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1 WHITE BOX D&D VOL. 1: MEN & MAGIC By Gary Gygax & Dave Arneson Edited by Matthew Finch, Marv Breig and Jason Vasché

Whitebox Men Magic

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WHITE BOX D&D

VOL. 1: MEN & MAGIC

By Gary Gygax & Dave Arneson Edited by Matthew Finch, Marv Breig and Jason Vasché

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Introduction

The White Box D&D booklet in your hands is a modified version of Swords & Wizardry: White Box, Matthew Finch and Marv Breig’s OGL-empowered simulacrum of the original “White Box” 1974 edition of the Dungeons & Dragons fantasy role-playing game. Vol. 1: Men & Magic includes the basic information needed to create and equip characters and the basic rules of gameplay for the players’ reference. The referee will also make use of Vol. 2: Monsters & Treasure and Vol. 3: Underworld & Wilderness Adventures. It is important to remember that White Box D&D is a ruleset that evolves with the needs of the group and the campaign; as a result, the rules in these volumes are not set in stone; with the exception of Rule Number One and Rule Number Two, they are subject to on-the-spot revision. Rule Number One: The Referee always has the right to modify the rules! Rule Number Two: Never forget Rule Number One! Four “Zen Moments” of White Box Game Play (Adapted from the Quick Primer for Old-School Gaming by Matthew Finch)

1. Rulings, not Rules - The players can describe any action, without needing to look at a character sheet to see if they “can” do it. The referee, in turn, uses common sense to decide what happens or rolls a die if he thinks there’s some random element involved, and then the game moves on.

2. Player Skill, not Character Abilities: You don’t have skills and dice rolls for everything you want to do in White Box D&D. Instead, the player must be proactive: ask questions and tell the referee where you’re looking for traps, what buttons you’re pushing, or how you’re fiddling with an object. Have a tall tale you’re trying to get the city guardsman to believe? Tell it to the referee.

3. Heroic, not Superhero: White Box D&D has a human-sized scale, not a super-powered scale. At first level, adventurers are barely more capable than a regular person. They live by their wits. To make a comic-book analogy, characters don’t become Superman; they become Batman. And they don’t start as Batman – Batman is the pinnacle. Furthermore, there is no entitlement here – not every adventurer will survive long enough to have his name and deeds sung by bards throughout the land.

4. Forget “Game Balance.” - The White Box campaign is a fantasy world, with all its perils, contradictions, and surprises; it’s not custom-tailored to the characters’ experience or power level. The wise player will ask questions and use details (room layouts, terrain, etc.) to gain advantage against foes. Similarly, the wise player will know when the party is outmatched or overpowered, and that it’s time to beat a hasty retreat…

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Creating Characters How to create a character, in four easy steps:

1. Roll Attributes 2. Choose a Race (if applicable) and Class 3. Equip Thyself (with weapons, armor, and other gear) 4. Choose spells (if applicable)

Attribute Scores The basic six attributes that define a character are Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma. Human (and demi-human) ability scores are measured on a scale of 3 to 18, with 18 being the maximum attainable by natural means. To generate attribute scores, roll 3d6 and arrange to taste. After assigning the numbers to attributes check to see if the scores qualify for modifiers: Score/Modifier 3-6: -1 7-14: none 15-18: +1 These modifiers may affect die rolls in different situations depending on the attribute. Strength (STR) can give your character bonuses when attacking with a sword or other melee weapon, and lets him carry more weight. Strength is the prime attribute for Fighters. Intelligence (INT) represents IQ, reasoning, and the ability to solve puzzles or understand difficult concepts. Intelligence is the prime attribute for Magic-user characters. Additionally, characters gain one extra language for each point of Intelligence above 10.

Wisdom (WIS) determines a character’s insight, perception, and good judgment. Wisdom is the prime attribute for Elf characters, and any character with a wisdom score of 13 or higher gains a 5% bonus to all experience point awards. Constitution (CON) is the physical hardiness and endurance of the character. A high constitution gives your character extra hit points. Dexterity (DEX) is a combination of coordination and quickness. A high dexterity score gives your character bonuses when attacking with a bow or other ranged weapon, and improves your ability to dodge (AC bonus) and sneak. Charisma (CHA) is a combination of personal charm, social aptitude, force and cosmic luck. Any character with a charisma score of 13 or higher receives a bonus of 5% to all

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experience point awards. Higher Charisma increases the number of NPC hirelings and henchmen you can retain, and improves their loyalty. Charisma Table Charisma

Hirelings

Loyalty

3–4

1

-2

5–6

2

-2

7–8

3

-1

9–12

4

0

13–15

5

+1

16–17

6

+2

18

7

+2

Saving Throws Characters are often called upon to resist a variety of effects – poison, magic spells, dragon breath, petrifaction, etc. Each character has a single “Save” target number corresponding to his/her class and level. Furthermore, different classes, spells, and items will modify your saving throw for various specific effects, such as “+1 vs. Poison.” To make a Saving Throw, roll 1d20 and add or subtract any relevant modifiers. A result that is equal to or higher than your Save number is a success. Experience Points and XP Bonuses Each character is eligible for a bonus percentage to “experience points” based on their Class Prime Attribute, which is abbreviated in parentheses next to each class heading. A score of 13 or more in the Prime Attribute gain a 5% XP bonus. Additionally, characters get to add their percentage Wisdom Bonus (13+ for +5%) to their percentage Charisma Bonus (13+ for +5% ) as XP Bonus. The maximum attainable XP Bonus is 15% (or 20% if using the optional “Humans get +5%” rule.) Characters are awarded experience points (XP) for killing monsters and accumulating treasure. Monsters have a set experience point value, and one gold piece is equal to one XP - every gold piece gained by the character is an index of the player’s skill. Awarding experience only for killing monsters fails to reward a party of adventurers that successfully lures a dragon away from its hoard so that its treasure can be stolen without a fight, and it fails to reward characters that operate by intelligence, stealth, trickery and misdirection. In certain campaigns, the referee may rule that Treasure only counts towards experience if it is spent – whether on equipment, training, magical research, carousing, or some other pursuit relevant to the character.

