Men & Magic
Men & Magic
VOLUME 1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Scope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
MEN & MAGIC Preparation for the Campaign . . . . . . . . . . . . . . . . . . . . . . 4
Characters and Statistics Regarding Classes . . . . . . . . . . 5
Determination of Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . 31
ADAPTATION BY
DAVID A. HILL Character Alignment, Including Monsters . . . . . . . . . . . . . 34
Languages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Non-Player Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
With deepest gratitude to Gary Gygax and Dave Arneson.
Basic Equipment and Costs . . . . . . . . . . . . . . . . . . . . . . . . 36
Encumbrance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Weights and Equivalents . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Alternative Combat System . . . . . . . . . . . . . . . . . . . . . . . . 38
Saving Throw Matrix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Spells Table --- Magic-Users . . . . . . . . . . . . . . . . . . . . . . . 45
Clerics . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Illusionists . . . . . . . . . . . . . . . . . . . . . . . . . 47
Druids . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Explanation of Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Magical Research . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Books of Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
These rules are an amalgamation of the earliest published volumes This presentation of the rules will provide full coverage of the game,
of the oldest fantasy role-playing game; those little booklets that as originally presented. Any changes or edits are included for clarity
ushered in an age of adventure and magic for so many. What you and completeness. All relevant rules or additions from supplements
have before you is an attempt to gather, organize, edit, and customize and magazines (The Strategic Review and The Dragon) are also
all that written material into a set of similar volumes that retains the provided, in proper place and context. For the sake of brevity and
old-school feel and form, while offering more ease of use and continuity, Chainmail is not used as a reference, as those rules were
reference. The first three volumes of this series will collect and edit all modified in the earliest supplements, and these rules incorporate the
relevant data from those original tomes, plus the prequel and the alternate combat system. Still, this volume assumes at least a passing
supplements that followed, into a cohesive set of guides that will be familiarity with the RPG hobby and a modicum of common sense.
self-contained and complete. The final result will honor the original Setting aside guidelines or suggestions for proper age levels or
spirit of the source material in every possible way. number of participants, how about we jump right in!
Men & Magic (Vol. I) gives the player everything needed to create RECOMMENDED EQUIPMENT:
a character, including lists of spells for those who wield magic. It is the
only volume intended for the benefit of the player. Monsters & Dungeons and Dragons (this, or any other edition or version you
Treasure (Vol. II) is a tome for the Referee. It details the various prefer)
adversaries and creatures populating the dungeon, as well as the
options for the treasures, magical and mundane, they may guard. The Playing Surface (it can often be beneficial to have a place to conduct
Underworld & Wilderness Adventures (Vol. III) is the guide to battles or encounters through the use of miniatures and at least
creating and judging a campaign, from the dungeon to the world nominal scenery or hand-drawn dungeon rooms and passages -
above. For the most part, this final volume is also intended for the use through use of a dry erase grid mat, or any other handy medium,
of the Referee. including Avalon Hill's Outdoor Survival game board)
EDITOR’S NOTES: Dice --- a full set of d4, d6, d8, d10, d12, and d20 polyhedral dice
Intended purely as a reference work, there are no illustrations or Paper and Pencil (the Referee will need lined and graph paper, while
other art in these pages. Just pure old-school rules-and-guidelines each player will want lined paper for a character sheet and any notes
goodness. they may wish to keep)
With apologies, the rules for PSIONIC COMBAT and HIT PREPARATION FOR THE CAMPAIGN:
LOCATION DURING MELEE are not included in this volume. No
explanation is offered for their absence. This compilation is offered While the Referee is responsible for presenting the environment
AS-IS. and guidance for the adventures themselves, each player must learn
the rules that apply to his own character and keep his character sheet
All efforts have been made to avoid the inclusion of any Product accurate and current. Rules and information for creating dungeons,
Identity under the ownership of another party. The author claims no complete with deadly foes, confounding traps, and valuable treasures
ownership of any part of this volume beyond the Mothshade Concepts will be found in Volumes 2 and 3 of this set. What each player must
brand and accompanying logo. This work is meant as a free reference do is create a heroic adventurer for their very own character.
and is not to be sold for any amount. Please direct any comments,
corrections, or concerns via email to mailto:[email protected].
†9dice is the maximum for a Fighter and the character gains 2 hit
CHARACTERS AND STATISTICS REGARDING CLASSES:
points/level thereafter, without bonus points for Constitution.
There are four (4) main classes of characters:
Fighting-Men Magic-Users, both humans and elves, are the keepers and wielders
Magic-Users of arcane spellcraft. Though powerful casters of magical spells later in
Clerics their careers, mages have it tough at lower levels, relying often upon
Thieves the courage and protection of armored warriors. Magic-Users have
access to all enchanted items, except those martial arms and
Fighting Men includes human warriors, also dwarves, elves, and armaments beyond their training, which includes most everything
halflings. Fighters have access to all weapons and armor, both except daggers. The prime requisite for a magic-user is intelligence.
mundane and magical. They have more hit dice to endure damage
taken in battle, but use few non-martial magic items and no spells. Spell research is one province of magic-users, and those of any level
Their training and prowess grants fighting men advantages from high may create new spells, as resources allow. Spells of a level permitted
strength and dexterity scores in combat. The prime requisite for a to the mage may be researched and it is then merely a matter of time
fighter is strength, and a fighter with an 18 strength may roll d100 for and gold invested. Exact rules and amounts are given in the
"percentile" strength - see DETERMINATION OF ABILITIES, below. MAGICAL RESEARCH portion of the section on SPELLS, later in this
volume. Those magicians who reach the lofty rank of Wizard (11th
Fighters of a truly lawful nature, with a high charisma score, may level) are also capable of crafting enchanted items of their own. Rules
aspire to the rank of Paladin (a sub-class), detailed after the main will be given in the magical treasure section of Volume 2.
classes and non-humans. Fighting Lords (9th level) are known to build
strongholds of their own to possibly become Barons, or other minor MAGIC-USER LEVELS
nobility. Rules for the construction and maintenance of strongholds
can be found in Volume 3, The Underworld & Wilderness Magic-Users Experience Hit Dice (d4)
Adventures. Medium 0 1
Seer 2500 2
FIGHTER LEVELS Conjurer 5000 3
Theurgist 10000 4
Fighting-Men Experience Hit Dice (d8) Thaumaturgist 20000 5
Veteran 0 1 Magician 35000 6
Warrior 2000 2 Enchanter 50000 7
Swordsman 4000 3 Warlock* 75000 8
Hero* 8000 4 Sorcerer** 100000 9
Swashbuckler** 16000 5 Necromancer 200000 10
Myrmidon*** 32000 6 Wizard 300000 11†
Champion+ 64000 7 Wizard, 12th Lvl 400000 11 + 1
Super Hero++ 120000 8 Wizard, 13th Lvl 500000 11 + 2
Lord 240000 9† Wizard, 14th Lvl 600000 11 + 3
Lord, 10th Level 480000 9+2 Wizard, 15th Lvl 700000 11 + 4
*Highest level for elf. **Highest level for elf with 17 strength. Wizard, 16th Lvl 800000 11 + 5
***Highest level for dwarf. Highest level for elf with 18 strength. Wizard, 17th Lvl 900000 11 + 6
+ Highest level for dwarf with 17 strength. Wizard, 18th Lvl 1000000 11 + 7
++Highest level for dwarf with 18 strength. Wizard, 19th Lvl 1100000 11 + 8
Wizard, 20th Lvl 1200000 11 + 9 10-12* 50% 4 6
Wizard, 21st Lvl 1300000 11 + 10 13-14** 65% 5 8
Wizard, 22nd Lvl 1400000 11 + 11 15-16*** 75% 6 10
*Highest level for elf. **Highest level for elf with 18 intelligence. 17 85% 7 All
†11 dice is the maximum for a magic-user and the character gains 1 18† 95% 8 All
hit point/level thereafter, without bonus points for constitution. *Intelligence of 12 or more required to use 6th level spells.
**Intelligence of 14 or more required to use 7th level spells.
SPELLS & LEVEL (MAGIC-USERS) ***Intelligence of 16 or more required to use 8th level spells.
†Intelligence of 18 or more required to use 9th level spells.
The number and level of spells a magic-user may learn and cast will Clerics vs. Undead Monsters:
be determined by Intelligence, as indicated on the following table.
Undead Cleric Level
Intelligence Chance to Minimum # Maximum # Type 1st 2nd 3rd 4th 5th 6th 7th 8th
Score Know Spell Per Spell Level Per Spell Level Skeleton 7 T T D D D D D
3-4 20% 2 3 Zombie 9 7 T T D D D D
5-7 30% 2 4 Ghoul 11 9 7 T T D D D
8-9 40% 3 5 Wight N 11 9 7 T T D D
Wraith N N 11 9 7 T T D †8dice is the maximum for a cleric and the character gains 1 hit
Mummy N N N 11 9 7 T T point/2 levels thereafter, without bonus points for constitution.
Spectre N N N N 11 9 7 T
Vampire N N N N N 11 9 7 SPELLS & LEVEL (CLERICS)
Creature Traverses: % Chance to Track d100 Follower Type d100 Class (Men)
Normal Passage 01-65 01-60 Man (roll for class) 01-50 Fighter
Normal Door 01-55 61-75 Elf (roll for multi-class) or Half-Elf 51-75 Cleric
Trap Door 01-50 76-90 Dwarf 75-95 Magic-User
Chimney 01-40 91-99 2 Halflings 95-00 Thief
Secret Door 01-30 00 Extraordinary (see below)
The ranger's tracking ability makes them prone to surprise only on a 1 Roll for class level on the second chart below.
in 6.
d100 Multi-Class (Elves) d100 Class Level
Rangers cannot own more than they can carry and must donate 01-50 Fighter 01-50 2nd Level
excess treasure or goods to a worthy cause. They may not retain 51-75 Fighter/Magic-User 51-65 3rd Level
men-at-arms or other followers of any kind until 9th level (Ranger- 76-90 Magic-User 66-80 4th Level
Lord). No more than two rangers may operate together. 91-00 Fighter/Magic-User/Thief 81-90 5th Level
91-99 6th Level
At 8th level (Ranger-Knight), the ranger gains the limited ability to cast 00 7th Level
both cleric and magic-user spells, as detailed in the following chart.
d100 Extraordinary Follower(s)
SPELLS & LEVEL (RANGERS) 01-20 Ranger, 3rd-7th Level
21-40 Werebear, Lawful
Rangers Cleric Spells & Level M-U Spells & Level 41-55 Unicorn (2)
1 2 3 1 2 3 56-70 Pegasus
Ranger-Knight 1 - - - - - 71-80 Giant, Hill
Ranger-Lord 1 - - 1 - - 81-90 Giant, Stone
Ranger-Lord, 10th 2 1 - 1 - - 91-99 Dragon, Gold
Ranger-Lord, 11th 2 1 - 2 1 - 00 Roll twice, ignoring 00 results
Ranger-Lord, 12th 3 2 1 2 1 -
Ranger-Lord, 13th 3 2 1 3 2 1 A Ranger-Lord may build a stronghold, just as a Fighter Lord of equal
level. The stronghold's inhabitants will be Lawful or Neutral in all
Also at 8th level, the Ranger-Knight may use magic items or scrolls cases.
that heal or cure disease.
However, the Ranger-Knight loses the bonus of 4 experience points Illusionists (Magic-Users): Members of a sub-class of magic-users,
for every 3 earned. illusionists focus on the fabrication of visions, phantasms, and other
tricks of the senses. They must have an intelligence and dexterity
At 9th level, the Ranger-Lord can employ all devices or scrolls of a both of at least 15.
