Sw Core Rules PDF

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    >MYHMERE GAMES

    www.swordsandwizardry.com

    Copyrig Maew J. Fic

    Swor & Wiarry, S&W, a Mymere Game are e raemark o Maew J. Fic

    By Maew J. Fic

    Coribuor: Marv Breig, Jao Coe, Alle . Groe, Jr., a Jerry Mape

    Cover Ar: Pee Mulle

    Eiig: Jame Maliewki, Rob Raga, a Jee Roacer

    Ierior Ar: Ewar M. Ka, Pee Mulle, Je Preo, Micael Sore, a Ca ToroLayou: Rob Raga (r priig) a Jee Roacer (eco priig)

    Aiioal prooreaig a uggeio: Jim Bobb, Eric Norre, a e Swor & Wiarry orum

    Origial Syem a Rule Auor: Dave Areo a Gary Gygax

    Syem Reerece Auor: Joaa wee, Moe Cook, Skip William, Ric Baker, Ay Colli,

    Davi Nooa, Ric Rema, Bruce R. Corell, Jo D. Raeli, Toma Rei, a Jame Wya

    Deicae o E. Gary Gygax (-)

    a o Jerry Mape, or i coribuio o ol-cool gamig

    Wi pecial ak o: e Kig a Kave Aleoue

    Second Prin Ediion Marc

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    "Imagination will oen carry us to worlds that never were. But without it, we go nowhere."

    Carl Saga

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    Table of ConTenTs

    Iroucio iv

    Caper : Geing Sared

    Te Dice Creaig a Caracer

    Seig Up Your Caracer See Roll Abiliy Score

    Caper : Caracer Classes

    Cooe a Caracer Cla Cleric Figig-ma (Figer) Te Magic-uer

    Cooe a Caracer Race Dwarve Elve

    Halig Cooe a Aligme

    Caper : Iems and Equipmen

    Buy Equipme Sarig Gol

    Calculaig Armor Cla How Muc You Ca Carry Moveme

    Caper : Playing e Game

    How o Play Gaiig Experiece ime Savig Trow Comba

    Surprie Declare Spell Declare Iiiaive Fir Iiiaive Pae Te Aack Roll Specic Siuaio

    urig e Uea Damage a Dea Healig Morale Aceig AC Comba

    Avice or Avace Play Hirig Aia Higer Level Aveurig

    Magical Reearc Gameplay Example

    Caper : Spells

    Cleric Spell Li

    Magic-uer Spell Li

    Caper : Running e Game

    Reeree Iormaio Deigig a Aveure Creaig a Campaig Experiece Poi

    Caper : Monsers

    Moer Creaig Moer

    Callege Level Aveure Deig How Do Callege Level Work?

    Moer Li

    Caper : reasure

    reaure "raig" GP Value or reaure Magic Poio Decripio Proecio Scroll Decripio Uuual Armor Decripio

    Uuual Weapo Decripio Wa Rig Sa Mic. Magical Iem Decripio Cure Iem

    Caper : Publising and License Inormaion

    Publiig Your Ow Maerial Ope Game Coe

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    v

    IntroductIonI 9, Gary Gygax (98-2008) a Dave Areo wroe e worl r aay role-

    playig game, a imple a very exible e o rule a lauce a eirely ew gere o

    gamig. I 9, e r uppleme o ee rule wa publie, wi Rob Ku a Mr.

    Gygax co-auor. May year laer, i e year 2000, Wiar o e Coa allowe e ue

    o mo o e maerial rom a game uer a licee calle e Ope Game Licee. Wayoure reaig i a approximae re-creaio o e Gygax-Areo origial aay role-

    playig game, creae uig e Ope Game Licee. Te re-creaio i exaci o al-

    lowe o be, a we ave reae e origial copyrig wi umo repec. Bu wile e

    laguage i i book may be a lile bi le magical a i e origial, we believe e rule

    a yem are cloe eoug o reprouce e ligig i a bole o a origial eiio

    (oe calle e). I ac, we ik SWORDS & WIzARDRY i acually a bi beer orga-

    ie a eaier o lear a e origial. Sice e origial rule were upplemee wi

    everal laer book, i impoible o ail ow ay cao e o rule or e. Ti i our

    ierpreaio o e game, uig rule a yem rom oly e origial e o rulebook

    a ome elece rule-maerial rom e laer uppleme.

    SWORDS & WIzARDRY i a aay role-playig game. Te rule are exremely or,

    compare o e muli-page rule-librarie require o play mo moer role-playig

    game. Ye i game coai wii iel all e ee a oul o myic aay, e buil-

    ig block o va complexiy, e kilig o woer. Te game i o powerul becaue i

    ecapulae i a mall ormula, like a geie kep imprioe i e mall compa o a u-

    remarkable lamp. I alo, or a maer, e ulimae ool or e exper Reeree wo cu-

    omie i worl wi varia rule a o-olkieeque viio o e Sword & Sorcery

    gere. Te cuomiabiliy o a mall yem i very powerul.

    Becaue e rule a yem o e wa e ouaio or may laer aay role-playig

    game, you will a SWORDS & WIzARDRY i more a ju a imulacrum o e. Ii alo eige o be compaible wi a umber o oer aay game, bo i eir origi-

    al orm or creae uig e Ope Game Licee. You will a i game i compa-

    ible wi Fir Eiio (Gary Gygax), Seco Eiio, Baic (Molvay), Baic (Holme),

    OSRIC, Labyri Lor, a oer. Moule creae or ee game will be uable (o a

    greaer or leer egree) wi SWORDS & WIzARDRY, a SWORDS & WIzARDRY

    moule are playable uig e rule or ay o ee oer game.

    Alo, you ca publi your ow aveure, oue rule, a oer maerial or i game.

    Guielie a requireme are i e back o e book rig beore e Ope Game

    Licee.

    Ejoy!

    Ma Fic

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    Chapter 1: geTTing sTarTed

    1

    tHe dIceSWORDS & WIzARDRY ue everal iere ki

    o ice, a we abbreviae em accorig o ow

    may ie ey ave. So, e our-ie ie i calle

    a 4, a i were ellig you o roll 3 o em, we ay

    o roll 34. Te ix-ie ie i a 6, e eig-ieie i a , e e-ie ie i a 1, e welve-ie

    ie i a 1, a e wey-ie ie i a . Tere i

    o ie wi 1 iewa you o o roll a 1 i

    o roll wo e-ie ice, reaig e r roll a e

    e a e eco roll a e oe. So, i you were

    o roll a 7 a e a 3, a woul mea a 73. A roll o

    a mea a reul o 1.

    creatIng a cHaracterUle youre goig o be e Reeree, you ar by crea-

    ig a caracer. Youll roll ome ice o eermie yourcaracer reg a oer baic aribue, pick a

    caracer cla, ue e caracer game moey o buy

    equipme, a e ar o play. I youre e Reeree,

    youve go a bi more preparaio o oa covere

    laer i a ecio epecially or you.

    Setting Up Your Character SheetIormaio abou your caracer goe o a caracer

    ee, wic ca be a imple a a iex car. Te carmig look like i, wi your equipme (a maybe

    pell) joe ow o e back:

    StrengthRoll 36 or your Sreg core, a wrie i o your

    caracer ee. A ig Sreg give your caracer

    boue we aackig wi a wor or oer a-

    el weapo (calle a melee weapo). Te able

    below ow you e eec o your Sreg core

    For coveiece, you may wa o wrie ow ee

    Roll Ability ScoresTe baic aribue o a caracer are umber rep-

    reeig Sreg, Dexeriy (quicke a coori-

    aio), Coiuio (geeral eal a arie)

    Ielligece (eucaio a IQ), Wiom (commo

    ee), a Carima (leaerip). Te r ep

    eee o creae a caracer i o roll ice or ee

    ix abiliy core.

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    swords & wizardry: Core rules

    2

    ConstitutionRoll 36 or your Coiuio core. A ig

    Coiuio give your caracer exra i poi.

    Table 3: Constitution

    Score Hit Point Modier

    8 -2 +

    8 +

    IntelligenceRoll 36 or your Ielligece core. A ig Ielligece

    i e Prime Aribue or Magic-uer caracer, a

    oly Magic-uer wi ig Ielligece are able o

    Table 4: Intelligence

    Score Max. AdditionalLanguages

    Max. Spell Level

    7

    8

    2

    2

    2

    7

    4 4 7

    4 8

    87

    8

    WisdomRoll 36 or your Wiom core. Wiom i e

    Prime Aribue or Cleric caracer, a ay car-

    acer wi a Wiom core o 13 or iger gai a 5%

    bou o all experiece poi awar. I a Cleric a a

    Wiom core o 15 or greaer, e gai a aiioal

    r level pell.

    CharismaRoll 36 or your Carima core. A igly carima-

    ic caracer a a beer cace o i way ou o rou-

    ble, a ca lea more ollower a caracer wi

    a low Carima. Ay caracer wi a Carima core

    o 13 or iger receive a bou o 5% o all experiece

    poi awar.

    Table 5: Charisma

    Score Max. Hirelings4

    2

    78

    2 4

    7

    8 7

    Table 2: Dexterity

    Score Hit Modiers AC Adjustment

    8 + [-]2 + +

    8 + - [+]

    lear e ige-level pell. Toe Magic-uer wi

    a Ielligece over 15 ear a exra r level pell.

    Important Note: Your Reeree will decide whether your

    game is using the Descending armor class system where

    a lower AC is harder to hit, or the Ascending AC sys-

    tem, where a higher AC is harder to hit. Numbers or the

    Ascending AC system are set o in brackets.

    DexterityRoll 36 or your Dexeriy core. A ig Dexeriy

    core give your caracer boue we aackig

    wi a bow or oer miile weapo (uually calle a

    rage weapo), a improve your armor cla,

    makig you arer o i.

    Table 1: Strength

    Score Hit Modiers Damage Bonus

    8 - -

    2 + +

    8 + +

    boue o your caracer ee ex o e Sreg

    core. Sreg i e Prime Aribue or e Figig-

    ma cla.

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    Chapter 2: CharaCTer Classes

    3

    Prime Attribute: Wisdom, 13+ (5% experience)

    Hit Dice: 1d6+1/level (Gains hp/level ater 9th.)

    Armor/Shield Permitted: Any.

    Weapons Permitted: Blunt weapons only (club, ail,

    hammer, mace, sta, etc.). No missile weapons,

    other than oil or slings (Reeree permitting).

    cHooSe a cHaracter claSSOce youve rolle up your abiliy core, e ex ep

    i o cooe a caracer cla. Tere are ree carac-

    er clae: Figig-ma, Cleric, a Magic-uer. Your

    Reeree may alo ave ivee oer caracer cla-

    e, or may be allowig opioal caracer clae romome oer aay game. Aer cooig your car-

    acer cla, make ure o wrie ow your experiece

    poi (XP) bou. I bae o your Wiom (poible

    +5%), your Carima (poible +5%), a e Prime

    Aribue or e caracer cla you cooe (poible

    +5%), wi a oal poible +15%.

    ClericCleric are armore prie wo erve Law/Goo or

    Cao/Evil. Mo Cleric ave a paro eiy or erve

    a paricular religio. Feel ree o make up e eail,i your Reeree oe ue a paricular myology

    or e campaig youre playig i. Regarle o e

    eail, you are a campio o your ai a moral

    aligme. You mig be a iier wic-

    uer, a exorci o emo, or a i-

    ig kig o e ai. Becaue mo o

    a Cleric abiliie are oriee owar

    ealig a proecig, Cleric e o

    play a uppor role urig comba, backig

    up e ro lie, bu able o a ouler

    o ouler wi e pary Figig-me

    i ee bea lea or a wile. A a Cleric

    grow i power a repuaio, e mig e-abli a rogol or i ai: a orie moa-

    ery, a oarig caeral i e wilere, or waev-

    er rike im a e be way o proec a erve i

    ock o acolye a peaa ollower.