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Character Races Humans are the default character race in White Box D&D. “Standard” fantasy races include Elves, Dwarves, and Hobbits; depending on the campaign setting, there may be more exotic character races such as Sasquoids, Plant-Men, and so on. Unusual character races may be permitted at the referee’s discretion. Human: No class restrictions, +5% XP bonus (if not using demi-human level limits) Elf: +2 Save vs. Magic; immune to Sleep, Charm, and undead paralysis; +1 to hit vs. orcs & intelligent undead; limited to Fighter (4th level) or Wizard (8th level) Dwarf: +4 Save vs. Magic/+1 vs. Poison/+2 vs. Carousing; +1 to hit vs. goblinoids; defense bonus vs. larger foes (+2AC vs. man-sized, +4 AC vs. giant-sized); good at detecting unusual features underground; limited to Fighter (8th level) or Rogue (6th level) Character Classes, Concepts, and Backgrounds Swords & Wizardry uses a class and level system based on archetypes. Within each White Box character class archetype are many possibilities. Two “Fighters” may look statistically similar on paper, but might be very different in the players’ imaginations – a chivalrous knight, hardy ranger, eagle-eyed archer, swashbuckling duelist, and so on. At his discretion, the referee may assign additional bonuses (+1) or minor special abilities based on the character’s background or concept; an “archer” Fighter character may receive an additional +1 to hit with bows, or a “spy” Rogue may have a special aptitude at disguise, forgery, etc.

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FIGHTER (STR) Fighting-men are one of the principal archetypes of sword & sorcery fantasy. The class encompasses the spectrum of warriors: barbarian warriors, Viking raiders, swashbuckling fencers, chivalrous knights, eagle-eyed archers, ruthless mercenaries, and more. Class Abilities:

• Hit dice: 1d6+1 • Weapon/Armor Restrictions: Fighters are trained in warfare and as such have no

armor or weapon restrictions. • Combat Machine: Against foes of one hit dice (HD) or fewer, Fighters get one

attack per level each turn. • Hard to Kill: Fighters get +2 on saving throws vs. death and poisons. • Bonus damage: Because of their martial studies, fighters inflict additional damage

(+1 at 1st level, with an additional +1 per 2 levels) • Establish Stronghold (9th): At ninth level, a Fighter character who chooses to

build a castle is considered to have the rank of “Baron” bestowed upon him by the local ruler or monarch and may choose to attract a body of loyal men-at-arms who will swear fealty to him.

Fighter Level Advancement Level

XP

HD

BHB

ST

1

0

1+1

+0

16

2

2,000

2

+1

15

3

4,000

3

+2

14

4

8,000

4

+2

13

5

16,000

5

+3

12

6

32,000

6

+4

11

7

64,000

7

+4

10

8

128,000

8

+5

9

9

256,000

9

+6

8

10

512,000

10

+6

7

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ROGUE (DEX) Fantasy worlds are teeming with roguish characters: brigands, cutpurses, charlatans, unscrupulous merchants, spies, tomb robbers, and other shady characters. The adventuring rogue brings to bear special skills that make him a valuable addition to a dungeon delving expedition. Class Abilities:

• Hit dice: 1d6 • Prime requisite is Dexterity; Rogues with DEX 13+ gain a 5% XP bonus. • Sneak (SN): When wearing light or no armor, the rogue gains +1 to sneak per 2

levels. • Sneak Attack (SA): From flanking or unobserved position, attack for additional

damage (+1d4 (lv. 1-6), +1d6 (7-12), +1d8 (13+) when wearing light or no armor. • Lightning Reflexes: +2 to dexterity-based saves • Open Locks (OL): a rogue with proper tools can pick a lock, roll 1 on d12 at 1st

level; chance of success increases by +1 per level (1-3 result on d12 at 3rd lv, etc.) • Use magic scrolls/devices: May read wizard scrolls or use wands, etc. Save vs.

magic to succeed (1 try per item), fail and be stunned for 1d6 rounds. • Weapon and armor restrictions: May wear light armor. Proficient with most 1-

handed melee weapons (short/long sword, club, mace, dagger, hand ax) and small missile weapons (slings, blowguns, darts, throwing knives, etc.).

Rogue Level Advancement Level

XP

HD

BHB

ST

SN/SA

OL

1 0

1*

+0

14

+1/+1d4 1

2

1,500

2

+0

13

+1/+1d4 2

3 3,000

3

+1

12

+2/+1d4 3

4

6,000

4

+1

11

+2/+1d4 4

5

12,000

5

+1

10

+3/+1d4 5

6

24,000

6

+2

9

+3/+1d4 6

7

48,000

7

+2

8

+4/+1d6 7

8

96,000

8

+3

7

+4/+1d6 8

9

192,000

9

+3

6

+5/+1d6 9

10 384,000 +2 hp +4 5

+5/+1d6 10

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WIZARD (INT) Wizards harness unseen powers and energies to create magical effects and enchantments. Depending on the setting, Wizards may appear in different guises: alchemists working with compounds and bubbling cauldrons, mages reciting magical formulae and incantations, sorcerers summoning supernatural forces, scholars seeking to manipulate and recreate ancient technological knowledge, mystics focusing psionic energy… Class Abilities (may vary depending on campaign):

• Hit Dice: 1d6-1 • Prime Requisite is Intelligence; Wizards with INT • Mental Fortitude: +2 to Saves vs. Magic or mental effects. • Arcane blast: requires personal staff or wand as focus, [6 + Wizard’s level] per

day, 30’ range, damage = 1d4 (lv. 1-3), 1d6 (4-6), 1d8 (7+). • Spells: Wizards begin with a spellbook containing Read Magic, Detect Magic, and

(1d3 + INT mod) other spells. Reading from the book, the Wizard presses his chosen spell formulae into his mind, “preparing” these spells. Once a prepared spell is cast, it disappears from the Wizard’s mind, and must be re-prepared. It is possible to prepare a spell multiple times using the available “slots” in the Magic-user’s memory/capability. If the magic user finds scrolls of spells while adventuring, he can copy them into his spell book.

