in Lair: 0 makes a successful saving throw.
crippling, not lethal. Failing a saving throw
(at a +4 bonus) against the poison of this Challenge Level/XP: 6/400
Cockatrice: HD 5; AC 6[13]; Atk bite (1d6
centipede causes 1d4 rounds of crippling + turn to stone); Move 6 (fly 18); Save 12;
pain (the victim is helpless, as when asleep). A 20-foot-long horror of chitin, multiple
Morale 7; AL N; CL/XP 8/900; Special:
Additionally, the limb (roll 1d4) is tempo- legs, and clashing pincers dripping with
bite turns to stone (save avoids).
rarily crippled (treat as a disease) for 2d4 venom.
days. A crippled leg reduces movement by Large Giant Centipede (20ft): HD 4; AC CROCODILE, NORMAL
50%; a crippled shield arm cannot wield 0[19]; Atk bite (3d8 + lethal poison); Move
a weapon or shield; a crippled sword arm 18; Save 13; Morale 11; AL N; CL/XP Hit Dice: 3
attacks at –4. A second bite on a leg reduc- 6/400; Special: poison bite (+4 save or die). Armor Class: 4[15]
es movement to one quarter normal, and a Attacks: Bite (1d6)
third bite to the legs reduces movement to 1 Saving Throw: 14
CHIMERA
foot per minute (prone, dragging oneself by
Morale: 7
the arms). Hit Dice: 9
Special: None
Giant Centipedes (small, non-lethal): Armor Class: 4[15]
Move: 9/12 (swimming)
HD 1d2hp; AC 9[10]; Atk bite (non-lethal Attacks: 2 claws (1d3), 2 goat horns
poison); Move 13; Save 18; Morale 7; (1d4), lion bite (2d4), and dragon bite Alignment: Neutrality
AL N; CL/XP B/10; Special: non-lethal (3d4) Number Encountered: 1 or 3d8
poison (+4 save, 1d4 rounds crippling pain, Saving Throw: 6 % in Lair: 0
limb useless for 2d4 days: leg, movement Challenge Level/XP: 3/60
Morale: 9
halved; arm, cannot hold shield, weapon
and attacks with –4 penalty). Special: Breathes fire
Some normal crocodiles are man-eaters; all
Move: 9/18 (flying)
are dangerous and can conceal themselves
Alignment: Chaos (sometimes well.
CENTIPEDE, GIANT
Neutrality)
(Man-sized) Crocodile: HD 3; AC 4[15]; Atk bite (1d6);
Number Encountered: 1d4
Move 9 (swim 12); Morale 7; Save 14; AL
Hit Dice: 2 % in Lair: 50 N; CL/XP 3/60; Special: none.
Armor Class: 5[14] Challenge Level/XP: 11/2400
Attacks: Bite (1d8 + poison) CROCODILE, GIANT OR SEA
Saving Throw: 16 The chimera has three heads: one is the
Morale: 10
head of a goat, one the head of a lion, and Hit Dice: 6
one the head of a dragon. Great wings rise Armor Class: 5[14]
Special: Lethal poison (+6 save)
from its lion-like body. The dragon head Attacks: Bite (4d6) and tail (3d4)
Move: 10 can breathe fire (3 times per day) with a
Alignment: Neutrality Saving Throw: 11
range of 50 feet, causing 3d8 damage to
Number Encountered: 1d4 anyone caught within the fiery blast (saving Morale: 9
% in Lair: 0 throw for half damage). Special: None
Challenge Level/XP: 3/60 Chimera: HD 9; AC 4[15]; Atk 2 claws Move: 9/12 (swimming)
(1d3), 2 goat horns (1d4), lion bite (2d4), Alignment: Neutrality
The man-sized giant centipede is a deadly dragon bite (3d4); Move 9 (fly 18); Save 6; Number Encountered: 1d20
predator with armored segments, a strong Morale 9; AL C; CL/XP 11/2400; Spe- % in Lair: 0
bite, and a lethal (though relatively weak) cial: breathes fire (3/day, 50ft range, 3d8
Challenge Level/XP: 6/400
poison. damage, save for half).
Man-sized Giant Centipede (7ft): HD 2; The smallest of giant crocodiles are about
AC 5[14]; Atk bite (1d8 + lethal poison); COCKATRICE 20 feet long (normal crocodiles can grow to
Move 15; Save 16; Morale 10; AL N; be as long as 15 feet).
Hit Dice: 5
CL/XP 3/60; Special: poison bite (+6 Giant Crocodile: HD 6; AC 5[14]; Atk bite
save or die). Armor Class: 6[13]
(4d6), tail (3d4); Move 9 (swim 12); Save 11;
Attacks: Bite (1d6 + turn to stone)
Morale 9; AL N; CL/XP 6/400; Special:
CENTIPEDE, GIANT Saving Throw: 12 none.
Morale: 7
(Large, 20 ft long)
Special: Bite turns to stone
Hit Dice: 4 Move: 6/18 (flying)
Armor Class: 0[19] Alignment: Neutrality
Attacks: Bite (3d8 + lethal poison)
Monster Descriptions / 99
D Baalroch Demon: HD 10; AC 2[17]; Atk
sword (1d12+2) and whip (entangle); Move The erinyes, the “Furies” of Ancient Greek
6 (fly 15); Morale 10; Save 5; AL C; CL/ mythology, are female demons who pursue
DEMONS XP 17/8100; Special: +1 or better magic those guilty of crimes against the order of
Demons are creatures of the lower planes weapons to hit, entangle (pulled close on hit the gods. Their appearance is so terrible as
of existence, but they are occasionally for 3d6 damage, save for half), immune to to cause fear (saving throw). They are able
encountered in places where they have been spells from casters lower than 6th level, magic to see invisible things and locate objects at
enslaved to serve as guardians by powerful resistance (75%), surrounded by flame (3d6 will, so it is impossible to hide from them.
Magic-Users or evil Clerics. The more in- damage to anyone within 5ft, save for half). Each fury carries a whip which, if it hits,
telligent varieties might also be interrupted entangles the victim (saving throw) until the
while carrying out plots of their own. There DEMON, DRETCH Fury releases it. The Furies are immune to
is no meaningful game distinction between fire and cold, and have a magic resistance
Hit Dice: 4
demons and devils; all are creatures of the of 25%. The blade of a Fury’s sword causes
Armor Class: 2[17] paralysis (saving throw).
lower planes.
Attacks: 2 claws (1d4), bite (1d6)
Erinyes Demon: HD 6; AC 2[17]; Atk
DEMON, BAALROCH (BALOR) Saving Throw: 13 bronze sword (1d6 + paralysis); Move 12
Morale: 7 (fly 24); Save 11; Morale 10; AL C; CL/
Hit Dice: 10
Special: Spell-like abilities XP 10/1800; Special: entangle (held until
Armor Class: 2[17] freed), fear (appearance causes fear as spell,
Move: 9
Attacks: Sword (1d12+2) and whip save resists), immune to fire and cold, magic
Alignment: Chaos
(entangle) resistance (25%), paralysis (save avoids), spell-
Number Encountered: out of lair (1d3) like abilities.
Saving Throw: 5
or in lair (1d6)
Morale: 10 Spell-like abilities: at will—detect invisibility, locate
% in Lair: 5
Special: +1 or better magic weapons object.
Challenge Level/XP: 6/400
to hit, entangle, immune to spells from
casters lower than 6th level, magic
These creatures are fat, with long, spindly DEMON, GLABREZU
resistance (75%), surrounded by flame
arms and legs. They have rudimentary (Third-Category Demon)
Move: 6/15 (flying) human heads, with slobbering jaws and
Alignment: Chaos folds of fat. Dretch demons have some Hit Dice: 10
Number Encountered: 1 weak demonic powers. Although they are Armor Class: –4[23]
% in Lair: 25 not particularly intelligent, they can cause Attacks: 2 pincers (2d6), 2 claws (1d3),
Challenge Level/XP: 17/8100 a horrible stinking cloud once per day, can bite (1d6)
teleport once per day, can cause darkness Saving Throw: 5
The baalroch’s name means, roughly, the (10-foot diameter) once per day, and can
Morale: 10
Bull of Baal: the Baal aurochs. (The aurochs summon 1d4 giant rats once per day. The
stinking cloud has a radius of 20 feet and Special: Immune to fire, magic resistance
was a bull that stood 12 feet tall at the shoul- (60%), spell-like abilities
der, and Baal is an ancient and evil pagan requires anyone caught within it to make a
saving throw or be rendered helpless from Move: 9
deity.) These powerful demons somewhat
resemble vast minotaurs with great, spread- nausea for 1d4+1 rounds. Alignment: Chaos
ing bat-wings; they burn with the fires of Dretch Demon: HD 4; AC 2[17]; Atk 2 Number Encountered: 1d3 or 1d6 (in
hell and are wreathed in flame. The spells of claws (1d4), bite (1d6); Move 9; Save 13; lair)
casters below 6th level do not affect them, Morale 7; AL C; CL/XP 6/400; Special: % in Lair: 15
and against higher level spell casters, they spell-like abilities. Challenge Level/XP: 15/5800
are still 75% immune to all spells. Spell-like abilities: 1/day—darkness 15ft radius,
In combat, a baalroch uses whip and stinking cloud (20ft radius, save or nauseated The third-category demons, glabrezu,
sword. The whip can be used to reach great for 1d4+1 rounds), summon 1d4 giant rats. are massive and horrible, standing 10 feet
distances; on a successful hit, the victim is high or more. They have goat horns and a
pulled close to the baalroch and burned humanoid shape, but no wings. Four arms
by the fires of the demon’s body (3d6 hit DEMON, ERINYES
sprout from the torso: two huge arms with
points). Baalrochs are sometimes referred Hit Dice: 6 great crab-pincers, and two much shorter
to in ancient texts as balor or baalor, arms with claws. Glabrezu can cause dark-
which may be the name of a single demon Armor Class: 2[17]
Attacks: bronze sword (1d6 + paralysis) ness in a 10-foot radius, are immune to fire,
rather than a term for all of them. A baal can cause fear at will, can levitate at will,
roch could be forced or tricked into the Saving Throw: 11
can polymorph themselves, and are 60%
service of a powerful wizard, but the risk Morale: 10 resistant to magic.
would be immense. Special: Entangle, fear, immune to These demons have a 30% chance to gate in
Baalrochs may attempt to gate in an ally fire and cold, magic resistance (25%), an ally (roll 1d4 to determine the category
with a 70% chance of success. The respond- paralysis, spell-like abilities of demon that responds).
ing demon will usually be a third-category
Move: 12/24 (flying) Glabrezu Demon (Third-Category De-
demon (01–80 on 1d100) but an unusu-
ally successful summoning might call a Alignment: Chaos mon): HD 10; AC –4[23]; Atk 2 pincers
fourth-category demon (81–00 on 1d100). Number Encountered: 3 (2d6), 2 claws (1d3), bite (1d6); Move 9; Save
% in Lair: 20 5; Morale 10; AL C; CL/XP 15/5800;
Special: immune to fire, magic resistance
Challenge Level/XP: 10/1800
(60%), spell-like abilities, summon demon
MONSTERS
hezrou; 3–glabrezu; 4–nalfeshnee). souls. These demons can be permanently are 80% resistant to magic. Fire does not
Spell-like abilities: at will—darkness 15ft radius, destroyed only by sprinkling their disgusting affect them.
fear, levitate, polymorph self. bodies with holy water. They have a 50% chance of success when
Lemure Demon: HD 3; AC 7[12]; Atk claw attempting to gate in allies; if the attempt
DEMON, HEZROU (1d3); Move 3; Save 14; Morale 9; AL C; succeeds, roll 1d12 to determine the result.
CL/XP 4/120; Special: regenerate (1hp/ (1–3) First-category, (4–6) Second-category,
(Second-Category Demon) (7–8) Third-category, (9–10) Fourth-catego-
round).
Hit Dice: 9 ry, (11) Sixth-category, (12) a demon lord or
demon prince.
Armor Class: –2[21] DEMON, MANES
Attacks: 2 claws (1d3), bite (4d4) Marilith Demon (Fifth-Category
Hit Dice: 1 Demon): HD 7; AC 7[12]; Atk 6 weapons
Saving Throw: 6
Armor Class: 5[14] (1d8), tail (1d8); Move 12; Save 9; Morale
Morale: 10 10; AL C; CL/XP 13/3900; Special: +1
Attacks: 2 claws (1d2), bite (1d4)
Special: Immune to fire, magic or better magic weapons to hit, immune
resistance (50%), spell-like abilities, Saving Throw: 18 to fire, magic resistance (80%), spell-like
summon demons Morale: 8 abilities, summon demons (50% chance, see
Move: 6/12 (flying) Special: Half damage from non-magic description).
Alignment: Chaos weapons Spell-like abilities: at will—charm person, levitate,
Number Encountered: 1d3 or 1d6 (in Move: 5 polymorph self.
lair) Alignment: Chaos
% in Lair: 10 Number Encountered: 4d4 DEMON, NALFESHNEE
Challenge Level/XP: 11/2400 % in Lair: 0
(Fourth-Category Demon)
Challenge Level/XP: 2/30
Toad-like demons with bat wings, the hez- Hit Dice: 7d10
rou have magic resistance of 50%. At will, Pathetic, damned souls, manes are demons Armor Class: 4[15]
they can cause fear (per the spell), detect no larger than humans, with gray skin and Attacks: 2 claws (1d4), bite (2d4)
invisibility (per the spell), and cause dark- empty eyes. Non-magical weapons inflict
Saving Throw: 9
ness in a 15-foot radius. They are immune only half normal damage on them.
to fire. Morale: 10
Manes Demon: HD 1; AC 5[14]; Atk 2
Hezrou have a 20% chance to succeed Special: +1 or better magic weapon
claws (1d2), bite (1d4); Move 5; Save 18;
at summoning another second-category needed to hit, +2 on to-hit rolls,
Morale 8; AL C; CL/XP 2/30; Special:
demon to their aid. immune to fire, magic resistance (65%),
half damage from non-magic weapons.
spell-like abilities, summon demons
Hezrou Demon (Second-Category De-
mon): HD 9; AC –2[21]; Atk 2 claws (1d3), Move: 9/14 (flying)
DEMON, MARILITH Alignment: Chaos
bite (4d4); Move 6 (fly 12); Save 6; Morale
10; AL C; CL/XP 11/2400; Special: (Fifth-Category Demon) Number Encountered: 1d3 or 1d6 (in
immune to fire, magic resistance (50%), lair)
Hit Dice: 7
spell-like abilities, summon demons (20% % in Lair: 20
chance, hezrou). Armor Class: 7[12]
Challenge Level/XP: 12/3100
Attacks: 6 weapons (1d8), tail (1d8)
Spell-like abilities: at will—darkness 15ft radius,
detect invisibility, fear. Saving Throw: 9 Nalfeshnee demons have the body of an
Morale: 10 enormous gorilla, the head of a boar, and
DEMON, LEMURE Special: +1 or better magic weapon cloven hooves. These massive, brutish de-
required to hit, immune to fire, magic mons are actually quite intelligent, despite
Hit Dice: 3 resistance (80%), spell-like abilities, their appearance, an incongruity that has
Armor Class: 7[12] summon demons deceived and doomed many who would at-
Attacks: Claw (1d3) Move: 12 tempt to control or enslave them. The very
Saving Throw: 14 Alignment: Chaos size of a nalfeshnee prevents them from
Morale: 9 being particularly agile flyers, though they
Number Encountered: 1d3 or 1d6 (in
do have wings. Nalfeshnee are incredibly
Special: Regenerate (1 hp/round) lair)
powerful (+2 to hit) and have various de-
Move: 3 % in Lair: 10 monic powers in addition to being immune
Alignment: Chaos Challenge Level/XP: 13/3900 to fire. At will, they can cast fear, dispel
Number Encountered: 5d6 magic, and polymorph self. They can also
% in Lair: 100 Mariliths appear as a cruel-eyed beautiful create a symbol of discord once per day.
woman with a six-armed torso, but the A nalfeshnee demon has a 60% chance to
Challenge Level/XP: 4/120
lower body of a huge constrictor snake. gate in an ally (roll 1d6 to determine which
They can wield weapons in all six arms category of demon responds).