Clairvoyance, Clairaudience, ESP, Telepathy, Telekinesis, or
Teleportation nature. Illusionists may use the following magic items: Items designated for all
magic-users (except for those duplicating non-illusionist spells),
scrolls with illusionist spells (or those magic-user spells usable by the Illusionists
illusionist), crystal balls (without ESP or Clairaudience), Rod of 1 2 3 4 5 6 7
Beguilement, Cancellation, or Rulership. Staff of Command or Minor Trickster 1 - - - - - -
Striking. Wand of: Fear, Illusion, Magic Detection, Paralyzation or Trickster 2 - - - - - -
Polymorph. Talisman of the Sphere. Wizard's Robe (for hypnosis and Master Trickster 3 - - - - - -
polymorph). Cabalist 4 1 - - - - -
Visionist 4 3 - - - - -
An illusionist has a 7% chance/level of recognizing a creature or Phantasmist 4 4 1 - - - -
object disguised by illusion or polymorph. They may also discern Apparitionist 4 4 2 - - - -
whether a spell is cast by an illusionist, or by a member of another Spellbinder 4 4 3 1 - - -
spellcasting class. Illusionist 5 4 4 2 1 - -
In combat, illusionists may affect astral and ethereal creatures with Illusionist, 10th 5 5 4 3 2 - -
spells of a visual nature. Illusionist, 11th 5 5 4 4 3 1 -
Illusionist, 12th 5 5 5 4 4 2 -
ILLUSIONIST LEVELS Illusionist, 13th 5 5 5 5 5 2 1
Illusionist, 14th 6 6 5 5 5 3 2
Illusionists Experience Hit Dice (d4)
Minor Trickster 0 1 Druids (Clerics): Members of this cleric sub-class are devoted to the
Trickster 3000 2 harmony and sanctity of nature itself, an ethos suited to their
Master Trickster 6000 3 dominantly neutral alignment. A cleric with a wisdom of at least 12
Cabalist 12000 4 and a charisma of at least 14 may choose to become a druid. With the
Visionist 25000 5 worship of nature comes the reverence of mistletoe as a holy symbol
Phantasmist 50000 6 to be employed in ceremony and spell casting. These predominantly
Apparitionist 75000 7 nature-oriented spells will be found in an exclusive druid SPELLS
Spellbinder 110000 8 TABLE, listed with those of the magic-user and the cleric, later in this
Illusionist 175000 9 volume. The concerns of civilization and humankind fall behind those
Illusionist, 10th 350000 10 of animals and plants.
Illusionist, 11th 525000 11†
Illusionist, 12th 700000 11 + 1 Druids may use the following weapons: Dagger, curved sword, spear,
Illusionist, 13th 875000 11 + 2 sling, and oil. They may employ leather armor and wooden shields,
Illusionist, 14th 1050000 11 + 3 but none of metal. They are permitted magic items usable by "all
†11 dice is the maximum for an illusionist and the character gains 1 hit
classes," any not prohibited to druids, and all those permitted to
point/level thereafter, without bonus points for constitution. clerics - except for those of a written nature. A druid fights and saves
as a cleric, except that the druid gains a +2 bonus to all saves vs. fire.
The illusionist spell list and spell explanations appear in the SPELLS
section of this volume. Though druids cannot turn the undead, they do gain the following
powers.
At 2nd level (Initiate of the 1st Circle): Identify pure water, plants,
and animals. Pass through overgrowth.
At 6th level (Initiate of the 5th Circle): Shape change 3x/day, once
each into any reptile, bird, or mammal, from a size as small as a raven
to as large as a small bear. During such a change, the druid loses
from 10% to 60% of any sustained damage. Unaffected by the charm SPELLS & LEVEL (DRUIDS)
spells of woodland and water "fae." such as dryads or nixies.
Druids Spells and Level
In addition to the common tongue, druids have a secret language of 1 2 3 4 5 6 7
their own (Druidic). At 5th level (Initiate of the 4th Circle), the druid Aspirant 1 - - - - - -
can learn an additional language from the following, +1/level Initiate of the 1st Circle 2 1 - - - - -
thereafter: Centaur, Dragon (Green), Dryad, Elvish, Giant (Hill), Initiate of the 2nd Circle 3 1 - - - - -
Manticore, Nixie, Pixie, or Treant. Initiate of the 3rd Circle 3 1 1 - - - -
Initiate of the 4th Circle 3 2 1 - - - -
The druidic code stresses the protection of woodland animals and Initiate of the 5th Circle 3 2 2 - - - -
plants, especially trees. A druid is more likely to punish those who Initiate of the 6th Circle 4 2 2 1 - - -
destroy nature, rather than risk their own lives to defend it. A druid will Initiate of the 7th Circle 4 3 2 1 - - -
not willingly or deliberately harm an animal or woodland. The druid will Initiate of the 8th Circle 4 3 3 2 - - -
defend himself and may attempt to remove any harmful enchantments Initiate of the 9th Circle 5 3 3 2 1 - -
placed upon a creature or place. Druid 5 3 3 3 2 1 -
Archdruid 5 4 4 4 3 2 1
DRUID LEVELS The Great Druid 6 5 5 4 4 3 2
Druids Experience Hit Dice (d6) Monks (Monastic Fighting Ascetics): These unusual martial artists
Aspirant 0 1 are considered a sub-class of Cleric, with some qualities of the Fighter
Initiate of the 1st Circle* 2000 2 and the Thief. To qualify, a human character must have a minimum of
Initiate of the 2nd Circle 4000 3 15 wisdom, 12 strength, and 15 dexterity. Monks seek perfection
Initiate of the 3rd Circle 7500 3+1 through physical and mental discipline in monastic life. They are
Initiate of the 4th Circle 12000 4 predominantly (75%) lawful in alignment, with only 20% being neutral,
Initiate of the 5th Circle** 20000 5 and 5% chaotic. Player character monks should be lawful.
Initiate of the 6th Circle 40000 6
Initiate of the 7th Circle 60000 7 MONK LEVELS
Initiate of the 8th Circle 90000 7+1
Initiate of the 9th Circle 125000 8 Monks Experience Hit Dice (d4)
Druid 200000 9 Novice 0 1
Archdruid 400000 10 Initiate 2500 2
The Great Druid 800000 11 Disciple 5000 3
*Gain initial powers. **Gain secondary powers. Immaculate 10000 4
Master 25000 5
Advancement is limited beyond the nine Circles of druidic faith, with Grand Master 50000 6
no more than four existing Druids (10th level), two Archdruids (11th Grand Master of Dragons 100000 7
level), and but a single Great Druid (13th level), above which there is Grand Master of the North Wind 200000 8
no experience level. Characters cannot advance to any of the three Grand Master of the West Wind 300000 9
highest druid levels unless there is a vacancy at the level to be Grand Master of the South Wind 450000 10
attained, or a current druid of that level is defeated (not necessarily Grand Master of the East Wind 600000 11
killed) in spell combat. A defeated druid would drop in experience to Grand Master of Winter 850000 12
the lowest amount needed to attain the next lower level. Grand Master of Autumn 1100000 13
Grand Master of Summer 1400000 14 GM/Winter 26" 0 3/1 3-30
Grand Master of Spring 1750000 15 GM/Autumn 28" 0 3/1 5-30
Grand Master of Flowers 2500000 16 GM/Summer 30" -1 3/1 4-32
GM/Spring 32" -2 4/1 3-36
To attain any level above 6th (Grand Master), a monk must seek out GM/Flowers 34" -3 4/1 4-40
and defeat the individual holding the desired title in single combat.
Such contests are not to the death unless one monk is of another The following thief-like abilities are gained by monks at 1st level.
alignment. Upon gaining enough experience to reach 7th level or --- open locks at +10%
higher, the monk gains the attributes of that level on a temporary --- remove traps at +15%
basis and must seek out the individual to be challenged immediately - --- listen for noise as thief
always knowing where to find them, no matter how far. He who loses --- move silently and hide in shadows at +10%
the challenge will drop to the minimum experience total to attain the --- climb sheer surfaces as thief
next lower character level. Grand Master of Flowers is the highest Other abilities are also gained by monks at various levels.
monk level. At 3rd level (Disciple), the monk is only surprised on a 1 in 6. At 5th
level (Master), the monk is only surprised on 1 in 8. At 7th level
Followers of an ascetic path, monks do not retain much in the way of (Grand Master of Dragons), the monk is only surprised on 1 in 10.
treasure or possessions, donating all excess to worthy causes and/or Note that especially stealthy creatures double the chance of surprise.
their monastery. They may use magical weapons, rings, and those At 4th level (Immaculate), the monk can speak with animals.
miscellaneous magic items permitted to thieves. Monks may not use At 5th level (Master), the monk may fall up to 20' without damage if
armor of any sort, but are capable of wielding any weapon - adding ½ there is a surface within 2' to help slow the fall. At 8th level (Grand
point of damage per level, up to a maximum of 8 points on a Master of the North Wind), the falling distance increases to 40' if there
successful hit. When fighting unarmed, the monk gains the following is a surface within 4'. At 11th level (Grand Master of the East Wind),
bonuses. there is no limit to the falling distance with a surface within 6'.
Any to-hit roll of 5 or more above that needed to hit has a 75% Also at 5th level (Master), the monk may feign death for a number
chance of stunning the target for 3-12 (3d4) turns, and a 25% chance of turns equal to d6 x level.
of killing them outright. At 6th level (Grand Master), the monk's mental discipline gives ESP
Unarmed damage, as well as enhanced movement and armor class only a 10% chance of success, decreased by 1%/level thereafter.
gained by training, is determined by the following chart. At 7th level (Grand Master of Dragons), the monk may heal himself
once/day for 2-7 points of damage. One additional point of healing is
Monk Move Armor Attacks/ Open Hand added at each level thereafter.
Rate Class Melee Round Damage At 8th level (Grand Master of the North Wind), the monk is immune
Novice 12" 9 1/1 1-4 to suggestion and hypnosis. The monk also takes only half damage
Initiate 13" 8 1/1 2-5 from any attack save that they fail, instead of the full effect.
Disciple 14" 8 1/1 1-6 At 10th level (Grand Master of the South Wind), the monk is
Immaculate 15" 7 3/2 1-8 affected by telepathy as if he has an intelligence of 18. He is also
Master 16" 6 3/2 1-10 immune to Quest and Geas.
Grand Master 17" 5 2/1 1-12 At 13th level (Grand Master of Autumn), the monk may use the
GM/Dragons 18" 4 2/1 2-16 Quivering Palm once/week, where he must merely touch his palm to a
GM/North Wind 19" 3 2/1 3-18 creature and "attune his bodily vibrations" accordingly to kill that
GM/West Wind 20" 2 5/2 2-20 creature on command - a command that can be withheld up to 1
GM/South Wind 22" 1 5/2 2-24 day/level of the monk, before the effect is lost. A target cannot have
GM/East Wind 24" 1 3/1 3-24
more hit dice than the monk (with +1s only counting against the Prime Assassin 750000 13
target's +1s, if any) Guildmaster of Assassins ---
Monks make their saving throws as clerics, taking no effect from An assassin may have no followers until attaining Guildmaster rank
attacks which allow a save (instead of half damage), if the roll is and may have no more than indicated by their charisma score for the
successful. They may save vs. Death Ray or Poison to dodge normal number of followers another character type may have. A Guildmaster
missile attacks, or save vs. Staves & Spells to dodge magic missiles may have up to 50 followers as members of the Guild, all starting at
of any sort. 1st level and working up through the ranks.
No followers or hirelings are permitted for a monk before 6th level Assassins practice the art of disguise during the course of their
(Grand Master), after which, they may have a number of followers missions, able to assume the appearance and manner of even
equal to that indicated by their charisma score + 1 follower/level. members of other classes, or the opposite sex. There is a base 5%
These followers must be monks (of the same Order) or standard chance to recognize an assassin in disguise, 10% if posing as the
human fighting men of a level no higher than the monk's own, opposite sex, and disguise checks should be made daily. The chance
retained only for a single mission or comparably brief time. of detection is reduced by each point in combined intelligence and
wisdom the intended victim has below 20. The chance of detection is
Assassins (Thieves): Some human thieves of neutral alignment may increased by ½% by each point in combined intelligence and wisdom
choose to become assassins. They must have a minimum of 12 in the victim has above 24, dropping all fractions.
both dexterity and strength, and these are the assassin's prime
requisites. It is up to the DM to decide the appropriateness of this Poison is another invaluable tool in the art of assassination, but any
class in the game or campaign and it is assumed that all assassins observer within 10' has a 50% chance each turn to note a poisoned
belong to an Assassin's Guild, requiring a large city or inhabited area weapon and react accordingly. Those who choose to attack the
of about 2,500 square miles. Besides assassination, members of this assassin have a +4 to hit and damage due to the desperation or
class also function as thieves of two levels lower, restricted to leather ferocity of the attack. Poisons used to dose food or drink must be
armor, but adept with any weapon whatsoever (including magical done in proximity, possibly aided by disguise.
versions).
Bards (Jacks-Of-All-Trades): A well-rounded adventurer with some
ASSASSIN LEVELS skills of the thief, limited access to magic-user spells, and worthy
fighting talent, the bard is also gifted with the ability to charm through
Assassins Experience Hit Dice (d6) song. To become a bard, the character must have at least average
Apprentice 0 1 strength and intelligence, and a below-average dexterity reduces
Killer 1500 2 thieving abilities by ½. Also, the bard must have above-average
Murderer 3000 3 charisma, increasing charming abilities by 5%/point above 14.