• Alchemy: access to an alchemist’s laboratory allows the Wizard to brew alchemical versions of many spells (as powders, potions, etc.); see alchemy rules for more info.

• Weapon and Armor Restrictions: Wizards may not cast spells while wearing armor. Their weapon proficiencies are limited to staff, club, dart, and dagger. Wizard Level Advancement Level

XP

HD

BHB

ST

1

0

1

+0

15

2

2,500

1+1

+0

14

3

5,000

2

+0

13

4

10,000

2+1

+0

12

5

20,000

3

+1

11

6

40,000

3+1

+1

10

7

80,000

4

+2

9

8

160,000

4+1

+2

8

9 320,000 5 +3 7

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10

640,000

5+1

+3

6

11

6

+4

5

12

6+1

+4

5

13

7

+5

5

14 –

7+1

+5

5

Wizard Spell Advancement Level

Spell Level

1

2

3

4

5

6

1

1

2

2

3

3

1

4

4

2

5

4

2

1

6

4

2

2

7

4

3

2

1

8

4

3

3

2

9

4

3

3

2

1

10

4

4

3

2

2

11

4

4

4

3

3

12

4

4

4

4

4

1

13

5

5

5

4

4

2

14

5

5

5

4

4

3

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WEAPONS, ARMOR, & EQUIPMENT New PCs begin with the clothes on their backs and the following equipment: One class-appropriate melee weapon (fighters choose a 1h weapon + shield or a 2h weapon), light armor (fighters & rogues), 1 healing potion, 1 random item from the Deck of Stuff, and an Adventuring Pack (see below). Each character begins with some specialized gear according to his or her class:

• Fighters begin with a helmet and an additional melee or missile weapon of their choice

• Rogues begin with a set of lockpicks, 2 daggers and a sling (stones) • Wizards begin with a spellbook, writing utensils and 1 alchemical mixture

The Basic Adventuring Pack includes the following items: Backpack, 1 large sack, 1 small sack, lantern or 6 torches, 3 flasks of oil, flint & steel, waterskin, rations (1 week), 1d10 gold pieces, and one of the following add-ons: #1: small hammer, 12 iron spikes #2: 10’ pole, small metal mirror #3: 50’ silk rope, grappling hook #4: blessed holy symbol (by Cleric of lv.1-3), 2 wooden stakes Additional starting equipment may be purchased at player request from the list below or other items at the referee’s discretion. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp). See the equipment tables (q.v.) for prices, all of which are given in silver pieces. THE DECK OF STUFF: During character creation, each player will draw a random card from the deck and add the listed item to his character’s inventory. Some items in the deck are more obviously useful than others, but creative players will find ways to use just about anything in clever and/or entertaining ways... Sample list o’ stuff: telescoping 11’ pole, spyglass, sack of marbles, sack of flour, large jug of potent booze, slab of stinky cheese, realistic-looking goblin mask, 50’ fine spider-silk rope, 5 pieces of chalk, compass, bottle of insect repellent, stethoscope, pair of metal tongs, silver dagger, vial of lethal poison, potion of gaseous form, 2 smoke bombs, crowbar, 500’ ball of string, small bag of Monster Snax, mood ring, sack of 30 fake gold pieces, hourglass, 30’ coil of copper wire, tin whistle, 1 pair of loaded dice, book of elf poetry (translated), etc. Equipment Weight: A “normal” level of miscellaneous equipment is assumed to weigh 70 pounds. Treasure is added to this, with each twenty coins and gems weighing a pound.

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Damage by Weapon Type Light (daggers, darts, knives, fists, thrown common objects, etc.) = 1d4 Medium (sling bullets, staves, spears, larger 1-handed weapons—swords, clubs, hammers, etc.) = 1d6 Heavy (2h swords/axes/etc., polearms, lances, arrows/quarrels) = 1d8 Armor Class (AC) Value by Armor Type* Light (leather, hide): +2 Medium (chain, ring, scale): +4 Heavy (plate): +6 Shield: +2 (does not factor into mixed armor) Mixed/piecemeal armor (leather + ring, chain + plate, etc.): average value of components. Adventuring Gear

Cost (sp)

Backpack (30 pound capacity)

5

Bottle (wine), glass

1

Case (map or scroll)

3

Crowbar

5

Flint & Steel

5

Grappling Hook

5

Hammer & bundle of wooden stakes

3

Holy Symbol, wooden

2

Holy Symbol, silver

25

Holy Water, small vial

25

Lantern

10

Mirror (small steel)

5

Oil (lamp), 1 pint

2

Pole, 10 ft

1

Rations, trail (day)

1

Rations, dried (day)

3

Rope, hemp (50 ft)

1

Rope, silk (50 ft)

5

Sack (15 pound capacity)

1

Sack (30 pound capacity)

2

Shovel 5

Spellbook (blank)

100

Spike, iron

1

Tent

20

Torch (bundle of 6)

1

Waterskin

1

Wolvesbane, Belladonna, etc 10

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Transportation Cost Mule

20

Horse, draft

30

Horse, light riding

40

Warhorse, medium

100

Warhorse, heavy

200

Saddle bags

10

Saddle

25

Cart or small wagon

80

Wagon, small 160

Horse armor (barding)