    Cleric Class AbilitiesSpell Casing: Cleric ca ivie pell rom a peci-

    ic li, a per e Cleric Avaceme able. Cleric o

    pecic go mig ave eirely iere e o pell

    a eige by e Reeree. Eac ay, e Cleric pray

    or a cerai e o pell, cooig ay pell rom eaar li. Oce a pell i ca, i cao be ca agai

    uil e ex ay, ule e Cleric ca prepare e

    pell more a oce.

    Banising Undead: Cleric ca ur (See urning

    Undead, Page 21.) e uea, makig em ee rom

    e Cleric olie (or, i e cae o a evil Cleric

    brigig em o eel a erva a miio).

    Religious Srongold (9th level): A i level, a

    Cleric caracer may eabli a rogol a araca boy o loyal (or perap eve aaic) me-a-arm

    wo will wear ealy o im.

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    swords & wizardry: Core rules

    4

    Fighting-man (Fighter)You are a warrior, raie i bale a i e ue o ar-mor a weapo. Perap you are a erociou Vikig

    raier, a roamig amurai, or a meieval kig.

    Waever ype o Figig-ma you cooe o play, you

    will probably e up o e ro lie o your ave-

    urig pary, goig oe-o-oe wi rago, gobli,

    a evil culi, ackig your way roug em a

    akig e bru o eir aack. Te Figig-ma

    caracer i be equippe o all e caracer clae

    o i ou amage a aborb i, oo. Cleric eal, a

    Magic-uer ca pell, bu e ow-a-iry ack

    a la work i up o you. Youre goig o erve a e

    Prime Attribute: Strength, 13+ (5% experience)

    Hit Dice: 1d6+/level (Gains 3 hp/level ater 9th.)

    Armor/Shield Permitted: Any.

    Weapons Permitted: Any.

    Table 6: Cleric Advancement

    Spells

    Level Experience Hit Dice Saving Throw 1 2 3 4 5 6 7

    4

    2 , 2 , 2 2

    4 , 4 2

    4, 2 2

    , 2 2

    7 , 7 8 2 2 2

    8 , 8 7 2 2 2 2 2

    , 2 2

    22, +2 hp

    2, +4 hp 4 4 4 4

    2 , + hp 4 4 4 4 4 4

    4, +8 hp 4 4 4 4 , + hp 4 2

    7, +2 hp 4 2

    4, +4 hp 4

    7 7, + hp 4 7 7 7

    8 78, +8 hp 4 7 7 7 7 7 4

    8, +2 hp 4 8 8 8 7 7 4 2

    2 2, +22 hp 4 8 8 8 8 8 2

    2+ +7, +2 hp/level 4 8 8 8 8 8 2

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    Chapter 2: CharaCTer Classes

    5

    Table 7: Fighting-man Advancement

    Level Experience Hit Dice Saving Throw

    2 2, 2

    4, 4

    4 8, 4

    , 2 2,

    7 4, 7

    8 28, 8

    2, 8

    , + hp 7

    4, + hp

    2 , + hp

    , +2 hp

    4 7, + hp

    8, +8 hp

    , +2 hp 7 ,, +24 hp

    8 ,, +27 hp

    ,2, + hp

    2 ,, + hp

    2+ +, + hp/level

    The Magic-userTe Magic-uer i a myeriou gure, a ue o

    arcae power a pell caig. Uually cloake i

    robe wove wi myical ymbol, Magic-uer ca

    be evaaig oppoe. However, ey are uually

    pyically weaker a oer aveurig clae, aare uraie i e ue o armor a weapo. A

    Magic-uer progre i level, ey geerally become

    e mo powerul o e caracer clae. Perap oeay, oug, you will rie o uc eig o power a

    you ca buil a myically proece ower or your re-

    earce, creae abulou magic iem, a cribe ew

    ormulae or iero ukow pell. Suc arc-ma-

    ge ca way e poliic o kigom, a comma

    repec a ear acro e realm.

    Prime Attribute: Intelligence, 13+ (5% experience)

    Hit Dice: 1d6-1* (Gains 1 hp/level ater 9th level.)

    Armor/Shield Permitted: None.

    Weapons Permitted: Dagger, sta, and darts.

    * Magic-users gain a minimum of one hit point per level.

    pary wor a iel, proecig e weaker pary

    member a akig ow e eemie beore you.

    Perap oe ay ey will ell lege o your bale

    prowe, a ollower will ock o your cale rog-

    ol were you revel i your ame, rice, a ewly

    eare obiliy. Fail, o coure, a youll ie, ju a-oer orgoe warrior i a agerou worl.

    Fighting-man Class AbilitiesEsablis Srongold (9th): A i level, a Figig-

    ma may eabli a rogol a arac a boy o

    loyal me-a-arm wo will wear ealy o im. Mo

    likely, e proecio o a cale will arac villager,

    a e Figig-ma will become a eual Lor or

    eve a Baro.

    Muliple Aacks: Agai creaure wi le a oeull i ie, a Figig-ma make oe aack per level

    eac rou.

    Magic-user Class AbilitiesSpell Casing: Ulike e Cleric, a Magic-uer ow a

    book o pell, wic oe o ecearily iclue all o

    e pell o e aar li. Reaig rom e booke Magic-uer pree i coe pell ormulae io

    i mi, preparig ee pell. Oce a prepare

    pell i ca, i iappear rom e Magic-uer abiliy

    o ca (uil i i prepare agai). I i poible o pre-

    pare a pell muliple ime uig e available lo i

    e Magic-uer memory/capabiliy. I e Magic-uer

    croll o pell wile aveurig, e ca copy

    em io i pell book.

    Wizards ower (11th): A 11th level, a Magic-uer gai

    e ile o wiar, a ca buil a rogol orimel o oue i librarie a laboraorie. He will

    arac a mixe bag o mercearie, rage erva

    (ome wi o abiliie a eormiie), a eve a

    ew moer, perap. Ti moley crew will wear e-

    aly o im a erve im wi waever loyaly e ca

    ipire i em.

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    swords & wizardry: Core rules

    6

    Table 8: Magic-user Advancement

    Spells

    Level Experience Hit Dice Saving Throw 1 2 3 4 5 6 7 8 9

    2 2, 2 4 2

    , 2

    4 , 4 2 2 2, 4 2

    4, 4 2 2

    7 , 7 4 2

    8 , 8 8 4 2

    , 7 4 2

    , + hp 4 4 2 2

    28, +2 hp 4 4 4

    2 8, + hp 4 4 4 4 4

    , +4 hp 4 4 2

    4 4, + hp 4 4

    77, + hp 4 4 2 , +7 hp 2

    7 ,, +8 hp 2 2

    8 ,, + hp 2 2

    ,2, + hp 7 7 7 2 2

    2 ,42, + hp 7 7 7 7 7 7 2

    2+ +, + hp/level 7 7 7 7 7 7 2

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    Chapter 2: CharaCTer Classes

    7

    cHooSe a cHaracter raceI a aay worl, uma oe are aloe. Elve

    may populae e grea ore, Dwarve may carve

    eir all a mie io e ear o e ear, a

    Halig may reie i e comorable ill-oue o

    eir bucolic ire. By cora, ome aay worlepic a iolae uma race pie agai acie

    pre-uma evil a e grim, avage wilere o

    worl a e aw (or uk) o uma civiliaio i-

    el. Some aay worl, a a ir example, acce-

    uae e biarre, wi a wie variey o aay race

    available o e playeruc worl are lle wi

    coic a coraicio, alway wi a ew woer

    o be ou beyo e ex corer. Te Reeree eer-

    mie wa o-uma race, i ay, you ca cooe

    or your caracer. I ac, e Reeree mig permi

    race a are covere ere.

    Prime Attribute: Strength, 13+ (5% experience)

    Hit Dice: 1d6+ (Gains 3 hp/level ater 10th level.)

    Armor/Shield Permitted: Any.

    Weapons Permitted: Any.

    Table 9: Dwarven Warrior Advancement

    Level Experience Hit Dice Saving Throw

    2 2, 2

    4, 4

    4 8, 4

    , 2 2,

    7 , 7

    8 22, 8

    , 8

    44, + hp 7

    + +, + hp/level

    Dwarven Warrior Class AbilitiesEsablis Srongold (9th): A i level, a Dwarve

    Warrior caracer may eabli a rogol a a-

    rac a boy o loyal Dwarve-a-arm wo wil

    wear ealy o im.

    DwarvesTe player-caracer Dwar a a +4 o avig row

    agai ay magic, a eaily ake oe o cerai ea-

    ure o oework: lopig corrior, movig wall,

    a rap mae o oe (i paricular: allig block,

    rigge ceilig, a iy arrow li eige o releae

    poio ga or ar). Tere i o eablie ie roll or

    rule or uig ee abiliie; exacly wa e Dwar

    oe or oe o perceive i up o e Reeree.

    Te oly caracer clae available o player-carac-

    er Dwarve are oe o Figig-ma or Dwarve

    Warrior. Dwarve Figig-me are ormal Figig-

    me, bu ey cao progre beyo ix level.

    Dwarve a are not player-caracer mig ave

    compleely iere limiaio or abiliie a play-

    er-caracer Dwarve aveurer, a eermie by

    e Reeree.

    The Dwarven WarriorDwarve Warrior ca gai level beyo ix, bu

    e progreio low ramaically aer ix level. I

    e Reeree permi e Dwarve Warrior cla, ere i

    o game bee o elecig e more limie Dwarve

    gig-ma cla ule e reeree a creae uc

    a bee.

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    swords & wizardry: Core rules

    8

    ElvesReeree ierpre Elve i all ki o iere way.

    Are ey e iier aerie-olk o Iri lege, e

    Vair o Nore lege, e uma-like Woo Elve or

    e powerul a alie Grey Elve o olkie, or ome-

    ig ele ee by e Reeree ow imagiaio?A oe poible game-ierpreaio o Elve, ey are

    preee ere wi oe poible caracer cla avail-

    able oly o elve, calle, or lack o a beer erm, a

    Elve Aveurer.

    Prime Attribute: Strength or Intelligence, 15+ (5%

    experience)

    Hit Dice: 1d6+ or Fighter levels (Gains 3 hp/level a-

    ter 9th.) and 1d6-1 or Magic-user levels (Gains 1 hp/

    level ater 9th.)

    Armor/Shield Permitted: Only magical armor

    when acting as a Magic-user, and any armor while

    acting as a Fighting-man.

    Weapons Permitted: Dagger, sta, or darts when

    acting as a Magic-user. All weapons are permitted

    when the El acts like a Fighting-man.

    Elven Adventurer Special AbilitiesClass Versailiy: Te Elve Aveurer may cooe,

    o ay give ay (perap we e moo rie)

    A oe or Dwarve, oe Elve wo are o play-

    er-caracer mig ave abiliie a limiaio com-

    pleely iere rom oe o a aveurig El. Te

    aure o e elve race a a wole i compleely eprovice o e Reeree, a mig iclue o player

    caracer o ay cla.

    Te aar SWORDS & WIzARDRY El ca ee

    i e ark (arkviio) a a rage o 6 a geeral-

    ly a a 4 i 6 cace o ecre oor we earc-

    ig (ulike e oer race, wic ave a i 6 cace).

    Saar Elve are alo immue o e pell Carm

    Person a Sleep.

    I Sword & Sorcerycampaig were ere are aciepre-uma race uc a Alaea, Sygia, a e

    like, uc race mig be ubiue or Elve uig

    e ame parameer provie or e Elve race.

    weer o ac a a Magic-uer or a Figig-ma. A

    a reul, e Aveurer a wo alerae cla o-i

    boue a avig row, epeig upo weer

    e oe eel a ay or ummoe up e pow-

    er o ca pell. Ay experiece gaie by aveur-

    ig o a ay i applie o a cla, Figig-ma orMagic-uer, a e player mu keep rack o e El

    experiece poi i e wo eparae clae. We

    e caracer gai a level, i poi are rolle a or-

    mal or a level. Te caracer i poi o o

    cage epeig o e cla e cooe o a give

    ay; i i poi are alway e oal o all e ice e

    a gaie. However, oce e Elve Aveurer a

    i ice rom ay combiaio o cla level, e gai

    o more ice a gai oly a +1 o i i poi (or

    Magic-uer level) or +3 (or Figig-ma level) wi

    eac level beyo. Alo a i poi, aiioal leveli eac cla require 13, experiece poi, regar-

    le o e "ormal co" o avaceme or e cla.