Slayer 6000 4 The bard is not a sub-class of any kind and is presented at the end
Cutthroat 12000 5 of this section as something of an added profession. Dwarves, Elves,
Dacoit 24000 6 and Halflings may advance as bards up to the 8th level (Minstrel).
Thug 48000 7 Humans have no level limit.
Executioner 100000 8
Assassin 175000 9 Bards may use any weapon and advance in hit probability as a cleric.
Senior Assassin 275000 10 They also save as a cleric. While they may wear leather or chainmail
Expert Assassin 400000 11 armor, the latter will reduce the chances of climbing walls or moving
Chief Assassin 550000 12 silently to zero. Though generally neutral in nature, bards may be
lawful or chaotic. A bard who becomes lawful loses all thieving identify specific objects or tell of locales and folklore inside and
abilities. Bards and druids belong to the same sect and are obligated outside of the dungeon. The percentage change of success is
to come to the aid of the other in times of need. 10%/level of the bard, with the DM determining the likelihood of the
Regarding magic items, bards may use any wand, staff, or rod bard knowing specific outdoor regions. The bard is especially adept at
permitted to fighting men or thieves, or to every class. The same goes determining the backgrounds and properties of weapons (without the
for miscellaneous magic items, though some work better or differently need to draw or use the weapon), including the "plusses" of a magical
for a bard (see the individual item descriptions in magic treasure weapon or the intelligence and ego of an intelligent one - gaining
section of Volume 2 for details), with magic books dealing damage to experience of 100 points/"plus" or point of intelligence/ego in the
bards the same as with fighters. Bards may not use "fighter-only" process. In attempts to discern the qualities of miscellaneous magic
potions, though they may read scrolls. All defensive "plusses" from items or artifacts, the bard's chances are at least half, especially
magic items will subtract 5% from the bard's charming attempts (see regarding items not usable by the bard
below). A bard's extensive knowledge and proficiency for learning allows
the character to know a number of languages equal to his or her
A bard has the skills of a thief, but at half level (rounded down). intelligence score.
Dwarves, elves, and halflings receive their usual bonuses to these
thief skills. The backstab ability of the thief is not gained by a bard. BARD LEVELS
The signature ability of the bard is that of charming creatures within Bards Experience Hit Dice (d6) College
hearing distance (about 60') through song, once per day/level, at a Rhymer 0 1 ---
10% chance/level. Creatures with more than three hit dice, and Lyrist 1000 2 Fochlucan
humans (or non-human character races - except the bard's allies) of Sonateer 4000 3 Fochlucan
5th level or greater, resist the bard's charm (lowering the percent Skald 9000 4 Fochlucan
chance of success) at 5%/hit die above three (or level above 4th for Racaraide 16000 5 Mac-Fuirmidh
men-types). Monks subtract 10%/level instead of 5%. Undead Jongleur 25000 6 Mac-Fuirmidh
subtract 10%/hit die instead of 5%. Troubador 50000 7 Mac-Fuirmidh
A charmed creature will stop and do nothing but listen to the music Minstrel* 100000 8 Doss
until attacked, interrupted by a loud noise or similar effect, or the bard Muse 150000 9 Doss
stops playing. If a creature is enraged, ravenous, or otherwise in an Lore Master 200000 10 Doss
agitated state, the chances of charming may be reduced accordingly. Bard 250000 10 + 1 Canaith
When charmed, the creature is subject to suggestion from the bard. Master Bard 300000 10 + 2 Canaith
For those with lower intelligence, the suggestion should be a simple Mstr Bard, 13 400000 10 + 3 Canaith
one, and can be made more complex for those with higher Mstr Bard, 14 500000 10 + 4 Cli
intelligence. In all other ways, this functions as the magic-user spell, Mstr Bard, 15 600000 10 + 5 Cli
Suggestion, with applicable saving throws for the target to Mstr Bard, 16 700000 10 + 6 Cli
immediately come to its senses Mstr Bard, 17 800000 10 + 7 Anstruth
A bard receives experience for charming and suggesting, according Mstr Bard, 18 900000 10 + 8 Anstruth
to the hit dice of the creature(s) involved - treated as an assist.. Mstr Bard, 19 1000000 10 + 9 Anstruth
The song of a bard can also counter or cancel sound-based effects Mstr Bard, 20 1100000 10 + 10 Ollamh
from monsters (such as a harpy's song) for as long as the bard plays. Mstr Bard, 21 1200000 10 + 11 Ollamh
Mstr Bard, 22 1300000 10 + 12 Ollamh
Along with the ability to charm, the bard is known for an extensive Mstr Bard, 23 1400000 10 + 13 Ollamh
knowledge of legends, magic, and other such lore that may help Mstr Bard, 24 1500000 10 + 14 Ollamh
Mstr Bard, 25 1600000 10 + 15 Ollamh Bard College Number of Followers by Level
*Highest level for dwarf, elf, or halfling. 1st 2nd 3rd 4th 5th 6th
Fochlucan 2
SPELLS & LEVEL (BARDS) Mac-Fuirmidh 2 1
Canaith 3 2 1
Bards Cli 3 3 2
1 2 3 4 5 6 7 Anstruth 3 3 3 3
Rhymer - - - - - - - Doss 4 4 3 3 3
Lyrist 1 - - - - - - Ollamh 4 4 4 4 4 4
Sonateer 1 - - - - - -
Skald 2 - - - - - - The class of each follower is determined by a D% roll.
Racaraide 3 - - - - - - 01-30 Bard 31-55 Druid 56-75 Fighter 91-99 Magic-User
Jongleur 3 1 - - - - - 00 Roll twice, ignoring 00
Troubador 4 1 - - - - - Followers that are bards will not have followers of their own. No
Minstrel 4 2 - - - - - follower will need to be paid, nor experience kept track of, since
Muse 4 2 - - - - - followers advance in levels as the bard does. Lost followers are not
Lore Master 4 2 1 - - - - replaced.
Bard 4 2 1 - - - -
Master Bard 4 2 2 - - - - Experience Points and Character Levels: Defeating monsters in
Mstr Bard, 13th 4 3 2 - - - - combat and gaining treasure earns those heroes involved a number of
Mstr Bard, 14th 4 3 2 1 - - - experience points, which will be adjusted by the DM based upon the
Mstr Bard, 15th 4 3 3 1 - - - prime requisite scores of the PCs, and the level of actual challenge
Mstr Bard, 16th 4 3 3 2 - - - involved. As seen on each character class level chart, earned
Mstr Bard, 17th 4 3 3 2 - - - experience points will eventually advance a character in levels.
Mstr Bard, 18th 4 3 3 2 1 - - Adventurers will earn proportionately less experience when the
Mstr Bard, 19th 4 4 3 2 1 - - challenge is less than typical for their experience level. Thus, a 6th
Mstr Bard, 20th 4 4 3 2 1 - - level character fighting a 4th level monster, or adventuring on the 4th
Mstr Bard, 21th 4 4 4 3 2 - - level of a dungeon would receive 4/6 of the possible experience
Mstr Bard, 22nd 4 4 4 3 3 - - award. Experience awards for magic items gained during the
Mstr Bard, 23rd 4 4 4 4 3 - - adventure will be less than optimal, to reflect the usefulness of such
Mstr Bard, 24th 4 4 4 4 4 1 - items in achieving further goals. Also, it is suggested that no more
Mstr Bard, 25th 5 5 4 4 4 2 1 experience be awarded in a single adventure beyond that necessary
to advance a character by one level. Levels beyond those given on
During the course of a bard's career, the character may acquire the class progression charts are generally possible.
followers that will be quite loyal (+3 to all loyalty checks), according to
the table below. Hit Dice: The number and type of dice rolled for a character's total hit
points are given on each class progression chart (as presented in
GREYHAWK, instead of the uniform d8+ system of Volume 1, Men &
Magic). Hit points are a measure of the damage an individual or
creature can take before death. Numbers given after a plus (+) are
added to the total, after the roll(s).
Spells & Levels: For those classes able to cast spells, at the top of **A fighter with an 18 strength may make an added d100 roll to
each column is the spell level - a relative measure of power and determine extraordinary strength. Consult the table below for
complexity. Level 1 spells are the weakest and simplest. The numbers "percentile" strength modifiers.
in the columns represent how many spells of each level the character
can cast according to experience level. Spell level and experience % Strength To Hit Damage Added Weight Open Doors
level are not otherwise connected. For example, a 9th level magic- 01-50 +2 +3 +500 1-5
user cannot yet learn 9th level spells. 51-75 +3 +3 +600 1-5
76-90 +3 +4 +700 1-6 (1)***
DETERMINATION OF ABILITIES: 91-99 +3 +5 +900 1-6 (1-2)***
00 +4 +6 +1,200 1-6 (1-3)***
Before choosing a class, the six ability scores must be determined ***Numbers in parenthesis indicate the chance on a d6 of forcing
by rolling 3d6 for each (that's three 6-sided dice to be rolled with the magically bound portals.
results totaled for a single score), in the following order: Strength,
Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Intelligence is the prime requisite for magic-users. High intelligence
aids in magical learning and in the knowledge of additional languages.
Explanation of Abilities: Fighters and clerics can take points from intelligence to increase their
own prime requisites on a 2 to 1 basis. Thieves may use 2 points of
The first four categories are the prime requisites for each of the intelligence to increase their dexterity.
base classes of Fighting-Men, Magic-Users, Clerics, and Thieves.
Wisdom is the prime requisite for clerics. High wisdom aids in earned
Strength is the prime requisite for fighters. High strength aids in experience for clerics. Wisdom does not affect a cleric's ability to gain
melee combat, weight allowance, and in dealing with physical or cast spells in any way. Fighters can take points from wisdom to
obstacles. Clerics can take points from strength to increase their increase their strength score on a 3 to 1 basis, while magic-users may
Wisdom score on a 3 to 1 basis, for purposes of earned experience do so on a 2 to 1 basis to increase their intelligence. Thieves may use
only. 1 point of wisdom to increase their dexterity.
The hit and damage bonuses apply to fighting-men with strength Dexterity is the prime requisite for thieves. High dexterity aids in
scores unaltered by transferring points from other abilities. Penalties missile combat and in reducing a character's chance of getting hit in
for low strength apply to all characters. battle. Clerics can take points from Strength to increase their Wisdom
score on a 3 to 1 basis, for purposes of earned experience only.
Strength To Hit Damage Added Weight* Open Doors Fighters with an exceptional dexterity score gain a bonus to armor
3-4 -2 -1 -100 1 class equal to 1 point per point of dexterity over 14, representing the
5-6 -1 Normal -50 1 ability to dodge or parry attacks. A fighter unable to perform such
7-9 Normal Normal Normal 1-2 actions does not gain the bonus.
10-12 Normal Normal +50 1-2 A thief with an 18 dexterity may make an added d100 roll to
13-15 +1 Normal +100 1-2 determine extraordinary dexterity. Consult the table below for
16 +1 +1 +150 1-3 "percentile" dexterity modifiers.
17 +2 +2 +300 1-4
18** +2 +3 +500 1-5
*Above or below the normal unencumbered weight allowance.
% Dexterity Open Locks/ Pk Pkt/Mve Climb (base No increase of a prime requisite at the expense of another ability
Remove Traps Slntly/Hide Sha 13% to fall) score may reduce an ability below average (9-12).
01-50 +20% +15% -3%
51-75 +25% +15% -4% Bonus and Penalties to Advancement due to Abilities:
76-90 +25% +20% -4% Prime Requisite 15 or more: +10% to earned experience.
91-99 +25% +25% -4% Prime requisite 13 or 14: +5% to earned experience.
00 +30% +30% -5% Prime requisite 9-12: None.
Prime requisite 7 or 8: -10% from earned experience.
Constitution is not a prime requisite for any class. High constitution Prime requisite 6 or less: -20% from earned experience.
offers increased hit point totals and better chances of surviving
resurrection or magical mishap. Character Alignment: During character creation, it is necessary to
select an alignment to determine the values and ethos which will help
Constitution Hit Dice Resurrection Survival* Spell Survival** govern the character's actions. The three alignments are Law,
3-6*** -1 30% 35% Neutrality, and Chaos. In many cases, these absolutes are tempered
7-10 -- 50% 55% with Good and Evil. There can be Lawful Evil as well as Chaotic
11-12 -- 75% 80% Good.
13-14 -- 85% 90%
15 +1 90% 95% Lawful Alignment indicates a trustworthy and cooperative attitude.