320

Raft

40

Boat

100

Small Sailing Ship

5,000

Small Galley

10,000

Large Sailing Ship

20,000

Large Galley 30,000

Melee Weapons Weapon

Cost

Axe, Battle1

7

Club

Dagger

3

Flail

8

Axe, Hand

3

Halberd / Pole Arm1

7

Mace or Warhammer

5

Morning Star

6

Spear2

2

Staff1

1

Sword

10

Sword, Short

8

Sword, Two-handed1

15

1 Two-handed weapon 2 Reaches 1 rank forward if used 2H

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Missile Weapons Weapon

Cost

Bow, long

40

Bow, short

25

Quiver1

5

Arrows (20)

5

Arrow, silver (1)

5

Crossbow, heavy

25

Crossbow, light

15

Case2

5

Crossbow bolt (30)

5

Sling

2

Pouch

1

Stones (20)

1

1 20 arrow capacity 2 30 bolt capacity

Armor Armor Wt.1

Cost

Light

25

15

Medium

50

30

Heavy

75

50

Shield

10

10

1 Magical armor weighs either nothing or half normal at Referee’s discretion. Equipment Costs: the above prices are not set in stone. Characters may find that prices vary regionally depending on availability and other factors. If you don’t like the merchant’s price, you can always try to haggle!

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THE ADVENTURE Time Sometimes the Referee will rule that “an hour passes,” or even, “a month passes,” in the life of our intrepid adventurers, but two important time measurements need a quick explanation. These are the “turn,” and the “combat round.” One turn equals 10 minutes, and 1 combat round equals 1 minute. Combat When the party of adventurers comes into contact with enemies and chooses to fight, the order of events is as follows:

1. Check for Surprise. 2. Determine Initiative. 3. Party with Initiative acts first (casting spells, attacking, etc.) and results take

effect. 4. Party that lost Initiative acts, and their results take effect. 5. The round is complete; keep turn order for the next round if the battle has not been

resolved, unless events occur that warrant a reroll of initiative (Referee’s discretion).

Surprise: Depending on the situation, the Referee may determine that one or both parties are surprised. Surprise is indicated of a roll of 4 or less on 1d12. Attacking from undetected position gives +1 to surprise (5 or less on d12) Initiative: Both parties roll 1d6, with initiative awarded to the higher roll. A tie indicates that both sides act simultaneously. Actions: White Box D&D combat is highly abstract, and assumes that during each combat round the heroes and villains are slashing, parrying, dodging, moving around, and doing their utmost to gain tactical advantage. On their turn, players may declare one of the following major actions: move their full movement rate, attack with a melee or missile weapon, cast a spell, read a scroll, drink a potion, use an item, change weapons, retrieve a dropped object, etc. Attacking: roll 1d20 and add relevant modifiers (BHB, STR, DEX, range penalties, etc.). A total equal to or greater than the target’s Armor Class indicates a hit, and the appropriate damage die may be rolled and subtracted from the target’s current Hit Points. Spells: Spell casting begins at the beginning of the round. It is possible to cast a spell while within melee range of an opponent (10 ft), but if the spell caster suffers damage

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while casting a spell, the spell is lost. Unless the spell description states otherwise, the spell takes effect in the caster’s initiative phase. Negotiation and Diplomacy: Some combats can be averted with a few well-chosen words (including lies). If the party is outmatched, or the monsters don’t seem likely to be carrying much in the way of loot, the party might elect to brazen their way through in an attempt to avoid combat (or at least delay it until favorable conditions arise).

Critical hits and misses: A natural “20” is always a hit, and does maximum damage. A natural “1” is always a miss, and may indicate a fumble (at the referee’s discretion).

Missile Weapon Rates of Fire (per round) and Range

Weapon

RoF

Range1

Bow, long

2

70 ft

Bow, short

2

50 ft

Crossbow, heavy

1/2

80 ft

Crossbow, light

1

60 ft

Sling

1

30 ft

1 -2 “to-hit” per increment Combat Modifiers

l Target is Invisible: -4 to hit l Target is behind cover or obscured: -1 to -4 l Flanking or prone opponent: +2 to hit l Using a non-proficient weapon (rogues & wizards): -4

Turning the Undead: To repel or turn away undead beings, Lawfully-aligned adventurers may use holy symbols that have been specially blessed by priests. The Referee will determine the “level” of the priest and the cost of the rite (usually Level x 100 gp plus the cost of the holy symbol). When a turning attempt is made, roll 1d20 and add the symbol’s rating (Priest level). Subtract 12 from the sum to determine the number of undead HD turned (minimum one creature.) Turned undead will flee from the possessor of the holy symbol for 3d4 rounds. Holy Water: Similarly, characters may use holy water blessed by Lawful priests against undead creatures (animated by forces of Chaos). The amount of damage done depends on the level of

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the priest. Levels 1-3: 1d6/1d6+1/1d6+2, 4-6: 2d6/2d6+1/2d6+2, 7-9: 3d6/3d6+1/3d6+2, etc. A vial of blessed holy water is 25-50 gp per level of blessing. Grenades: thrown grenadelike containers (oil, potions, holy water, lanterns, etc.) will not shatter/break 5% of the time (1 on d20). Contents of shattered containers will splash and affect all creatures in a 5’ radius of the target. Damage and Death: PCs who are reduced to zero or fewer hit points must save vs. death or be killed; a successful save indicates that the character is reduced to 1 HP and knocked unconscious for 1d6 turns. Healing: In addition to the various magical means of restoring hit points, a character will recover 1 hit point per day of uninterrupted rest. Four weeks of rest will return a character to full hit points regardless of how many hit points the character lost. Movement Rates in Combat

Wt Carried (lbs)

Med.- size

Small

0-75 12 9 76-100 9 6

101-150 6 3 151-300 3 1

Movement Type Adjustment Careful (sneaking, searching, etc.)