Lemures are vaguely humanoid, but their
at once, and the tail, if it hits, constricts
flesh is mud-like, shifting and soft upon Nalfeshnee Demon (Fourth-Category
for automatic damage after the initial
their horrible bodies. (This amorphous Demon): HD 7d10; AC 4[15]; Atk 2 claws
hit. Mariliths are among the most feared
form allows them to regenerate 1 hp per (1d4), bite (2d4); Move 9 (fly 14); Save
of demons — as much, even, as the mighty
round.) Lemures are lower forms of de- 9; Morale 10; AL C; CL/XP 12/3100;
baalrochs. They can, at will, cast charm
MONSTERS
ing 15 feet tall and weighing 3 tons. His monster, darkness 15ft radius, dispel magic,
goat-like head sports large, spiraling ram- ESP, fear, lightning bolt, speak with the Hit Dice: 16
like horns, and his legs are covered in thick dead, symbol (any), wall of fire; 1/day—fee- Armor Class: 1 [18] (facing) or 6 [13]
brown fur and end in hooves. Two large, blemind. (rear)
black, bat-like wings protrude from his back Equipment: Wand of Orcus (+3 heavy mace, Attacks: 1 bite (1d8) and 2 horns (1d12)
and a long, snake-like tail, tipped with a slays living creatures it touches [save or die], Saving Throw: 3
sharpened barb, trails behind it. 3/day—animate dead, darkness 15ft radius, Morale: 8
When not warring against rival demon fear; 2/day—unholy word). Special: Charge
princes, Orcus likes to travel the planes,
particularly the Material Plane. Should a Move: 9
foolish spellcaster open a gate and speak his DINOSAURS Alignment: Neutrality
name, he is more than likely going to hear Number Encountered: 1 (lone bull),
the call and step through to the Material DINOSAUR, ANKYLOSAURUS 1d4+1 (small herd), or 3d12 (herd)
Plane. What happens to the spellcaster that % in Lair: 0
called him usually depends on the reason Hit Dice: 9
Challenge Level/XP: 17/8,100
for the summons and the power of the Armor Class: 0 [19]
spellcaster. Extremely powerful spellcasters Attacks: 1 clubbed tail (3d6) A triceratops has three horns protruding
are usually slain after a while and turned Saving Throw: 6 from its face, and a protective plate rising
into undead soldiers or generals in the like an armored frill behind its head. They
Morale: 7
demon lord’s armies. are extremely hard to damage with frontal
Special: None assaults. The bony plate behind the head
COMBAT Move: 6 would also provide excellent protection for
Orcus prefers to fight using his wand. His Alignment: Neutrality a rider. The horns inflict double damage if
tail sting delivers a virulent poison (save or Number Encountered: 1d6 the creature charges.
die). Orcus can command or banish undead % in Lair: 0 Triceratops: HD 16; AC 1[18] front, 6[13]
as a 15th-level cleric, controlling up to 150 Challenge Level/XP: 9/1,300 back; Atk 1 bite (1d8) and 2 gore (1d12);
HD worth of undead at one time. He casts Move 9; Save 3; Morale 8; AL N; CL/
spells as a 15th-level Cleric and 12th-level An ankylosaurus looks like a turtle with XP 17/8100; Special: Charge.
Magic-user, and can use the following mag- spikes around the edge of its shell and ele-
ical abilities at will: animate dead, charm phant-like legs. It has a tail with a clubbed
end. They are herbivores, and travel in DINOSAUR, TYRANNOSAURUS
monster, darkness, dispel magic, ESP, fear,
small groups. REX
lightning bolt, speak with the dead, symbol
(any) and wall of fire. He can use feeble- Ankylosaurus: HD 9; AC 0[19]; Atk 1 Hit Dice: 18
mind once per day. clubbed tail (3d6); Move 6; Save 6; Mo- Armor Class: 5 [14]
Orcus radiates a 60-foot-radius aura of fear rale 7; AL N; CL/XP 9/1300; Special:
Attacks: 1 bite (5d8) and 1 leg (1d10)
(as the spell). A creature in the area must None.
succeed at a saving throw or be affected as Saving Throw: 3
though by a fear spell. Morale: 11
DINOSAUR, BRONTOSAURUS
Three times per day, Orcus can sum- Special: Chew
mon one balor, 1d3 nalfeshnees, or Hit Dice: 30 Move: 15
1d4 mariliths. As their prince, Orcus can Armor Class: 5 [14] Alignment: Neutrality
summon up to 100 HD of any type of Attacks: 1 stomp (3d6) Number Encountered: 1d2
undead each day.
Saving Throw: 3 % in Lair: 0
Wand of Orcus: Mighty Orcus wields a
huge, black, skull-tipped rod that functions Morale: 8 Challenge Level/XP: 19/10,800
as a +3 heavy mace. It slays any living crea- Special: None Tyrannosaurus is a deadly carnivorous
ture it touches if the target fails a saving Move: 6 dinosaur, walking on two legs and attack
throw. Further, the wand has the following Alignment: Neutrality ing with a massively powerful bite. When
magical powers: 3/day—animate dead, it bites prey, it grabs the victim in its jaws,
Number Encountered: 1 or 1d6+4
darkness, fear; 2/day—unholy word. Orcus shaking and chewing for 3d8 points of
occasionally allows his wand to pass into % in Lair: 0
automatic damage in subsequent rounds.
the Material Plane, usually into the hands Challenge Level/XP: 30/27,300
It can inflict such damage even against
of one of his servants. Brontosaurus (Apatosaurus) is a massive, opponents as large as a brontosaurus. Only
Orcus: HD 30; HP 125; AC –6[25]; Atk long-necked herbivore. They are encoun- creatures with shells, bone frills, or spines
Wand of Orcus (2d6 or death) or 2 fists tered in groups or even herds. A bronto- can avoid the horrendous tearing damage
(3d6) and tail sting (2d6 + poison); Move saurus stands 20ft tall at the shoulder, and a tyrannosaur can inflict (e.g., triceratops,
18 (fly 24); Save 3; Morale 10; AL C; weighs from 35 to 45 tons. stegosaurus, ankylosaurus).
CL/XP 40/42,300; Special: +3 or better Brontosaurus: HD 30; AC 5[14]; Atk 1 Tyrannosaurus Rex: HD 18; AC 5[14];
magic weapons to hit, command undead, stomp (3d6); Move 6; Save 3; Morale 8; Atk 1 bite (5d8); Move 15; Save 3; Morale
fear aura (60ft radius, save or as fear spell), AL N; CL/XP 30/27,300; Special: None. 11; AL N; CL/XP 19/10,800; Special:
immune to electricity and poison, magic Chew for automatic 3d8 damage after bite.
resistance (75%), spells (MU 4/4/4/4/4/1;
Clr 7/6/5/4/4/3/2), spell-like abilities,
telepathy (100ft).
DOG
Guard or Pet or
War Dog Wild Dog
Hit Dice: 2 1
Armor Class: 7[12] 7 [12]
Attacks: 1 bite (1d6) 1 bite 1d3]
Saving Throw: 16 17
Morale: 9 6
Special: None None
Move: 14 15
Alignment: Neutrality Neutrality
Number
1 or 1d6+1 1 or 1d6+1
Encountered:
% in Lair: 0 0
Challenge
2/30 1/15
Level/XP:
MONSTERS
ous opponents, are not by any means in- Adult Black Dragon (6HD): HD 6; HP Special: Breathes poisonous gas or fire
vincible. In a medieval-type fantasy world, 24; AC 2[17]; Atk 2 claws (1d4), bite (3d6); Move: 9/24 (flying)
dragons are a common problem rather Move 9 (fly 24); Save 11; Morale 8; AL C; Alignment: Law
than godlike creatures of legend — so the CL/XP 8/900; Special: spits acid (3/day,
statistics for dragons reflect a deadly but Number Encountered: 1d4
60ft line, 24 damage, save for half).
not mythical foe. The Referee is, of course, % in Lair: 60
free to create stats for a more “mythical” Adult Black Dragon (7HD): HD 7; HP Challenge Level/XP: Challenge Level
conception of dragons. Since dice are not 28; AC 2[17]; Atk 2 claws (1d4), bite (3d6); = (hit points/4) +2
rolled for dragon hit points, it is possible Move 9 (fly 24); Save 9; Morale 8; AL C;
for a truly mythical dragon to have more CL/XP 9/1300; Special: spits acid (3/day, Gold dragons are the noble wyrms of
points per die than it is actually possible to 60ft line, 28 damage, save for half). story and song. They can breathe either a
roll on a hit die. Adult Black Dragon (8HD): HD 8; HP 50-foot-diameter cloud of poisonous gas
Breath Weapons: All dragons have a 32; AC 2[17]; Atk 2 claws (1d4), bite (3d6); (a successful saving throw indicates half
Move 9 (fly 24); Save 8; Morale 8; AL C; damage), or they can breathe fire in a
breath weapon of some kind that can be
CL/XP 10/1800; Special: spits acid (3/ 90-foot-long cone shape that is roughly 30
used three times in a day. The Referee
day, 60ft line, 32 damage, save for half). feet wide at the base. Gold dragons have a
chooses when a dragon uses its breath
weapon, or may roll a 60% chance in any 100% chance of being able to talk and a
given round. Damage inflicted by a drag- DRAGON, BLUE 25% chance of being able to cast Mag-
on’s breath weapon is indicated under the ic-User spells: 1d4 1st-level, 1d3 2nd-level,
age category. When used, breath weapons Hit Dice: 8–10 1d2 3rd-level, and 1 4th-level spell.
appear in three different shapes: Armor Class: 2[17] Adult Gold Dragon (10HD): HD 10; HP
• Cloud-shape for gaseous exhalations Attacks: 2 claws (1d6), bite (2d12) 40; AC 2[17]; Atk 2 claws (1d6), bite (3d8);
Saving Throw: 8, 6, or 5 Move 12 (fly 24); Save 5; Morale 10; AL
• A line, for spitting dragons L; CL/XP 13/3900; Special: fire or chlo-
Morale: 9
• Cone shape for any others. rine breath (3/day, 90ft long [fire] or 50ft
Special: Spits lightning diameter cloud [chlorine], 40 damage, save
The dimensions of a dragon’s breath differ
Move: 9/24 (flying) for half), magic-user spells.
according to the dragon’s type. A success-
ful saving throw against a dragon's breath Alignment: Chaos
Adult Gold Dragon (11HD): HD 11; HP
weapon indicates that the breath inflicts Number Encountered: 1d4 44; AC 2[17]; Atk 2 claws (1d6), bite (3d8);
half damage. % in Lair: 60 Move 12 (fly 24); Save 4; Morale 10;
If a dragon is beaten down by subdual Challenge Level/XP: Challenge Level AL L; CL/XP 14/4800; Special: fire or
damage (see rules for Combat), the dragon = (hit points/4) +2 chlorine breath (3/day, 90ft long [fire] or
surrenders and serves its conquerors, even 50ft-diameter cloud [chlorine], 44 damage,
to the point of allowing itself to be sold. Blue dragons spit a blast of lightning in a save for half), magic-user spells.
However, subdued dragons are loyal only line 5 feet wide and 100 feet long, affect- Adult Gold Dragon (12HD): HD 12; HP
while they are impressed by and frightened ing everything in its path. A saving throw 48; AC 2[17]; Atk 2 claws (1d6), bite (3d8);
of their masters; signs of weakness may indicates half damage. Blue dragons have Move 12 (fly 24); Save 3; Morale 10;
cause the dragon to escape or even attack a 65% chance of being able to talk; talking AL L; CL/XP 15/5800; Special: fire or
its master. blue dragons have a 15% chance of being chlorine breath (3/day, 90ft long [fire] or
A standard-colored dragon generally has able to cast 1d4 1st-level Magic-User spells 50ft-diameter cloud [chlorine], 48 damage,
a challenge level based on its hit points: and 1d3 2nd-level Magic-User spells. save for half), magic-user spells.
CL=(hp/4) +2.
Adult Blue Dragon (8HD): HD 8; HP 32;
AC 2[17]; Atk 2 claws (1d6), bite (3d8); DRAGON, GREEN
DRAGON, BLACK Move 9 (fly 24); Save 8; Morale 9; AL C;
Hit Dice: 6 8 CL/XP 10/1800; Special: spits lightning Hit Dice: 7–9
Armor Class: 2[17] (3/day, 100ft line, 32 damage, save for half). Armor Class: 2[17]
Attacks: 2 claws (1d4), bite (3d6) Adult Blue Dragon (9HD): HD 9; HP 36; Attacks: 2 claws (1d6), bite (2d10)
Saving Throw: 11, 9, or 8 AC 2[17]; Atk 2 claws (1d6), bite (3d8); Saving Throw: 9, 8, or 6
Move 9 (fly 24); Save 6; Morale 9; AL C; Morale: 9
Morale: 8
CL/XP 11/2400; Special: spits lightning Special: Breathes poisonous gas
Special: Spits acid (3/day, 100ft line, 36 damage, save for half).
Move: 9/24 (flying) Move: 9/24 (flying)
Adult Blue Dragon (10HD): HD 10; HP Alignment: Chaos
Alignment: Chaos 40; AC 2[17]; Atk 2 claws (1d6), bite (3d8);
Number Encountered: 1d4 Number Encountered: 1d4
Move 9 (fly 24); Save 5; AMorale 9; L C;
% in Lair: 60 CL/XP 12/3100; Special: spits lightning % in Lair: 60
Challenge Level/XP: Challenge Level (3/day, 100ft line, 40 damage, save for half). Challenge Level/XP: Challenge Level
= (hit points/4) +2 = (hit points/4) +2
DRAGON, GOLD
Black dragons spit a deadly, corrosive acid Green dragons breathe a 50-foot-diam-
that covers everything in a line 5 feet wide Hit Dice: 10–12 eter cloud of poisonous gas (a successful
and 60 feet long. Black dragons have a 45% Armor Class: 2[17] saving throw indicates half damage). Green
chance of being able to talk; talking black dragons have a 55% chance of being able
Attacks: 2 claws (1d8), bite (3d12)
dragons have a 5% chance of being able to to talk; talking green dragons have a 10%
Saving Throw: 5, 4, or 3
F
strike (3d10); Move 6 (swim 18); Save 3; Number Encountered: 2d10
Morale 10; AL N; CL/XP 17/8100; % in Lair: 25
Special: +1 or better magic weapons to hit,
Challenge Level/XP: 6/400
overturn boats (sink vessel in 1d4+4 rounds). FISH, GIANT
Hit Dice: Varies (see below) Gargoyles are winged beings resembling the
ELF Armor Class: 7[12] carven monstrosities that bedeck the walls of
Attacks: Bite (1d6 per 5 feet in length) cathedrals and many subterranean dun-
Hit Dice: 1+1 geons. They are terribly vicious predators.
Armor Class: 5[14] Saving Throw: Varies (see below)
Morale: 9 Gargoyle: HD 4; AC 5[14]; Atk 2 claws (1d3),
Attacks: Sword (1d8) or longbow x2
bite (1d4), horn (1d6); Move 9 (fly 15); Save
(1d6) Special: None (or swallow whole: see
13; Morale 11; AL C; CL/XP 6/400; Spe-
Saving Throw: 17 below)
cial: +1 or better magic weapon to hit.
Morale: 8 Move: Varies (roll 1d4+1 + 10)
Alignment: Neutrality (usually)
MONSTERS
strangulation (save or die in 14+1 rounds); their ability to smell out food, enemies, and
Move 12 (fly); Save 12; Morale 12; AL Englishmen.
usually C; % in Lair 100; CL/XP 7/600;
Cloud Giant: HD 12 + 1d4hp; AC 4[15];
Special: +1 or better magic or silver weap-
Atk weapon (6d6); Move 15; Save 3; Mo-
on to hit, magic resistance (50%), strangles
rale 10; AL Usually C; CL/XP 13/3900;
(if hit, save or die in 1d4+1 rounds).
Special: hurl boulders (6d6 damage).