    For purpoe o pell a oer calculaio a ee

    o kow a caracer level, e Elve Aveurer oal

    i ice are coue, a we e i caig pell e i

    reae a avig oly i Magic-uer level.

    Elve Aveurer mu ue a pell book o prepare

    pell, ju a a Magic-uer, a pell iappear rom

    i caig capabiliy oce ey are ca, alo i e

    ame way a a Magic-uer o.

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    Chapter 2: CharaCTer Classes

    9

    cHooSe an alIgnmentTere i o of cial aligme yem or SWORDS &

    WIzARDRY. I ome campaig, e ruggle bewee

    Law a Cao i e oly uperaural coic, a

    Goo a Evil are oig more a peroal preer-

    ece el by moral (e Sword & Sorcerymoel). I

    oer campaig, i i e ruggle bewee Goo a

    Evil a ee were go a moral a i e

    gra ceme o eve (e Hig Faay moel).

    Some campaig mig coai uperaural ac-

    io backig e wole e o Law, Cao, Goo

    Evil, Neuraliy, or mixure o e variou aligme

    Tee core rule o ry o ell e Reeree ow o

    ale aligme; e Reeree i ree o ue ay yem

    e cooe. I youre playig e game a you wa a

    uof cial eaul, e e player may cooe oe

    o ree aligme: Law, Cao, or Neuraliy. Mo

    caracer will be eural. Te goo guy are Lawul

    e ba guy are Caoic, a ayoe ju ryig o

    acieve ame a orue i Neural.

    Table 10: Elven Adventurer Advancement1

    LevelExperience

    (Fighter)

    Experience

    (Magic-user)

    Hit Dice

    (Fighter/Magic-user)

    Saving Throw

    (Fighter/Magic-user)

    Spells

    1 2 3 4 5

    /

    2 2, 2, 2 /4 2 4, , 4/ 2

    4 8, , 4 /2 2

    2, 2, 2/ 4 2

    4, 4, / 4 2 2

    7 28, , 7 / 4 2

    8 2, , 8 /8 4 2

    , , 8/7 4 2

    + +, +, + hp/level / + hp/level

    1 Advancement past th level is possible for an Elven Adventurer. Experience required to advance a level in either class afte

    reaching hit dice is 1, per level. Saving Throws and Spells progress past th level as shown on the Magic-user and Fighte

    advancement tables, so this information is omitted here for the sake of brevity.

    HalflingsTere are may ype o Halig wic appear i li-

    eraure, a i group coul iclue gome, pixie or

    airie, mall olk rom e ire-la, or ay oer o

    e wee olk wic e Reeree will allow i i cam-

    paig. Halig caracer (i wae by player a al-

    lowe by e Reeree) may ave e capabiliie o up

    o a our level Figig-ma. I e Reeree i uig

    a oue-rule yem a iclue a Tie caracer

    cla, a i make ee or e Reeree campaig, emig alo cooe o allow Halig Tie caracer.

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    10

    The AdvenTuring pArTy

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    Chapter 3: iTems and eQuipmenT

    11

    buy eQuIpmentEac caracer ar wi ome gol piece a e be-

    giig o e game, ue o buy equipme. Oe gol

    piece (gp) i wor 1 ilver piece (p) or 1 copper

    piece (cp). Price or equipme are lie o e a-

    ble below.

    Table 11: General Equipment

    Item Cost

    Backpack ( pound capacity) gpBarrel 2 gp

    Bedroll 2 sp

    Bell gp

    Block and tackle gp

    Bottle (wine), glass 2 gp

    Candle cp

    Canvas (sq. yd) sp

    Case (map or scroll) gp

    Chain ( t) gp

    Chalk, piece cp

    Chest 2 gpCrowbar 2 sp

    Fishing net (2 sq eet) 4 gp

    Flask (leather) cp

    Flint & Steel gp

    Garlic ( pound) sp

    Grappling Hook gp

    Hammer sp

    Holy Symbol, wooden gp

    Holy Symbol, silver 2 gp

    Holy Water 2 gp

    Ink ( oz) gpLadder ( t) cp

    Lamp (bronze) sp

    Lantern, bullseye 2 gp

    Lantern, hooded 7 gp

    Lock 2+ gp

    Manacles gp

    Item Cost

    Mirror (small steel) 2 gp

    Musical Instrument gp

    Oil (lamp), pint sp

    Parchment (sheet) 2 sp

    Pole, t 2 spPot, iron sp

    Rations, trail (day) sp

    Rations, dried (day) gp

    Rope, hemp ( t) gp

    Rope, silk ( t) gp

    Sack ( pounds capacity) gp

    Sack ( pounds capacity) 2 gp

    Shovel 2 gp

    Signal Whistle sp

    Spellbook (blank) 2 gp

    Spike, iron cpTent gp

    Torch cp

    Waterskin gp

    Wolvesbane sp

    Table 12: Transportation

    Type Cost

    Cart, Hand gp

    Galley, Small ( rowers) 2, gpGalley, Large ( rowers) 4, gp

    Horse, Riding 4 gp

    Horse, War 2 gp

    Mule 2gp

    Rowboat 2 gp

    Wagon gp

    Starting GoldRoll 36 a muliply by 1. Ti rep-

    ree e umber o gol piece (gp)

    a your caracer ge o ave a e

    ar o e campaig.

    Item Descriptions:orce bur or oe our a creae a 3 raiu

    o lig. A pi o oil i a laer bur or 4 our.

    Normal laer creae a 3 raiu o lig, a bull-

    eye laer creae a beam o lig 6 log bu oly

    1 wie.

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    12

    Table 13: Melee Weapons

    Weapon Damage Weight Cost

    Axe, battle, 2 d8 gp

    Axe, hand d gp

    Club d4 gpDagger d4 2 2 gp

    Hammer, war d4+ gp

    Lance 2d4+ gp

    Mace, heavy d+ gp

    Mace, light d4+ 4 gp

    Spear, 2, d gp

    Sta d gp

    Sword, bastard, 2 d8 2 gp

    Sword, long d8 gp

    Sword, short d 8 gp

    Sword, two-handed d gp Weapon can be used either one or two-handed2 When wielded two-handed, gain + damage bonus3 Can be used as both a melee and a missile weapon

    Table 14: Missile Weapons

    Weapon Damage Weight Cost

    Arrows (2) d 2 gp

    Axe, hand d gp

    Bolt, heavy (2) d+ 2 gp

    Bolt, light (2) d4+ 4 gpBow, long gp

    Bow, short gp

    Crossbow, heavy 2 gp

    Crossbow, light 2 gp

    Dart d 2 sp

    Javelin d sp

    Sling 2 sp

    Spear d gp

    Stones, sling (2) d4 gp

    Table 15: Missile Weapons Rate o Fire and Range

    Weapon Rate o Fire Range1

    Axe, hand t

    Bow, long 2 7 t

    Bow, short 2 t

    Crossbow, heavy 8 tCrossbow, light t

    Dart t

    Javelin 2 t

    Sling 4 t

    Spear 2 t -2 to-hit per increment

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    Chapter 3: iTems and eQuipmenT

    13

    Table 16: Armor

    Armor Type Efect on AC Weight1 Cost

    Chain -4 [+4] 7 gp

    Leather -2 [+2] 2 gp

    Plate - [+] 7 gpRing - [+] 4 gp

    Shield - [+] gp Magical armor weighs half normal

    calculatIng armor claSS

    Important Note: Your Reeree will decide whether your

    game is using the Descending armor class system where

    a lower AC is harder to hit, or the Ascending AC sys-

    tem, where a higher AC is harder to hit. Numbers or the

    Ascending AC system are set o in brackets.

    Descending AC Sysem: I e Deceig AC Syem,

    a uarmore uma i armor cla . Te armor you

    buy lower your armor cla, a e lower e armor

    cla, e arer you are o i. o calculae your armor

    cla, look a e Armor able above, i e Eec o

    AC colum. For waever ype o armor you boug,

    ubrac e umber ow rom your bae armor

    cla o . Ta your ew armor cla.

    Ascending AC Sysem: For e Aceig AC yem

    a uarmore pero i armor cla [1]. Your armor

    a o your AC, o e iger your AC, e arer i

    i or eemie o i you. o calculae your armor cla

    look a e Armor able above, i e Eec o AC

    colum. For waever ype o armor you boug, a

    e umber ow i bracke o your bae armor cla

    o 1. Ta your ew armor cla.

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    How mucH you can carryWeig i lie i pou. A ormal level o mi-

    cellaeou equipme (o icluig armor a weap-

    o) i aume o weig 1 pou. reaure i ae

    o i, wi eac coi a gem weigig .1 pou.

    Tee are big, eavy coi a gem, bu a ju eway o ig i a aay worl. Coi oul clik,

    a gem oul be e ie o ice.

    movementAll caracer, epeig o wa or o armor eyre

    wearig a wa eyre carryig, ave a bae move-

    me rae a ollow:

    Table 17: Movement Rate

    Weight Carried Rate

    Up to 7 pounds 2

    7 pounds

    pounds

    pounds ( pound maximum)

    Table 18: Indoor/Subterranean/City Movement

    Description Speed Results

    Careul Base movement rate times t/turn Mapping is permitted, and normal chances or surprise exist

    WalkingBase movement rate times 2 t/turn

    (x2 per round)No mapping or careul observation is allowed

    RunningBase movement rate times 4 t/turn

    (x4 per round)

    No mapping permitted, characters are automatically

    surprised, and have no chance to surprise others. The sound

    o their running may attract enemies

    Combat

    Base movement rate in t/round

    (e.g., 2 t/round or an

    unencumbered human)

    This may also be interpreted as the distance a character can

    move in combat without suering ree attacks rom enemies

    or consequences a retreating character might incur

    Table 19: Outdoor Movement

    Description Speed ResultsHiking Base movement rate in miles/day No orced march checks required

    Forced March Base movement (x2) in miles/day Forced march checks required (4d vs. Strength)

    Combat

    Base movement rate in yards/round

    (e.g., 2 yds/round or an

    unencumbered human)

    This may also be interpreted as the distance a character can

    move in combat without suering ree attacks rom enemies

    or consequences a retreating character might incur

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    Chapter 4: playing The game

    15

    SavIng tHrowSFrom ime o ime, a pell or ome oer ki o aar

    require you o make a avig row. A ucceul av-

    ig row mea a e caracer (or moer) avoi

    e rea or lee i eec. Eac caracer cla aa Savig Trow arge umber, wic ge lower a

    lower a e caracer gai level. o make a avig

    row, roll a . I e reul i equal o or iger a

    e caracer avig row arge umber, e avig

    row uccee. Moer ca alo make avig row

    (a moer avig row arge umber i lie i e

    moer ecripio).

    How to playOce youve go a caracer, e Reeree will ecribe

    were e caracer i, a wa e ee. Te game

    mig ar i a rural peaa village, i a va a

    eemig ciy pike wi ower a miare, i a ca-

    le, a aver, or a e gae o a acie ombaup o e Reeree. Bu rom a poi o,you ecribe

    wa your caracer oe. Goig ow air, aack-

    ig a rago, ig o e people you mee: all o ee

    or o ig areyoureciio. Te Reeree ell you

    wa appe a a reul: maybe oe air lea ow

    o a uge omb, or a rago aack your caracer.

    Ta or e Reeree o ecie. Te rule below are

    guielie or ow o ale cerai eve: comba,

    moveme, ealig, yig, a oer impora par

    o e game.

    Baically, you a e Reeree work ogeer, wi e

    Reeree alig e eail o a agerou aay

    worl, a you alig wa your caracer oe i

    i. Te epic ory o your caracer rie o greae

    (or o i uoruae ea) i your o creae i e

    Reeree worl.

    gaInIng experIenceCaracer are aware experiece poi (XP) or

    killig moer a accumulaig reaure. Moer

    ave a e experiece poi value (i e moer e-cripio), a oe gol piece i equal o oe XP. I

    may eem o o awar experiece or reaure, bu

    keep i mi a every gol piece gaie by e car-

    acer i a iex o e player kill. Awarig experi-

    ece oly or killig moer ail o rewar a pary o

    aveurer a ucceully lure a rago away rom

    i oar o a i reaure ca be ole wiou a

    g, a i ail o rewar caracer a operae by

    ielligece, eal, rickery a miirecio.