½ normal rate

Normal Average rate Running Double rate

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Spot Rules for Adventuring

Opening Locks: Any character can attempt this, but Rogues are the best at it. Each attempt has a base chance of 1 on d12 ± modifiers (factoring in rogue skill, DEX mod, lock’s condition, lighting, etc.) Only one attempt may be made per lock per character. Opening Doors: Stuck doors may be forced open on a roll of 1 on d6, with an additional +1 for the number of characters lending their strength (up to 1-3 on d6). Finding Secret Doors, Traps, and other hidden stuff: this is largely left up to the players to declare when and how they are searching – i.e. “I tap and feel along the wall for a door” or “poke the flagstone floor ahead with the 10’ pole.” This sort of description should suffice for locating most standard (i.e. non-magical) concealed features, although some may require more specific actions to trigger/open them. Sneaking: roll 1d20 + DEX mod + Sneak bonus ± situational modifiers ≥ character Armor Class.

l Invisible: +1 l Crunchy floor (leaves, broken glass, loose gravel, etc.): -2l Well lit, open space: -1 l Closely observed area: variable

Carousing: If adventurers wish to make merry and indulge their appetites on booze and other fleshly pastimes, they must make a saving throw vs. Poison, adjusting the roll with CON and any other appropriate modifiers. If the save is failed, the player must roll on the Carousing Mishaps table from Fight On! #4 (included in the referee’s binder.)

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MAGIC There are three principal forms of “magic” in the game, each with its own flavor:

• Wizardry, which combines default “Vancian” D&D magic with alchemy; • Psionics, the rare and mysterious powers of the mind; and • Sorcery, the ritual summoning and banishing extra-planar creatures.

Preparing Wizard Spells: Whether by memorizing arcane formulae, meditating, or chanting prayers (depending on your character concept), wizard spells must be “re-learned” by the Wizard once they have been cast. Preparation of the caster’s full complement of spells generally requires eight hours of uninterrupted study, meditation, etc. WIZARD SPELL LISTLevel 1 Cure (Cause) Wounds I * Charm Person * Detect Magic * Hold Portal Light I Protection From Chaos I * Purify Food & Drink * Read Languages * Read Magic * Sleep * Level 2 Detect Chaos (Law) * Detect Invisibility * Detect Thoughts * Find Traps * Invisibility I * Knock Levitate * Light II Locate Object Phantasmal Force Speak with Animals * Web * Wizard Lock

Level 3 Alter Time Crystal Ball Cure (Cause) Disease * Dark Vision * Dispel Magic Fireball Fly * Hold Person * Invisibility II * Lightning Bolt Protection from Chaos II * Prot. from Normal Missiles * Water Breathing * Level 4 Charm Monster * Confusion * Cure (Cause) Wounds II * Dimension Portal Giant Growth * Hallucinatory Terrain Massmorph Neutralize Poison * Polymorph * Speak with Plants * Wall of Defense I

Wizard Eye Level 5 Animal Growth * Animate Dead * Cloudkill Create Food & Drink Dispel Chaos (Law) Feeblemind Hold Monster * Insect Plague Magic Jar Passwall Telekinesis Teleport Transform I * Wall of Defense II Level 6 Anti-Magic Shell Control Weather Death Spell Disintegrate Move Earth Move Water Project Image Transform II*

Spells marked with an asterisk (*) may be prepared as alchemical mixtures.

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New Spells: The above spell list does not represent the totality of Wizardly magic available to player characters. A Wizard may “rediscover” ancient spells by finding scrolls or tomes of forgotten knowledge, or invent new ones through painstaking research and study. If the Player wishes to research a new spell, he should submit a description of the spell effect he wants to create. The referee will determine whether or not such a spell is feasible within the context of the campaign, and determine the appropriate spell level. The player and referee will then work out the cost (in gold, materials, and time) required for the character to complete the research, as well as any potential hazards to such work.

ALCHEMY Successful preparation of alchemical mixtures requires three crucial elements:

l access to specialized laboratory equipment of a minimum value equal to the spell level x 1000gp

l high-quality reagents (ingredients); inferior quality increases chance of failure l intense concentration during the mixing process, for a number of days equal to

spell level x 2 During the mixing process, the Wizard must make a Fatigue roll for each day spent working (CON check with a cumulative -1 penalty per day). Failure on any given day indicates fatigue, which is then factored into the Mixture Success roll: 1d20 ± modifiers ≥ 10 + effect level. Other modifiers include: Experience: +1 per Wizard level Proper laboratory: +1 per 1000 gp over minimum value Flawed reagents: -1 to -4 Superior-quality reagents: +1 Fatigue: -1 per day of failed Fatigue rolls Insufficient lab equipment*: -1 per mixture level Uncontrolled conditions: -1 to -4 If the Mixture Success roll is less than the target number, roll on the following Mixture Failure table. Mixture Failure # (d12) Result 1-3 Mishap; roll on Table 2 4-7 Total failure; mixture is powerless and reagents are destroyed 8-10 Partial failure; mixture has ½ potency + 50% chance of side effect (roll on Table 3 when mixture is used) 11-12 Partial failure; mixture has ½ potency + 25 % chance of side effect (roll on Table 3 when mixture is used)