GHOUL
GIANT, FIRE
Hit Dice: 2
Hit Dice: 11 + 1d4 hit points
Armor Class: 6[13]
Armor Class: 4[15]
Attacks: 2 claws (1d3 + paralysis), bite
Attacks: Weapon (5d6)
(1d4)
Saving Throw: 4
Saving Throw: 16
Morale: 9
Morale: 9
Special: Hurl boulders, immune to fire
GELATINOUS CUBE Special: Immunities, paralyzing touch
Move: 12
Move: 9
Hit Dice: 4 Alignment: Chaos (sometimes
Alignment: Chaos
Armor Class: 8[11] Neutrality)
Number Encountered: 2d12
Attacks: Engulf (2d4) Number Encountered: 1d8
% in Lair: 20
Saving Throw: 13 % in Lair: 30
Challenge Level/XP: 3/60
Morale: 12 Challenge Level/XP: 12/3100
Special: Immune to lightning and cold, Ghouls are pack-hunting undead corpse
paralysis eaters. They are immune, like most undead, Fire giants are usually found near volcanic
Move: 6 to charms and sleep spells. The most mountains, in great castles of basalt or
dangerous feature of these horrid, cunning even iron. They throw boulders for 5d6 hit
Alignment: Neutrality
creatures is their paralyzing touch: Any hit points.
Number Encountered: 1
from a ghoul requires a saving throw or the Fire Giant: HD 11 + 1d4hp; AC 4[15]; Atk
% in Lair: 0 victim is paralyzed for 3d6 turns. weapon (5d6); Move 12; Save 4; Morale
Challenge Level/XP: 5/240 9; AL C; CL/XP 12/3100; Special: hurl
Ghoul: HD 2; AC 6[13]; Atk 2 claws (1d3
+ paralysis), bite (1d4); Move 9; Save 16; boulders (5d6 damage), immune to fire.
Gelatinous cubes are semi-transparent Morale 9; AL C; CL/XP 3/60; Special:
cubes that slosh through subterranean immunities (charm and sleep), paralyzing GIANT, FROST
passages, engulfing debris and carrion to touch (3d6 turns, save avoids).
digest. Their entire substance is acidic; if Hit Dice: 10 + 1d4 hit points
the cube hits successfully, the victim must Armor Class: 4[15]
make a saving throw or become paralyzed GIANTS Attacks: Weapon (4d6)
(6 turns) for the cube to devour. Most
gelatinous cubes contain various metallic Giants are a staple of fantasy gaming, huge Saving Throw: 5
treasures or gems that they have engulfed and dangerous creatures that often have a Morale: 9
but not yet digested. taste for human flesh. Most are not particu- Special: Hurl boulders, immune to cold
larly intelligent.
Gelatinous Cube: HD 4; AC 8[11]; Atk Move: 12
engulf (2d4); Move 6; Save 13; Morale 12; Alignment: Chaos (sometimes
GIANT, CLOUD
AL N; CL/XP 5/240; Special: immune to Neutrality)
lightning and cold, paralysis (save or para- Hit Dice: 12 + 1d4 hit points Number Encountered: 1d8
lyzed, 6 turns). Armor Class: 4[15] % in Lair: 30
Attacks: Weapon (6d6) Challenge Level/XP: 11/2400
GHOST
Saving Throw: 3
Ghosts can form in all manner of ways, Morale: 10 Frost giants dwell in cold regions, where
with widely varied strengths and abilities. Special: Hurl boulders they build (or conquer) castles in remote
There is not a “standard” form of ghost; places of ice and snow. They throw boul-
it is up to the Referee to create the specif- Move: 15
ders or great chunks of ice for 4d6 points
ic attributes of a particular ghost for the Alignment: Chaos (sometimes of damage.
adventurers to encounter. Two examples Neutrality)
Frost Giant: HD 10 + 1d4hp; AC 4[15]; Atk
are present below, one for a strangling ghost Number Encountered: 1d8
weapon (4d6); Move 12; Save 5; Morale
and one with a spectral touch. % in Lair: 30 9; AL C; CL/XP 11/2400; Special: hurl
Ghost: HD 5; AC 0[19]; Atk spectral touch Challenge Level/XP: 13/3900 boulders (4d6 damage), immune to cold.
(1d6); Move 12 (fly); Save 12; Morale 12;
AL C; % in Lair 100; CL/XP 7/600; Cloud giants are cunning beasts, often liv-
Special: +1 or better magic or silver weap- ing in cloud-castles in the sky (hence their
on to hit, magic resistance (50%). name). They throw rocks for 6d6 hit points
MONSTERS
hit, healed by lightning, immune to most Morale: 12
spells, slowed by fire and cold Hit Dice: 3
Special: +2 or better magic weapons to
Move: 8 Armor Class: 8[11]
hit, immune to most spells
Alignment: Neutrality Attacks: Strike (2d6)
Move: 6
Number Encountered: 1 Saving Throw: 14
Alignment: Neutrality
% in Lair: 0 Morale: 12
Number Encountered: 1
Challenge Level/XP: 12/3100 Special: Acid, immunities
% in Lair: 0
Move: 1
Challenge Level/XP: 16/6900
A creation stitched together from human Alignment: Neutrality
limbs and other parts, a flesh golem is sim- Stone golems are massive stone statues Number Encountered: 1
ilar to Frankenstein’s monster. Only +1 or animated by very powerful magics (much % in Lair: 0
better magic weapons can harm a flesh go- more than just animate object, in other
lem, and it is slowed by fire and cold spells. Challenge Level/XP: 5/240
words). They are slowed by fire spells,
Lightning heals the golem for the number damaged by rock-to-mud spells, and healed
of points of damage that it would normally Grey ooze is almost identical in appear-
by the reverse. Spells that affect rock, and ance to wet rock, but it is a slimy, formless
inflict. No other type of spell affects a flesh fire spells, are the only ones that affect stone
golem. substance that devours prey and carrion
golems. They can be hit only by +2 or with its acidic secretions, and can lash out
Flesh Golem: HD 8; HP 40; AC 9[10]; better weapons. to strike enemies. Grey ooze is immune
Atk 2 fists (2d8); Move 8; Save 8; Morale Stone Golem: HD 12; HP 60; AC 5[14]; to spells, heat, and cold damage. Met-
12; AL N; CL/XP 12/3100; Special: +1 Atk fist (3d8); Move 6; Save 3; Morale 12; al (but not stone or wood) must make a
or better magic weapons to hit, healed by AL N; CL/XP 16/6900; Special: +2 or saving throw of 10 or higher vs. acid when
lightning, immune to most spells, slowed by better magic weapon to hit, immune to most exposed to grey ooze (even if the contact
fire and cold. magic (slowed by fire, damaged by rock to is as brief as the strike of a sword) or
mud). be rotted through. When the grey ooze hits
GOLEM, IRON a character in metal armor, the armor must
Hit Dice: 16 (80 hit points) GORGON make a saving throw of 10 or higher. Only
cutting and piercing damages a grey ooze
Armor Class: 3[16] Hit Dice: 8 — it is impervious to blunt or crushing
Attacks: Weapon or fist (4d10) Armor Class: 2[17] attacks.
Saving Throw: 3 Attacks: Gore (2d6) Grey Ooze: HD 3; AC 8[11]; Atk strike
Morale: 12 Saving Throw: 8 (2d6); Move 1; Save 14; Morale 12; AL N;
Special: +2 or better magic weapons Morale: 8 CL/XP 5/240; Special: acid (dissolve met-
to hit, healed by fire, immune to most Special: Breath turns creatures to stone al [save resists]), immunities (blunt weapons,
spells, poison gas, slowed by lightning heat, cold, spells).
Move: 12
Move: 6
Alignment: Chaos
Alignment: Neutrality
Number Encountered: 1d4
Number Encountered: 1
% in Lair: 50
% in Lair: 0
Challenge Level/XP: 10/1800
Challenge Level/XP: 17/8100
Gorgons are bull-like creatures with scales
Iron golems are huge moving statues of like dragons. Their breath turns creatures
iron. They can breathe a 10-foot-radius to stone (60-foot range, saving throw ap-
cloud of poison gas as well as attacking plies).
with great power. Weapons of +2 or less do
not affect iron golems. These hulking stat- Gorgon: HD 8; AC 2[17]; Atk gore (2d6);
ues are slowed by lightning spells, but fire- Move 12; Save 8; Morale 8; AL C; CL/
based spells actually restore hit points to XP 10/1800; Special: breath turns to stone
them. No other type of spell affects them. (60ft range, save avoids).
GRIFFON
Iron Golem: HD 16; HP 80; AC 3[16]; Atk
GREEN SLIME Hit Dice: 7
weapon or fist (4d10); Move 6; Save 3; Mo-
rale 12; AL N; CL/XP 17/8100; Special: Armor Class: 3[16]
Green slime isn’t technically a monster, just
+2 or better magic weapons to hit, healed an extremely dangerous hazard in under- Attacks: 2 claws (1d4), bite (2d8)
by fire, immune to most magic, poison gas ground tombs and other such places. Any Saving Throw: 9
(10ft radius cloud, save or die), slowed by metal or organic substance it touches begins Morale: 8
lightning. to turn to green slime (saving throw). It can Special: None
be killed with fire or extreme cold, and the Move: 12/27 (flying)
GOLEM, STONE transformation process can be arrested by
Alignment: Neutrality
Hit Dice: 12 (60 hit points) the use of a cure disease spell.
Number Encountered: 2d8
Armor Class: 5[14]
% in Lair: 10
Attacks: Fist (3d8)
Challenge Level/XP: 8/900
H
half).
Hobgoblins are simply large goblins, possi-
Hell Hound (6HD): HD 6; AC 4[15]; Atk bly a separate breed living apart from their
bite (1d6); Move 12; Save 11; Morale 9; smaller cousins, or perhaps not, as the Ref-
HARPY AL C; CL/XP 7/600; Special: breathe fire eree decides. As a matter of the campaign’s
Hit Dice: 3 (1/round, 10ft range, 12 damage, save for
flavoring, the Referee might choose to make
half).
Armor Class: 7[12] hobgoblins the “fey” goblins of Irish legend,
Attacks: 2 talons (1d3) and weapon (1d6) Hell Hound (7HD): HD 7; AC 4[15]; Atk while regular goblins are the more Tolk-
Saving Throw: 14 bite (1d6); Move 12; Save 9; Morale 9; AL ien-style underground-dwellers.
C; CL/XP 8/900; Special: breathe fire (1/
Morale: 7 Hobgoblin: HD 1+1; AC 5[14]; Atk weapon
round, 10ft range, 14 damage, save for half).
Special: Charm person, siren-song (1d8); Move 9; Save 17; Morale 8; AL C;
CL/XP 1/15; Special: none.Morale 8;
Move: 6/18 (flying) HIPPOGRIFF
Alignment: Chaos HORSE
Hit Dice: 3+1
Number Encountered: 2d6
Armor Class: 5[14]
% in Lair: 20 Riding War
Attacks: 2 claws (1d6), bite (1d10)
Challenge Level/XP: 4/120 Hit Dice: 2 3
Saving Throw: 14
Harpies have the upper body of a human Morale: 8 Armor Class: 7[12] 7[12]
female and the lower body and wings of a Special: None Attacks: Bite (1d2) Bite (1d2), 2
vulture. Their song is a charm that draws its Move: 18/24 (flying) hooves (1d3)
victims to the harpy (saving throw applies), Alignment: Neutrality Saving Throw: 16 14
and the harpy’s touch casts the equivalent Number Encountered: 2d8
of a charm person spell (again, saving throw Morale: 7 9
applies). % in Lair: 0
Challenge Level/XP: 4/120 Special: None None
Harpy: HD 3; AC 7[12]; Atk 2 talons (1d3)
Move: 18 18
and weapon (1d6); Move 6 (fly 18); Save 14; The hippogriff is similar to a griffon, having
Morale 7; AL C; CL/XP 4/120; Special: Alignment: Neutrality Neutrality
the head, foreclaws, and wings of an eagle,
charm person (touch, as spell, save avoids),
but instead of the body of a lion, it has the Number Varies Varies
siren-song (drawn toward harpy, save avoids).
body of a horse. The poem Orlando Furioso Encountered:
(written by the poet Ludovico Ariosto in
% in Lair: 0 0
HELL HOUND 1516) suggests that the hippogriff is the
offspring of a griffon and a horse — but Challenge 2/30 3/60
Hit Dice: 4–7 they are apparently an independent breed, Level/XP:
Armor Class: 4[15] for folkloric tradition holds that griffons
Attacks: Bite (1d6) frequently attack hippogriffs. Hippogriffs Riding horses are normal horses found on
are not as hard to train as griffons — again, farms or that serve as mounts. Warhorses
Saving Throw: 13, 12, 11, or 9
from Orlando Furioso (Canto IV): “Drawn are bred for battle.
Morale: 9
by enchantment from his distant lair, The Riding Horse: HD 2; AC 7[12]; Atk bite
Special: Breathe fire
wizard thought but how to tame the foal; (1d2); Move 18; Save 16; Morale 7; AL N;
Move: 12 And, in a month, instructed him to bear CL/XP 2/30; Special: none.
Alignment: Chaos Saddle and bit, and gallop to the goal; And
Warhorse: HD 3; AC 7[12]; Atk bite (1d2), 2
Number Encountered: 2d4 execute on earth or in mid air, All shifts
hooves (1d3); Move 18; Save 14; Morale 9;
% in Lair: 25 of manege, course and caracole …” AL N; CL/XP 3/60; Special: none.
Challenge Level/XP: 4 HD (5/240), Hippogriff: HD 3+1; AC 5[14]; Atk 2 claws
5 HD (6/400), 6 HD (7/600), 7 HD (1d6), bite (1d10); Move 18 (fly 24); Save 14;
(8/900) Morale 8; AL N; CL/XP 4/120; Special:
none.
MONSTERS
not wear armor heavier than leather armor. Number Encountered: 1d6+1 or
Humans are such a versatile ancestry that
Berserker: HD 1; AC 7[12]; Atk weapon 1d10x30
any number of “monsters” and NPCs can
be made from them. Berserker warriors, (1d8); Move 12; Save 17; Morale 8(12); % in Lair: 15
tribesmen, cavemen, princesses, evil high AL N or C; CL/XP 2/30; Special: ber- Challenge Level/XP: 1/15
priests, captains of the guard, foot-sol- serking (+2 to hit in berserk state).
diers, and tavern-keepers are all different Human soldiers serve as city guardsmen,
human “monsters.” Don’t try to build your HUMAN, NORMAL mercenaries, and men-at-arms. They are
non-player characters according to the rules generally armed with leather armor and a
Hit Dice: 1d6
for player characters. Just make up their mace, sword, or spear.
stats and abilities as you see fit. Armor Class: 9[10]
Human Soldier: HD 1; AC 7[12]; Atk
Attacks: Weapon (1d6)
weapon (1d8); Move 12; Save 17; Morale
HUMAN, BANDIT Saving Throw: 18 8; AL Any; CL/XP 1/15; Special: none.
Morale: 6
Hit Dice: 1
Special: None HYDRA
Armor Class: 7[12]
Move: 12
Attacks: Weapon (1d8) Hit Dice: 5–12 (equal to the number of
Alignment: Any heads)
Saving Throw: 17
Number Encountered: 1d4 or by Armor Class: 5[14]
Morale: 8
settlement size
Special: None Attacks: 5–12 bites (1d6)
% in Lair: 20
Move: 12 Saving Throw: 12, 11, 9, 8, 6, 5, 4, or 3
Challenge Level/XP: B/10
Alignment: Chaos Morale: 9
Number Encountered: 1d6+1 or Normal humans are untrained peasants or Special: None
1d10x30 townsfolk. Move: 9
% in Lair: 15 Alignment: Neutrality
Normal Human: HD 1d6hp; AC 9[10]; Atk
Challenge Level/XP: 1/15 weapon (1d6); Move 12; Save 18; Morale Number Encountered: 1
6; AL Any; CL/XP B/10; Special: none. % in Lair: 25
Bandits are roving groups of thieves, some- Challenge Level/XP: 5 HD (7/600),
times organized into small armies led by HUMAN, SERGEANT-AT-ARMS 6 HD (8/900), 7 HD (9/1,300), 8 HD
more powerful bandit chiefs and captains (10/1,800), 9 HD (11/2,400), 10 HD
with higher hit dice. For every 30 bandits Hit Dice: 3
(12/3,100), 11 HD (13/3,900), 12 HD
in such a group, there will be an additional Armor Class: 5[14] (14/4,800)
4th level fighter. For every 50 bandits, there Attacks: Weapon (1d8)
will be an additional 5th level fighter. For Saving Throw: 14 Hydras are great lizard-like or snake-like
every 100 bandits, there will be a fighter creatures with multiple heads. Each head
Morale: 8
of 8th level. Bands of 200 or more have has one hit die of its own, and when an in-
a 50% chance to be accompanied by a Special: None
dividual head takes that much damage, that
magic-user of 10th level, and a 50% chance Move: 12 head dies. The body has as many hit dice
to be accompanied by a (Chaotic) cleric of Alignment: Any as the total of the heads, so it is a matter
8th level. Number Encountered: Varies of good strategy for adventurers to focus
Bandit: HD 1; AC 7[12]; Atk weapon (1d8); % in Lair: 15 either on killing heads (when all the heads
Move 12; Save 17; Morale 8; AL C; CL/ Challenge Level/XP: 3/60 are dead, the body dies) or killing the crea-
XP 1/15; Special: none. ture by attacking the body (in which case
Human sergeants are normally found in the heads die, too). Hydras that breathe fire
HUMAN, BERSERKER command of 1d6+5 human soldiers. These or regenerate their heads are also known to
are the leaders of city guard units and other exist.