16 +1 95% 98% This alignment is associated with Good, and is a requirement for
17 +2 88% 99% some clerics and all paladins or rangers.
18 +3 99% 100% Neutral Alignment implies a sense of impartiality, or simply a lack of
*A character's constitution score is also the number of times they may moral preference - such as with animals or mindless automatons.
be resurrected using a resurrection spell or effect. Chaotic Alignment encourages lawless and selfish action. This
**Polymorph, petrification, etc. alignment is associated with Evil.
***Minimum of 1 hit/die.
Each alignment is also defined by its own unique language, detailed
Charisma is not a prime requisite for any class. High charisma offers below.
increased acquisition and loyalty of hirelings, as well as possible
reaction adjustments during encounters. LANGUAGES:
Charisma Max. # Hirelings Loyalty Base For game purposes, most humans will share a "common tongue"
3-4 1 -2 that allows them to communicate wherever they may be. Other races
5-6 2 -1 and speaking creatures will have their own languages, though they
7-9 3 -- will have a 20% chance of knowing Common as well.
10-12 4 -- As mentioned above, Each alignment has a shared language.
13-15 5 +1 Those of other alignments cannot speak an alignment language not
16-17 6 +2 their own, but they will recognize it for what it as - thus determining
18 12 +4 the alignment of the speaker.
A character's charisma score may also help determine role-playing Intelligence of 11 or more allows a character to learn added
interactions or reactions, as well as gaining the service of various languages at a rate of 1 per point above 10.
monsters.
NON-PLAYER CHARACTERS: Loyalty of Non-Player Characters and Monsters: Members of
player character races can be depended upon if paid and treated well.
Every individual encountered by the player characters is either a Loyalty checks are made by a 3d6 roll, with adjustments for employer
monster or a non-player character (NPC). An NPC is generally charisma, initial payment, the loyalty of the npc as determined by the
another person, under the DM's control, that can be interacted with DM (unknown to the player), and any other factors the DM chooses.
and possibly hired into service.
NPCs can be hired by advertising in town, seeking hirelings out in Loyalty Score Morale
person, or sending message to other lands. Only lower level 3 or less Desert at first opportunity
individuals will work for player characters as hirelings or mercenaries 4-6 -2 on morale dice
and they will want money, magic, or other treasures for their service. 7-8 -1 on morale dice
An expenditure of 100 GP minimum may be required to tempt a 9-12 Average morale dice
human into service. Dwarves also accept gold, while magic-users and 13-14 +1 on morale dice
elves prefer magic items. Clerics want a church. 15-18 +2 on morale dice
All experience earned by hirelings or followers is divided by 50%, 19+ Never check morale
representing the fact they serve under another. Guidelines for
calculating experience awards for slaying monsters are found in NPCs and hirelings use the above reaction table for morale checks
Volume 2, Monsters & Treasure. in dangerous or frightening situations. Poor performance arises from
Generally, only individuals of the same basic alignment as the poor morale.
player character will enter into service. Retainers in the service of Long service and rewards will typically add bonuses to morale while
chaotic characters have a base -2 on loyalty scores, while chaotic mistreatment will reduce morale, to be re-evaluated periodically.
retainers will never have a loyalty score higher than 15. Monsters of
similar alignment may be drawn into service, or magically charmed to Relatives and Inheritance: In the event of a character' death or
obey. Such creatures may be tempted or mollified by rewards, just as disappearance, a will may be put into place designating a relative as
npc retainers. In the end, after modifiers for charisma and such, the the heritor of any legacy that may remain. This relative would pay a
monster's reactions may be determined with a 2d6 roll on the 10% legacy tax and start play as a 1st level character.
following chart. Should the original character somehow turn up, he reclaims his
estate (with another 10% tax to be paid) and the DM determines how
Dice Score Reaction gracious the relative may be in giving it up. The disinherited relative
2 Attacks may be kept on as an NPC follower of the player character, but his
3-5 Hostile loyalty would suffer a penalty of 0 to -6, and there might be the
6-8 Uncertain* possibility of betrayal at a future date.
9-11 Accepts Without a will or a relative to inherit, a player character's
12 Enthusiastic** possessions are lost upon their demise or disappearance.
*Uncertain implies a willingness to consider additional offers. BASIC EQUIPMENT AND COSTS:
**Add +3 to loyalty.
What follows is an incomplete list of items available for sale to
Capture of Non-Player Monsters: Should a monster fail its morale adventurers. Sales and trades can also be made between players via
check, it may surrender (if intelligent) or become subdued, thus their characters. Costs are in gold pieces.
opening the possibility of entering service with a player character.
More details can be found in Volume 2, Monsters & Treasure.
Weapon Cost Transport Cost Weight and Encumbrance: Weapons, armor, equipment, and
Axe, Battle 7 Horse, Draft 30 treasure all add weight that must be borne. Too much weight will slow
Axe, Hand 3 Horse, Light 40 the character down, but a high strength score can help alleviate this.
Bow, Composite 50 Horse, War (Heavy) 200
Bow, Long 40 Horse, War (Medium) 100 Carried Load Wt in Gold Pieces
Bow, Short 25 Mule 20 Light load (12" move) 750
20 Arrows, Loose 5 Saddle 25 Medium load (9" move) 1,000
20 Arrows, Quiver 10 Saddle Bags 10 Heavy Load (6" move) 1,500
Arrow, Silver-Tipped 5 Cart 100 Maximum Load (1/2 move) 3,000
Crossbow, Heavy 25 Wagon 200 Average Man 1,750
Crossbow, Light 15 Boat, Small 100 Dagger 20
30 Quarrels, Case 10 Galley, Large 30000 Bow & Arrows, Hand Axe, Mace, or Sword 50
30 Quarrels, Loose 5 Galley, Small 10000 Battle Axe, Flail, or Morning Star 100
Dagger 3 Raft 40 Halberd, Pike, Pole Arm, or Two-Handed Sword 150
Flail 8 Ship, Merchant (Large) 20000 Misc. Equipment (Rope, Spikes, Backpack, etc.) 80
Halberd 7 Ship, Merchant (Small) 5000 Helmet 50
Lance 4 Shield 150
Mace 5 Armor Cost Leather Armor or Saddle 250
Morning Star 6 Chain Mail 30 Chain Mail 500
Pike 5 Helmet 10 Plate Mail or Horse Barding 750
Pole Arm 7 Leather Armor 15 Single Coin or Gem 1
Spear 1 Plate Mail 50 Scroll or Piece of Jewelry 20
Sword 10 Shield 10 Full Water/Wine Skin or Potion 30
Sword, Two-Handed 15 Horse Barding 150 Flagon or Chalice 50
Wand with Case 100
Item Cost Item Cost Staff with Case (a staff case?) 300
Backpack, Leather 5 Pole, 10' 1 Capacity of Small Sack 50
Belladonna, Bunch 10 Rations, Iron (1 week) 15 Capacity of Large Sack or Backpack 300
Cross, Wooden 2 Rations, Standard (1 week) 5
Cross, Silver 25 Rope, 50' 1 (ALTERNATIVE) COMBAT SYSTEM:
Garlic, Bulb 5 Sack, Large 2
Holy Water, Vial 25 Sack, Small 1 Setting aside the original CHAINMAIL-based fantasy guidelines in
Iron Spikes (12) 1 Skin, Water/Wine 1 favor of the alternative system from Volume 1, Men & Magic, the
Lantern 10 Stakes (3) and Mallet 3 following rules for combat include subsequent additions from
Mirror, Silver (Small) 15 Torches (6) 1 GREYHAWK and ELDRITCH WIZARDRY.
Mirror, Steel 5 Wine, Quart 1
Oil, Flask 2 Wolvesbane, Bunch 10 Based upon offensive and defensive capabilities of the combatants,
the charts below give attack matrices for men versus monsters, or
Support and upkeep equal to 1% of a player character's experience player characters versus all opponents.
point total in gold pieces is expected for each adventurer that has not All combat and experience value tables for monsters have been
yet built a stronghold. moved to Volume 2, Monsters & Treasure for reasons of editing and
organization.
ATTACK MATRIX I: MEN ATTACKING Pole Arm* -1 0 0 +1 +1 +2 +2 +2
Spear* -2 -1 -1 -1 0 0 0 0
*Scores to hit for Fighting-Men. Magic-Users advance in increments of Sword* -2 -1 0 0 0 0 0 +1
2-H Sword +1 +2 +3 +3 +2 +2 +2 +2
five levels, and Clerics or Thieves in four-level steps. Normal men
equal to 1st level fighters.
Missile weapon range hit modifiers: short/medium/long
Arquebus 0-1-3 +1-0-1 +2-0-0 +2+1-0 +3+2-0 +3+2-0 +3+2-0 +3+2-0
TARGET D20 Score to Hit by Level* Comp. Bow -3-4-5 0-3-4 0-1-2 +2-0-1 +3+1-0 +3+2+1 +3+2+1 +3+2+1
AC Description 1-3 4-6 7-9 10-12 13-15 16+ Horse Bow -3-4-7 -2-3-5 0-1-2 0-0-1 +1-0-0 +2+1-0 +2+1-0 +3+2+1
Hvy. Cbow -1-2-3 0-1-3 +1-0-1 +2-0-0 +3+1-0 +4+2+1 +4+2+1 +4+3+2
2 Plate & Shield 17 15 12 10 8 5
Lt. Cbow -3-5-7 -2-3-5 0-1-4 0-0-1 +2+1-0 +3+1-0 +3+1-0 +3+2+1
3 Plate Armor 16 14 11 9 7 4 Longbow -2-3-5 0-2-4 0-0-1 +2+1-0 +3+2+1 +3+2+1 +3+2+1 +3+2+1
4 Chain & Shield 15 13 10 8 6 3 Short Bow -3-5-7 -2-3-5 0-1-2 0-0-1 +1-0-0 +2+1-0 +2+1-0 +2+1-0
5 Chain Mail 14 12 9 7 5 2
6 Leather & Shield 13 11 8 6 4 1 *If opponent dismounted and prone, use chart below.
7 Leather Armor 12 10 7 5 3 1
8 Shield Only 11 9 6 4 2 1 Weapon* Defender's Armor Class
9 No Armor/Shield 10 8 5 3 1 1 Indicated 2 3 4 5
By asterisk +3 +2 +2 +1
ATTACK MATRIX II: MONSTERS ATTACKING
Maximum Missile Weapon Ranges
This table will be found in Volume 2, Monsters & Treasure. Arquebus 18
Comp. Bow 24
Guidelines for Awarding Experience Points for Monster Slaying: Horse Bow 18
Per the additional rules in the GREYHAWK supplement, use the Hvy. Cbow 24
table found in Volume 2, Monsters & Treasure to award experience Lt. Cbow 18
Longbow 21
for slain monsters evenly among all participants.
Short Bow 15
Hit probabilities by weapon type may be included in the game using
the following table. This system is consistent with alternative damage Damage By Weapon Type
by weapon or monster type.
Weapon vs. Man-Sized vs. Larger
Weapon Defender's Armor Class Arrow or Quarrel 1-6 1-6
2 3 4 5 6 7 8 9 Battle Axe (4'/side) 1-8 1-8
Battle Axe -3 -2 -1 -1 0 0 +1 +1 Dagger 1-4 1-3
Dagger* -3 -3 -1 -1 0 0 +1 +2 Flail (6'/side) 1-8 1-8
Flail +2 +2 +1 +2 +1 +1 +1 +1 Halberd (6'/side) 1-10 2-12
Halberd* 0 +1 +1 +2 +1 0 0 0 Hand Axe 1-6 1-4
Hammer 0 +1 0 +1 0 0 0 0 Lance 1-8 2-24
Hand Axe -3 -2 -1 -1 0 0 +1 +1 Mace, Dwarven Hammer 1-6 1-4
Lance 0 0 +1 +2 +3 +3 +3 +3 Military Pick (4'/side) 1-6 1-4
Mace 0 +1 0 0 0 0 0 0 Morning Star (5'/side) 1-8 1-6
Milit. Pick +2 +3 +2 +3 0 0 0 0 Pike, Pole Arms (very long) 1-8 1-12
Mrng. Star 0 0 +1 +2 +1 +1 +2 +2
Pike -1 0 0 0 0 0 0 0
Sling Stone 1-4 1-6
Spear 1-6 1-8
Spear (set vs. charge) 1-10 2-16 Actions other than moving or fighting are based upon the character’s
Spear (thrust vs. charge) 1-8 2-12 Adjusted Dexterity, as detailed on the tables below. Movement is
2-Handed Sword 1-10 3-18 based upon the character’s standard allowance.