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Preparation Mishap # (d10) Result 1 Mixture combusts, causing 5d6 damage; 20% of maiming, 60% chance of laboratory’s destruction 2 Noxious vapors cause 4d6 damage (save vs. Poison for ½ damage) 3 Wizard experiences uncontrolled mixture effect sporadically for 1d4 days 4 Wizard is polymorphed into a random animal, monster or sentient plant (15% permanent change) 5 Wizard’s features permanently change (eye/skin/hair-color change, toes fuse together, grows horns, etc.) 6 Mixture process seems successful, but has opposite effect when used 7 Noxious vapors cause violent hallucinations; save vs. poison or go insane 8 Piece of lab equipment is transmuted into a random substance (lead, gold, slime, etc.) 9 Wizard is turned to stone 10 Wizard is turned to gaseous form (20% permanent) Mixture Side-effect # (d12) Result 1 Permanent loss of 1 random attribute point 2 Temporary loss of 1 random attribute point 3 Permanent gain of 1 random attribute point 4 Temporary gain of 1 random attribute point 5 Permanent change of feature (hair/eye/skin color, etc.) 6 Temporary change of feature 7 Temporary raging halitosis or body odor 8 Temporarily blind, deaf, or mute 9 Temporary magic/psionic enhancer (doubles effect ) 10 Temporary magic/psionic dampener (spells & items won’t work in 10’ radius) 11 Violent hallucinations; save vs. poison or go insane 12 Mixture target suffers confusion for 1d6 turns after effect wears off (save for ½ duration, minimum 1 turn)

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WIZARD SPELL DESCRIPTIONS

Spell Name Range / Duration

Effect

Alter Time 240’ / 30 min. Hastes or Slows all targets within 60’ radius of target.

Animate Dead Var. / permanent

Creates 1d6 skeletons/ zombies from corpses per Wiz. level

Anti-Magic Shell Caster / 2 hrs. Spells and other magic effects cannot pass in/out of shell

Charm Monster 60’/ dispelled As Charm person, but for more powerful monsters. For monsters of fewer than 3 HD, up to 3d6 can be affected.

Charm Person 120’ / dispelled

Affects living bipeds of human size or smaller, such as goblins or dryads; save vs. magic to negate.

Cloudkill 6’/ min. / 1 hr Creates poison cloud 15’ radius. Strong winds can dispel

Confusion 120’ / 2 hrs. Affects 2d6 creatures + 1 per caster level above 8th. Roll 2d6 to determine effect: 2-5 attack caster and allies; 6-8 stand baffled and inactive; 9-12 attack each other.

Control Weather Varies / varies

Summon or stop rainfall, create unusually high or low temperatures, summon or disperse a tornado, clear the sky of clouds, or summon clouds into being.

Create Food & Drink

Close / perm. Creates a one-day supply of simple food and drinking water for 24 men (or horses, which drink the same amount as a man for game purposes).

Crystal Ball 60’ / 2 hrs May cast as Clairaudience (caster can hear through solid obstacles) OR cast as Clairvoyance (caster can see through solid obstacles. A 2 ft thickness of solid stone blocks the spell, as does even the thinnest layer of lead.)

Cure Disease Touch / instant

Cures target of normal or magic diseases (not incl. curses)

Cure Wounds I/II Touch / instant

Heals 1d6+1 / 3d6+1 HP, up to target’s maximum

Darkvision Touch / 1 day Target may see in total darkness, 40-60 feet (roll d3+3).

Death Spell 240’ / perm. Kill up to 2d8 targets (under 7 HD) within 60’ radius (save)

Detect Chaos 60’ / 20 min. Detects Chaotic creatures, servants, enchantments,

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auras, etc. as well as pure primal-form Chaos. Detect Invisibility 10’/ lv. / 1 hr. Caster can perceive invisible creatures and objects Detect Magic 60’ / 20 min. Caster can perceive the presence of a magical spell

or enchantment, but not its specific nature. Detect Thoughts 60’ / 2 hrs. The caster can detect the thoughts of other beings.

The spell cannot penetrate more than two feet of stone, and is blocked by even a thin sheet of lead.

Dimension Portal 10’ casting, 360’ teleport / instant

The caster may teleport himself, an object, or another person with perfect accuracy to the stated location, as long as it is within the spell’s range.

Disintegrate 60’ / permanent

The caster defines one specific target such as a door, a peasant, or a statue, and it disintegrates into dust. Magical materials are not disintegrated, and living creatures may save to resist. The Disintegrate spell cannot be dispelled.

Dispel Magic 120’ / 10 min. against an item

Can be used to completely dispel most spells and enchantments; chance of success is d% based on the ratio of the caster level vs. the level/HD of the original spellcaster

Feeblemind 240’ / dispelled

Feeblemind is a spell that affects only Wizards. The saving throw against the spell is made at a -4 penalty, and if the saving throw fails, the targeted Wizard becomes feebleminded (cannot cast spells) until the magic is dispelled.

Find Traps 30’ r. / 20 min Caster can perceive both magical and non-magical traps

Fireball 240’ / instant A missile shoots from the caster’s finger, to explode, at the targeted location, in a furnace-like blast of fire (20’ rad., dmg. 1d6 per caster level.) The blast shapes itself to the available volume. Save for half damage.

Fly Touch / 1d6 turns + 1/lv.

Grants the power of flight, with a movement rate of 120 ft per round. The Referee secretly rolls for duration; the player does not know exactly how long the power of flight will last.

Hallucinatory Terrain

240’ / until touched by non-ally or dispelled

Changes the appearance of the terrain into the semblance of what the caster desires. A hill can be made to disappear, or could be replaced with an illusory forest, for example.

Hold Monster 120’ / 1 hr + 10 min/level

As per Hold Person, only targets 1d4 monsters.

Hold Person 120’ / 1 hr + Targets 1d4 persons (with same parameters as

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10 min/ level Charm Person; saving throw applies). The caster may also target a single person, in which case the saving throw is made at -2.

Hold Portal Varies / 2d6 turns or until dispelled

Magically holds a door or gate in position. Creatures with magic resistance can shatter the spell without much effort.