Hit Dice: 1
small military groups. Hydra (5 headed): HD 5; AC 5[14]; Atk 5
Armor Class: 7[12] heads (1d6); Move 9; Save 12; Morale 9;
Human Sergeant-at-Arms: HD 3; AC
Attacks: Weapon (1d8) AL N; CL/XP 7/600; Special: none.
5[14]; Atk weapon (1d8); Move 12; Save
Saving Throw: 17 14; Morale 8; AL Any; CL/XP 3/60; Hydra (6 headed): HD 6; AC 5[14]; Atk 6
Morale: 8(12) Special: none. heads (1d6); Move 9; Save 11; Morale 9;
Special: Berserking AL N; CL/XP 8/900; Special: none.
Move: 12 HUMAN, SOLDIER Hydra (7 headed): HD 7; AC 5[14]; Atk 7
Alignment: Neutrality or Chaos Hit Dice: 1 heads (1d6); Move 9; Save 9; Morale 9;
Number Encountered: 1d6+1 or AL N; CL/XP 9/1300; Special: none.
Armor Class: 7[12]
1d10x30 Hydra (8 headed): HD 8; AC 5[14]; Atk 8
Attacks: Weapon (1d8)
% in Lair: 15 heads (1d6); Move 9; Save 8; Morale 9;
Saving Throw: 17
Challenge Level/XP: 2/30 AL N; CL/XP 10/1800; Special: none.
Morale: 8
Hydra (9 headed): HD 9; AC 5[14]; Atk 9
Berserkers are normal humans, but they Special: None
heads (1d6); Move 9; Save 6; Morale 9;
fight with astounding ferocity. A bonus of Move: 12 AL N; CL/XP 11/2400; Special: none.
I
Saving Throw: 16
Morale: 10 Liches are the undead remnants of wizards,
either made undead by their own deliberate
Special: Suck blood
INVISIBLE STALKER acts during life, or as the result of other
Move: 6 magical forces (possibly including their own
Hit Dice: 8 Alignment: Neutrality magics gone awry). A lich has the same
Armor Class: 3 [16] Number Encountered: 2d6 number of hit dice as the original Mag-
Attacks: “Bite” (4d4) % in Lair: 0 ic-User and the same spell-casting powers. A
Saving Throw: 8 Challenge Level/XP: 5/240 lich’s touch causes paralysis with no saving
throw, and the very sight of one of these
Morale: 12
If a giant leech hits with its attack, it drains dread creatures causes any being of 4 HD
Special: Invisible or below to flee in abject terror. Liches are
a level of experience on the following round.
Move: 12 (flying) highly intelligent and totally malign.
Anyone reduced below a level of 0 dies.
MONSTERS
paralysis); Move 6; Save 3; Morale 10; skillful hunter — far faster and more agile lurker has a 4-in-6 chance to gain surprise).
AL C; CL/XP 15/5800; Special: paralysis than the male lion. Lionesses often coor- Ceiling Lurker: HD 10; AC 6[13]; Atk
(no save), spells (4/4/4/4/4/1), terrifying dinate with others in their pride to bring enfold (1d6 + crush + smother); Move 1
appearance (up to 4HD creatures flee as fear down prey. (fly 7); Save 5; Morale 10; AL N; CL/XP
spell).
Lion: HD 5+2; AC 6[13]; Atk 2 claws (1d4), 12/3100; Special: crush (automatic 1d6
Lich: HD 13; AC 0[19]; Atk strike (1d10 + bite (1d8); Move 12; Save 12; Morale 9; damage after enfold attack), smother (death
paralysis); Move 6; Save 3; Morale 10; AL N; CL/XP 5/240; Special: none. in 1d4+1 rounds), surprise (1–4 chance on
AL C; CL/XP 16/6900; Special: paralysis d6).
(no save), spells (5/5/5/4/4/2), terrifying LIZARDMAN
appearance (up to 4HD creatures flee as fear
spell). Hit Dice: 2+1 LYCANTHROPES
Lich: HD 14; AC 0[19]; Atk strike (1d10 + Armor Class: 5[14] Lycanthropes are were-creatures, particu-
paralysis); Move 6; Save 3; Morale 10; Attacks: 2 claws (1d3), bite (1d8) larly those in whom the disease lycanthropy
AL C; CL/XP 17/8100; Special: paralysis Saving Throw: 16 permits assumption of a hybrid form of the
(no save), spells (5/5/5/4/4/3/1), terrifying human and animal. They cannot be hit by
Morale: 12
appearance (up to 4HD creatures flee as fear normal weapons: only silver and magical
Special: Underwater weapons affect them. If anyone is attacked
spell).
Move: 6/12 (swimming) and brought below 50% hit points by a
Lich: HD 15; AC 0[19]; Atk strike (1d10 + lycanthrope, the person becomes a lycan-
Alignment: Usually Chaos
paralysis); Move 6; Save 3; Morale 10; thrope himself.
AL C; CL/XP 18/9400; Special: paralysis Number Encountered: 1d4x10
(no save), spells (5/5/5/5/4/4/2), terrifying % in Lair: 40
LYCANTHROPE, WEREBEAR
appearance (up to 4HD creatures flee as fear Challenge Level/XP: 2/30
spell). Hit Dice: 7+3
Lich: HD 16; AC 0[19]; Atk strike (1d10 + Lizardmen are reptilian humanoids, both Armor Class: 2[17]
paralysis); Move 6; Save 3; Morale 10; AL male and female, usually living in tribal vil-
Attacks: 2 claws (1d3), bite (2d4)
C; CL/XP 19/10,800; Special: paralysis lages in the depths of fetid swamps. Some
can hold their breath for long durations Saving Throw: 9
(no save), spells (5/5/5/5/5/5/2/1), terrify-
(an hour or more), while other can actually Morale: 10
ing appearance (up to 4HD creatures flee as
fear spell). breathe underwater. Special: +1 or better magic or silver
weapons to hit, hug, lycanthropy,
Lich: HD 17; AC 0[19]; Atk strike (1d10 + Lizardman: HD 2+1; AC 5[14]; Atk 2 claws
(1d3), bite (1d6); Move 6 (swim 12); Save Move: 9
paralysis); Move 6; Save 3; Morale 10; AL
C; CL/XP 20/12,300; Special: paralysis 16; Morale 12; AL C; CL/XP 2/30; Spe- Alignment: Neutrality or Chaos
(no save), spells (6/6/6/5/5/5/2/2), terrify- cial: breathe underwater. Number Encountered: 1d4
ing appearance (up to 4HD creatures flee as % in Lair: 15
fear spell). LURKER, CEILING Challenge Level/XP: 8/900
Lich: HD 18; AC 0[19]; Atk strike (1d10 +
Hit Dice: 10
paralysis); Move 6; Save 3; Morale 10; AL Werebears are often found in temperate
C; CL/XP 21/13,800; Special: paralysis Armor Class: 6[13] forests. On an attack roll of 18+ (natural
(no save), spells (6/6/6/6/6/5/2/2/1), Attacks: hEnfold (1d6) roll) with its claws, the werebear grabs its
terrifying appearance (up to 4HD creatures Saving Throw: 5 victim and hugs it for an additional 2d8
flee as fear spell). Morale: 10 points of damage.
Special: Crush, smother, surprise Werebear: HD 7+3; AC 2[17]; Atk 2 claws
LION (1d3), bite (2d4); Move 9; Save 9; Morale
Move: 1/7 (flying)
Hit Dice: 5+2 10; AL N or C; CL/XP 8/900; Special:
Alignment: Neutrality
+1 or better magic or silver weapons to hit,
Armor Class: 6[13] Number Encountered: 1 hug, lycanthropy.
Attacks: 2 claws (1d4), bite (1d8) % in Lair: 0
Saving Throw: 12 Challenge Level/XP: 12/ 3,100 LYCANTHROPE, WEREBOAR
Morale: 9
Lurkers resemble floating manta rays, with Hit Dice: 5+2
Special: None
a rough, stone-like undersurface. They Armor Class: 4[15]
Move: 12
levitate to the ceiling and wait for prey to Attacks: Bite (2d6)
Alignment: Neutrality walk underneath, whereupon they drop and Saving Throw: 12
Number Encountered: 1d6 enfold the victim in their thick “wings” (to- Morale: 9
% in Lair: 0 hit roll). Anyone trapped inside a lurker’s
Special: +1 or better magic or silver
Challenge Level/XP: 5/240 clutches takes 1d6 points of damage per
weapons to hit, lycanthropy
round from crushing and suffocates within
1d4+1 rounds unless the lurker is killed. Move: 12
Male lions are noticeably larger than their
female counterparts, and easily identified There is normally only a 10% chance to Alignment: Neutrality or Chaos
by their manes. They are usually solitary detect a lurker’s presence visually before it Number Encountered: 2d4
beasts found leading a pride only in their attacks, and it has a 65% chance to gain % in Lair: 15
prime. The lioness, while smaller and initiative automatically (unless a “surprise Challenge Level/XP: 6/400
M
in shadowy alleyways. Wererats can control Attacks: Weapon (1d4) and snake-hair
rats and are extremely stealthy, surprising
Saving Throw: 11
opponents on 1–4 on a d6.
MAMMOTH Morale: 8
Wererat: HD 3; AC 6[13]; Atk bite (1d3),
Special: Gaze turns to stone, lethal
weapon (1d6); Move 12; Save 14; Morale Hit Dice: 12
poison
8; AL C; CL/XP 4/120; Special: +1 or Armor Class: 5 [14]
better magic or silver weapons to hit, control Move: 9
Attacks: 1 trunk (1d10), 2 gore (1d10+4),
rats, lycanthropy, surprise (1–4 on d6). Alignment: Chaos
and 2 trample (2d6+4)
Number Encountered: 1d4
Saving Throw: 3
LYCANTHROPE, WERETIGER % in Lair: 75
Morale: 8
Hit Dice: 6 Challenge Level/XP: 8/900
Special: None
Armor Class: 3[16] Move: 12 The terrifying medusa has a female face but
Attacks: 2 claws (1d4), bite (1d10) Alignment: Neutrality hair of writhing snakes; it has no legs, but
Saving Throw: 11 Number Encountered: 1 or 2d6 the body of a serpent. The gaze of a medu-
Morale: 9 % in Lair: 0 sa turns anyone looking upon it into stone.
Special: +1 or better magic or silver Challenge Level/XP: 13/3,900
In addition to the medusa’s relatively-weak
weapons to hit, lycanthropy melee-weapon attack, the snake-hair makes
Move: 12 Mammoths are huge, shaggy precursors to one attack per round, causing no damage
Alignment: Neutrality or Chaos elephants, larger and more feral, with great, but inflicting a lethal poison with a success-
curving tusks. They might be trained as ful hit (saving throw applies).
Number Encountered: 1d6
% in Lair: 15 mounts by snow-barbarians. If a lone mam- Medusa: HD 6; AC 8[11]; Atk weapon (1d4)
moth is encountered, there is a 50% chance and snake-hair (lethal poison); Move 9;
Challenge Level/XP: 7/600 Save 11; Morale 8; AL C; CL/XP 8/900;
that it is sick or old (no more than 4hp per
HD) and a 50% chance that it is a young Special: gaze turns to stone, lethal poison
Weretigers are often found in tropical cities (save or die).
bull (no fewer than 4hp per HD).
and ancient jungle ruins, but appear in more
temperate climates as well, if tigers live in Mammoth: HD 12; AC 5[14]; Atk 1 trunk
(1d10), 2 gore (1d10+4), and 2 trample MERMAN
the surrounding wilderness.
(2d6+4); Move 12; Save 3; Morale 8; AL Hit Dice: 1
Weretiger: HD 6; AC 3[16]; Atk 2 claws N; CL/XP 13/3900; Special: none
(1d4), bite (1d10); Move 12; Save 11; Mo- Armor Class: 7[12]
rale 9; AL N or C; CL/XP 7/600; Special: Attacks: Weapon (1d6)
MANTICORE
+1 or better magic or silver weapons to hit, Saving Throw: 17
lycanthropy. Hit Dice: 6+4 Morale: 8
Armor Class: 4[15] Special: Breathe water
Attacks: 2 claws (1d3), bite (1d8), 6 tail Move: 1/18 (swimming)
spikes (1d6)
MONSTERS
ing rate to one-half normal, but a remove
Number Encountered: 1d6+1 or curse spell is required to completely lift the
mummy’s curse. Hit Dice: 9
1d10x30
Armor Class: 5[14]
% in Lair: 40 Mummy: HD 5+1; AC 3[16]; Atk strike
(1d12); Move 6; Save 12; Morale 12; AL Attacks: Bite (1d3 + poison)
Challenge Level/XP: 1/15
C; CL/XP 7/600; Special: +1 or better Saving Throw: 6
Mermen have the torso of a human and magic weapons to hit, rot (prevents magical Morale: 9
the lower body of a fish. Although the an- healing, wounds heal at one-tenth normal Special: Charm gaze, lethal poison,
cestry is called “mermen,” there are female rate, remove curse lifts curse). spells
members as well. Move: 12
Merman: HD 1; AC 7[12]; Atk weapon
(1d6); Move 1 (swim 18); Save 17; Morale N Alignment: Chaos
Number Encountered: 1d3
8; AL Any; CL/XP 1/15; Special: breathe % in Lair: 60
water. NAGAS Challenge Level/XP: 13/3900
“Naga” is the Sanskrit word for dragon or
MINOTAUR
snake. In mythology, the naga are benevo- Spirit nagas are malicious, evil creatures.
Hit Dice: 6 lent and very powerful, equivalent to Asian Their gaze has the effect of a charm person
Armor Class: 6[13] dragons. The nagas portrayed here are spell, their bite is poison, and they cast
more serpentine and less powerful; all have both Magic-User spells (4/2/1) and Cleric
Attacks: Head butt (2d4), bite (1d3) and
the body of a snake, although the head is spells (2/1). A sample spell selection for a
weapon (1d8)
not necessarily that of a serpent. All kinds spirit naga might be: Magic-User spells:
Saving Throw: 11 1st—charm person (x2), magic missile,
of interesting abilities may be found in
Morale: 12 “unusual” nagas designed by the Referee, sleep; 2nd—mirror image, web; 3rd—pro-
Special: Never get lost in labyrinths from breathing fire to moving in and out of tection from normal missiles. Cleric spells:
Move: 12 strange planes of existence. 1st—cure light wounds (x2); 2nd—silence
Alignment: Chaos 15-foot radius. Such nagas are from 10 to
NAGA, GUARDIAN 20 feet in length, and have a human head.
Number Encountered: 1d8
% in Lair: 10 Hit Dice: 11 Spirit Naga: HD 9; AC 5[14]; Atk bite (1d3
+ poison); Move 12; Save 6; Morale 9; AL
Challenge Level/XP: 6/400 Armor Class: 5 [14]
C; CL/XP 13/3900; Special: charm gaze
Attacks: Bite (1d6 + poison), coils (1d8 (as charm person), lethal poison (save or die),
The minotaur is a man-eating predator, + constrict), spit (lethal poison) spells (MU 4/2/1; Clr 2/1).
with the head of a bull and the body of a Saving Throw: 4
massive human, covered in shaggy hair.