Measures in parentheses indicate minimum amount of space needed
to either side of wielder to swing weapon in combat. Adjustments to Dexterity computed from dexterity rating, with
"Very long" weapons cannot generally be used in confined spaces, magical adjustment, and modifiers from these tables.
such as dungeons, due to length.
Bonus Modifier
Magic Armor Effects on Armor Class (Addition) Complete Surprise (die of 2 on check) +4
Surprise (die of 1 on check or 2 for difficult to surprise) +2
Armor Class Type Armor Type Shield Add to hit score Elf +1
-8 +5 +5 +10 Weapon in Hand +2
-7 +4 +5 +9 Weapon Ready (pointed wand, cocked crossbow, etc.) +3
-6 +4 (or +3) +4 (and +5) +8 Spell/Scroll Ready +2
-5 +3 (or +2) +4 (and +5) +7 Word of Power (as Spell Ready with no level penalty) Special
-4 +3 (or +1) +3 (and +5) +6 Symbol (as Spell Ready with no level penalty) Special
-3 +2 (or +1) +3 (and +4) +5 Holy Word (as Spell Ready with no level penalty) Special
-2 +2 (or +1) +2 (and +3) +4
-1 +1 +2 +3 Penalty Modifier
0 +1 +1 +2 Plate Armor -6
1 +1 Standard +1 Chain Armor -4
1 Plate +1 +1 Leather Armor or Medium Shield -2
3 Chainmail +1 0 Small Shield -1
3 None +5 0 Large Shield -3
4 None +4 0 Completely Surprised (die of 2 on check) -4
5 None +3 0 Surprised (die of 1 on check or 2 for difficult to surprise) -2
6 None +2 0 Entering Door -1
7 None +1 0 Second Rank -2
Make proper adjustments for unlisted types of armor when shield Reading Scroll or Encumbered -6
value exceeds that of armor. Attacks from the right and/or rear Wounds over 50% -4
consider armor only when two or more opponents attack. Wounds over 75% -6
2nd-Level Spell -1
LEFT FRONT FRONT RIGHT FRONT 3rd-Level Spell -2
LEFT FLANK DEFENDER RIGHT FLANK 4th-Level Spell -3
REAR REAR REAR 5th-Level Spell -4
6th-Level Spell -5
Combat Segments 7th-Level Spell -6
8th-Level Spell -7
This rules addition breaks down the melee round into eight parts: pre- 9th-Level Spell -8
movement, movement of six segments, and post-movement. Combat
activities are then assigned accordingly. After first combat round, adjust patterns of missile/spell use regarding
bonuses and penalties. Maintain pattern for successive rounds.
MISSILE FIRE/SPELL CASTING TABLE — 1ST COMBAT ROUND Attacks and Damage by Monster Type (Addition)
This system of varying damage is found in Volume 2, Monsters &
Adjusted Dexterity Pre- 1 2 3 4 5 6 Post- Treasure.
-30/-16 --- --- --- --- --- --- --- X
-15/-11 --- --- --- --- --- --- X --- SAVING THROW MATRIX
-10/-6 --- --- --- --- --- X --- ---
-5/-1 --- --- --- --- X --- --- --- Death Wand/Poly/ Dragon Staves/
0/+4 --- --- --- X --- --- --- --- Class Level Ray/Poison Paralyze Stone Breath Spells
+5/+9 --- --- X --- --- --- --- --- Fighter 1-3 12 13 14 15 16
+10/+14 --- X --- --- --- --- --- --- 4-6 10 11 12 13 14
7-9 8 9 10 10 12
+15/+19 X --- --- --- --- --- --- X
10-12 6 7 8 8 10
+20/+24 X --- --- --- --- --- X --- 13+ 4 5 5 5 8
+25 & + X --- --- --- --- X --- --- M-User 1-5 13 14 13 16 15
Thief* 6-10 11 12 11 14 12
MOVEMENT DURING THE COMBAT ROUND 11-15 8 9 8 11 8
16+ 5 6 5 8 3
Base Move” 1 2 3 4 5 6 Cleric 1-4 11 12 14 16 15
3 ½ ½ ½ ½ ½ ½ 5-8 9 10 12 14 12
4 ½ ½ ¾ ¾ ¾ ¾ 9-12 6 7 9 11 9
5 ¾ ¾ ¾ 1 1 ¾ 13+ 3 5 7 8 7
*The Thief saves as a Magic-User, but advances in steps of four levels, as a
6 1 1 1 1 1 1
Cleric.
7 1 1 1 1½ 1½ 1½ Rolling below the listed number results in full damage or effect - failure.
8 1 1½ 1½ 1½ 1½ 1 Rolling at or above the listed number indicates no effect or half effect -
9 1½ 1½ 1½ 1½ 1½ 1½ success, as appropriate.
10 1½ 1½ 1½ 2 2 1½
11 1½ 2 2 2 2 1½
12 2 2 2 2 2 2
13 2 2 2 2½ 2½ 2
14 2 2½ 2½ 2½ 2½ 2
15 2½ 2½ 2½ 2½ 2½ 2½
16 2½ 2½ 2½ 3 3 2½
17 2½ 3 3 3 3 2½
18 3 3 3 3 3 3
19 3 3 3 3½ 3½ 3 This concludes the "Men" portion of Volume 1, Men & Magic. What
20 3 3½ 3½ 3½ 3½ 3 follows is a compendium of spells for Magic-Users, Clerics,
21 3½ 3½ 3½ 3½ 3½ 3½ Illusionists, and Druids. These entries are gathered from multiple
22 3½ 3½ 3½ 4 4 3½ sources and compiled, organized, and edited hereafter. No distinction
23 3½ 4 4 4 4 3½ is made regarding the publication source of any spell, be it from
24 4 4 4 4 4 4 Volume 1, Men & Magic, GREYHAWK, ELDRITCH WIZARDRY,
Suggested scale is 1” = 2’. Simultaneous movements. The Strategic Review, or (The) Dragon magazine. All spells are
Doubled effectiveness for Haste and halved for Slow. presented alphabetically under each spellcasting class entry.
SPELLS TABLES 7th Level 8th Level 9th Level
1. Charm Plants Clone Astral Spell
Magic-Users: 2. Delayed Blast Fire Ball Mass Charm Gate
3. Limited Wish Mind Blank Maze
1st Level 2nd Level 3rd Level 4. Mass Invisibility Monst. Summon. VI Meteor Swarm
1. Charm Person Continual Light Clairaudience 5. Monst. Summoning V Permanent Spell Monst. Summon. VII
2. Detect Magic Darkness 5' Clairvoyance 6. Phase Door Polymorph Any Obj. Power Word - Kill
3. Hold Portal Detect Evil Dispel Magic 7. Power Word - Stun Power Word - Blind Prismatic Wall
4. Light Detect Invisible Explosive Runes 8. Reverse Gravity Symbol Shape Change
5. Magic Missile ESP Fire Ball 9. Simulacrum Time Stop
6. Prot. From Evil Invisibility Fly 10. Wish
7. Read Languages Knock Haste
8. Read Magic Levitate Hold Person Clerics:
9. Shield Locate Object Infravision
10. Sleep Magic Mouth Invisibility 10' 1st Level 2nd Level 3rd Level
11. Ventriloquism Mirror Image Lightning Bolt 1. Cure Light Wounds Bless Continual Light
12. Phantasmal Forces Monster Summoning I 2. Detect Evil Find Traps Cure Disease
13. Pyrotechnics Prot. From Evil 10' 3. Detect Magic Hold Person Locate Object
14. Strength Prot. From Norm. Missiles 4. Light Silence 15' Prayer
15. Web Rope Trick 5. Protection/Evil Snake Charm Remove Curse
16. Wizard Lock Slow 6. Purify Food & Water Speak With Animals Speak With Dead
17. Suggestion
18. Water Breathing 4th Level 5th Level 6th Level
1. Create Water Commune Animate Objects
4th Level 5th Level 6th Level 2. Cure Serious Wounds Create Food Blade Barrier
1. Charm Monster Animate Dead Anti-Magic Shell 3. Neutralize Poison Dispel Evil Conjure Animals
2. Confusion Cloudkill Control Weather 4. Prot. From Evil 10' Insect Plague Find The Path
3. Dimension Door Conjure Elemental Death Spell 5. Speak With Plants Quest Speak With Monsters
4. Extension I Contact High. Plane Disintegrate 6. Turn Sticks To Snakes Raise Dead Word Of Recall
5. Fear Extension II Extension III
6. Growth/Plant Feeblemind Geas 7th Level
7. Hallucinatory Terrain Growth/Animal Invisible Stalker 1. Aerial Servant 7. Part Water
8. Ice Storm Hold Monster Legend Lore 2. Astral Spell 8. Raise Dead Fully
9. Massmorph Magic Jar Lower Water 3. Control Weather 9. Restoration
10. Monster Summon. II Monst. Summon. III Monst. Summon. IV 4. Earthquake 10. Symbol
11. Polymorph Others Passwall Move Earth 5. Gate 11. Wind Walk
12. Polymorph Self Telekinesis Part Water 6. Holy Word
13. Remove Curse Teleport Projected Image Italicized spells are reversible by evil Clerics.
14. Wall of Fire Trans. Rock-Mud Reincarnation
15. Wall of Ice Wall of Iron Repulsion
16. Wizard Eye Wall of Stone Stone-Flesh
Illusionists (Magic-Users): Druids (Clerics):
1st Level 2nd Level 3rd Level 1st Level 2nd Level 3rd Level
1. Change Self Blindness Continual Darkness 1. Detect Magic Create Water Call Lightning
2. Color Spray Blur Continual Light 2. Detect Snares & Pits Cure Light Wounds Cure Disease
3. Darkness Deafness Dispel Exhaustion 3. Faerie Fire Heat Metal Hold Animal
4. Detect Illusion Detect Magic Fear 4. Locate Animals Locate Plants Neutralize Poison
5. Detect Invisible Dispel Illusion Hallucinatory Terrain 5. Predict Weather Obscurement Plant Growth
6. Gaze Reflection Fog Illusionary Script 6. Purify Water Produce Flame Protection/Fire
7. Hypnotism Hypnotic Pattern Invisibility 10' 7. Speak With Animals Pyrotechnics
8. Light Imp. Phantasmal Forces Non-Detection 8. Warp Wood Water Breathing
9. Mirror Image Invisibility Paralyzation
10. Phantas. Forces Magic Mouth Phantasmal Killer 4th Level 5th Level 6th Level
11. Ventriloquism Misdetection Spectral Forces 1. Animal Summon. I Animal Growth Animal Summon. III
12. Wall of Fog Rope Trick Suggestion 2. Control Temp. 10' Animal Summon. II Anti-Animal Shell
3. Cure Serious Wnds Anti-Plant Shell Conj. Fire Elemental
4th Level 5th Level 4. Dispel Magic Commune w/Nature Feeblemind
1. 1st level Magic-User Spells 2nd Level Magic-User Spells 5. Hallucinatory Forest Control Winds Finger Of Death
2. Confusion Chaos 6. Insect Plague Hold Plant Transport Via Plants
3. Emotions Create Spectres 7. Plant Door Pass Plant Turn Wood
4. Improved Invisibility Demi-Shadow Magic 8. Produce Fire Transmute Rock-Mud Weather Summoning
5. Massmorph Demi-Shadow Monsters 9. Protection/Lightning Turn Sticks-Snakes
6. Minor Creation Major Creation 10. Speak With Plants Wall Of Fire
7. Shadow Magic Projected Image
8. Shadow Monsters Summon Shadow 7th Level
1. Animate Rock
6th Level 7th Level 2. Confusion
1. Conjure Animals Alter Reality 3. Conjure Earth Elemental
2. Mass Suggestion Astral Spell 4. Control Weather
3. Permanent Illusion Maze 5. Creeping Doom
4. Programmed Illusion Prismatic Spray 6. Fire Storm
5. Shadow Monsters III Prismatic Wall 7. Reincarnation
6. True Sight Vision 8. Transmute Metal-Wood
EXPLANATION OF SPELLS: Read Languages: Decipher written words for a short duration of one
or two readings.
Magic-Users:
Read Magic: Understand incantations on magic items or scrolls for a
1st Level: short duration of one or two readings.