Insect Plague 480’ / 1 day A storm of insects (approx. 20’ x 20’ or 400 sq. ft. cloud) gathers, and goes wherever the caster directs. Any creature of 2 HD or fewer that is exposed to the cloud of insects flees in terror (no saving throw).

Invisibility I/II 240’ / special I: single recipient; II: 10’ radius around target. Effect lasts until dispelled or recipient attacks.

Knock 60’ / immediate

Unlocks and unbars all doors, gates, and portals within its range, including those held or locked by normal magic.

Levitate 20’/level / 1 turn/level

Allows the magic user to levitate himself, moving vertically up or down (6’/round), but the spell itself provides no assistance with lateral movement.

Light I/II 60’/120’ / var. Targeted person or object produces torchlight equivalent, 20’ radius. Light I duration is 1 hr/level, II is permanent.

Lightning Bolt 240’ / instant A 10’ wide bolt extends 60’ from caster (and may ricochet), causing damage (1d6 per caster level) to all in its path.

Locate Object 60’+10’/level / 1 round per level

Gives the correct general direction toward a specific described object. The object cannot be something the caster has never seen, although the spell can detect an object in a general class of items known to the caster: stairs, gold, etc.

Magic Jar special / special

Relocates the caster’s life essence, intelligence, and soul into an object (of virtually any kind). The jar must be within 30 ft of the caster’s body for the transition to succeed. Once within the magic jar, the caster can possess the bodies of other creatures and people, provided that they are within 120 ft of the jar and fail a saving throw. The caster can return his soul to the magic jar at any time, and if a body he controls is slain, his life essence returns immediately to the jar. If the caster’s body is destroyed while his soul is in the magic jar, the soul no longer has a home other than within the magic jar (although the disembodied wizard can still

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possess other bodies as before). If the jar itself is destroyed while the Magic-user’s soul is within, the soul is lost. The magic user can return from the jar to his own body whenever desired, thus ending the spell.

Massmorph 240’ / negated or dispelled

100 or fewer man-sized creatures are changed to appear like perfectly normal trees.

Move Earth 240’ / perm. Allows the caster to move hills and other raised land or stone at a rate of 6’/min (60’/turn). Only usable above ground.

Move Water 240’/ special This spell will either: lower the depth & water level of lakes, rivers, wells, and other bodies of water to one-half normal for 10 turns; OR create a gap through water, but only to a depth of 10’ for 6 turns.

Neutralize Poison Touch / 10 min.

Counteracts poison, but does not revivify those killed by poison.

Passwall 30’ / 30 min. Creates a hole through solid rock up to 10’ deep, large enough for the passage of a man.

Phantasmal Force 240’ / negated or dispelled

Creates a realistic illusion in the sight of all who view it that will disappear when touched. If the viewer believes the illusion is real, he can take damage from it.

Polymorph Special The caster must announce which of the two options are being cast: 1. Caster assumes the form of any object or creature, gaining the new form’s attributes, and maybe its combat abilities (but not HP). Duration of this form: 1 hour + 1 hr/level. 2. The caster may turn another being into a different type of creature (such as a dragon, slug, frog or newt). The polymorphed creature gains all the abilities of the new form, but retains its own mind and hit points. Used in this way, the range on this spell is 60 ft. This form of the spell lasts until dispelled.

Project Image 240’ / 1 hr Caster projects an image of himself that will perfectly mimic his sounds and gestures, and any spells he casts will appear to originate from the image.

Protection from Chaos I/II

Varies / 2 hrs Creates a magical field of protection around the caster. Chaotic monsters suffer a -1 penalty to-hit the caster, and the caster gains +1 on all saving throws against such attacks. Range of I: Caster only; II: 10’ radius around caster

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Protection from Normal Missiles

30’ / 2 hrs

Recipient becomes invulnerable to small non-magical missiles. Only those missiles projected by normal men and/or weapons are affected.

Purify Food & Drink

Close / Instant

Enough food and water for up to a dozen people is made pure, removing spoilage and poisons.

Pyrotechnics 240’ / 1 hour Creates either fireworks or blinding smoke (20+ cubic feet) from a normal fire source such as a torch or campfire.

Read Languages Reading dist. / 1-2 readings

Caster may read directions, instructions, and similar notations written in unfamiliar or even unknown languages.

Read Magic Caster only / 2 scrolls or writings

Caster may read magical writings on items and scrolls. Magical writing cannot be read without the use of this spell.

Sleep 240’ / varies Puts enemies into an enchanted slumber (save to resist). It affects creatures based on their hit dice: HD <1 to 1+: 2d6+3; 1+ to 2: 2d6; 3+ to 4+1: 1d6

Speak with Animals

30’ / 6 turns Caster may speak with any normal animals within range. There is a chance that the animals will assist him, and they will not attack him or his party unless provoked.

Telekinesis 120’ / 6 turns The caster can move objects using mental power alone. The amount of weight he can lift and move is 20 pounds per level

Teleport Touch/ instant

This spell transports the caster or another person to a destination that the caster knows (at least knowing what it looks like from a painting or a map). Success depends on how well the caster knows the targeted location: Only seen the location in a picture or through a map (no direct experience): 25% success, failure = death. Seen but not studied the location: 20% chance of error. If there is an error, there is a 50% chance that the traveler arrives 1d10 x10 ft below or above the intended location (with death resulting from arrival within a solid substance). Familiar with the location, or has studied it carefully: 5% chance of error—a 1 in 6 chance of teleporting low—or else high. In either case, the arrival is 1d4 x10 ft high or low.

Transform I 120’ / 3d6 Transforms rock (and any other form of earth) into

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days or reversed

mud, or mud to rock. An area of roughly 300x300 ft becomes a deep mire, reducing movement to 10% of normal.