Morale: 10 NAGA, WATER
Most are not particularly intelligent.
Special: Spit poison, constriction, spells. Hit Dice: 7
Minotaur: HD 6; AC 6[13]; Atk head butt
Move: 18 Armor Class: 5 [14]
(2d4), bite (1d3) and weapon (1d8); Move
12; Save 11; Morale 12; AL C; CL/XP Alignment: Law Attacks: Bite (1d4 + poison)
6/400; Special: never get lost in labyrinths. Number Encountered: 1d2 Saving Throw: 9
% in Lair: 75 Morale: 9
MUMMY Challenge Level/XP: 13/3900 Special: Poison, spells
Hit Dice: 5+1 Move: 12/20 (swimming)
The largest and noblest of the naga, guard-
Armor Class: 3[16] Alignment: Any
ian nagas are from 20 to 25 feet in length.
Attacks: Fist (1d12) They do not necessarily have a humanlike Number Encountered: 1d4
Saving Throw: 12 head, but some characteristic (a flowing % in Lair: 50
Morale: 12 mane of hair, for instance) will immediately Challenge Level/XP: 10/1800
Special: +1 or better magic weapons to set their appearance apart from normal
hit, rot serpents. They can bite or spit with lethal Water nagas might be of any alignment.
poison, and if they hit with their coils they They do not ordinarily have human heads,
Move: 6
automatically cause 1d8 points of constric- but like the guardian nagas they will have
Alignment: Chaos tion damage per round thereafter. Guard- some physical attributes separating them
Number Encountered: 1d12 ian nagas cast clerical spells (2/2/1/1). A clearly from normal serpents. In the case
% in Lair: 30 sample selection of spells for a guardian of water nagas, this might be the color of
Challenge Level/XP: 7/600 naga might include: level 1: Cure light wounds the scales or the presence of flowing beard-
x2; level 2: hold person, silence 15-foot radius; like fins, perhaps. Water nagas are from 10
Mummies cannot be hit by normal weap- level 3: cure disease; level 4: cure serious wounds. to 15ft long. Water nagas cast magic-user
ons, and even magical weapons cause only Guardian Naga: HD 11; AC 5[14]; Atk bite spells (4/2/1). A sample spell selection for
half damage. In addition to normal dam- (1d6 + poison), coils (1d8 + constrict), spit a water naga might be: level 1: charm person
age, their touch also inflicts a rotting disease (lethal poison); Move 18; Save 4; Morale x2, magic missile, sleep; level 2: mirror image,
that prevents magical healing and causes 10; AL L; CL/XP 13/3900; Special: web; level 3: protection from normal missiles.
wounds to heal at one-tenth of the normal constrict (automatic 1d8 damage after coils
rate. A cure disease spell can increase heal- hit), lethal poison (save or die), spells (Clr
2/2/1/1).
Nightmares are the steeds of night hags and Ochre jellies are amorphous oozes that
other demons; black horses with flaming damage opponents with their acidic surface.
NIGHT HAG hoofs and mane. Their breath is a cloud of They dissolve any adventurers they kill,
brimstone smoke, which causes any nearby making a raise dead spell impossible.
Hit Dice: 8
opponent to attack at –2 (saving throw ap- Ochre Jelly: HD 6; AC 8[11]; Atk acid-laden
Armor Class: 8 [11] plies). These horrible creatures can become strike (3d4); Move 3; Save 11; Morale 12;
Attacks: 1 bite (2d6) incorporeal and travel between the planes of AL N; CL/XP 6/400; Special: division
Saving Throw: 8 existence bearing their evil/chaotic riders. (lightning splits creature into 2 jellies with
Morale: 9 Night Mare: HD 7; AC -4[23]; Atk 1 bite equal hit points).
Special: Magic resistance (65%), +2 (1d8), 2 hoofs (2d6); Move 18/35 (fly-
or better magic weapon to hit, magical ing); Save 9; Morale 10; AL C; CL/ OCTOPUS, GIANT
abilities XP 10/1800; Special: Breath smoke, ride
between planes/realities. Hit Dice: 4
Move: 10
Armor Class: 7[12]
Alignment: Chaos
Number Encountered: 1 or 1d4+1
NIXIE Attacks: 8 tentacles (1d3 + constrict)
Saving Throw: 13
% in Lair: 0 Hit Dice: 1
Morale: 7
Challenge Level/XP: 11/2,400 Armor Class: 7[12]
Special: Constrict, ink, jet
Attacks: Weapon (1d6)
Night hags come from beyond the material Move: 3/9 (swimming) or 27 (jet)
Saving Throw: 18
plane: perhaps from the realms of dream, Alignment: Neutrality
Morale: 6
perhaps from the demonic pits of the Number Encountered: 1d4
underworlds. These creatures prey upon Special: Charm person
% in Lair: 30
the souls of those who are evil/chaotic: they Move: 6/12 (swimming)
Challenge Level/XP: 6/400
can cause enchanted sleep once against such Alignment: Neutrality
individuals (saving throw, affects up to 12th Number Encountered: 1d4x10
level), or visit the victim’s dreams nightly (no After a giant octopus hits with a tentacle, it
% in Lair: 95 automatically does 1d6 points of damage
saving throw) to leech away a point of con-
stitution per night until the attribute reaches Challenge Level/XP: 1/15 per round instead of the initial 1d3. Also,
0 and the hag can steal away the soul. In there is a 25% chance that the tentacle
combat, night hags can magically weaken Nixies are weak water fey creatures. One in “hit” pinions one of the victim’s limbs (roll
an opponent to half normal strength (saving 10 of them has the power to cast a powerful randomly for left/right arms and legs to see
throw) three times per day; additionally, they charm person (–2 penalty to saving throw) which is immobilized). A giant octopus can
can use a spell that automatically inflicts 2d8 that causes the victim to walk into the water jet water out to achieve a movement rate of
points of damage against a single opponent. and join the nixies as their slave for a year. up to 27 and can also release a huge cloud
Both of these abilities have a range of 100ft. Casting dispel magic against the curse has of ink to obscure its location. Some giant
A hag can also also become ethereal and only a 75% chance of success, and once the octopi might be able to move onto land for
incorporeal at will, summon a demon ally victim is actually in the water, the chance short periods of time.
once per day (with only a 50% chance of drops to 25%. Nixies are ordinarily friendly, Giant Octopus: HD 4; AC 7[12]; Atk 8
success), and cannot be hit by weapons with but they are capricious. tentacles (1d3 + constrict); Move 3/9 (swim-
a magical bonus of +2 or less. They are ming) or 27 (jet); Save 13; Morale 7; AL
highly resistant to magic, as well. Nixie: HD 1d4 hp; AC 7[12]; Atk weapon N or C; CL/XP 6/400; Special: constrict
(1d6); Move 6 (swim 12); Save 18; Morale (after tentacle hits, automatic 1d6 damage
Night Hag: HD 8; AC 8[11]; Atk 1 bite (2d6);
6 AL N; CL/XP 1/15; Special: charm per round; 25% chance limb is immobilized),
Move 10; Save 8; Morale 9; AL C; CL/
person (–2 save or walk into water and serve ink (as darkness 15ft radius), jet (move 27).
XP 11/2,400; Special: Magic resistance
nixie for a year).
(65%), +2 or better magic weapon to hit,
magical abilities. OGRE
NIGHT-MARE
O Hit Dice: 4+1
Armor Class: 5[14]
Hit Dice: 7 OCHRE JELLY Attacks: Weapon (1d10)
Armor Class: -4 [23] Hit Dice: 6 Saving Throw: 13
Attacks: 1 bite (1d8), 2 hoofs (2d6) Armor Class: 8[11] Morale: 10
Saving Throw: 9 Attacks: Acid-laden strike (3d4) Special: None
Morale: 10 Saving Throw: 11 Move: 9
Special: Breathe smoke, ride between Morale: 12 Alignment: Chaos
planes/realities Special: Lightning divides creature Number Encountered: 3d6
Move: 18/35 (flying) Move: 3 % in Lair: 30
Challenge Level/XP: 4/120
MONSTERS
Ogres are normally quite stupid, but more (death in 3d6 days unless cured). Although
intelligent versions might be encountered Challenge Level/XP: 1/15 they are relatively stupid, otyughs use ru-
here and there. dimentary telepathy to communicate with
Ogre: HD 4+1; AC 5[14]; Atk weapon Orcs are stupid, brutish humanoids that each other (and other telepathic beings, if
(1d10+1); Move 9; Save 13; Morale 10; gather in tribes of hundreds. Most are sub- they are encountered).
AL C; CL/XP 4/120; Special: none. terranean dwellers, and fight with a penalty Otyugh: HD 7; AC 3[16]; Atk 2 tentacles
of –1 in sunlight. Occasionally, war-bands (1d8), bite (1d4+1); Move 6; Save 9; Mo-
or even entire tribes of orcs issue forth rale 10; AL N; CL/XP 8/900; Special:
OGRE MAGE from their caverns to raid and pillage by Disease
Hit Dice: 5+4 night. Orcish leaders are great brutes with
additional hit dice, and magic-using sha- OWLBEAR
Armor Class: 4[15]
mans may also be found in the larger tribes.
Attacks: Weapon (1d12) Orcish tribes hate each other and fight Hit Dice: 5
Saving Throw: 12 savagely unless restrained by a powerful Armor Class: 5[14]
Morale: 10 and feared commander, such as a Chaotic Attacks: 2 claws (1d6), bite (2d6)
Special: regenerate (1hp/round), spell- high priest or an evil sorcerer. Saving Throw: 12
like abilities Orc: HD 1; AC 6[13]; Atk spear (1d6) or Morale: 9
Move: 12/18 (flying) scimitar (1d8); Move 9; Save 17; Morale Special: Hug for additional 2d8 if to-hit
Alignment: Chaos 8; AL C; CL/XP 1/15; Special: none. roll is 18+
Number Encountered: 1d6 Move: 12
% in Lair: 30 Alignment: Neutrality
Challenge Level/XP: 7/600 Number Encountered: 1d4+1
% in Lair: 40
The ogre mage is an ogre with magic
Challenge Level/XP: 5/240
powers, based on Japanese legend. An ogre
mage can fly, turn invisible (per the spell),
create a 10-foot-radius circle of magical Owlbears have the body of a bear but the
darkness, change into human form, cast beak of an owl, with some feathers on the
sleep and charm person once per day, and head and places on the body as well. On
cast a cone of frost with a range of 60 feet an attack roll of 18+ (natural roll) with its
to a base of 30 feet, causing 8d6 damage claws, the owlbear grabs its victim and hugs
to any caught within (saving throw ap- it for an additional 2d8 points of damage.
plies). Western folklore also contains many Owlbear: HD 5; AC 5[14]; Atk 2 claws
examples of shape-shifting, magical ogres (1d6), bite (2d6); Move 12; Save 12; Mo-
(the most famous example being the one rale 9; AL N; CL/XP 5/240; Special:
in Puss-in-Boots), so there might be many hug (additional 2d8 if to-hit roll is 18+).
different interpretations of magical ogres
whether or not they are called “ogre mage.”
Ogre Mage: HD 5+4; AC 4[15]; Atk weap- OTYUGH P
on (1d12); Move 12 (fly 18); Save 12; Mo-
rale 10; AL C; CL/XP 7/600; Special: Hit Dice: 7 PEGASUS
regenerate (1hp/round), spell-like abilities. Armor Class: 3 [16]
Hit Dice: 4
Spell-like Abilities: at will—darkness 15ft radius, Attacks: 2 tentacles (1d8), bite (1d4+1)
Armor Class: 6[13]
invisibility, polymorph self; 1/day—charm Saving Throw: 9
Attacks: 2 hooves (1d8)
person, cone of frost (60ft range, 20ft diam- Morale: 10
eter blast, 8d6 damage to all, save for half), Saving Throw: 13
Special: Disease
sleep. Morale: 8
Move: 6
Special: None
Alignment: Neutrality
ORC Move: 24/48 (flying)
Number Encountered: 1
Alignment: Law
Hit Dice: 1 % in Lair: 0
Number Encountered: 1d12
Armor Class: 6[13] Challenge Level/XP: 8/900
% in Lair: 0
Attacks: Weapon, usually spear (1d6) or
Otyughs live underground, hiding in piles Challenge Level/XP: 5/240
scimitar (1d8)
of refuse, for they are scavengers. These
Saving Throw: 17 Pegasi are winged horses. Most have feath-
bizarre creatures are slightly larger than a
Morale: 8 human, a mass of flesh mounted on three ered wings, but some might have bat wings
Special: None squat, elephant like legs. The otyugh has a and some might be evil at the Referee’s
Move: 9 sensory-organ stalk, and two rough, bone- discretion.
Alignment: Chaos ridged tentacles used for attacking enemies. Pegasus: HD 4; AC 6[13]; Atk 2 hooves
Number Encountered: 1d6+2 or Anyone bitten by an otyugh’s mouth has a (1d8); Move 24 (fly 48); Save 13; Morale
1d10x30 90% chance of contracting a fatal disease 8; AL L; CL/XP 5/240; Special: flying.
MONSTERS
and they wrap their tails around foes to
cause an additional 2d8 points of crushing Number Encountered: 1
Hit Dice: 6,12 or 18 damage per round as the victim writhes in % in Lair: 0 (30 if underwater)
Armor Class: 4[15] the deadly heat of the serpentine coils. The
Challenge Level/XP: 16/6900
Attacks: Bite (3d6), 2 claws (2d6) salamander’s human torso is AC 5[14], and
Saving Throw: 11, 3 or 3 the armored serpent-tail is AC 3[16]. Sal-
A fully-grown sea serpent is approximately
Morale: 9 amanders cannot be enslaved in the same
50 feet in length and swallows a person
manner djinn and efreet might be.
Special: None whole on any attack roll in which the die
Move: 6/48 (flying) Salamander: HD 7; AC 5[14] (torso), 3[16] rolled is 4 or more over the required num-
serpent body; Atk touch (2d8 + constrict ber, and always if the die roll is a 20. Swal-
Alignment: Neutrality or Law
+ 1d6 heat), weapon (1d6 + 1d6 heat); lowed victims will be dead within an hour
Number Encountered: 1d20 Move 9; Save 9; Morale 8; AL C; CL/ and fully digested within one day. Some sea
% in Lair: 20 XP 8/900; Special: constrict (automatic serpents are also venomous, in which case
Challenge Level/XP: 13/3900 or 2d8 damage per round after hit, save avoids), the CL/XP is 19/4,100.
19/10,800 heat (additional 1d6 heat damage)
Sea Serpent: HD 15; AC 6[13]; Atk bite
(2d12); Move 20 (swim); Save 3; Morale 8;
Rocs are the mythological great birds of SEA MONSTER AL N; CL/XP 16/6900; Special: swallow
legend, large enough to prey upon ele-
whole (to-hit roll is 4 over required number
phants. They can be trained as fledglings Hit Dice: 30
or natural 20).
to serve as steeds, so roc eggs or fledglings Armor Class: 2[17]
would be a prize indeed, worth great Attacks: Bite (4d10)
sums of gold. Rocs might grow as large as SHADOW
Saving Throw: 3
18 HD, with commensurately increased
Morale: 9 Hit Dice: 2+2
statistics.
Special: Swallow whole Armor Class: 7[12]
Roc (Small): HD 6; AC 4[15]; Atk bite
Move: 0/18 (swimming) Attacks: touch (1d4 + Strength drain)
(2d6), 2 claws (1d8); Move 6 (fly 48); Save
11; Morale 9; AL N or L; CL/XP 8/900; Alignment: Neutrality Saving Throw: 16
Special: none. Number Encountered: 1 Morale: 12
Roc (Medium): HD 12; AC 4[15]; Atk bite % in Lair: 0 (40 if underwater) Special: +1 or better magical weapons
(3d6), 2 claws (2d6); Move 6 (fly 48); Save Challenge Level/XP: 31/28,800 to hit, drains 1 Strength with hit
3; Morale 9; AL N or L; CL/XP 13/3900; Move: 12
Special: none. Sea monsters generally resemble bizarre Alignment: Chaos
Roc (Large): HD 18; AC 4[15]; Atk bite fish, long-necked monsters with seal-like Number Encountered: 2d10
(4d6), 2 claws (2d4); Move 6 (fly 48); Save 3; bodies, or massive eels, although virtually % in Lair: 50
Morale 9; AL N or L; CL/XP 19/10,800; all have a hide of incredibly tough scales.