    Eac caracer cla a a Prime Aribue lie i ecaracer cla ecripio. I i Prime Aribue i 13

    or iger, all experiece poi awar o e caracer

    are icreae by 5%. Aiioally, i e caracer a a

    carima core o 13 or more, experiece poi awar

    are icreae by 5%. Fially, i e caracer a a wi-

    om core o 13+, e caracer gai a ir 5% bou.

    I i poible or a caracer o gai a may a ree 5%

    boue o experiece poi awar.

    We your caracer a accumulae eoug experi-

    ece poi o reac a ew level, you will roll aoer

    i ie a gai ew pell i youre a magic-uer orcleric. Your comba kill may alo icreae. I oer

    wor, youve become more powerul a ca purue

    greaer callege!

    tImeSomeime e Reeree will rule a a our pae,

    or eve, a mo pae, i e lie o our irepi

    aveurer, bu wo impora ime meaureme

    ee a quick explaaio. Tee are e ur, a e

    comba rou. A ur repree e miue, a a

    comba rou i 1 miue.

    ur are ue o meaure ormal moveme we e

    aveurer are i a agerou place; comba rou

    are ue o meaure ime we e pary i i comba.

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    swords & wizardry: Core rules

    16

    The Attack RollTe mo impora rule o uera abou comba

    i e aack roll.

    o aack wi a weapo, e player roll a a a

    ay boue o e reul. Tee o-i boue may

    iclue a reg bou (or aack wi a elweapo), a exeriy bou (or aack wi miile

    weapo), a ay boue or magic weapo. Te

    player e ubrac ay o-i pealie ey mig

    ave rom eir roll.

    Te aack roll i e compare o a able o ee i e

    aack i. I e aack roll i equal o or iger a

    e umber o e able, e aack i. I you are u-

    ig e Aceig AC yem, raer a reer o

    ee able, ere i a quick ormula preee a e

    e o i caper a you ca ue (See AscendingAC Comba, Page 22). Your Reeree will eermie

    weer or o your game will ue Deceig AC or

    Aceig AC.

    I a aack i, i iic amage (a umber o i

    poi). Te amage i ubrace rom e eeer

    i poi oal (See Damage and Dea, Page 22).

    SurpriseTe Reeree eermie i oe ie ge a ree iiia-ive pae beore e r iiiaive roll. Ti i eier

    roug commo ee (aveurer or moer are

    o aler), or i ca be a rage o probabiliy (e.g., a par-

    icular ambu a oly a 5% cace o ucceeig

    we e vicim are aler a wacul).

    Declare SpellsAy player woe caracer i goig o ca a pell mu

    ay o beore e iiiaive roll. Spell caig begi a

    e begiig o e rou. Tu, i e eemie wi

    e iiiaive roll a amage e pell caer, e pellcaig may be iurbe.

    Declare InitiativeA e begiig o a comba rou, eac ie roll ii-

    iaive o a 6. Te wiig ie ac r: movig, a-

    ackig, a caig pell. Te oer ie ake amage

    a caualie, a e ge i ur.

    Iiiaive roll may reul i a ie. We i appe,

    bo ie are coiere o be acig imulaeouly

    ule e Reeree ecie o allow aoer ie roll o

    break e ie. We bo ie are acig imulae-

    ouly, i i poible or wo combaa o kill eac o-

    er i e ame rou!

    First Initiative PhaseWier o e iiiaive roll ake eir acio, iclu-

    ig movig, aackig, a ayig ele uc a climb-

    ig oo able, wigig rom rope, puig bouler

    o cli, ec. Caracer ca move a aack i e

    ame rou.

    combatWe e pary o aveurer come io coac wi

    eemie, e orer o eve i a ollow:

    Te Reeree eermie i oe ie or e oer1.

    i eile o a ree aack or move a a reul ourpriei i eier a jugme or a ie roll o

    ome ki, epeig o e circumace.

    Declare Spell..

    Deermie Iiiaive (6, ige reul i e wi-3.

    er). Oe roll i mae or eac ie, o or eac

    iiviual.

    Pary wi Iiiaive ac r (caig pell, a-4.

    ackig, ec.), a reul ake eec.

    Pary a lo iiiaive ac; reul ake eec.5.

    Ayoe wo el iiiaive ac, a reul ake6.

    eec (bo ie imulaeouly).

    Te rou i complee; roll iiiaive or e ex7.

    rou i e bale a o bee reolve.

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    Table 19: Fighting-man Attack Rolls1

    Target Armor Class [Ascending Armor Class]9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9

    [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] [26] [27] [28]

    Level Attack Roll (d20) Required to hit Opponents Armor Class

    2 2 4 7 8 2 2 22 2 24 2 2 27 28

    2 4 7 8 2 2 22 2 24 2 2 27

    4 8 2 4 7 8 2 2 22 2 24 2 2

    7 8 2 4 7 8 2 2 22 2 24 2

    7 7 8 2 4 7 8 2 2 22 2 24

    8 7 8 2 4 7 8 2 2 22 2

    4 7 8 2 4 7 8 2 2 22

    4 7 8 2 4 7 8 2 22 2 4 7 8 2 4 7 8 2

    4 2 4 7 8 2 4 7 8

    2 4 7 8 2 4 7 8

    2 4 7 8 2 4 7

    78 2 4 7 8 2 4

    2 2 4 7 8 2 4 1 This attack table is also used by Dwarven Warriors, and by Elves who are in their Fighting-man mode

    Table 18: Clerical Attack Rolls

    Target Armor Class [Ascending Armor Class]

    9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9

    [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] [26] [27] [28]

    Level Attack Roll (d20) Required to hit Opponents Armor Class2 2 4 7 8 2 2 22 2 24 2 2 27 28

    4 2 4 7 8 2 2 22 2 24 2 2 27

    8 2 4 7 8 2 2 22 2 24 2 2

    78 7 8 2 4 7 8 2 2 22 2 24 2

    7 8 2 4 7 8 2 2 22 2 24

    7 8 2 4 7 8 2 2 22 2

    2 4 7 8 2 4 7 8 2 2 22

    4 4 7 8 2 4 7 8 2 2

    2 4 7 8 2 4 7 8 2

    7 2 4 7 8 2 4 7 8

    8 2 4 7 8 2 4 7 82 2 4 7 8 2 4 7

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    Chapter 4: playing The game

    19

    Table 20: Magic-user Attack Rolls1

    Target Armor Class [Ascending Armor Class]

    9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9

    [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] [26] [27] [28]

    Level Attack Roll (d20) Required to hit Opponents Armor Class 2 4 7 8 2 2 22 2 24 2 2 27 28

    4 2 4 7 8 2 2 22 2 24 2 2 27

    7 8 2 4 7 8 2 2 22 2 24 2 2

    8 7 8 2 4 7 8 2 2 22 2 24 2

    7 8 2 4 7 8 2 2 22 2 24

    7 8 2 4 7 8 2 2 22 2

    4 4 7 8 2 4 7 8 2 2 22

    4 7 8 2 4 7 8 2 2

    22 2 4 7 8 2 4 7 8 21 This attack table is also used by Elves who are in their Magic-user mode

    Specic SituationsTe ollowig are a compilaio o guielie a i-

    rucio or alig cerai, pecic iuaio a

    mig arie urig comba.

    Backstabbing and FlankingTe Reeree will probably aig a bou o i or ay

    aack mae rom bei (perap +), or aig a

    maller bou (perap +1) o all aacker wo ma-

    age o place emelve o oppoie ie o a igle

    eeer. Ti i a ofcial rule eier way, bu icommo o gamig group uig oe meo or

    e oer.

    Critical Hits and FumblesTere i o ofcial yem or alig criical i or

    umble, bu may Reeree ave rule a ae a a

    aural roll o i a auomaic i or a i iic

    ouble amage, a/or a a aural roll o 1 i a au-

    omaic mi a may reul i e aacker roppig

    eir weapo or uerig ome oer ki o problem.

    A raie mucle mig give a -1 pealy o amageroll or e re o a comba, or a elme kocke

    awry mig cover a caracer eye uil a rou i

    ake o x i. Ti i up o e Reeree.

    House RulesMay gamig group ecie upo (a omeime

    wrie ow or reerece) a pecic oue rule. Ti

    i omeime oe o eure coie rulig o e

    reul o commoly employe acic, bu i oul

    overrie e Reeree abiliy o ecie a a paricular

    iuaio i uuual eoug o require a iere bo-

    u, pealy, or rulig. Oe example o a oue rule i

    e eciio abou ow o ale backabbig/ak-

    ig, or eeig oppoe.

    Invisible OpponentsAack agai a iviible oppoe ave a -4 pe-

    aly. Powerul magical moer, or oe wi morea 11 i ice, will uually be able o ee iviible

    creaure ormally.

    Melee AttacksA melee aack i a aack wi a-el weapo

    uc a a wor, pear, or agger. Aack i geeral

    are ecribe above (See Te Aack Roll, Page 16). I

    aiio o all oer boue, a caracer reg bo-

    ue o i a o amage (See Sreng, Page 1) are

    ae o melee aack. I oly poible o make a me-

    lee aack we e wo combaa are wii 1 eeo eac oer. wo combaa wii e ee o eac

    oer are coiere o be i comba.

    Missile AttacksMiile aack are aack wi rage weapo uc a

    a crobow, lig, or row axe. A caracer exer-

    iy bou or miile aack i ae o e o-i rol

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    swords & wizardry: Core rules

    20

    Movement within MeleeA eeer eecively block a area abou ree ee

    o eier ie, a eemie cao move roug i

    area. Aleraively, e Reeree mig allow uc move-

    me bu gra a ree aack o e eeer() wo

    cover ee area.

    Negotiation and DiplomacySome comba ca be avere wi a ew well-coe

    wor (icluig lie). I e pary i ou mace, or

    e moer o eem o be carryig muc i e

    way o loo, e pary mig elec o brae eir wayroug, i a aemp o avoi combaor a lea e-

    lay i uil coiio ge more avorable. Srikig bar-

    gai, peruaig moer or o-player caracer

    o o ig, a geig ou o rouble by uig your

    wi are a impora par o e game. Do replace

    em wi ie roll. Uig ice o eermie a mo-

    er iiial reacio beore egoiaio ar i e,

    bu ue player kill (or lack ereo) o ecie ow ar

    e player ca improve a moer iiial reacio.

    Ti i a maer o my caracer oug o be really

    peruaivei i oe o e place were e playerkill, o e caracer, i ee.

    RetreatingI i up o e Reeree o ecie i ere will be ay pe-

    cial rule or rereaig away rom a melee comba.

    Mo Reeree allow e eemy a ree aack i e car-

    acer (or moer) move away by more a i com-

    ba moveme o bae moveme rae i ee.

    SpacingBecaue mo moveme a comba icreme areiviible by ree, i i eaie o aume a a caracer

    occupie a area abou ree ee acro or purpoe

    o marcig a gig.

    Spears and PolearmsSpear a polearm i e eco rak o a bale or-

    SpellsSpell caig begi a e begiig o e rou. I i

    poible o ca a pell wile wii melee rage o aoppoe (1 ), bu i e pell caer uer amage

    wile caig a pell, e pell i lo. Ule e pell

    ecripio ae oerwie, e pell ake eec i e

    caer iiiaive pae.

    Subdual DamageA weapo may be ue o bea ow, raer a kill,

    a oppoe. We e player eire, amage iic-

    e ca be compoe o al real amage a al

    ubual amage a oe o kill, a uc poi

    are recovere a a rae o 1 p per our. I e oppo-e i poi, icluig e ubual amage, all o

    ero, e oppoe i kocke ucociou raer a

    kille (ule e real amage acually reuce real i

    poi o ero, i wic cae e oppoe i accie-

    ally kille).

    No all moer may be ubue. Geerally oly u-

    maoi a pecial creaure uc a rago will be

    ubjec o uc aack.