Transform II 120’ / perm. or until reversed

transforms flesh into stone or stone into flesh, as desired by the caster. A saving throw is permitted to avoid petrification.

Wall of Defense I 60’ / Caster’s concentration

Two options: 1. Wall of fire (straight wall 60’ long and 20’ high, or a 20’ high circular wall with a 15’ radius). Creatures with 3 or fewer HD cannot pass through it, and no creature can see through it to the other side. Passing through the fire inflicts 1d6 damage (no save) and undead take double damage. 2. Wall of ice, 6’ thick (20’ high straight wall 60’ long, circular wall with a 15’ radius). Creatures with 3 or fewer hit dice cannot affect the wall, but creatures of 4+ hit dice are able to smash through it, taking 1d6 points of damage in the process. Creatures with fire-based metabolisms take 2d6 instead of the normal 1d6. Fire spells and magical effects are negated in the vicinity of the wall.

Wall of Defense II 60’ / 2 hrs (iron) Permanent (stone)

Two options: 1. An iron wall 3 inches thick, with a surface area of 1,000 sq ft. 2. Wall of stone 2 inches thick, with a surface area of 1,000 sq ft.

Warp Wood 30’ / permanent

Allows the caster to cause straight wooden shafts to bend. This spell affects an amount of wood equal to 1 spear shaft or 6 arrows per 2 caster levels.

Water Breathing 30’ / 2 hours Grants the ability to breathe underwater Web 30’ / 8 hours Fibrous, sticky webs fill an area up to 10x10x20 ft.

It takes one turn if a torch and sword (or a flaming sword) are used to break through, and creatures larger than a horse can break through in 2 turns. Humans take longer to break through—perhaps 3–4 turns or longer at the Referee’s discretion.

Wizard Eye 240’ / 1 hr Conjures an invisible, magical “eye,” that can move a maximum of 240 ft from its creator. It floats along as directed by the caster, at a rate of 120’ per turn.

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PSIONICS

The presence of psionic powers in the game (and the means by which characters acquire them) varies, depending on the campaign setting. The referee will state whether or not they are allowed; if they are, he will also indicate the process of determining psionic ability in characters. Psionic powers, their effects, and limitations are described below: CLAIRAUDIENCE: As per the Crystal Ball spell, usable 3x/day. CLAIRVOYANCE: As per the Crystal Ball spell, usable 3x/day. CRYOKINESIS: This is the ability to cause living matter, water, or anything else that will freeze, to suffer cold damage and possibly freeze solid (referee’s discretion). On the first melee turn, 1 die (d6) of damage is done, and through undisturbed concentration, up to 10 dice (10d6) of damage may be inflicted on the 10th melee turn by a mutant with cryokinesis. The effective range of this effect is 25 meters. EMPATHY: This allows the psion to sense the feelings (hate, fear, hunger, pain, etc.) of others. An empath may force emotions on non-intelligent beings of any type within 50’ (Save vs. psionics to resist). MENTAL BLAST: This is the ability to launch a focused mental assault on a single being within 30’, causing 1d6 damage per level. It may be used every other combat round. Save vs. Psionics for half damage. MIND CONTROL: This power allows the takeover of another being’s body. While in control, the psion experiences all the sensory impressions of the controlled being, and is totally unaware of his own body (which remains motionless). If the being under control is knocked unconscious or dies, the controller suffers the same fate. To establish control, the psion must be within 20’ of his intended victim. Thereafter, there is no range restriction to this power. The psion may break off control and "return" to his body at any time. The intended target may make a save vs. Psionics to resist. MENTAL SHIELD: This ability provides a +4 to Saves vs. Psionics, and enables the user to sense any other being with mental powers within a 30’ radius, whether those powers are being used or not. PYROKINESIS: This is the ability to cause living matter or anything that is reasonably flammable, such as wood, or plastic, to suffer heat damage and eventually burst into flame. On the first melee turn 1 die (d6) of damage is done (not necessarily fire) and through undisturbed concentration, up to 10 dice (d6) of damage may be inflicted on the 10th melee turn by a psion with pyrokinesis. The referee determines when and if a fire starts. The effective range of this mutation is 25 meters.

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TELEKINESIS: This enables a psion to lift objects, other himself, into the air and move them about. The psion may only telekinese as much weight as he could normally lift, and he must strain as though he were actually carrying the object of his telekinesis. Only objects within 15 meters may be thus lifted, and the psion may only keep them aloft for 5 melee turns, after which time he must rest for another 5 melee turns before again using this power. When telekinesis is attempted on living creatures, or things that they are holding, the referee should treat it as a mental attack on that being, which must succeed before the object may be lifted. TELEPATHY: This is the power to read another creature’s thoughts and/or emotions and send your own in return. This power transcends language and works on all beings up to 15’ away.

SORCERY Sorcery is the ritual practice of summoning, binding, and/or banishing demons and creatures from other planes and dimensions. These rituals may be performed by any character who meets the minimum requirements of the particular ritual (often INT, WIS, and/or Alignment prerequisites). The summoned/bound creature may be questioned, commanded, etc. within the bounds of the spell. Sorcery is perhaps the most powerful form of magic, but it is also the most dangerous and unpredictable. Sorcery and those who practice it are generally shunned, feared, and reviled by normal society, so those who study the “dark arts” usually do so in secrecy. Player Characters do not begin play with knowledge of sorcerous rituals; such occult knowledge must be discovered over the course of the game, by learning from a practicing sorcerer or scouring mouldering libraries, wizards’ lairs, ancient temples, and other repositories of forgotten lore. Would-be sorcerers beware: such power comes at great cost to the user, and practicing sorcery may have unpleasant side-effects – madness, mutation, even death!

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