Charm Person: If successful, the spell causes all two-legged, near- Shield: Imposes a self-moving magical barrier between the user and
or-less-than-man-size mammalian figures to come completely under enemies that grants armor class 2 vs. missiles and armor class 4 vs.
the magic-user's influence, until dispelled or a save vs. magic is other attacks. Duration: 2 turns.
made. The save is based upon the creature's intelligence, as given
below. Sleep: Renders creatures unconscious according to the following
chart.
Intelligence Check Every
up to 6 month Number Affected Level (Hit Dice)
7-9 three weeks 2-16 1st (1+1)
10-11 two weeks 2-12 2nd (2+1)
12-15 week 1-6 3rd
16-17 two days 1 4th (4+1)
18+ day
Number of creatures determined by the dice always affected. If more
Monsters such as Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, could be affected, determine which randomly. Range: 24".
Hobgoblins, and Gnolls are affected but Undead are not. Range: 12".
Ventriloquism: User's voice issues from a place or object within the
Detect Magic: Determines if some person, place, or thing bears an range of 6". Duration: 2 turns.
enchantment. For example, if an item is magical or a door has been
"held" or "wizard locked." Range: 6". Duration: 2 turns. 2nd Level:
Hold Portal: Holds a door, gate, or other portal for a duration in turns Continual Light: A 24" circle of permanent light, not equal to full
equal to a roll of two dice. Negated by Dispel Magic, shattered by a daylight, created wherever the caster desires within the range of 12".
strong anti-magical creature, or opened by Knock.
Darkness 5' Radius: Total darkness that renders even infravision
Light: A 3" circle of light, not equal to full daylight, lasting 6 + user useless. Countered by Dispel Magic or Light. Duration: 6 turns.
level in turns. Range: 12".
Magic Missile: Conjuration equal to a magic arrow dealing 2-7 Detect Evil: Includes creatures with evil thought or intent, as well as
damage to the creature struck. User gains two added missiles/5 evilly-enchanted objects. Duration: 2 turns. Range: 6".
character levels. Range: 15"
Detect Invisible: includes invisible creatures or objects. Duration: 6
Protection From Evil: A magic circle around the caster to keep out turns. Range: 1" x caster level.
attacks from enchanted monsters. +1 to all saving throws. -1 hit dice
from evil opponents. Adjustments not cumulative with magic armor or ESP: Reveals any thoughts within the 6" range, even through up to 2'
rings. Duration: 6 turns. of stone. Cannot penetrate lead. Duration: 12 turns.
Invisibility: One person or thing becomes invisible until the spell is powerful creatures take proportionately longer. A Flaming Sword cuts
broken by the user or an outside force (including attack by the through in one turn. Duration: 8 game hours. Range: 3".
subject). Range: 24".
Wizard Lock: Similar to Hold Portal, but with a permanent duration.
Knock: Opens doors and portals that are secret, held, locked, barred, Can be opened by Knock, but the Wizard Lock is not broken. A
or secured by magic. Range 6". Magic-User at least three levels higher than the caster can pass
through a Wizard Lock without spell or unusual effort.
Levitate: Caster may move up and down, vertically, at 6"/turn.
Duration: 6 turns + caster level. Range (of levitation): 2"/caster level. 3rd Level:
Locate Object: Know the direction, but not distance, of a specific Clairaudience: As ESP, but also with imagery.
object or feature that must be visualized. Desired object must be
within the 6" + 1"/caster level range. Clairvoyance: As Clairaudience, but with hearing only. May be cast
through a Crystal Ball.
Magic Mouth: A mouth created or animated (on a statue, for
example) to speak a message of 25 words or less upon a specific Dispel Magic: Remove or end enchantments, except upon magical
condition chosen by the caster. Duration: Until the message is items. Success is based upon the level of the caster of this spell vs.
relayed. the level of the caster of the original spell, thus a 5th level caster
would have a 50% chance to dispel the enchantment of a 10th level
Mirror Image: Creates 1-4 duplicate images that look and act as the magic-user. Duration: 1 turn. Range: 12".
caster. An image is dispelled if attacked, but any others remain.
Duration: 6 turns. Explosive Runes: Magical characters scribed upon a page that
explode when read by another. The page (book, scroll, map, etc.) is
Phantasmal Forces: Realistic and lasting illusion of the caster's destroyed and the reader takes 4-24 damage with no save. The
mental image that remains as long as the caster concentrates, unless caster may remove the runes, and a magic-user two or more levels
the illusion is touched by a living creature. If believed, a Phantasmal higher may detect them with a 50% chance, and remove them with a
Force can cause actual damage. Range: 24". 75% chance.
Pyrotechnics: This spell uses an existing fire of at least the size of a Fire Ball: Missile launched from the fingertip to explode in a 2" burst
torch to create either a great display similar to fireworks, or an amount that conforms to the dimensions of any enclosed space. Damage
of smoke to cover at least 20 cubic feet - depending on the size of the equal in dice to caster level. Fire Balls from scrolls are 6-die, from
fire, which is extinguished by the spell. Duration: 6 turns. Range: 24". wands are 7-die, and from staves are 8-die. Duration: 1 turn. Range:
24".
Strength: Increase a Fighter's strength by 2-8 points, a Cleric's
strength by 1-6 points, and a Thief's strength by 1-4 points (rolled Fly: User flies up to 12"/turn for a number of turns equal to caster
after spell is cast). A Fighter gaining an 18 strength or higher checks level + a d6 roll made in secret by the DM.
for exceptional strength, as usual. Duration: 8 game hours.
Haste: Up to 24 creatures affected in an area up to 6" x 12". Counters
Web: Great sticky masses of strands, covering a 1" x 1" x 2" area, a Slow spell. Duration: 3 turns. Range: 24"
that are difficult to cut, but susceptible to flame. Physically powerful
creatures, such as giants, can break through in two turns. Less Hold Person: Affects 1-4 persons and reduces a target's save by -2 if
cast upon just one. Duration: 6 turns + caster level. Range: 12".
Infravision: Recipient may see in darkness in the infrared up to 40'- Water Breathing: Confers the ability to breathe normally underwater.
60'. Duration: 1 day. Duration: 12 turns. Range: 3".
Invisibility 10': As Invisibility, but with a greater area of effect to 4th Level:
include more than the caster.
Charm Monster: As Charm Person but not limited to persons. 3d6
Lightning Bolt: The lightning stroke is 6" long and up to 3/4" wide, animals or creatures of 3 hit dice or less are affected. Otherwise, as
rebounding to the full remainder of its extent if there is not enough Charm Person.
space. Damage is a number of dice equal to caster level, as Fire Ball.
Range: 24". Confusion: Creatures of 2 hit dice or less affected immediately. For
others, d12 minus caster level determines delay of 1 turn if result is
Monster Summoning I: Calls a monster from level 1 of the positive, or immediate effect is negative. Creatures of 4 hit dice or
MONSTER LEVEL TABLES (see Volume 3, The Underworld & more may save vs. magic each turn of spell duration. Success equals
Wilderness Adventures) to aid the caster. Relatively small monsters no confusion for that turn. Number of creatures affected equals 2d6 +
will appear in numbers determined by a 1d6 roll. Others will appear in each level of caster above 8th. Result of confusion (2d6 roll each
groups of 1-3. Summoned monsters serve faithfully until the spell turn): 2-5 = attack, 6-8 = stand idle, 9-12 = attack each other.
ends or they are slain. Delay: 1 turn. Duration: 6 melee turns. Range: Duration: 12 turns. Range: 12".
1".
Dimension Door: Limited instantaneous Teleport up to 36" in any
Protection From Evil 10': A Protection From Evil spell extending in a direction with no chance of error. Range: 1".
10' circle around the caster. Duration: 12 turns.
Extension I: Increase duration of 1st-3rd level spells by 50%. Range:
Protection From Normal Missiles: Recipient invulnerable to missiles as spell to be extended.
projected by normal men and/or weapons. Duration: 12 turns. Range:
3". Fear: As Fear Wand, those failing save vs. fear will flee as far from
the caster as possible, with a 50% chance of dropping items in-hand.
Rope Trick: A 6' to 24' length of rope is made to stand upright and Duration: 6 turns (movement or melee as applicable). Range: 24".
can be climbed by the caster and up to three others into another
dimension. The rope remains in place for the duration, unless Growth of Plants: Normal vegetation becomes overgrown and
disturbed. Climbing back down without the rope results in a fall the impassable up to 30" square, as decided by caster Duration: Until
same distance as the length of the rope. Duration: 6 + caster level in dispelled. Range: 12"..
turns.
Hallucinatory Terrain: Create illusion of hidden or new terrain. The
Slow: Up to 24 creatures in a maximum area of 6" x 12" AND...UM... illusion is broken upon contact by someone other than the caster or
an ally. Range: 24".
Suggestion: Simple hypnotic command of up to a sentence or two,
causing the subject to save vs. magic or carry out the caster's order in Ice Storm: Large hailstones pelt a 3" cubic area for 3-30 damage to
the time specified. A carefully worded suggestion can result in the all within (no saving throw).Duration: 1 turn. Range: 12".
death of the subject, but self-destruction is 99% unlikely. Duration: 1
game week. Massmorph: Conceal up to 100 men or man-size creatures by
making them appear as trees. The spell is not affected by movement
among the concealed targets. Negated by command of the caster or possible level. Duration: 6 turns, or dissipated by unusually strong
Dispel Magic. Range: 24". wind and by trees.
Monster Summoning II: As Monster Summoning I except 1 or 2 2nd Conjure Elemental: One type of 16 hit dice elemental (air, earth, fire,
level monsters appear. or water) may be conjured in a single day. Caster must concentrate
on control or the elemental turns and attacks. Remains until dispelled.
Polymorph Others: Transform creature to another form with all the Range: 24".
physical traits of the new shape, such as a dragon's breath weapon. A
target polymorphed into a lesser form retains its innate physical Contact Higher Plane: Requests advice and knowledge from
toughness or resilience. Duration: until dispelled. Range: 6". sources on other planes (via the DM). These planes are ranked from
"lowest" to "highest" for the purpose of success, truthfulness, and risk.
Polymorph Self: Transforms caster into any shape, but without the May ask only "yes or no" questions.
combat abilities of the new form. Polymorphed shape will have the
normal movement abilities, such as flight. Duration: 6 turns + caster Plane Questions Knowing Veracity Insanity
level. 3rd 3 25% 30% Nil
4th 4 30% 40% 10%
Remove Curse: Dispel one curse or "evil sending." Use on a cursed 5th 5 35% 50% 20%
item makes the item non-magical. Range: adjacent. 6th 6 40% 60% 30%
7th 7 50% 70% 40%
Wall of Fire: Creates an opaque wall of fire up to 6" wide and 2" high, 8th 8 60% 75% 50%
or a ring 3" diameter and 2" high. Creatures under 4 hit dice cannot 9th 9 70% 80% 60%
enter/pass. Those passing through take 1-6 damage while undead 10th 10 80% 85% 70%
take 2-12 damage. Duration: caster concentration. Range: 6". 11th 11 90% 90% 80%
12th 12 95% 100% 90%
Wall of Ice: Creates a wall of ice 6 inches thick in the same
dimensions as the Wall of Fire, above. Negates fire or fire spells. May Extension II: Increase duration of 1st-4th level spells by 50%. Range:
be breached by creatures of more than 4 hit dice, inflicting 1-6 as spell to be extended.
damage on non-fire creatures and 2-12 on fire creatures. Range: 12".
Feeblemind: Causes a Magic-User (only) to save at -4 penalty or
Wizard Eye: May send an invisible visual sensor up to 24" to become feeble-minded until the effect is dispelled. Range: 24".
observe. The "eye" moves 12"/turn. Duration: 6 turns.
Growth of Animals: 1-6 normal-size animals grow giant-sized and
5th Level: attack as such. Duration: 12 turns. Range: 12".
Animate Dead: Creates 1d6 per caster level above 8th animated Hold Monster: As Hold Person but includes monsters.
skeletons or zombies from available corpses. Duration: Until dispelled
or animated dead are destroyed. Magic Jar: Caster places his own life force within an inanimate object
within 3" as the spell is cast, and attempts to possess the body of a
Cloudkill: A moving (6"/turn) poisonous 3" diameter cloud that kills creature within 12" of the Magic Jar. The target of possession saves
creatures of less than five hit dice. Moves with the wind (if any), or vs. magic to resist. If the possessed body is destroyed, the Magic-
away from the caster. Formed of heavy vapors and will sink to lowest User's life force returns to the Magic Jar and another attempt may be
made, as before. If the Magic-User's body is destroyed, the life force
must return to the Magic Jar or possess another body. The life force Death Spell: Kills 2-16 creatures of less than 7 hit dice within a 6" x
may return to the Magic Jar at any time. If the Magic Jar is destroyed, 6" area. Range: 24".
so is the Magic-User.