    Terrain FeaturesCaracer a moer will ie bei ig,

    a o ig, lie proe, g rom iger grou,

    oo arrow rom wii cocealig mi or ree

    brace, a ake every poible avaage o e

    comba errai. Te Reeree will aig boue a

    pealie or errai eaure. Mo uc boue will

    oly be a +/-1 or , epeig o e egree o cover

    or e bee o iger grou. ryig o i ome-

    oe roug a arrow li i a cale wall mig ave a

    pealy o -3. Remember, owever, a e pealy o

    i a iviible oppoe i oly -4, o a +/- 4 i aboue ouie limi or errai ajume o e o-i

    roll.

    Two-weapon FightingUig wo weapo, oe i eac a, oe o gra

    a aiioal aack roll; you gai +1 o i o your a-

    we e caracer i uig miile weapo. We u-

    ig miile o aack io a melee, i uually i po-

    ible o cooe wic oppoe (or rie) will receive

    e aack.

    maio ca aack by reacig roug e r rak o

    Figig-me.

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    Chapter 4: playing The game

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    (i ay). I e amage rom e aack iic more

    a al o e eeer remaiig i poi, e e-

    eer i ue. Ayoe wo i alreay ue will

    be kocke ucociou by e ex ucceul aack

    or 14 rou.

    Example: A st deals 3 hit points o damage, and the de-

    ender has 4 hit points. Te deender is stunned and su-

    ers the penalties or being stunned. I the blow had only

    inficted 2 points o damage (exactly hal), the deenderwould not be stunned. I the stunned character is hit a

    second time, he will be knocked unconscious.

    I uarme comba i a impora par o e Reeree

    game, e i ecourage o creae more complicae

    rule o reec uarme comba.

    Aemp o wrele a oppoe o e grou a

    pi im ow, or aemp o ma io a oppoe

    a pu im backwar, will be eermie by e

    Turning the Undead

    Cleric ave e abiliy o ur uea, cauig emo ee or eve ourig eroyig em. We a ur-

    ig aemp i mae, a oul be rolle a e

    urning Undead able coule or e reul.

    I e number o e ie i equal o or greaer a

    e umber ow o e able, all uea crea-

    ure o e argee ype are ure a will ee

    or 36 rou, or will cower elplely i ey ca-

    o ee.

    I e able iicae , all uea creaure oe argee ype are auomaically ure a wil

    ee or 36 rou, or cower elplely i ey ca-

    o ee.

    For Lawul or Goo cleric, i e able iicae

    D, e uea creaure i auomaically e-

    roye a will crumble o u. For Caoic or

    Evil cleric, a reul o D iicae a e u-

    ea are orce io e cleric comma or a pe-

    rio o 4 our.

    Table 21: Turning Undead

    Undead HD ExamplesClerical Level

    1 2 3 4 5 6 7 8 913 1418 19+

    Skeleton 7 4 T T D D D D D D

    2 Zombie 7 T T D D D D D D

    Ghoul 4 T T D D D D D

    4 Shadow 7 4 T T D D D D

    Wight 2 7 4 T T D D D

    Ghast 2 7 4 T T D D

    7 Wraith 2 7 4 T D D8 Mummy 7 4 T D

    Spectre 2 7 T T

    Vampire 2 4 4

    Ghost 2 7 4

    2 Lich 2 7

    Demon 2 1Vampires cannot be turned automatically

    ack roll. Te o-a weapo mu be a agger, a

    e amage i e average o e wo weapo ue.

    Unarmed CombatBrawlig aack, uc a oe couce wi , oo

    or agger pommel, will ormally iic 1 poi oamage, plu e aacker Sreg bou o amage

    Reeree commo ee (rago are eaily wrele

    o e grou, ulike gobli). A goo rule o umb i

    o require a ucceul aack roll.

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    Damage and DeathWe a caracer (or creaure) i i, e amou o

    amage i euce rom i i poi. We i

    poi reac , e caracer i ucociou. Te car-

    acer acually ie i e reace egaive i poi equal

    o i level. I oer wor, a level caracer olyacually ie a -5 i poi.

    HealingI aiio o e variou magical mea o reor-

    ig i poi, a caracer recover 1 i poi per ay

    a e ake uierrupe re. Four week o re will

    reur a caracer o ull i poi regarle o ow

    may i poi e caracer lo.

    MoraleCerai moer, uc a mile or uea crea-

    ure, are earle a alway g o e ea. Te

    majoriy, owever, will o coiue o g a opele

    bale, eekig o rerea, urreer or ee. Te Reeree

    ecie we moer abao e bale a rerea,

    bae o e iuaio a e moer ielligece.

    Keep i mi a e pary ow NPC allie mig

    ecie o ee i eir propec o urvival look grim.

    Ascending AC CombatI youre uig e Aceig AC yem, i may be ea-

    ier o calculae your o-i roll accorig o a imple

    ormula. Te umber are e ame a e Deceig

    AC ablei i ju a iere way o calculaig e

    reul. Here ow i oe: eac caracer cla gai

    a base o-i bonus a eir level icreae. A i

    bou o your aack roll, a i e reul i equal o or

    greaer a e oppoe AC, e aack i.

    Note: Te same bonuses apply to the Descending ACsystem, but they dont quite match up to the descending

    armor classes, so this quick system only works or the as-

    cending AC system.

    I orer o ue i yem, youll ee o wrie ow

    your bae o i bou, a aju i a you gai lev-

    el, bu aer oig a, you wo ave o ceck e

    able o ee i you core a i.

    Table 22: Ascending AC Combat

    Level1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

    Class Base to-hit Bonus

    Cleric + + + + +2 +2 + + +4 + + + +7 +7 +8 +8 + + + +

    Fighting-man + + + +2 +2 + +4 + + +7 +7 +8 + + + + +2 +2 + +

    Magic-user2 + + + + + +2 +2 + + +4 + + + + + +7 +7 +7 +7 +81 This attack table is also used by Dwarven Warriors, and by Elves who are in their Fighting-man mode This attack table is also used by Elves who are in their Magic-user mode

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    Chapter 4: playing The game

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    Hiring AssistantsWe e aveurer are ju arig ou, ey will

    i very beecial o brig alog a ew ireligi

    ey ca ayoe willig o rik lie a limb i eor o place aveurer go. A e caracer gai

    level, aloug i may o loger be o impora o

    brig alog me-a-arm or orcbearer (wo like-

    ly woul urvive i e eeper level o ugeo),

    ey may begi rouiely employig pie, erva,

    a guar wile ouie o e ugeo, a a iger

    level ye ey may emelve eeig e ervic-

    e o mall armie o ailor, olier, a erva or

    eir ip, carava, or cale.

    AlchemistUpkeep Cos: 1, gp/mo

    Wage: 5 gp/mo i e alcemi maiai i

    ow laboraory. Hal a co i e caracer pro-

    vie oe or e alcemi.

    Iniial Equipmen: Fully equippe lab co 1, gp.

    Animal TrainerUpkeep Cos: 5 gp/mo

    Wage: No co i e i a par o e caracer rog-

    ol reiue; gp/mo oerwie.

    Iniial Equipmen: Ti epe o e aimal.

    ArmorerUpkeep Cos: 1 gp/mo

    Wage: Noe, i e armorer i a ollower o a caracer

    wi a rogol. I o, wage are 1 gp/moover a above e co o upkeep.

    Iniial Equipmen: A ully equippe orge co

    arou 1 gp.

    AssassinUpkeep Cos: N/A

    Wage: , per miio

    Iniial Equipmen: Noe.

    Blacksmith

    Upkeep Cos: 5 gp/moWage: 1 gp/mo

    Iniial Equipmen: A ully equippe orge co

    arou 1 gp.

    Man-at-Arms (Battles/War)Upkeep Cos: 1 gp/mo i camp or cale. Saar

    co o raio i operaig i e el (reuce

    o 1 gp/mo i e caracer i elig a army

    wi aequae wago o purcae i bulk).

    Wage: I e ma-a-arm i a par o e caracer

    rogol reiue, e co oig. Mercearyiary co arou gp/mo, arcer 4 gp/

    mo, a calvary co gp/mo. Sergea

    (oe require or every 1 me-a-arm) co wice

    a ormal. Lieuea (require or every ), co

    ree ime a ormal, a Capai (require or

    every 6), co our ime a ormal.

    Iniial Equipmen: Deermie rom equipme li.

    advIce for advanced play

    A a geeral rule, e upkeep or a igle pero i a

    rural commuiy uc a a cale or village i abou 1gp

    per mo a perap wice a i a ciy. Ti up-

    keep cover oo a icieal, a oe o iclue

    logig, wage, or e purcae o equipme. Noe

    a or ome proeio e icieal co ca be

    quie ig: blackmi ue up a quaiy o upplie

    ju o keep a orge ruig. Te co o logig (a-

    umig e caracer oe o ow a rogol were

    e ca oue i erva a ollower a o co) iup o e reeree, bu ayig i a i, eve i a able,

    will co a lea 1 p per ig. Purcae o equipme

    oul be calculae uig e equipme able, a i

    e irelig require a grea eal o iiial equipme

    uc a a orge or a library, e Reeree will aju e

    co a eee. Wage epe upo e ype o er-

    vice beig oug.

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    SageUpkeep Cos: , gp/mo

    Wage: N/A

    Iniial Equipmen: Small library co , gp.

    SailorUpkeep Cos: 1 gp/mo

    Wage: gp/mo

    Iniial Equipmen: Noe.

    Servant (Domestic)

    Upkeep Cos: 1 gp/moWage: 5 gp/mo

    Iniial Equipmen: Noe.

    Siege or Construction EngineerUpkeep Cos: 75 gp/mo

    Wage: 5 gp/mo

    Iniial Equipmen: Noe.

    SpyUpkeep Cos: 1 gp/mo

    Wage: 5 gp per miio

    Iniial Equipmen: Noe.

    Torchbearer/Other Non-combatant

    Upkeep Cos: Co o raio.Wage: 1 gp/ay

    Iniial Equipmen: Deermie rom equipme li.

    Man-at-Arms (Dungeon Adventuring)Upkeep Cos: Co o raio.

    Wage: gp/ay or upwar o 5 gp/ay

    Iniial Equipmen: Deermie rom equipme li.

    Ship CaptainUpkeep Cos: 5 gp/mo

    Wage: 5 gp/mo

    Iniial Equipmen: A ip.

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    Chapter 4: playing The game

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    Higher Level AdventuringSWORDS & WIzARDRY uually i playe ju oce

    or a igle aveurei i uually a weekly or mo-

    ly erie o eio i wic e caracer coiue o

    aveure, gaiig experiece a power. Eveually,

    e more powerul caracer will begi o make a marko e game worl iel; ey may ake corol o a ca-

    le, buil armie, a eve, i e game goe o log

    eoug a e group ecie o o reire e carac-

    er, ame kigom aer emelve or veure io

    oer worl, realm, or imeio. Perap ey will

    o bale wi emo price, maybe ey will orge

    ariac o grea powereve uie grea empire be-

    ea eir baer o e el o war or roug i-

    plomacy i gra cour. Laer geeraio o car-

    acer mig eve be ervig a ecme or e ol,

    reire grea o e game!

    Te r everal level o playig e game are mai-

    ly evoe o e caracer becomig more power-

    ul, brigig back reaure o buy beer equipme,

    ig magic iem, learig pell, a geig more

    i poi a ey gai level. Oe ee aveure

    are expeiio io a uergrou ugeo com-

    plex, bu mig alo be a erie o voyage o a ip or

    ay umber o oer aveurewaever e play-

    er ecie o embark upo. A e game reace ig-

    er level, e player will mo likely begi projec aare pecically covere by e rule. Perap e

    Magic-uer wa o buil a army o magically ai-

    mae iro warrior, bu ee o gure ou ow o o

    i. Maybe e Figig-ma wa o eabli a mall,

    orie maor i e wilere ill, bu ee

    o ire ome roop a clear ou e area. Ti ie

    o e game i oly limie by your collecive imagi-

    aio. O coure, a e caracer become beer

    kow (or more ooriou), ey will be peiioe by

    all maer o people rom kig o peaa or elp,

    a ey will ear o myeriou place a rumor arbeyo e ormal are o le reowe aveurer.