Challenge Level/XP: 4/120
Special: none. In general, their appearance is quite varied,
for there does not appear to be a particular
Shadows may or may not be undead crea-
“species” of sea monster. Sea monsters
S swallow their prey whole, like sea serpents:
if the attack roll is 4 over the required
tures; they are immune to sleep and charm,
but the Referee may decide whether they
are undead creatures subject to turning
SALAMANDER number (or a natural 20), the victim is swal-
or whether they are some horrible “oth-
lowed, dies in an hour, and is fully digested
Hit Dice: 7 er” thing: a manifestation, perhaps, or a
within a day. Sea monsters are not general-
Armor Class: 5[14] (torso); 3[16] creature from another dimension (or gaps
ly venomous. They are generally encoun-
(serpent body) in the dimensions). Shadows are dark and
tered underwater; unlike sea serpents, they
resemble actual shadows, though they may
Attacks: Touch and constrict (2d8 + seldom venture to the surface.
be even darker in coloration. They are not
1d6 heat), weapon (1d6 + 1d6 heat) Sea Monster: HD 30; AC 2[17]; Atk bite corporeal and can be harmed only with
Saving Throw: 9 (4d10); Move 18 (swim); Save 3; Morale magical weapons or by spells. Their chill
Morale: 8 9; AL N; CL/XP 31/28,800; Special: touch drains one point of Strength with a
Special: Constrict, heat swallow whole (to-hit roll is 4 over required successful hit, and if a victim is brought to
number or natural 20). a Strength attribute of 0, he or she trans-
Move: 9
Alignment: Chaos forms into a new shadow. If the person
SEA SERPENT does not come to such a dark ending, then
Number Encountered: 1d4+1
Strength points return after 90 minutes (9
% in Lair: 75 Hit Dice: 15 turns).
Challenge Level/XP: 8/900 Armor Class: 6[13] Shadow: HD 2+2; AC 7[12]; Atk touch (1d4
Attacks: Bite (2d12) + strength drain); Move 12; Save 16; Mo-
Salamanders are intelligent creatures of rale 12; AL C; CL/XP 4/120; Special:
Saving Throw: 3
the Elemental Planes of Fire. They have +1 or better magic weapons to hit, strength
the upper body of a human and the lower Morale: 8
drain (lose 1 point strength with hit).
body of a snake, and give off tremendous, Special: Swallow whole
intense heat. The very touch of a salaman- Move: 0/20 (swimming)
der deals 1d6 hit points of fire damage,
MONSTERS
feet of range, the chance to hit decreases % in Lair: 50 AC 4[15]; Atk bite (1d6+2 + lethal poison);
by 10%. On its first spitting attack, the slug Challenge Level/XP: 3/60 Move 4; Save 13; Morale 8; AL C; CL/
has only a 10% chance to hit within 60 XP 7/600; Special: lethal poison (save or
feet, and no chance of hitting beyond that die), webs (save to avoid becoming stuck).
Giant spiders are aggressive hunters. The
range. Some giant slugs might have more smaller variety pounce on prey and do not
or less virulent acidity, thus changing the spin webs. SPIDER, PHASE
damage inflicted.
Giant Spider (1ft diameter): HD 1+1; Hit Dice: 5
Giant Slug: HD 12; AC 8[11]; Atk bite AC 8[11]; Atk bite (1hp + poison); Move Armor Class: 6[13]
(1d12) or acid; Move 6; Save 3; Morale 9; Save 17; Morale 7; AL N; CL/XP Attacks: Bite (1d6 + lethal poison)
10; AL N; CL/XP 13/3900; Special: im- 3/60; Special: lethal poison (save or die, +2
mune to blunt weapons, spit acid (60ft range, Saving Throw: 12
saving throw).
6d6 damage, 1st spit attack has 10% chance Morale: 9
to hit within range with no to-hit roll needed Special: dimensional phasing, lethal
SPIDER, GIANT (MEDIUM)
and 50% thereafter, automatic hit decreases poison (+1 save or die)
by 10% per 10 feet of distance). (Man-sized, 4-ft diameter)
Move: 6/15 (phasing)
Hit Dice: 2+2 Alignment: Neutrality
SPECTRE Armor Class: 6[13] Number Encountered: 1d6
Hit Dice: 6 Attacks: Bite (1d6) + poison % in Lair: 80
Armor Class: 2[17] Saving Throw: 16 Challenge Level/XP: 6/400
Attacks: Spectral weapon or touch (1d8 Morale: 8
+ level drain) Special: Poison (+1 save or die), surprise Phase spiders can shift out of phase with
their surroundings (so they can be attacked
Saving Throw: 11 Move: 18
only by ethereal creatures), only to come
Morale: 11 Alignment: Neutrality unless intelligent back into phase later for an attack.
Special: +1 or better magic weapons to (Chaos)
Number Encountered: 1d12 Phase Spider: HD 5; AC 6[13]; Atk bite
hit, level drain (2 levels) with hit
(1d6 + poison); Move 18; Save 12; Morale
Move: 15/30 (flying) % in Lair: 60 9; AL N; CL/XP 6/400; Special: dimen-
Alignment: Chaos Challenge Level/XP: 5/240 sional phasing (attacked only by ethereal
Number Encountered: 1d8 creatures), lethal poison (+1 save or die).
Man-sized giant spiders surprise on a roll
% in Lair: 25
of 1–5 on a d6, being able to hide well in SQUID, GIANT
Challenge Level/XP: 9/1300 shadows. Most are not web-spinners.
Hit Dice: 6
Spectres are wraith-like undead creatures Giant Spider (4ft diameter): HD 2+2;
AC 6[13]; Atk bite (1d6 + lethal poison); Armor Class: 3[16] (body shell), 7[12]
without corporeal bodies. When a spec- tentacles and head
tre hits an opponent, with either hand or Move 18; Save 16; Morale 8; AL N; CL/
XP 5/240; Special: lethal poison (save or Attacks: 10 tentacles (1d3)
weapon, the touch drains two levels from
the victim. Only magical weapons can die, +1 saving throw), surprise prey (5-in-6 Saving Throw: 11
damage a spectre. In some cases, these chance). Morale: 7
terrifying creatures may be mounted upon Special: constrict, ink, jet
living beasts, if the beasts have been trained SPIDER, GIANT (LARGER)
Move: 9 (swimming) or 27 (jet)
to tolerate proximity to the undead. Any (Greater, 6-ft diameter) Number Encountered: 2d6
being killed (or drained below level 0) by
a spectre becomes a spectre as well, a pitiful Hit Dice: 4+2 Alignment: Neutrality
thrall to its creator. Armor Class: 4[15] Number Encountered: 2d6
Spectre: HD 6; AC 2[17]; Atk spectral weap- Attacks: Bite (1d6+2 + lethal poison) % in Lair: 40
on or touch (1d8 + level drain); Move 15 (fly Saving Throw: 13 Challenge Level/XP: 11/2400
30); Save 11; Morale 11; AL C; CL/XP Morale: 8
9/1300; Special: +1 or better magic weap- Special: Lethal poison (save or die), After a giant squid hits with a tentacle, it
ons to hit, level drain (2 levels with hit). webs automatically does 1d6 points of damage
per round, instead of the initial 1d3. Also,
Move: 4
there is a 25% chance that the tentacle
SPIDER, GIANT (SMALLER) Alignment: Chaos “hit” pinions one of the victim’s limbs (roll
Number Encountered: 1d8 randomly for left/right arms and legs to see
Hit Dice: 1+1
% in Lair: 70 which is immobilized). A giant squid can jet
Armor Class: 8[11] water out to achieve a movement rate of up
Challenge Level/XP: 7/600
Attacks: Bite (1 hp + lethal poison) to 27 and can also release a huge cloud of
Saving Throw: 17 The greater giant spiders are all web build- ink to obscure its location. If a giant squid
Morale: 7 ers. Webs spun by giant spiders require wraps its tentacles around a ship, the ship
Special: Lethal poison (+2 save or die) a saving throw to avoid becoming stuck. is crushed in 10 rounds, taking damage
Those who make a saving throw can fight throughout that time.
Move: 9
in and move (5 feet per round) through the
Alignment: Neutrality
webs. The webs are flammable.
T TRAPPER BEAST
Hit Dice: 10 to 12
TICK, GIANT Armor Class: 3[16]
Hit Dice: 3 Attacks: Enfold
Armor Class: 4[15] Saving Throw: 5, 4, or 3
Attacks: Bite (1d4 + drain blood + Morale: 12
disease) Special: Enfold and suffocate, immune to
Saving Throw: 14 cold, resist fire
Morale: 8 Move: 1
Special: Disease, drain blood Alignment: Neutrality
Move: 3 Number Encountered: 1
Alignment: Neutrality % in Lair: 100
Titans are mythological creatures almost as
Number Encountered: 3d4 Challenge Level/XP: 10 HD
powerful as gods. A titan has 2 Magic-User
(11/2,400), 11 HD (12/3,100), 12 HD
% in Lair: 0 spells of each spell level from 1st-level spells
(13/3,900)
Challenge Level/XP: 4/120 to 7th-level spells, and 2 Cleric spells of
each spell level from 1st to 7th. The Referee
Trapper beasts are large manta-like crea-
Giant ticks drain blood at a rate of 4 hit might choose to substitute other magical
tures resembling the stone floors of the
points per round after a successful hit. Their abilities for spells — these creatures vary
subterranean areas where they live. When
bite causes disease, which kills the victim in considerably in powers and personalities
prey steps onto the trapper’s body, it whips
2d4 days (cure disease removes the infec from one to the next.
up its wings to enfold and smother its victims
tion). A giant tick can be forced off a victim One possible spell list for a titan might
(to a maximum of four). Death occurs in 7
by fire or by simply killing it. include the following Magic-User and Cleric
melee rounds. Cold does not damage them,
spells:
and fire inflicts only half damage.
Magic-User: 1st—charm person, sleep;
2nd—invisibility, mirror image; 3rd—fire-
MONSTERS
trees (60ft range, 2 trees animated, move 3, to approach them. They can teleport once
Atk enfold (smother); Move 1; Save 5; Mo- strike 1d6). per day to a distance of 360 feet with a
rale 12; AL N; CL/XP 11/2400; Special: rider. According to legend, the unicorn’s
Treant (11HD): HD 11; AC 2[17]; Atk 2
enfold and suffocate prey (death in 7 rounds), horn has healing properties (the details of
strikes (4d6); Move 6; Save 4; Morale 9;
immune to cold, resist fire (50%). this, if any, are left to the Referee). There is
AL L; CL/XP 11/2400; Special: control
Trapper Beast (11HD): HD 11; AC 3[16]; trees (60ft range, 2 trees animated, move 3, considerable room to create variant sorts of
Atk enfold; Move 1; Save 4; Morale 12; strike 1d6). unicorns: evil ones, flying ones, etc.
AL N; CL/XP 12/3100; Special: enfold Unicorn: HD 4; AC 2[17]; Atk 2 hoofs (1d8),
Treant (12HD): HD 12; AC 2[17]; Atk 2
and suffocate prey (death in 7 rounds), im- horn (1d8); Move 24; Save 13; Morale
strikes (4d6); Move 6; Save 3; Morale 9;
mune to cold, resist fire (50%). 7; AL L; CL/XP 5/240; Special: double
AL L; CL/XP 12/3100; Special: control
Trapper Beast (12HD): HD 12; AC 3[16]; trees (60ft range, 2 trees animated, move 3, damage for charge, magic resistance (25%),
Atk enfold; Move 1; Save 3; Morale 12; strike 1d6). teleport.
AL N; CL/XP 13/3900; Special: enfold
V
and suffocate prey (death in 7 rounds), im- TROLL
mune to cold, resist fire (50%).
Hit Dice: 6+3
TREANT Armor Class: 4[15] VAMPIRE
Attacks: 2 claws (1d4), bite (1d8)
Hit Dice: 6 HD + 1d6 HD Hit Dice: 7–9
Saving Throw: 11
Armor Class: 2[17] Armor Class: 2[17]
Morale: 10
Attacks: 2 strikes (2d8, 3d6, or 4d6) Attacks: Bite (1d10 + level drain)
Special: Regenerate (3hp/round)
Saving Throw: 9, 8, 6, 5, 4, or 3 Saving Throw: 9, 8, or 6
Move: 12
Morale: 9 Morale: 11
Alignment: Chaos
Special: Control trees Special: +1 or better magic weapon to
Number Encountered: 2d6 hit, charm gaze, gaseous form, killed
Move: 12
% in Lair: 50 only in coffin, level drain, regenerate
Alignment: Neutrality
Challenge Level/XP: 8/900 (3hp/round), shapeshift, summon rats/
Number Encountered: 2d10 bats or wolves
% in Lair: 0 Trolls are as tall as ogres, and just as strong. Move: 12/18 (flying)
Challenge Level/XP: 7 HD (7/600), Unlike ogres, however, they attack with Alignment: Chaos
8 HD (8/900), 9 HD (9/1,300), 10 HD claws and teeth instead of weapons. Trolls
Number Encountered: 1d6
(10/1,800), 11 HD (11/2,400) 12 HD regenerate, which is to say that any damage
(12/3,100) inflicted upon them heals within minutes % in Lair: 20
(3 hit points per round). The only way to Challenge Level/XP: 7 HD
Treants are tree-like protectors and “shep- utterly kill a troll is to submerge it in acid or (10/1,800), 8 HD (11/2,400), 9 HD
herds” of forest trees. Depending upon burn it. Trolls can even regrow lopped-off (12/3,100)
their size, they have different hit dice and heads and limbs.
do different amounts of damage: Treants of Vampires are some of the most powerful
Troll: HD 6+3; AC 4[15]; Atk 2 claws (1d4),
7 to 8 hit dice inflict 2d6 points of dam- of undead creatures. They can be hit only
bite (1d8); Move 12; Save 11; Morale 10;
age with each strike of their branch-like with magic weapons, and when “killed” in
AL C; CL/XP 8/900; Special: regenerate
hands; treants of 9–10 hit dice inflict 3d6 this way, they turn into a gaseous form and
(3hp/round).
points; and treants of 11–12 hit dice inflict return to their coffins.
4d6 points. All treants can “wake” trees They regenerate at a rate of 3 hit points per
within 60 feet, allowing them to walk at a
rate of 3, and possibly to attack. (No more
U round, can turn into a gaseous form or into
a giant bat at will, and can summon a horde
than two trees at a time can be awake at the UNICORN of rats/bats or 3d6 wolves out of the night.
behest of a single treant.) Looking into a vampire’s eyes necessitates
Hit Dice: 4 a saving throw at –2 or the character is
Treant (7HD): HD 7; AC 2[17]; Atk 2 strikes
Armor Class: 2[17] charmed (per the charm person spell). Most
(2d8); Move 6; Save 9; Morale 9; AL L;
Attacks: 2 hoofs (1d8), horn (1d8) terrifyingly, a vampire’s bite drains 2 levels
CL/XP 7/600; Special: control trees (60ft
range, 2 trees animated, move 3, strike 1d6).
from the victim.
Saving Throw: 13
Fortunately, vampires have some weakness-
Treant (8HD): HD 8; AC 2[17]; Atk 2 strikes Morale: 7 es. They can be killed (though these are the
(2d8); Move 6; Save 8; Morale 9; AL L; Special: Double damage for charge, only known methods) by immersing them in
CL/XP 8/900; Special: control trees (60ft magic resistance (25%), teleport running water, exposing them to sunlight,
range, 2 trees animated, move 3, strike 1d6). Move: 24 or by driving a wooden stake through the
Treant (9HD): HD 9; AC 2[17]; Atk 2 strikes Alignment: Law heart. They retreat from the smell of garlic,
(3d6); Move 6; Save 6; Morale 9; AL L; Number Encountered: 1d4 the sight of a mirror, or the sight of “good”
CL/XP 9/1300; Special: control trees (60ft holy symbols. Any human killed by a vam-
% in Lair: 0
range, 2 trees animated, move 3, strike 1d6). pire becomes a vampire under the control
Challenge Level/XP: 5/240 of its creator.