Disintegrate: Cause any non-magical material, living or dead, to
Monster Summoning III: As Monster Summoning I except 1 or 2 3rd disintegrate. Creatures save vs. magic. Range: 6".
level monsters appear.
Extension III: Increase duration of 5th level spells by 100%. Range:
Passwall: Opens a man-sized hole in solid stone up to 10' in length. as spell to be extended.
Duration: 3 turns. Range: 3".
Geas: Cast upon a creature to force performance of a task as chosen
Telekinesis: Move objects up to 200 GP weight/caster level by by the caster. Deviating from completion of the task causes weakness
mental force. Duration: 6 turns. Range: 12". and refusal brings death - as judged by the DM. Duration: Until task
completion. Range: 3".
Teleport: Instant transport over any distance to known location, with
variable results by familiarity. If destination is unfamiliar, there is a Invisible Stalker: Conjure an Invisible Stalker (see Volume 2,
75% chance of death. If general topography is known, a percentile Monsters & Treasure) to serve the caster's command for a mission,
score of 1-10 means a low arrival point and possible death if which it will undertake until completion, no matter the time or distance.
reappearing in solid matter. A percentile score of 91-100 indicates a Cannot be dispelled except by being slain.
high arrival point and a fall from 10-100 feet. If the destination is well-
known, there is a 1% chance of arriving low and a 4% chance of Legend Lore: Caster seeks knowledge of a legendary person, place,
arriving 10-40 feet high. or item (legendary status determined by DM). A percentile dice roll
determines the number of days required to cast the spell, from 01 to
Transmute Rock to Mud: Turns up to 30" of earth, sand, or rock into 100. Information gained is often in lyric or riddle form.
mud within one turn. Creatures within may sink, or lose 90% of
movement, unless able to fly or levitate. May be countered by a Lower Water: Cause water in a river or similar body to drop in depth
reverse of the spell, or a wait of 3-18 (3d6) days for the mud to dry by 50% for ten turns. Range: 24".
naturally. Range: 12".
Monster Summoning IV: As Monster Summoning I except 1 4th level
Wall of Iron: A 3-inch-thick wall of iron up to 5" square. Duration: 12 monster appears.
turns. Range: 6".
Move Earth: Move aboveground features such as hills or ridges at a
Wall of Stone: A 2-foot-thick wall of stone up to 10" square. Lasts 6" rate/turn. Takes one turn for spell to activate. Duration: 6 turns.
until dispelled or breached. Range: 6". Range: 24".
6th Level: Part Water: Part water up to 6" deep for up to six turns. Range: 12".
Anti-Magic Shell: A field around the caster impervious to incoming Projected Image: An image of the caster appears up to 24" away,
and outgoing spells. Duration: 12 turns. with all spells and such appearing to originate from the image.
Duration: 6 turns. Range: 24".
Control Weather: Create one of the following: Rain, Stop Rain, Cold
Wave, Heat Wave, Tornado, Stop Tornado, Deep Clouds, Clear Sky. Reincarnation: Restore a dead character to life in a new form,
dependent upon former alignment and a random roll on the
appropriate column of the chart below. If the result is Man, determine Delayed Blast Fireball: A Fireball that can be delayed in exploding
class and roll d6 to determine level. Roll d6 for level if the result is a for up to 10 melee turns, or one movement turn.
dwarf or elf.
Limited Wish: Alters reality within the past, present, or future - to an
Law Neutrality Chaos extent. Cannot create or summon treasure (for example), and might
Man Man Man function only in partial fashion. See Volume 2, Monsters & Treasure,
Dwarf Dwarf Chimera Three Wishes.
Elf Elf Dragon
Halfling Animal Gargoyle Mass Invisibility: As Invisibility that affects from 100-300 men and
Centaur Centaur Giant horses or up to 6 dragon-sized objects. Lasts until dispelled. Range:
Gnome Chimera Gnoll 24".
Hippogriff Dragon Goblin
Lycanthrope Dryad Gorgon Monster Summoning V: As other Monster Summoning spells, except
Pegasus Giant Hobgoblin a 5th level monster appears.
Roc Gnome Kobold
Treant Griffon Lycanthrope Phase Door: Opens an invisible door that acts as Passwall only for
Unicorn Hydra Manticore the caster for up to seven uses. May be dispelled by Dispel Magic if
Lycanthrope Medusa cast by a total level of magic at least twice that of the caster of the
Minotaur Minotaur Phase Door. Range: 1".
Nixie Ogre
Ogre Orc Power Word - Stun: Spoken at a creature of up to 35 hit points to
Orc Troll stun for 2-12 turns. Stun for 1-6 turns if the creature has 36-70 hit
Pixie points. No effect on creatures with more than 70 hit points. Range:
Purple Worm 12".
Roc
Sea Monster Reverse Gravity: Gravity is reversed in a 3" cubic area and those
Wyvern within fall upward at a normal falling rate. Duration: 1 melee turn.
Range: 9".
Repulsion: Force objects or creatures away in an opposite direction.
Duration: 6 turns. Range: 12". Simulacrum: Creates a duplicate form of a desired person from
snow, or from an Ice Storm. The completed form must receive a spell
Stone to Flesh: Turn stone to flesh or reverse to turn flesh to stone, to Animate it. A Limited Wish then gives personality and knowledge
permanently. Range: 12". similar to the imitated person. No Simulacrum will possess more than
30-60% of the form's full abilities and the duplicate could be detected
7th Level: with Detect Magic or close interaction. The original can detect the
duplicate instantly upon association. If the original is dead, the
Charm Plants: Affects vegetation equal to 1 large oak, 6 medium Simulacrum gains their abilities at a rate of 1%/week until reaching
bushes, 12 small shrubs, or 24 little plants. Charmed plants do 90%. The Simulacrum is always under the control of its creator.
anything within their ability, as commanded by the caster. Lasts until
dispelled. Range: 12".
8th level: Symbol: Runic inscription affects those of different alignment (or
hostile intent) that pass over, touch, or read the character(s). May be
Clone: Grows an exact duplicate of a person from a small piece of negated by a magic-user not less than one level above the caster.
their living flesh, the clone having the traits and memories of the The possible Symbols are as follows.
person from that time. If the original person still exists, the clone will
seek to destroy the original. Failing that, both will suffer insanity. Symbol of Effect
Mass Charm: Functions as Charm Person (or Charm Monster), Death 75 levels killed
affecting up to 30 levels of creatures in any combination equal to or Discord Disharmony among all — no level limit
less than 30. Saving throws are made at -2. Range: 12". Fear As Fear spell — no level limit
Insanity 100 levels insane — unless Remove Curse
Mind Blank: The recipient cannot be detected by ESP, Clairvoyance, Sleep As double-strength Sleep spell — no level limit
Clairaudience, scrying (including by Crystal Ball), Wish, Commune, or Stunning 150 levels — as Power Word Stun
Contact Higher Plane. Duration: 1 day. Range: 1".
9th Level:
Monster Summoning VI: As Monster Summoning V, but a 6th-level
monster appears. Astral Spell: User leaves her body in astral form to travel in the astral
plane, undetectable by those not on the same plane. If her physical
Permanent Spell: Makes another spell permanent in duration. body is moved out of range (24” underground or 100 miles/level from
Limitations determined by the Referee. Suggestions include one per 18th and up if outdoors) or destroyed, the astral form is sent to the
object or two per individual, possibly one affecting the head and the lowest hell. Spellcasting is possible in astral form, with a 5% chance
other for the body. Also, casting it on a Wish could cause endless per spell level of failure. If a spell fails, there is a 2% chance per spell
repetition of the spoken wish. Dispel Magic cast at twice the level of level of the astral form returning to its body. The astral form moves
the caster of the Permanent Spell will remove it. 12”/turn underground and 100 miles per game hour/level from 18th
and up. Duration is 12 turns underground and 8 game hours outdoors.
Polymorph Any Object: Any object may be changed to any other
shape, for a duration based upon disparity between forms. The more Gate: Opens a dimensional portal for a powerful being to enter this
similar the two forms are in kingdom and shape, the more permanent plane from elsewhere. The caster must name the being to be invited
the change will be. Animal, vegetable, and mineral comprise the and should have good reason to do so. There is a 95% chance of the
standard kingdoms. Shape implies humanoid, spherical, multi-limbed, named entity arriving, and a 5% of something else responding
and so forth. Relationships are also important: stone to sand, tree to instead. There is also a 5% chance the being that answers will simply
flower, scale to snake, monkey to human — these will be more turn and depart from whence it came.
lasting. Away from these associations, the duration becomes more a
choice of the Referee. Size, intellect, kingdom, shape, and intrinsic Maze: The target of the spell is trapped in an extradimensional maze
quality affect duration; and a stone polymorphed into a living person for 2-8 melee turns, reappearing after the elapsed time at the spot of
will last for a few turns. Polymorphed objects gain a magic aura. Base origin. Those with intelligence of 12+ escape in half the time. Those
duration: until dispelled. Range: 24”. with intelligence of 6 or less require double or triple the time to
escape. Range: 6”.
Power Word - Blind: As Power Word – Stun, but effective against up
to 40 hit points, and ineffective against those over 80 hit points. Meteor Swarm: Four fireballs are launched for 10-60 damage each,
Duration: 2-8 or 1-4 days. or eight fireballs for 5-30 damage each, in any pattern chosen by the
caster. Range: 24”.
Monster Summoning VII: As Monster Summoning VI, but results in a Detect Magic: As magic-user spell.
7th-level monster (found on referee’s special tables), such as Stone or
Iron Golem, 20th-level Lich, 15th-level Thief, or 10-Headed Fire- Light: As magic-user-spell. Duration: 12 turns.
Breathing Hydra.
Protection From Evil: As magic-user spell. Duration: 12 turns.
Power Word - Kill: As Power Word – Blind, but kills any creature of Purify Food & Water: Make enough spoiled or poisoned food and
up to 50 hit points. water for about a dozen people safe to consume.
Prismatic Wall: Invokes a whirling 20’ globe of scintillating colors 2nd Level:
around the caster. Those below 8 hit dice viewing the globe are
blinded for 1-6 turns. Each color has its own effect and must be Bless: Cast in any non-combat turn to give recipients +1 to morale
destroyed in order to end the spell. and attack dice. Duration: 6 turns.
Color (Order) Negate With Prevents/consequences of contact Find Traps: Locate mechanical or magical traps within 3”. Duration: 2
Red (1) Ice Storm Magical missiles/12 damage turns.
Orange (2) Lightning Non-magical missiles/24 damage
Yellow (3) Magic Missile Breath weapons/48 damage Hold Person: As magic-user spell. Duration: 9 turns. Range: 18”.
Green (4) Passwall Detection/location/save vs. poison or die
Blue (5) Disintegrate Cleric spells/save vs. petrification
Indigo (6) Dispel Magic Physical/save vs. cold (wand) or frozen dead Silence 15’: Render self and party, or another object/creature
Violet (7) Cont. Light Magic spells/save vs. spells or forever insane soundless. Duration: 12 turns. Range: 6”
Shape Change: The caster polymorphs (as Polymorph Others) into Snake Charm: Charm one level (1-6 HP) of snakes per cleric level.
any form (with all inherent abilities) as often as desired during the Duration: 7-12 melee turns or 2-5 turns. Range: 6”.
duration of 10-15 turns plus a number of turns equal to caster level.
Speak With Animals: Caster may speak with and understand
Time Stop: The passage of time halts in a 3” cubic area centered on animals, who will not attack the cleric or her companions. These
the caster, who is free to act normally. Those within the effect, or animals may be willing to perform services for the caster. Duration: 6
enter into it, will be stopped in time. Duration: 2-5 melee turns turns. Range: 3”.
(unknown to the caster/player).
3rd Level:
Wish: Creates the same effect as a Ring of Wishes and renders the
caster unable to perform any other magic for 2-8 days. Continual Light: As magic-user spell, equal to full daylight.
Cure Light Wounds: Removes 2-7 points of damage from a Prayer: Lower saving throws of opponents in a 2” square by 5% (1
wounded character over the course of a full turn. point) + 5% per ten levels of caster. Duration: following melee turn.
Range: 3”.
Detect Evil: As magic-user spell. Duration: 6 turns. Range: 12”.
Remove Curse: As magic-user spell.