    StrongholdsSrogol a (omeime) poliic begi o om-

    iae e game aer e caracer reac ame

    levelaumig a e player o reire eir car

    acer a i poi, wic mo o. Aveurer ca

    ar builig rogol beore ey ave reace

    ame level, o coure, bu ey o ge e ollow-

    er (or ecearily e recogiio o oer oble i

    e area) uil reacig a level were eir reow ieoug o arac villager a roop o eir proec-

    io. Oce e game reace i level, e caracer

    will ave o clear e area arou e rogol o

    ay moer, a ca e aely begi builig or-

    icaio a axig peaa a ey ock (or rick-

    le) o e caracer baer. I i poible a i poi

    a acual bale mig be oug, eier o la or a

    ea, a e caracer ee i e or eek o expa

    i. Tere are may e o rule or i wargamig

    ie o e game available or e player a Reeree

    o cooe rom. Oe very imple rule o umb i pro-vie below, i cae your group wa o avoi oo

    muc eail.

    Mass CombatUnis o roops: For ma comba, e olier are

    lumpe ogeer io ui o ve or e (epeig o

    e cale o e comba). All roop i e ui oul

    ave e ame ype o armor. For e ui, a up e

    i poi o all e olier i e ui a rea e

    ui a i i i a igle creaure. Sroger creaure, uc

    a gia or rago, o o ee o be groupe ioui (aloug ey are reae a a eparae ui or

    comba purpoe), a player caracer oul o be

    groupe ogeer eier.

    Iniiaive and Comba Rounds: Comba rou are ve

    miue log i roop are groupe io ve-ma ui

    a e miue log i ey are groupe io e-ma

    ui. A e begiig o e bale, roll or iiiaive

    Wicever ie wi e iiiaive ca cooe o move

    r or la, a ca alo cooe weer o aack r

    or la. For example, a e begiig o e Bale oAure Woo, were Garkel e Wiar orce are

    oppoig a ivaig gobli army, i Garkel wi

    e iiiaive e mig cooe o move r a aack

    r, o move r bu aack la, o move a aack

    la, or o move la bu aack r.

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    Order o Bale (Mass Comba):

    Miile aack a pell are reolve beore ay-1.

    ig ele appe. I arcer ave a rae-o-re o

    , oly e r o i reolve a i poi; e

    eco o i reolve a e e o e rou.Bo ie reolve eir miile aack a pell,

    i e orer coe by e ie wi e iiiaive.

    Moveme i reolve i e orer coe by e.

    ie wi iiiaive. I olier are cargig a

    make eir impac or e r ime, e reul o

    e carge are eermie immeiaely urig e

    moveme pae (eeer wi log weapo

    will ge a r aack, a e e cargig ol-

    ier ge a aack).

    Melee comba i reolve (ee below) i e orer3.

    eermie by e ie wi iiiaive.

    Broke ui may aemp o rally (ee below).4.

    Ay al miile re rom arcer wi a rae-o-5.

    re o i reolve, i e orer eermie by e

    ie wi iiiaive.

    Iiiaive i rolle or e ex rou, a e ew6.

    rou begi.

    Missile and Melee Comba: We a ui make i

    aack, i make a igle aack roll agai e armor

    cla o e oppoig ui; i melee comba, e aack

    ca oly be mae agai a ui irecly i ro o e

    aackig ui. A ui o ve olier wi 1 HD eac

    make i aack roll a a 1 HD creaure, o a a 5 HD

    creaure. Te r i iice agai a ui iic

    o amage. Aer a ui a bee i oce, laer i

    are reolve a ollow: amage i iice by rollig

    oce (or waever ype o weapo e ui i uig),a muliplyig e reul by e umber o people i

    e aackig ui. I a ui i aackig a igle arge

    (uc a a gia or a loe player caracer), e amage

    i reuce by al. Keep i mi a moer reai

    eir abiliie; a moer a ca be amage by o-

    magical weapo wo be ur a all by ormal arrow

    rom a ui o regular logbowme. Tere i oe pe-

    cial rule ere: i a moer, caracer, or ui cao be

    i becaue o a goo armor cla or errai moier

    (explaie laer), ere i ill a cace a a ui ca

    iic ome amage. I e ui roll a aural o i,

    i will iic amage, bu oly oe-quarer o e am-age i woul ormally iic. Hi poi iice o a

    ui o acually kill ayoe uil e ui make a

    morale ceck (ee below). We a ui i ow o al

    i origial i poi, a ay ime i i i aer loig

    al i i poi, e ui mu make a morale ceck.

    Te morale ceck i mae o a 6:

    1: Four ou o ve o e olier i e ui are

    ea. Te ui i remove rom e boar a

    e 1 or urvivor are eeig.

    : Te ui a o caualie, bu i orce back

    oe al o i move (e aacker ca alo

    move up eir roop by e ame amou i

    ey cooe o o o). Te ui i broke.

    3: Te ui remai i place, bu i broke.

    46: Morale ceck uccee, a e ui re-

    mai i e comba ormally.

    I a ui loe all i i poi, all e olier i eui are coiere ea.

    Broken Unis: I a ui i broke, i mea a e

    ui i row io couio or rig, or a ey are

    imply o baere a ey cao ucio uil ey

    rally emelve. A broke ui cao aack, bu a-

    er e melee pae o comba ey may aemp o ral-

    ly. A broke ui ca move backwar ou o comba,

    bu cao avace owar e eemy. A well-raie

    or experiece ui o regular roop (o mercear-

    ie) a a 75% cace o rally. Well-raie mercear-ie ave a 5% cace o rally. Levee a miliia ave

    a 5% cace o rally. I e ui rallie, i i o lo-

    ger coiere o be broke a ca aack ormally

    agai we e ime come.

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    Chapter 4: playing The game

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    Modiers: Large-cale comba epe grealy upo

    e errai, a gaiig uperior errai i a impor-

    a par o uc comba. Figig ow a lope or

    rom iger grou i a major acor; perap e mo

    impora acor. Do orge, oug: eve i a ui

    cao be i, we e aacker roll a aural i illiic oe-quarer o i ormal amage.

    A ui gig rom e iger grou a a coice1.

    o make eac rou; i ca gai a +4 o i aack

    roll or i ca orce all aacker o ake a -4 o aack

    roll agai e ui urig a rou.

    Ui gig iie a ore are immue o mi-.

    ile re ule ey are lie up a e ege, u-

    ig ree a cover, i wic cae all eemy aack

    are mae a -4 (icluig melee aackolige ege o a ree lie i a avaage eve i cloe

    comba).

    Deeig rom bei a wall caue eemy aack3.

    o be mae a -4. Oe poi abou i, oug: a

    wall a e ege o a ree lie oe ge bo moi-

    er rom e wall a e ree; oly oe -4 will be

    applie o eemy aack. Tu, i a ui i o op o

    a cale wall, eeig agai arcer rig rom

    below, e aack agai em will be mae a -

    (-4 or e iger grou, a -4 or e wall).

    I a ui i akig aoer ui (aackig rom4.

    e ie) i gai +4 o i.

    I e ui i aackig aoer ui rom e rear,5.

    i aack a -4 a alo iic ouble ormal

    amage.

    Movemen Rule: A ui cao ur a move i e

    ame rou ule i i a moue cavalry ui.

    Tee rule oul be eoug o ale mo iua-

    io, aloug ere are eail or aval comba,

    iege weapory, or may o e oer circumac-

    e a mig be ecouere i a large-cale bale.

    Keep i mi alo a ee are of cial rule, ju

    a quick oulie o oe way o play ou e or o ba-

    le i wic e caracer mig emelve a

    Magical Research

    Magical reearc i aoer area i wic iger-lev-el caracer will begi o grow beyo e cope o

    e rule. Eve airly low-level Magic-uer may wa

    o evelop ew pell, a iger-level Magic-uer

    mig become ivolve i all ki o reearc rom

    poio ormulae o creaig magical iem, o crea-

    ig golem, o breeig moer. I geeral, e e-

    ail o uc projec are le o e Reeree; ey will

    ceraily be expeive, a will probably ivolve -

    ig book o lo lore (yup, i ugeo, aloug per-

    ap e Wiar a ecme o rerieve em by

    i poi) a rage compoe ragig rom eyeo ew up o e ear o a rago. Special laborao-

    rie mig be require, a mig e ervice o a ire

    alcemi or age. Remember a ew pell oul be

    careully reviewe o make ure ey are oo pow-

    erule pell level oul reec e pell power

    I a pell ur ou o be uexpecely powerul o e

    poi were i eager e game, i i alway e re-

    eree prerogaive o proec e game by ajuig e

    level o e ew pell.

    commaer or paricipa. Te player a Reeree

    are compleely ree o ue aoer e o rule o ui

    eir purpoe.

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    rememberSWORDS & WIZARDRY is a ree-orm roleplaying

    game, meaning that there arent very many rules. The

    Reeree is responsible or handling situations that

    arent covered by the rules, making air evaluations owhat the characters do and deciding what happens

    as a result. This is not a game in which the players are

    against the Reeree, even though the Reeree is re-

    sponsible or creating tricky traps, dangerous situa-

    tions, and running the monsters and other oes the

    PCs will encounter during the game. In act, the play-

    ers and the Reeree cooperate with each other to cre-

    ate a antasy epic, with the Reeree creating the set-

    ting and the players developing the story o the he-

    roes. I they arent skillul and smart, the epic might be

    very short. But its not the Reerees job to deeat theplayersits his job to provide interesting (and dan-

    gerous) challenges, and then guide the story airly.

    gameplay exampleA Figer,Arnold the Lion, i gig ree gobli i a

    ark alley o e Glierig Ciy o Semoulia. We eave-

    rop ju a e ecouer begi:

    Arnolds player: I raw myel up o ull eig aiorm em a Im a capai o e guar. My

    olier are rig bei me, a ee vermi

    beer ipere or Ill ave em broug i or

    ierrogaio.

    Reeree: Um, o. Teyre o buyig i. Youre covere

    i l rom a garbage pi, remember?

    Arnolds player: O, yea. I orgo a.

    Reeree: Roll iiiaive. (Secrely roll a 6 a ge a

    reul o 6.)

    Arnolds player: I rolle a .

    Reeree: Te gobli aack r. Teyre all more a

    e ee rom you, a ey move orwar wi

    eir club a e reay.

    Arnolds player: Tey o carge?

    Reeree: Nope.

    Arnolds player: Tey o ge a aack becaue ey

    cloe i. I my ur o aack, rig?

    Reeree: Ye.

    Arnolds player: (Roll a .) 16wee! Aig my

    bae o-i bou a Sreg bou give me a

    oal o-i roll o 1!

    Reeree: (Noe a gobli ave a armor cla o 14,uig e aceig AC rule.) You wig your

    wor io e leaig gobli. Roll or amage.

    Arnolds player: (Roll a 6.) poi, bu Ive go a +1

    amage bou, o a 3.

    Reeree: (Tats enough to kill it. Te goblin had only

    2 hit points.) Okay, o a i movig orwar, e

    gobli lip a lile bi i a pule o e oe o

    e arrow alley were youre gig, a ki

    rig oo your wor. A you yak ou e blae,e gobli all ea o e grou. Te oer wo

    are ill aackig, bu ey look ervou owob-

    viouly arig o recoier i wole ig.

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    Chapter 5: spells

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    clerIc Spell lISt

    Level 1Cure Lig Wou1.

    Deec Evil.

    Deec Magic3.Lig4.

    Proecio rom Evil5.

    Puriy Foo a Drik6.

    Level 2Ble1.

    Fi rap.

    Hol Pero3.

    Silece, 15 Raiu4.

    Sake Carm5.

    Speak wi Aimal6.

    Level 3Coiual Lig1.

    Cure Dieae.

    Locae Objec3.

    Prayer4.

    Remove Cure5.

    Speak wi Dea6.

    Level 4

    Creae Waer1.Cure Seriou Wou.

    Neuralie Poio3.

    Proecio rom Evil, 1 Raiu4.