Treant (10HD): HD 10; AC 2[17]; Atk 2
This description will be recognized easily
strikes (3d6); Move 6; Save 5; Morale 9;
Unicorns are generally shy and benevolent as the “Dracula” type of vampire. Many
AL L; CL/XP 10/1800; Special: control
creatures that allow only a chaste maiden other possibilities for vampires exist in
MONSTERS
Special: fear, hug, immune to cold
Hit Dice: 8
Move: 14
Armor Class: 3[16]
Alignment: Chaos
Attacks: Bite (2d8) or sting (1d6 +
poison) Number Encountered: 1d6
Saving Throw: 8 % in Lair: 10
Morale: 9 Challenge Level/XP: 7/600
Special: Poison sting
Yetis are the “Bigfoot” creatures of the
Move: 6/24 (flying) arctic and the high mountains. If a yeti
Alignment: Neutrality strikes the same opponent with both fists, it
Number Encountered: 1d6 bear-hugs for an additional 2d8 points of
% in Lair: 60 damage. Anyone caught in the yeti’s arms
Challenge Level/XP: 10/1,800 like this must make a saving throw or be
paralyzed with fear for 1d3 rounds, during
A wyvern is a two-legged form of dragon. which time the yeti hits automatically. Yetis
These creatures are smaller and less intel- are very intelligent and can be quite ma-
ligent than true four-legged dragons, not levolent. They are immune to normal and
to mention that they do not have a breath magical cold.
weapon. Each wyvern has a poisonous sting Yeti: HD 5; AC 6[13]; Atk 2 fists (1d6 + hug);
at the end of its tails. However, they are not Move 14; Save 12; Morale 10; AL C;
coordinated enough to attack with both bite CL/XP 7/600; Special: fear (anyone held
and sting in a single round. In any given in its arms is paralyzed with fear for 1d3
round, a wyvern is 60% likely to use its tail, rounds, save avoids), hug (if both fists hit,
which can lash out to the creature’s front additional 2d8 damage), immune to cold.
even farther than its head can reach.
Wyvern: HD 8; AC 3[16]; Atk bite (2d8) or ZOMBIE
sting (1d6 + poison); Move 6 (fly 24); Save
8; Morale 9; AL N; CL/XP 10/1800; Hit Dice: 2
Special: poison sting (save or die). Armor Class: 8[11], or 7[12] with
shield
Attacks: Weapon or strike (1d8)
XYZ Saving Throw: 16
Morale: 12
YELLOW MOLD Special: Immune to sleep and charm
Attacks: 1d6 damage if touched spells
Morale: Move: 6
Special: Poisonous spores Alignment: Neutrality
% in Lair: 0 Number Encountered: 1d10x3
Challenge Level/XP: 3/60 % in Lair: 0
Challenge Level/XP: 2/30
Yellow mold is a subterranean fungus; it
neither moves nor attacks. However, if it Zombies are mindless creatures, the walking
is poked or struck, it may (50% chance) dead. (These are merely animated corpses,
release a cloud (roughly 10 feet in diameter) not carriers of any sort of undead conta-
of poisonous spores. Failing a saving throw gion as are ghouls.) If their undeath is con-
against the spores means that the character tagious, they should be worth a few more
dies a rather horrible death. Even just experience points than described here, and
touching yellow mold inflicts 1d6 points if a single hit from a zombie causes conta-
of acid damage on the creature doing the gion or any other sort of disease, they
touching. These growths can be destroyed should be worth considerably more
with fire. experience. However, the standard
zombie is simply a corpse animated
YETI to do its creator’s bidding.
Zombie: HD 2; AC 8[11] or with shield
Hit Dice: 5
7[12]; Atk weapon or strike (1d8); Move 6;
Armor Class: 6[13] Save 16; Morale 12; AL N; CL/XP 2/30;
Attacks: 2 fists (1d6) Special: immune to sleep and charm.
Saving Throw: 12
Hit Dice Saving Throw Immune to energy type (acid, fire, etc.) +1 CL
TREASURE HOARD
Jewelry Table
2 Trinkets worth a total of 2d10gp, 1d100gp, 1d6
Step 1: calculate the total number of experience points for the x1000cp
monsters who own the hoard of treasure. Example: 10 goblins,
3 1d100gp, 1 roll on the Potions Table
worth 10XP each, have a total experience point value of 100.
Step 2: multiply the total experience points by 1d3+1. 4 1 gem (100gp), 1d100gp, 1d100sp, 1d1000cp
Example: roll 1d3 (let’s say a 2) and add 1, for a total of 3. For 5 1d20pp, 1d100gp, 1d1000sp, 1d3 x1000cp
our 10 goblins, multiply that 3 by 100 (their total xp value), for
6 1d20gp, 1d100cp, 1 roll on the Minor Magic Item
a result of 300. This is the approximate gold piece value of
Table
their treasure.
Step 3: Roll on the table below which corresponds to the
approximate gold piece value of the treasure. If a treasure is
larger than 7000gp, roll for the treasure in chunks, using the
largest table possible. So, for a treasure of 60,200gp, roll 8
times on the 4000-7000gp table (accounting for 56,000gp of
the treasure), then roll on the 2001-4000gp table once, then on
the 101 to 250 table once (to account for the remaining 200gp).
As a reminder, “pp” are platinum pieces, “gp” are gold pieces,
“sp” are silver pieces, and “cp” are copper pieces.
Approximately 1 to 50 gp
Die Roll Treasure
1 1d10sp, 1d100cp
2 1d6gp, 1d20cp
3 1d10gp, 1d10sp
4 1 gem (10gp), 1d6gp
5 1d10gp1d10sp, 1d10cp
6 trinkets worth a total of 4d6gp
7 1d10sp, roll once on the potions table
8 1d10pp
9 1d100gp
10 Roll on the next table up (51 to 100)
Approximately 251 to 500g Approximately 4001 to 7000gp
Die Roll Treasure Die Roll Treasure
1 1d4 x100gp, 1d1000sp 1 1d2 x1000gp, 1 roll on the Major Magic Item Table
2 1d2 x100gp, 1 roll on Minor Gem or Jewelry Table 2 1d4 x1000gp, 10 rolls on the Minor Gem or Jewelry Table,
3 1d100gp, 1d6 x1000sp, 1d6 x1000cp 1d4 rolls on the Medium Gem or Jewelry Table, 1 roll on
the Medium Magic Item Table
4 1d100pp, 1d10gp, 1d1000sp
3 1d10 x1000gp, 2d4 rolls on the Minor Gem or Jewelry
5 1d100gp, 1d100sp, 2 rolls on Minor Gem or Jewelry Table Table, 1d4 rolls on the Minor Magic Item Table
6 1d100gp, 1d100sp, 1d1000cp, 1 roll on the Minor Magic 4 1d10 x100gp, 1 roll on the Major Gem or Jewelry Table, 1
Item Table roll on the Minor Magic Item Table
5 1d6 x1000gp, 1d6 rolls on the Medium Gem or Jewelry
Approximately 501 to 1000gp Table
Die Roll Treasure 6 1d100pp, 1d10 x1000gp, 1d10 x1000sp, 1d10 x1000cp, 1
roll on the Minor Gem or Jewelry Table
1 1d100gp, 1d100pp, 1d10 x1000sp, 2 rolls on Minor Gem
or Jewelry Table
2 1d100gp, 1 roll on Minor Gem or Jewelry Table, roll a 1d6
for a result on the Scrolls Table
3 1d1000gp, 1 roll on the Potions Table GEM AND JEWELRY TREASURES
4 1d1000gp, 1d1000sp, 1d1000cp, 1 roll on the Minor Magic Minor Gems and Jewelry
Item Table
Die Roll Result
5 1d100pp, 1d100gp, 5 rolls on Minor Gem or Jewelry Table
1 Gem or jewelry worth 1d6 gp
6 1d100sp, 1d100cp, 1 roll on the Medium Gem or Jewelry
2 Gem or jewelry worth 1d100 + 25 gp
Table
3 Gem or jewelry worth 1d100 + 75 gp
Approximately 1001 to 2000gp 4 Gem or jewelry worth 1d100 x10 gp
Die Roll Treasure
Medium Gems and Jewelry
1 1d10 x100gp, 1d10 x1000sp, 1d10 rolls on Minor Gem or
Jewelry Table Die Roll Result
2 1d10 x100gp, 1 roll on the Medium Gem or Jewelry Table 1 Gem or jewelry worth 1d100 gp
3 1d10 x100gp, 1 roll on the Medium Magic Item Table 2 Gem or jewelry worth 1d6 x200 gp
4 1d6 x500gp, 1d100sp, 1d1000cp 3 Gem or jewelry worth 1d6 x300 gp
5 1d10 x100gp, 2d10 x1000sp 4 Gem or jewelry worth 1d100 x100 gp
6 1d100gp, 4 rolls on the Minor Gem or Jewelry Table, 1 roll
on the Medium Gem or Jewelry Table Major Gems and Jewelry
TREASURE
Minor Magic Items Major Magic Items
MAGIC ITEMS Potions are usable by all character classes except Monks. Unless
otherwise noted, potion effects have a duration of 1d6+6 full turns.
Abbreviations Potions
Many of the magic items found in the game can be used only by
Die Roll Potion (Duration of 1d6+6 turns)
certain character classes. This information is abbreviated in the
tables as follows: 1–3 Animal Control
(A) The item can be used by members of any class; 4–6 Clairaudience
(C) The item can be used only by members of the Cleric classes
7–9 Clairvoyance
(Cleric and Druid);
(F) The item can be used only by members of the Fighter classes 10–12 Diminution
(Fighter, Paladin, and Ranger); 13–15 Dragon Control
(M) The item can be used only by Magic-Users;
16–18 Ethereality
(T) The item can be used only by members of the Thief classes
(Assassin, Monk, and Thief). 19–21 Fire Resistance
If an item has more than one abbreviation, it is usable by the char- 22–24 Flying
acter classes indicated, but no others. For example, a magic item
25 Frozen Concoction
labeled (C, M) is usable by members of the Cleric classes and by
Magic-Users, but not by any other character classes. 26–27 Gaseous Form
28–30 Giant Strength
31–33 Growth
POTIONS 34–36 Heroism
Strange alchemical brews in dusty, stoppered bottles are to be found 37–39 Invisibility
in many of the forgotten or forbidden places of the world. Time
40–42 Invulnerability
has often worn away any markings once left to identify the contents
of these mysterious mixtures, if the alchemist ever chose to label 43–45 Levitation
them in the first place. The consequences of drinking the products
46–48 Plant Control
of alchemy can be varied: Some of these can produce wondrously
useful effects, but others might be deadly poisons! 49–55 Poison
In general, since potions are the product of alchemy rather than 56–58 Slipperiness
magic, they will neither be apparent to detect magic spells, nor easily 59–61 Treasure Finding
identified without tasting and experimentation. If the Referee
decides that alchemy instead manipulates magic, as opposed to fan- 62–64 Undead Control
tastical but otherwise natural chemistry, then detect magic and dispel 65–75 Extra Healing
magic would work upon potions.
76–00 Healing
Frozen Concoction: These potions can be readily identified be- Die Roll* Scroll (50% Cleric, 50% Magic-User)
cause they are often one or two degrees cooler than the surrounding
1 1 spell, level 1
temperature. The potion allows the imbiber to climb walls without
falling, and not to drop held items in case of being surprised or 2 1 spell, level 1d3
frightened.
3 2 spells, level 1d2 each
Gaseous Form: The user’s body turns to a mist, allowing access to
4 3 spells, level 1 each
any place that is not airtight. Equipment is left behind; only the body
becomes gaseous. 5 Cursed Scroll
Giant Strength: The character becomes unbelievably strong for 6 Protection Scroll (normal duration)
the potion’s duration, gaining an additional 1d8 to damage rolls
7 2 spells, level 1d4
and +4 to hit (in addition to any normal bonuses, including existing
Strength bonuses). 8 2 spells, level 1d6+1 each
Growth: The character grows to 30 feet in height. 9 1 spell level 1d6 (+1 for Clerics, +3 for Magic-Users)
Healing: This potion cures 1d8+1 hit points of damage. 10 5 spells, level 1d3 each
Heroism: The imbiber gains +2 to attacks and damage. 11 Cursed scroll
Invisibility: As per the spell. 12 Protection Scroll (double duration)
Invulnerability: The drinker gains a bonus of +2 on saving 13 5 spells, level 1d6 each
throws; moreover, any opponents attack with a penalty of –2.
14 6 spells, level 1d6 each
Levitation: As per the spell.
15 7 spells, level 1d6 each
Plant Control: As per the spell.
16 8 spells, level 1d6 each
Poison: The drinker must make a successful saving throw or die.
Some poisons cause instant death; others cause death within a cer- 17 Cursed scroll
tain number of rounds, or even turns. In the case of a few poisons, 18 Protection Scroll (triple duration and double effect if
failing the saving throw causes damage rather than death such applicable)
weaker poisons generally also inflict a small amount of damage even
if the saving throw is successful. *as determined on previous tables
Slipperiness: Except for the soles of the feet and the palms of the
hands, the character suddenly has a virtually frictionless surface. To determine the specific spells written on a scroll, refer to the list of
Treasure Finding: A character drinking this wonderful concoction spells for the appropriate type and level, and roll 1d20 (no spell list
can detect treasure hoards within 400 feet. has more than 20 spells). If the die roll is higher than the number of
Undead Control: The drinker can control undead; 2d4 undead spells, simply roll again until the result is low enough to indicate one
of fewer than 4 HD and 1d4 undead of 4+ hit dice fall under the of the spells on the list.
imbiber’s control, as per the control animal spell, after the potion is
consumed.
TREASURE
Cursed scrolls can inflict curses ranging from the amusing to the
Die Roll Protection Scroll
annoying, and all the way to the unbelievably catastrophic. The
1 Demons Referee is encouraged to invent interesting curses that might be
2 Drowning written on scrolls, in addition to the possibilities shown on the
Cursed Scrolls Table. A successful saving throw allows the
3 Elementals reader to avoid the curse. Most curses can be removed with a remove
4 Magic curse spell.
Elementals: This scroll protects against a single elemental. Dura- 11 Magically adhesive scroll.
tion: 40 minutes. 12 Obedience (3d6 turns). The character does what anyone
Magic: An anti-magic shell with a radius of 10 feet surrounds and suggests.
moves with the reader; spells cannot pass in or out of the shell. 13 Paralysis (3d6 turns).
Duration: 1 hour.
14 Paralysis: Everyone in a radius of 20 feet must make
Metal: Metal cannot harm the reader. Duration: 1 hour. a saving throw or be paralyzed for 3d6 turns, with the
Poison: Poisons have no effect upon one who reads such a scroll exception of the reader of the scroll, who is unaffected.
aloud; moreover, any poisons, active or quiescent, in the scroll read- 15 Permanent diminution in size. Some of these reduce the
er’s body are instantly removed. Duration: 6 hours. reader to half size (50%) and the rest reduce the reader to
Undead: All within a 10-foot radius of the reader are protected 6 inches tall.
against undead, but only to a limited degree. In any given round, 16 Polymorph: Roll 1d6. The character turns into (1) a pig,
2d12 undead with fewer than 4 HD, and 2d6 undead with 4–5 (2) a mouse, (3) a flamingo, (4) a talking parrot, (5) a dog,
HD, and 1d6 undead with 6+ HD are foiled by the protection of (6) a water buffalo.
the scroll. Thus, the scroll is effective against all but a vast horde of
undead. Duration: 1 hour. 17 Sleep (until curse is removed). In some cases, magical
sleep can be broken by a kiss. Otherwise, the curse can be
Were-creatures: All within a 10-foot radius around the reader removed only by magic.
are protected from lycanthropes. Duration: 1 hour.