    Speak wi Pla5.

    Sick o Sake6.

    Level 5Commue1.

    Creae Foo.

    Dipel Evil3.

    Figer o Dea4.

    Iec Plague5.Que6.

    Raie Dea7.

    Level 6Aimae Objec1.

    Blae Barrier.

    Cojure Aimal3.

    Fi e Pa4.

    Speak wi Moer5.

    Wor o Recall6.

    Level 7Aerial Serva1.

    Aral Spell.

    Corol Weaer3.

    Earquake4.

    Holy Wor5.

    Par Waer6.

    Reoraio7.

    Reurrecio.

    Symbol.

    Wi Walk1.

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    magIc-uSerSpell lISt

    Level 1Carm Pero1.

    Deec Magic.Hol Poral3.

    Lig4.

    Magic Miile5.

    Proecio rom6.

    Evil

    Rea Laguage7.

    Rea Magic.

    Siel.

    Sleep1.

    Level 2Coiual Lig1.

    Darke, 15 .

    Raiu

    Deec Evil3.

    Deec Iviibiliy4.

    ESP5.

    Iviibiliy6.

    Kock7.

    Leviae.

    Locae Objec.

    Magic Mou1.Mirror Image11.

    Paamal Force1.

    Pyroecic13.

    Sikig Clou14.

    Sreg15.

    Web16.

    Wiar Lock17.

    Level 3Clairauiece1.

    Clairvoyace.Darkviio3.

    Dipel Magic4.

    Exploive Rue5.

    Fireball6.

    Fly7.

    Hae.

    Hol Pero.

    Iviibiliy, 1 1.

    Raiu

    Ligig Bol11.

    Moer1.

    Summoig I

    Proecio rom13.Evil, 1 Raiu

    Proecio rom14.

    Normal Miile

    Rope rick15.

    Slow16.

    Suggeio17.

    Waer Breaig1.

    Level 4Carm Moer1.

    Couio.Dimeio Door3.

    Exeio I4.

    Fear5.

    Halluciaory6.

    errai

    Ice Sorm7.

    Mamorp.

    Moer.

    Summoig II

    Pla Grow1.

    Polymorp Oer11.Polymorp Sel1.

    Remove Cure13.

    Wall o Fire14.

    Wall o Ice15.

    Wiar Eye16.

    Level 5Aimal Grow1.

    Aimae Dea.

    Cloukill3.Cojure Elemeal4.

    Coac Oer5.

    Plae

    Exeio II6.

    Feeblemi7.

    Hol Moer.

    Magic Jar.

    Moer1.

    Summoig III

    Pawall11.

    elekiei1.

    elepor13.

    ramue Rock o14.Mu

    Wall o Iro15.

    Wall o Soe16.

    Level 6Ai-Magic Sell1.

    Corol Weaer.

    Dea Spell3.

    Diiegrae4.

    Eca Iem5.

    Gea6.Iviible Salker7.

    Lege Lore.

    Lower Waer.

    Moer1.

    Summoig IV

    Move Ear11.

    Par Waer1.

    Projec Image13.

    Reicaraio14.

    Repulio15.

    Soe o Fle16.

    Level 7Cacoemo1.

    Carm Pla.

    Delaye Bla3.

    Fireball

    Exeio III4.

    Limie Wi5.

    Ma Iviibiliy6.

    Moer7.

    Summoig VPae Door.

    Power Wor, Su.

    Revere Graviy1.

    Simulacrum11.

    Level 8Cloe1.

    Ma Carm.

    Mi Blak3.

    Moer4.

    Summoig VIPermaecy5.

    Polymorp Objec6.

    Power Wor, Bli7.

    Symbol.

    Level 9Aral Spell1.

    Mae.

    Gae3.

    Meeor Swarm4.

    Moer5.Summoig VII

    Power Wor, Kill6.

    Primaic Spere7.

    Sape Cage.

    ime Sop.

    Wi1.

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    Spell deScrIptIonSCoaie erei are all o e Cleric a Magic-uer

    pell preee i alpabeical orer.

    Aerial Servant

    Spell Level: Cleric, 7th LevelRange: N/A

    Duraion: Uil complee or iaiy

    Ti pell ummo a powerul creaure rom e el-

    emeal plae o air, o ec a reur oe ig (or

    creaure) o e caer. Oly a creaure wi a Sreg

    o 1 ca g i way rom e erva grap, a eve

    e e cace i o likely o be greaer a 5%.

    Te erva ca carry up o 5 pou i weig. A

    aerial erva a e ollowig aribue: HD 16, AC

    3 [16], Ak Bonus +17, Ak1 (44), Move 4 . I eerva i rurae i i eor o brig e eire

    objec o e caer, i will become iae, reurig

    a aackig im.

    Animal GrowthSpell Level: Magic-uer, 5th Level

    Range: 1

    Duraion: our

    Ti pell caue 16 ormal creaure o grow immei-

    aely o gia ie. Wile e pell la, e aece crea-ure ca aack a per a gia verio o emelve.

    Animate DeadSpell Level: Magic-uer, 5th Level

    Range: Reeree Dicreio

    Duraion: Permae

    Ti pell aimae keleo or ombie rom ea

    boie. 16 uea are aimae per level o e caer

    above th. Te corpe remai aimae uil lai.

    Animate ObjectSpell Level: Cleric, 6th Level

    Range: 6

    Duraion: 1 our

    Te Cleric brig o lie iaimae objec uc a

    aue, cair, carpe, a able. Te objec ollow

    e cleric comma, aackig i oe or perorm-

    ig oer acio o i beal. Te Reeree mu e-

    ermie e comba aribue o e objec, uc a

    armor cla, pee, i ice, a o-i boue o e

    pur o e mome. A oe aue, a a baic example

    mig ave AC o 1 [1], aack a a creaure wi 7HD, a iic poi o amage. Wooe uri-

    ure woul be coierably le agerou.

    Anti-magic ShellSpell Level: Magic-uer, 6th Level

    Range: Caer

    Duraion: our

    A iviible bubble o orce urrou e caer, im-

    peerable o magic. Spell a oer magical eec

    cao pa io or ou o e ell.

    Astral SpellSpell Level: Magic-uer, th Level

    Range: 1 mile (above grou), 1 yar (below)

    Duraion: our

    Te caer projec i aral orm io oer place; e

    aral orm i iviible o all creaure bu oe alo

    ravelig e aral plae o exiece. Te pell a a

    uraio o wo our. I e caer pyical boy i

    move more a 1 mile rom i origial locaiowile e aral orm i away, e lik i uere a

    e caer oul become lo i e beyo; a i e

    caer boy i uergrou, i ee oly be move

    1 yar beore e coecio i broke.

    Te aral orm i capable o caig pell, bu ere

    i a 5% cace per pell level a e pell will ail

    Aiioally, ere i a % cace per pell level o e

    aempe pell a e aral pell iel will aler a

    a reul o e pell caig, a e aral orm wil

    reur o e pyical boy. We ravelig i araorm upo e ear, e aral orm may ravel a a

    a 1 mile per our per level above 1th. I e orm

    i ravelig uergrou, i op pee i muc low-

    er: 1 per 1-miue ur. We ravelig io e

    eeper regio beyo e ear, pee a iace

    are obviouly o meaure i mile.

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    Blade BarrierSpell Level: Cleric, 6th Level

    Range: 6

    Duraion: 1 ur

    Myical blae, wirlig a ruig, orm a lealcircle arou e pell recipie, a a raiu o 15 .

    Te barrier iic 71 poi o amage o ayoe

    ryig o pa roug.

    BlessSpell Level: Cleric, nd Level

    Range: Oly upo a caracer o i comba.

    Duraion: 1 our (6 ur)

    Ti pell gra i recipie a +1 o aack roll (a

    improve morale, i e recipie i o a player car-acer). Te recipie cao alreay be i comba we

    e pell i ca.

    CacodemonSpell Level: Magic-uer, 7th Level

    Range: 1

    Duraion: Reeree icreio

    Ti pell ummo a emo or oer e (uc a

    a evil) rom e lower plae o exiece. Te pell

    provie o proecio waoever agai e wrao e ummoe creaure, a e magic uer oul

    be vere i e lore o peacle a oer magical

    mea o egig ou emo. Gaiig e emo

    aiace i beyo e pell power, comig ow o

    a maer o egoiaio a rea bewee e caer

    a e e.

    Charm MonsterSpell Level: Magic-uer, 4th Level

    Range: 6

    Duraion: See below

    Ti pell operae i e ame maer a Carm

    Person, bu ca aec ay oe livig creaure, iclu-

    ig powerul moer. For moer o ewer a 3

    i ice, up o 36 ca be aece. Moer ca break

    ree o e carm, (oe cace per week) bae o eir

    i ice (a ow o e ollowig able).

    Table 23: Charm Monster

    Hit Dice Chance to Break Charm1

    Fewer than 2 %

    24 %

    7 2%8 4%

    + 8%1 Per week

    Charm PersonSpell Level: Magic-uer, 1st Level

    Range: 1

    Duraion: Uil ipelle

    Ti pell aec livig bipe o uma ie or maller,

    uc a gobli or rya. I e pell uccee (avigrow allowe), e uoruae creaure all uer

    e caer iuece.

    Charm PlantsSpell Level: Magic-uer, 7th Level

    Range: 1

    Duraion: Uil ipelle

    I e pla ail a avig row (a i ee o be

    iellige), i will obey e caer o e exe o i

    abiliy. Te pell aec oe large ree, ix ma-iepla, welve pla ree ee all, or wey-our

    ower-ie pla.

    ClairaudienceSpell Level: Magic-uer, 3d Level

    Range: 6

    Duraion: our

    Clairauiece allow e caer o ear roug oli

    oe (limiig rage o or o) a oer obacle,

    ay ou wii a rage o 6 . Te pell eeccao pa roug eve a i eeig o lea, ow-

    ever, or i meal block i uerly. Te pell ca be

    ca roug a cryal ball.

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    ClairvoyanceSpell Level: Magic-uer, 3d Level

    Range: 6

    Duraion: our

    Clairvoyace allow e caer o ee roug olioe (limiig rage o or o) a oer obacle,

    ay ou wii a rage o 6 . Te pell eec

    cao pa roug eve a i eeig o lea, ow-

    ever, or i meal block i compleely.

    CloneSpell Level: Magic-uer, th Level

    Range: Cloe

    Duraion: Permae

    By i eerie a iurbig pell, a piece o e, ak-e rom a livig pero, i grow io a exac upli-

    cae o e pero a e ime e e wa remove

    (weer i require a laboraory a ow muc ime

    i require o regrow e cloe epe upo e pell

    ormula a e Reeree icreio). I a cloe i cre-

    ae wile i pare-creaure ill live, e cloe will

    eek o kill i origial. I i ail o acieve i goal,

    bo e cloe a e origial will become iae.

    Cloudkill

    Spell Level: Magic-uer, 5th LevelRange: Move 6 per miue

    Duraion: 1 our

    Foul a poioou vapor boil rom e i air, orm-

    ig a clou 15 i raiu. Te clou move irecly

    orwar a a rae o 6 per miue ule i irecio

    or pee i aece by wi. Uuually rog gu

    ca iipae a eroy i. Poio-lae, e orri

    mi i eavier a air, a u ik ow ay pi

    or air i i pa. Eve oucig e clou (muc le

    breaig i) require a avig row o avoi immei-ae ea.

    CommuneSpell Level: Cleric, 5th Level

    Range: Caer

    Duraion: 3 queio

    Higer power gra a awer o ree queio ecaer poe o em. Higer power o like co-

    aly beig ierrogae by mere moral, o e

    pell oul be limie o oce per week or o by e

    Reeree.

    ConusionSpell Level: Magic-uer, 4th Level

    Range: 1

    Duraion: our

    Ti pell coue people a moer, makig emac raomly. O a roll o 6, e creaure will o e

    ollowig:

    Table 24: Conusion

    Die Roll Reaction

    2 Attack caster & his allies

    8 Stand baed and inactive

    2 Attack each other

    Te eec o e couio may i every e mi-ue or o, a e ice are oce agai rolle.

    Te pell aec 6 creaure, plu a aiioal crea-

    ure or every caer level above th. Creaure o 3 i

    ice or ewer are auomaically aece by e pell

    a i ake eec ialy. Creaure o 4 i ice or

    more auomaically overcome e couio eec a

    i buil up o i ull power (11 miue, miu e

    caer level), a oly e are ey permie a av-

    ig row. Eveually, ee creaure are likely o uc-

    cumb o e couio, or ey mu coiue o makeaoer avig row every 1 miue uil e pell

    wo-our uraio a ru i coure.

    33

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    Conjure AnimalsSpell Level: Cleric, 6th Level

    Range: 3

    Duraion: 1 our

    Te cleric cojure up ormal aimal o erve a i al-lie: 1 creaure larger a a ma (uc a a elepa),

    3 aimal e ie o a ma or ore (uc a a lio), or

    6 aimal maller a a ma (uc a a wol). Te ai-

    mal obey e caer comma.

    Conjure ElementalSpell Level: Magic-uer, 5th Level

    Range: 4

    Duraion: Uil ipelle

    Te caer ummo a 16 HD elemeal (ay ki)rom e elemeal plae o exiece, a bi i o

    i comma. Te elemeal obey e caer oly or

    a log a e caer cocerae o i; a we e

    caer ceae o cocerae, eve or a mome, e el-

    emeal i releae a will aack im.

    Contact Other PlaneSpell Level: Magic-uer, 5th Level

    Range: Noe

    Duraion: Number o Ye/No queio

    Te caer creae a meal coac wi e plae,

    orce, power, a geomerie o e beyo, i orer

    o gai af rmaive or egaive awer o e queio

    e coemplae. Te pell eec epe upo ow

    eeply io e caer que io e variou plae o

    exiece. Te caer mu ecie ow ar io e

    plae o exiece e wie o make coac. Te

    umber o plae i ep a e cooe will a-

    ec e umber o ye or o queio e ca ak, ecace a e kowlege i available a a level, e

    cace o receivig a wrog awer, a e cace

    a e will become emporarily iae rom e ex-

    periece. emporary iaiy la or a may week

    a e umber o e plae were e caer aiy

    aile (or wa eliberaely remove).

    Table 25: Contact Other Plane

    Plane o Existence Max. # Questions Available Knowledge Wrong Result Temporary Insanity1

    rd 2 7% %

    4th 4 % %

    th 4 % 2%

    th 4% %7th 7 % 4%

    8th 8 7 2% 4%

    th 8 2% %

    th 8 % %

    th % 7%

    2th 2 % 8%1This is reduced by % for every level above 11th

    Continual LightSpell Level: Magic-uer, nd Level

    Range: 1

    Duraion: Permae uil ipelle

    Te argee pero or objec prouce lig a brig

    a ulig (a wi e ame eec a ulig), o a

    raiu o 1 .

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    Control WeatherSpell Level: Magic-uer, 6th Level; Cleric, 7th Level

    Range: Reeree icreio

    Duraion: Reeree icreio

    Te caer ca ummo or op raiall, creae uuu-ally ig or low emperaure, ummo or ipere a

    orao, clear e ky o clou, or ummo clou

    io beig.

    Create WaterSpell Level: Cleric, 4th Level

    Range: Cloe

    Duraion: Immeiae

    Ti pell creae a oe-ay upply o rikig waer

    or 4 me (or, or game purpoe, ore). A th level,e amou o waer ouble, a ouble agai a ev-

    ery level ereaer.

    Create FoodSpell Level: Cleric, 5th Level

    Range: Cloe

    Duraion: Immeiae

    Ti pell creae a oe-ay upply o oo or 4 u-

    ma (or e like). A th level, e amou o waer

    ouble, a ouble agai a every level ereaer.

    Cure DiseaseSpell Level: Cleric, 3r Level

    Range: ouc

    Duraion: Immeiae

    Cure e pell recipie o ay ieae, icluig

    magically iice oe. A evil reveral o i pell

    allow a evil Cleric o caue ieae.

    Cure Light WoundsSpell Level: Cleric, 1st Level

    Range: ouc

    Duraion: Immeiae

    Cure 16+1 i poi o amage. A evil reveral o

    i pell allow a evil Cleric o caue lig wou.

    Cure Serious WoundsSpell Level: Cleric, 4th Level

    Range: ouc

    Duraion: Immeiae

    Cure 6+ i poi o amage. A evil reveral oi pell allow a evil Cleric o caue eriou wou

    Darkness 15 t RadiusSpell Level: Magic-uer, nd Level

    Range: 1

    Duraion: 1 our

    Darke all wii e pell raiu, impeerable

    eve o arkviio. A Lig pell or Dispel Magic ca

    be ue o couerac e arke.

    DarkvisionSpell Level: Magic-uer, 3d Level

    Range: 4

    Duraion: 1 ay

    Te recipie o e pell ca ee i oal arke or

    e leg o e pell uraio.

    Death SpellSpell Level: Magic-uer, 6th Level

    Range: 4 Duraion: Caue ormal ea

    Wii a 6 raiu, up o creaure wi ewer

    a 7 i ice peri.

    Delayed Blast FireballSpell Level: Magic-uer, 7th Level

    Range: 4

    Duraion: Coe by caer (up o 1 miue)

    Ti pell creae a ormal reball, bu e bla cabe elaye or a perio o up o 1 miue. Te bur

    raiu, per a ormal reball, i , a amage i

    16 per level o e caer. Te bla ape iel o e

    available volume (33, cubic ee), llig 33 e-by-

    e-by-e cubical area.

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    FearSpell Level: Magic-uer, 4th Level

    Range: 4

    Duraion: 1 our

    Ti pell caue e creaure i i coe-ape pao ee i orror (i ey ail e avig row). Tere i a

    6% cace a ey will rop waever ey are ol-

    ig. Te coe exe 4 o a bae 1 acro.

    FeeblemindSpell Level: Magic-uer, 5th Level

    Range: 4

    Duraion: Permae uil ipelle

    Feeblemi i a pell a aec oly Magic-uer. Te

    avig row agai e pell i mae a a -4 pealy,a i e avig row ail, e argee Magic-uer

    become eeble o mi uil e magic i ipelle.

    Find the PathSpell Level: Cleric, 6th Level

    Range: Caer

    Duraion: 1 our (+1 miue/level), 1 ay ouoor

    Te caer perceive e ae way ou o a area, eve

    i e area i eige o be if cul o avigae (uc

    a a labyri). I e ouoor, e pell a greaerpower, laig a ull ay.

    Find TrapsSpell Level: Cleric, nd Level

    Range: 3

    Duraion: miue ( ur)

    Te caer ca perceive bo magical a o-magical

    rap a a iace o 3 .

    Finger o DeathSpell Level: Cleric, 5th Level

    Range: 1

    Duraion: Immeiae

    Ti pell kill a igle creaure (avig row applie).Miuig e pell i a evil ac a will likely ivoke

    ivie reribuio o ome ki.

    FireballSpell Level: Magic-uer, 3d Level

    Range: 4

    Duraion: Iaaeou

    A bea-like miile oo rom e caer ger, o

    exploe, a e argee locaio, i a urace-like bla

    o re. Te bur raiu i , a amage i 16 perlevel o e caer. Te bla ape iel o e avail-

    able volume (33, cubic ee), llig 33 e-by-e-

    by-e cubical area. A ucceul avig row mea

    a e arge oly ake al amage.

    FlySpell Level: Magic-uer, 3d Level

    Range: ouc

    Duraion: 16 ur (+1 ur/level)

    Ti pell imbue e Magic-uer wi e power oig, wi a moveme rae o 1 per rou. Te

    Reeree ecrely roll e 16 aiioal ur; e play-

    er oe o kow exacly ow log e power o ig

    will la.

    GateSpell Level: Magic-uer, th Level

    Range: Near e caer

    Duraion: See below

    A gae pell creae a opeig o aoer plae o ex-iece, a ummo or a pecie, remeouly

    powerul beig rom e oer plae, icluig go

    a emi-go. Te caer mu kow e ame o e

    creaure e i aempig o ummo, or e pell will

    ail. Tere i a 5% cace a e wrog beig may be

    ummoe, a (regarle weer e ummoe

    beig i e rig oe or o) ere i a 5% cace a i

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    will lack iere i e iuaio a reur roug e

    gae. Te ummoe beig i o ecearily riely

    o e caer, a may eve be exremely aoye.

    Geas

    Spell Level: Magic-uer, 6th LevelRange: 3

    Duraion: Uil ak i complee

    I e pell uccee (avig row), e caer may e

    a ak or e pell vicim. I e vicim oe o ili-

    gely work a perormig e ak, e will uer weak-

    e (5% reucio i reg), a ryig o igore

    e gea caue ea.

    Hallucinatory Terrain

    Spell Level: Magic-uer. 4th LevelRange: 4

    Duraion: Uil ouce (oer a by ally) or

    ipelle

    Ti pell cage e appearace o e errai io

    e emblace o wa e caer eire. A ill ca be

    mae o iappear, or coul be replace wi a illu-

    ory ore, or example.

    Haste

    Spell Level: Magic-uer, 3d LevelRange: 4

    Duraion: 3 miue

    I a area o raiu o 6 arou e poi were e

    pell i argee, a may a 4 creaure become able

    o move a aack a ouble ormal pee.

    Hold MonsterSpell Level: Magic-uer, 5th Level

    Range: 1

    Duraion: 1 our (+1 miue/level)

    Te caer arge 14 creaure, wic are complee-

    ly immobilie (avig row applie). Te caer may

    alo arge a igle creaure, i wic cae e avig

    row i mae wi a pealy o -.

    Hold PersonSpell Level: Cleric, nd Level

    Range: 1

    Duraion: ur

    Te caer arge 14 pero (e ame parameer ae Carm Person pell), wo are compleely immo-

    bilie (avig row applie). Te caer may alo ar

    ge a igle pero, i wic cae e avig row i

    mae wi a pealy o -.

    Hold PortalSpell Level: Magic-uer, 1st Level

    Range: Reeree Dicreio

    Duraion: 6 ur

    Ti pell ol a oor cloe or e pell uraio(or uil ipelle). Creaure wi magic reiace

    ca aer e pell wiou eor.

    Holy WordSpell Level: Cleric, 7th Level

    Range: 4 raiu

    Duraion: Immeiae

    Te peakig o a oly wor ramaically aec al

    oe wii e rage o i ivie power. Creaure o

    ewer a 5 i ice are lai, creaure o 5 o i iceare ue or 1 ur, a creaure wi 1 i

    ice are eaee or 16 ur. Creaure wi 13+ i

    ice are uaece bu probably impree.

    Hold PersonSpell Level: Magic-uer, 3d Level

    Range: 1

    Duraion: 1 our (+1 miue/level)

    Te caer arge 14 pero (e ame parameer ae Carm Person pell), wo are compleely immo-

    bilie (avig row applie). Te caer may alo ar

    ge a igle pero, i wic cae e avig row i

    mae wi a pealy o -.

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    Insect PlagueSpell Level: Cleric, 5th Level

    Range: 4

    Duraion: 1 ay

    Ti pell oly work ouoor. A orm o iec

    gaer, a goe werever e caer irec. Teclou i approximaely 4 q. ee ( by , wi

    rougly correpoig eig). Ay creaure o HD

    or ewer a i expoe o e clou o iec ee i

    error (o avig row).

    InvisibilitySpell Level: Magic-uer, Level

    Range: 4

    Duraion: Uil ipelle or a aack i mae

    Te objec o i pell, weer a pero or a ig,become iviible (o bo ormal viio a o ark-

    viio). I e Reeree i uig e iviibiliy rule u-

    cage, e reul i a a iviible creaure cao

    be aacke ule i approximae locaio i kow,

    a all aack are mae a -4 o i. I e iviible crea-

    ure make a aack, e pell i broke. Oerwie, i

    la uil ipelle or remove by e caer.

    Invisibility 10 t RadiusSpell Level: Magic-uer, 3d LevelRange: 4

    Duraion: Uil ipelle or a aack i mae

    Like e Invisibiliy pell, Iviibiliy 1 Raiu