18 Smell. The character becomes foul-smelling for 1d8 days.
19 Turned to Stone.
20 Uncontrollable sneezing (3d6 turns). The reader is likely
to attract wandering monsters, especially those that prey
upon the weak.
Roll on the Magic Armor and Die Roll Cursed Armor, Shield, or Weapon*
Weapons Table to determine the 1–2 –1 weapon or armor
basic nature of the enchantment and of
the item (whether it is a shield, weap- 3–4 –2 weapon or armor
on, or armor). The Cursed Armor, 5 –3 weapon or armor
Shields and Weapons Table is used
to determine the nature of a cursed 6 Attracts missiles (even those fired at others nearby), and
item, if one is indicated on the Magic grants +1 to hit on such missiles
Armor and Weapons Table. Finally, 7 Causes the wearer to run away from combat
roll on the Magic Melee Weapon
Type Table, Magic Armor Type 8 Causes the wearer to charge into combat
Table, or the Magic Missile Weap- *Cannot be put down without the casting of remove curse.
on Types Table to determine the
type of weapon or armor bearing the
enchantment. Magic Melee Weapon Types
Unique Magic Swords 18 Intelligent: The sword may detect cursed items,
Communicates with a 50% chance of success.
Die Roll Intelligence Magical Power by telepathy to
anyone within 10
1 None Flaming Sword: The sword burns
feet. Roll 3d6 for
with enchanted fire when drawn
intelligence.
from its sheath, inflicting an addi-
tional 1d6 points of damage with 19 Intelligent: The sword allows the wielder to walk
successful hits in combat. It can Communicates through 20 feet of solid rock, twice
also be used as a light source with a by telepathy with per day.
30-foot radius when unsheathed. wielder and can
also speak aloud.
2 None Dancing Sword: A dancing sword
Roll 3d6 for
levitates to fight beside its owner
intelligence.
without the need to be held. In the
first round it is a +1 weapon, in the 20 Intelligent: The sword makes its wielder immune
second round it is a +2 weapon, and Communicates by to all level-draining effects.
in the third round it is a +3 weapon. telepathy to any-
After 3 rounds, the sword dances no one within 10 feet,
further until it is directed at a new and can speak
opponent, but remains a regular +1 aloud. Roll 3d6
sword regardless. for intelligence.
3 None The sword detects traps as per the
Clerical spell find traps. Magic Missile Weapon Types
4 None The sword allows its wielder to see Die Roll Magic Missile Weapon
invisible objects.
1–8 2d6 arrows
5 None The sword detects magic as per the
9–10 1d10 sling stones
detect magic spell.
11 1 javelin
6 None The sword allows clairaudience.
12–14 2d4 darts
7 None The sword allows the wielder to fly.
15-17 2d6 crossbow bolts
8 None The sword allows the wielder to
levitate, as per the levitate spell. 18 Longbow
9 None The sword may be used to heal 1d6 19 Shortbow
hit points, once per day.
20 Crossbow
10 None The sword imbues the wielder with
the special abilities of a dwarf when Minor Abilities for Melee Weapons
the sword is drawn.
11 None The sword imbues the wielder with Die Roll Minor Ability
the special abilities of an elf, when 1–5 Additional +1 damage
the sword is drawn.
6 Sheds light, 15-foot radius
12 None The sword may be used to cause
confusion to enemies once per day. 7 Sheds light, 30-foot radius
13 None The sword has a 25% chance to 8 Inflicts an additional +4 points of damage against a par-
deflect arrows before the to-hit roll ticular opponent type such as undead, dragons, demons,
giants, etc.
14 None The sword awakens its owner when
danger is near, but only if the owner
is asleep.
TREASURE
STAFFS, AND MISC. ENCHANTED ITEMS
Die Roll Greater Wand
Remarkable Magic Items (Overview) 1 Spell, level 3, holds 10 charges
*as determined on previous tables
2 Spell, level 4, holds 10 charges
Die Roll* Item 3 Wand of Cold
1 Lesser Wand 4 Wand of Detection, enemies
2 Lesser Ring 5 Wand of Detection, magic
3–20 Lesser Misc. Magical Item 6 Wand of Detection, metal
21 Lesser Wand 7 Wand of Detection, traps & secret doors
22 Lesser Wand 8 Wand of Fear
23 Greater Wand 9 Wand of Paralyzing
24 Lesser Ring 10 Wand of Polymorph
25 Lesser Ring
26 Greater Ring
27–40 Medium Misc. Magical Item
41 Greater Wand
42 Greater Wand
43 Greater Ring
44 Greater Ring GREATER WAND DESCRIPTIONS
45 Staff 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 points
46–60 Greater Misc. Magical item of damage (saving throw applies for half damage). The wand holds 25
charges and cannot be recharged.
Wand of Detection, Enemies: These wands detect enemies at
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
WANDS metal within a range of 20 feet. The wand’s user also gets a vague
Wands may be used only by Magic-Users. sense of the metal’s type. The wand is always active when held and
does not use charges.
Wands that cast spells become useless when they reach zero charges,
but can be recharged by casting the spell into the wand. Each such Wand of Detection, Traps and Secret Doors: These wands
recharge, where a spell is cast into the wand, has a 5% chance of detect traps and secret doors with a range of 20 feet. The wand is
destroying the wand irrevocably. In some cases, a non-rechargeable always active when held and does not use charges.
wand might be found with a large number of charges (e.g., 100). Wand of Fear: A wand of fear causes creatures in a cone-shaped
Wands may be used while in melee combat. path to flee (saving throw negates). There is a 60% chance that they
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.
Lesser Wands
Wand of Paralyzing: This sort of wand casts a cone of paralysis
Die Roll Lesser Wand 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
1–2 Spell, level 1, holds 10 charges holds 25 charges and cannot be recharged.
3–4 Spell, level 2, holds 5 charges Wand of Polymorph: Such wands are of two types. One type
5–6 Spell, level 3, holds 2 charges casts polymorph self, and the other casts polymorph other. The wand
carries 10 charges and cannot be recharged.
TREASURE
Absorption: Absorbs up to 100 levels of spells directed at the may be used to cast raise dead.
holder before its absorption properties cease forever. The holder can Snake: In combat, a staff of the snake is +1 to hit and +1 damage.
cast spells from the staff in response to hostile spells, using the staff’s When commanded (by using a charge), the staff coils around the
stored levels, of the exact level of the hostile spell directed at the target (with a successful hit) and pinions the victim for 1d4 x 10
caster, but the spell must be chosen from the list of spells the caster minutes. This attack is useful only on a victim about the size of a
has prepared. human or smaller. The staff slithers back to its owner afterward at a
Beguiling: Foes within a 20-foot range must make a saving throw speed of 24. Only Clerics can employ a staff of the snake.
or consider the holder to be a loyal friend for 4d4 rounds (uses one Striking: This staff inflicts 2d6 points of damage with a successful
charge). hit (does not use charges).
Command: A charge can be used to control humans (as per a Withering: The dreaded staff of withering adds 10 years of physical
charm person spell), plants, or animals. aging with a successful hit.
Healing: Cures 1d6+1 hit points of damage per charge. Wizardry: The most powerful of staffs, it is a staff of power with
Power: Casts light (no charge used), casts fireball (8d6 damage), cold additional abilities. At the cost of one charge, it allows invisibility,
as a wand of cold, lightning bolts (4d6 damage), acts as a ring of telekinesis summoning elementals (calling 1d4 at a time), hold person, a wall of
(costs one charge) and hits for 2d6 damage (no charge used). fire, passwall, a web spell, or fly.
(A) indicates that the item can be used by members of any class; (C) indicates 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
the user, and makes any invisible, astral, Gem of Seeing: A gem of seeing is used as a horn’s mouth, is 10 feet wide. Usable by: All
displaced, out-of-phase, or dimensional lens. It shows the truth of what it sees, cut- Classes.
thing completely visible. The dust generally ting through illusions of all kinds, even very Horn of Valhalla, Bronze: The horn
comes in a pouch, with enough for 20–30 powerful ones. Usable by: All Classes. summons 2d4 berserk warriors (3 HD) to
uses. Dust of disappearance works in the oppo- assist the one who winded the horn. Usable
site way: When it is sprinkled in a 10-foot Girdle of Giant Strength: This wide
belt grants the wearer the strength of a hill by: Fighters and Clerics.
radius, everything therein becomes invisible
for 5d6 turns. Normal means of detecting giant (+8 strength damage, not cumulative Horn of Valhalla, Iron: The horn sum-
invisibility (such as a detect invisibility spell) with any existing strength bonuses). The mons 2d4 berserk warriors (4 HD) to assist
are not strong enough to work against the girdle does not increase to-hit probability. the one who winded the horn. Usable by:
dust’s powerful enchantment. Usable by: All Usable by: All Classes. Fighters.
Classes. Helm of Fiery Brilliance: This prodi- Horn of Valhalla, Silver: The horn
Dust of Sneezing and Choking: Pouch- giously powerful helm grants many benefits summons 2d4 berserk warriors (2 HD) to
es containing this dust ordinarily contain to the wearer. Anyone donning the helm assist the one who winded the horn. Usable
only enough for one “dose.” When scat- gains a +10 on saving throws against by: All Classes.
tered in a radius of 10 feet, the dust forces fire damage and can create a wall of fire. Horseshoes of Speed: These horseshoes
all in the area to make a saving throw or Fighters wearing the helm may command double a horse’s movement rate. Usable by:
die. If the nature of the dust is identified a weapon in hand to flame (+1d6 damage). Horses.
before it is experimented with, it can be Magic-Users wearing the helm can add +1
used as a devastating thrown weapon. Us- to each die of damage inflicted by a fireball Jug of Alchemy: This jug produces what-
able by: All Classes. or delayed blast fireball spell. Clerics wearing ever liquid is desired, in a commonly used
the helm can ignite objects within 30 feet at large quantity (e.g., 10 gallons of water, but
Efreeti Bottle: The efreeti that inhabits will and may cast two light or continual light only five gallons of wine). It may be used no
such a bottle serves the bottle’s owner for spells for each one the Cleric has actually more than seven times per day and produc-
a year and a day unless it is accidentally prepared. The wearer of the helmet is likely es only one type of liquid per day. It does
released from servitude. Usable by: All to be attacked by any air elemental crea- not produce magical liquids. Usable by: All
Classes. tures, but fire elemental types (such as efreet Classes.
Figurine of the Golden Lion: This is or salamanders) will be favorably disposed. Lenses of Charming: These lenses,
a small stone figurine that transforms into Usable by: All Classes. when placed over the eyes, give the wearer
a lion when the command word is spoken, Helm of Reading Magic and Lan- the ability to charm those who meet his or
fighting at its owner’s orders. If it is slain, it guages: The wearer of the helm can read her gaze (acting as per a charm person spell).
turns back into a figurine, but may be used all languages, including magical script. The saving throw against the power of the
again. The figurine may be used once per Usable by: All Classes. lenses is made at 2. Usable by: All Classes.
week, and no more. Usable by: All Classes.
Helm of Teleportation: When the wearer Libram, Magical (level gain): Magical
Figurine of the Onyx Dog: This stone casts a teleport spell on himself or herself librams grant a level of experience to the
figure transforms into a living hound of while wearing the helm, the teleportation is reader, if the reader is of the appropriate
stone when its command word is spoken. made without risk of error to anywhere the character class. Randomly determine the
It seeks whatever the owner tells it to wearer desires. This may be done repeated- class for which the libram is written, from
find, without stopping, until it succeeds ly (without further casting of the spell) for all character classes.
or is killed. It has a 75% chance to detect a period of one hour before the concatena-
objects that are invisible or hidden, and of Luckstone: This stone grants +1 to saving
tion of spell and helm ends, and it may be throws and attack rolls. Usable by: All
course its sense of smell detects invisible done only once per day. The helm does not
and hidden creatures with almost perfect Classes.
assist with teleport spells cast on anyone other
success. For purposes of defense and attack, than the wearer. Usable by: Magic-Users. Manual of Beneficial Exercise: Read-
the stone dog is treated as a wolf. It may be ing this tome increases the reader’s Strength
used 12 times before the statuette becomes Hole, Portable: A portable hole is physi- by 1 point (to a maximum of 18). Usable
non-magical. Usable by: All Classes. cally a piece of dark cloth, about five feet in by: All Classes.
diameter. However, it is also the mouth of an
Gauntlets of Dexterity: When worn, interdimensional hole 10 feet deep items Manual of Golems: This book contains
these gloves grant a bonus of +2 to the and people can fall or climb down into it once the basic instructions and formulae for
wearer’s Dexterity (to a maximum of 18). it is placed on the ground. The piece of cloth creating a single type of golem. The process
Usable by: All Classes. can actually be pulled in from the inside to is expensive, and the creator must have
Gauntlets of Ogre Power: These gaunt- close the hole off entirely, although there is no achieved a certain level of magical exper-
lets raise the wearer’s Strength to that of an source of fresh air within, and staying inside tise in order to use the book, but these are
ogre. Hit probability is not increased above asphyxiates the inhabitant in a short time. priceless repositories of forgotten lore. Such
normal, but damage bonuses from Strength The piece of cloth can be picked up and car- books are often warded by the original own-
are increased to +6 (not cumulative with the ried off whenever desired — hence the name er, against the touch of anyone not of the
wearer’s existing Strength bonus, if any). “portable.” Usable by: All Classes. Magic-User class, being enchanted to inflict
Usable by: All but Magic-Users. damage or even the loss of a level. Usable
Horn of Blasting: This horn, when blown, by: Magic-Users only.
Gauntlets of Swimming and Climb- has the same effect on structures as a catapult,
ing: These gloves permit the wearer to and causes 2d6 points of damage to creatures, Manual of Intelligence: Reading this
swim at a rate of 18 and climb sheer walls deafening them for 10 minutes as well. The tome increases the reader’s Intelligence by 1
with a 95% chance of success per 10 feet of cone of sound is 100 feet long and widens to a point (to a maximum of 18). Usable by: All
Classes.
CURSED ITEMS
wearer appear to be a part of the surround- donning this cloak has his or her intelligence
ings, including the ability to appear as reduced to that of a garden snail.
another one of a group of nearby creatures. Cursed items come in many shapes and
The robe makes the wearer appear as a forms; most likely they are ancient magi- Cursed Items
small tree when in forest surroundings, a cal items whose magic has deteriorated or 1d10 Cursed Item
sand formation in the desert, etc. Creatures changed with age, although some of them
with 10+ hit dice (or levels of experience) were clearly fashioned to serve as traps for 1 Bag of Devouring
have a 10% chance per level (or HD) above the unwary (or for the maker’s enemies, 2 Censer of Hostile Elementals
9th to perceive the wearer as a robed figure perhaps). Note that cursed items cannot
rather than a part of the surroundings. Us- 3 Cloak of Poison
usually be dropped or removed without the
able by: All Classes. assistance of a remove curse spell. Although the 4 Crystal Ball of Suggestion
Robe of Eyes: Hundreds of eyes are wo- Referee is encouraged to dream up indi-
5 Dancing Boots
ven and embroidered into the fabric of these vidualized cursed items, the samples below
magical robes, granting the wearer tremen- should prove useful as guidance: 6 Flask of Stoppered Curses
dous powers of supernatural perception. In 7 Horn of Collapse
a radius of 240 feet, anything the wearer
looks upon is seen for what it is: invisible CURSED ITEM DESCRIPTIONS 8 Medallion of Projecting
Thoughts
creatures become apparent, illusions are Bag of Devouring: A bag of devouring
seen as such, and this sight even extends functions as a bag of holding, but then devours 9 Mirror of Opposition
into the astral plane. The wearer cannot be any item placed into it within 1d4+1 hours.
10 Robe of Feeblemindedness
ambushed or otherwise taken by surprise,
Treasure and glittering gems; dark places beneath the earth where
monsters dwell; magic circles, pentagrams 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 civilizations of humankind; strange
and glowing orbs, floating in the air above rusted metal grates
leading to deeper levels of the underground passageways …
This book contains all you need to start playing: the character classes,
monsters, spells, treasure, wilderness encounter tables, rules for building
strongholds, and much, much more!
“The magic runes are writ in gold to bring the balance back.
Bring it back.”
-Led Zeppelin, The Battle of Evermore
G A M E S
TM