Speak With Dead: Caster may ask three questions of a dead body. Insect Plague: Caster summons 36” cloud of obscuring insects to be
Cleric of up to 7th level may affect those dead up to 4 days; up to 14th sent at will within range. Creatures below 3 hit dice driven to rout.
level cleric may affect those dead up to 4 months; up to 20th level may Spell functions only aboveground. Duration: 1 day. Range: 48”.
affect those dead up to 12 months; over 20th level cleric has no limit.
Referee answers as desired — perhaps in riddles. Quest: Target forced upon a mission for the cleric, subject to a non-
fatal curse if failed or ignored. Referee should judge the effectiveness
4th Level: of the curse based upon phrasing, alignment, and recipient’s actions.
Create Water: Produce 1 day’s supply of drinkable water for a dozen Raise Dead: By pointing and speaking, the cleric raises a human, elf,
men and horses. Quantity doubled per level of caster above 8th. or dwarf from the dead. May Raise subject dead up to 4 days at 8th
level and up to 4 additional days for every caster level thereafter. If
Cure Serious Wounds: Removes 4-14 points of damage from a subject had a poor constitution, the spell fails. Raised characters must
wounded character over the course of a full turn. recuperate for two weeks.
Neutralize Poison: Counter effects of poison for one living creature. An evil cleric may cast Finger of Death, the reverse of Raise Dead.
Duration: 1 turn. This creates a ray to kill the target unless a saving throw is made. A
non-evil cleric may use the Finger of Death in extremis, risking clerical
Protection From Evil 10’: As magic-user spell. status with misuse.
Speak With Plants: Caster may speak with and understand any 6th Level:
plant, which will obey his commands. Cannot command trees as a
treant. Duration: 6 turns. Range: 3”. Animate Objects: Animate one large (twice man-size), two medium
(man-size), or several small objects to attack or defend. Heavier
Turn Sticks To Snakes: 2d8 nearby sticks can be turned into snakes objects are slower, but inflict more damage. A statue of at least man-
(50% chance of being venomous) under caster’s command. Duration: size could move 3”/turn, attack every other melee round as an 8 HD
6 turns. Range: 12”. creature for 2-16 damage, and have an AC of 1. A chair would be
faster but inflict less damage. A rug could trip/smother. A tapestry
5th Level: could blind/smother. Duration: 6 turns. Range: 6”.
Commune: Caster may ask three questions of “higher powers” with Blade Barrier: Invoke a 3” diameter barrier of whirling blades that
truthful and knowledgeable answers given. Allowed but once per inflicts 7-70 damage to those passing through. Duration: 12 turns.
week (at Referee’s option). Special Communing should be allowed Range: 6”.
once per year for double the number of questions.
Conjure Animals: Conjure 1 large animal (up to elephant), 3 medium
Create Food: Produce 1 day’s sustenance for a dozen men and animals (up to bear), or 6 small animals (up to wolf) that obey the
horses. Quantity doubled per level of caster above 8th. cleric. Duration: 10 turns. Range: 3”.
Dispel Evil: Much like Dispel Magic to immediately dispel evil sending Find The Path: Discover fastest and safest way out of a trap, maze,
or spell within 3”. Duration: 1 turn. or wilderness. Caster can be freed of a Maze spell in one turn and
ignore subsequent Maze spells. Duration: 6 turns + caster level or 1
day outdoors.
Speak With Monsters: Caster may speak with and understand any Restoration: Restore one energy level lost to undead attack. Caster
monster with no guarantee of cooperation. Duration: 3-12 questions. incapacitated 2-20 days. The reverse of the spell removes one energy
level. Caster suffers no incapacitation.
Word Of Recall: Caster is Teleported without fail to a pre-designated Symbol: As magic-user spell, except those causing permanent harm
sanctuary when the spell is spoken. May not change sanctuary except are not available.
under extreme circumstances.
Wind Walk: Caster and immediate surroundings become misty and
7th Level: insubstantial, allowing the cleric and one other person touched to
travel 48”/turn as the cleric wills. Duration: up to one day or until
Aerial Servant: Summon a powerful invisible servant to bring any dispelled.
creature or thing desired by the caster. Does not fight, but attempts to
take any object by force (can carry up to 500 pounds) and carry it Illusionists:
back at a move of 72”. Surprise on 1-4. Creatures of less than 18
strength have no chance to break free. 18/% allows an equal chance 1st Level:
of escape as the percentile strength score — so, 50% chance of
escape with 18/50 strength, etc. If unable to fulfill its task, the Aerial Change Self: Caster appears as another creature of the same
Servant goes insane and returns to the caster to attack as a double- general size and shape. Duration: Caster level + 10 + d6 result.
strength Invisible Stalker.
Color Spray: Fan-shaped arc of clashing colors affecting 1-6
Astral Spell: As magic-user spell, but failure/return chances are 50% creatures (+1 per 5 levels of illusionist above 2nd to a maximum of +6)
less. of 6 HD or less within its area. If target levels exceed spell levels, one
creature at a time suffers the full effect (unconsciousness) until all
Control Weather: As magic-user spell. spell levels are met, leaving no more than one creature under partial
effect (confusion). Those under full effect receive no save. A target
Earthquake: Creates a localized tremor that can collapse a small only one level above effect receives a normal save. A target with more
stone dwelling, wooden palisade, earthen rampart, portion of a cliff, or than one level exceeding the spell receives a +2 bonus per level
the equivalent. Fissures will swallow 1 in 6 creatures (all those rolled a beyond the first. Range: 24”.
6 on d6 will fall). Earthquake dimensions are 6” x 6” plus 1” to both for
every three caster levels above 17th. Duration: 1 turn. Darkness: As reversed cleric Light spell.
Holy Word: Creatures of 9th-12th level are deafened 1-6 turns. Detect Illusion: Reveal true nature of any illusion. Duration: 3 turns.
Creatures of 5th-8th level are stunned for 2-20 turns. Creatures under Range: 6”.
5th level are killed. Affects 4” x 4” area around caster.
Detect Invisible: As magic-user spell.
Part Water: As magic-user spell, but double strength. Each caster
level above 17th adds 50% of base limits to depth and duration. Gaze Reflection: Reflects gaze of a creature as if blocked by mirror.
Duration: 1 turn. Range: 8”.
Raise Dead Fully: As Raise Dead, but also restores full strength and
eliminates the need for recuperation. The reverse of the spell allows Hypnotism: Subject who meet’s caster’s gaze affected as if by
no saving throw, killing the target automatically unless somehow Charm Person, with a +2 chance for success. Range: 8”.
protected.
Light: As cleric spell.
Mirror Image: As magic-user spell. Continual Light: As cleric spell.
Phantasmal Forces: As magic-user spell. Dispel Exhaustion: Target gains illusory vitality, allowing action
without rest. Must gain 2x needed rest after spell ends. Those recently
Ventriloquism: As magic-user spell. Duration: 5 turns. Range: 9”. Raised or badly wounded may act normally, but suffer 1-6 damage.
Duration: 4 hours.
Wall of Fog: Wall up to 6” wide by 2” high, or a circle of 3” diameter
and 2” height of thick fog that blocks vision. Range: 16”. Fear: Effect as a Fear Wand against 4-40 targets of 1st level, 3-30 of
2nd level, 2-20 of 3rd level, 1-10 of 4th level, 1-6 of 5th level. Range: 18”.
2nd Level:
Hallucinatory Terrain: As magic-user spell.
Blindness: Target is blinded until spell is removed or dispelled.
Range: 12”. Illusionary Script: Writing, up to one full page, that may be read only
by the individual specified by the caster. Other readers save vs. magic
Blur: Caster becomes indistinct, granting a -2 to hit by opponents and or suffer Confusion for 1-6 turns.
+2 to saves vs. wands/staves. Duration: 4 + 1D4.
Invisibility 10’: As magic-user spell.
Deafness: As Blindness, affecting only hearing.
Nondetection: Prevents Detection magic against the caster, and acts
Detect Magic: As magic-user spell. as Amulet vs. Crystal Balls and ESP. Duration: 2x caster level.
Dispel Illusion: Dispels any non-illusionist illusion. As Dispel Magic Paralyzation: Paralyzes targets of total HD up to 2x caster’s level,
vs. illusionist creations. Range: 12”. until removed or dispelled. Range: 18”.
Fog: A cloud of obscuring vapors of the same dimensions and Phantasmal Killer: Target faces a monstrous terror spawned by his
consistency of Cloudkill. own fears, visible only to himself and the caster. Any strike by the
Improved Phantasmal Forces: As Phantasmal Forces, but caster monster is fatal to the subject. The illusory monster cannot be
may move. Will last up to 3 turns after concentration ends. attacked or avoided, only disbelieved by rolling his intelligence score
or less on 3D6. If the subject has faced this kind of killer before, add
Invisibility: As magic-user spell. +5 to the target number. Add +1 to the target number if the subject is
an illusionist. Add +3 if he wears a Helm of Telepathy, with the effect
Magic Mouth: As magic-user spell. of being able to turn the Phantasmal Killer on the caster if successful.
If the target is not expecting an attack, subtract 1 from the target
Misdetection: Proof against any Detection magic, with same chances number. If totally surprised, subtract 3. Range: 6”.
of effectiveness as Dispel Magic.
Spectral Forces: As Improved Phantasmal Forces, but include
Rope Trick: As magic-user spell. sound, smell, and temperature. Not destroyed by touch and last up to
five turns after concentration ends.
3rd Level:
Suggestion: As magic-user spell.
Continual Darkness: As reversed cleric Continual Light spell.
4th Level: 5th Level:
1st Level Magic-User Spells: Illusionist may use any 1st level magic- 2nd Level Magic-User Spells: Illusionist may use any 2nd-level
user spell. magic-user spell.
Confusion: As magic-user spell. Chaos: Confusion in a 3” x 3” area, affecting all within except for
fighters and illusionists of “high level.” Duration: concentration. Range:
Emotions: Imbues targets with emotion selected by caster. Fear, as 12”.
spell. Battle Lust, turning targets into berserkers. May be countered by
Fear, but cannot counter Fear in turn. Deprivation, causing desertion Create Spectres: Raise a dead character of at least 2nd level as a
lower morale by 75%. Bravado, granting immunity to Fear or spectre of HD equal to ½ character level (rounded up). Mind, memory,
countering Deprivation. Hate, with varying effect determined by 1D10 and alignment remain intact, and the spectre is not under the control
roll (attacking listed target of Hate): of the illusionist. Spell functions only up to 24 + 6x caster level in turns
1-2: hate all enemies after death.
3-4: hate each other
5-7: hate both Demi-Shadow Magic: As Shadow Magic, but double the damage.
8: hate self (commit suicide)
9-10: hate caster Demi-Shadow Monsters: As Shadow Monsters, but with 2/5 original
Duration: concentration. Range: 18”. HD and AC 8. Up to 1 ½ x caster level in HD of monsters can be
created.
Improved Invisibility: As Invisibility 10’, with the ability to attack
invisibly. Major Creation: Gain full creation powers of a djinni, up to 300 gp wt
x caster level per day.
Massmorph: As magic-user spell.
Projected Image: As magic-user spell.
Minor Creation: Produce soft goods and wooden objects similar to
the ability of a djinni, up to a weight equal to 100 gp x caster level. Summon Shadow: Conjure one shadow for every level of the caster
Materials last for a number of days equal to 4 + caster level +/- any above 5th. Shadows are under the command of the caster and remain
adjustments imposed by the Referee for material hardness. until their purpose is fulfilled or they are slain.
Shadow Magic: Create illusory versions of Fireball or Lightning Bolt 6th Level:
(1 HD per 4 caster levels), Wall of Fire or Wall of Ice (1-2 damage), or
Death Spell (1-8 targets of 1st level or 1 HD). Full effects against those Conjure Animals: As cleric spell.
who believe the spell is real. Durations and Ranges equal to original
spells. Mass Suggestion: Suggestion spell affecting 1-8 creatures, or 1
creature at -4 to saving throw. All targets receive the same
Shadow Monsters: Create illusory monsters with 1/5 HD of originals Suggestion.
(fractions 1/5 over: nothing; 2/5: +1; 3/5: +2; 4/5: +2) and AC 9. These
semi-real monsters have no special abilities and do no more than 1 Permanent Illusion: Spectral Forces that endures until dispelled.
die of damage per attack, unless believed to be real. Up to the
caster’s level in HD of monsters can be created. They take double Programmed Illusion: Spectral Forces that acts under a set of
damage from silver. specific instructions from the caster. Duration: 12 turns.
Shadow Monsters III: Demi-Shadow Monsters with 3/5 original HD Predict Weather: Forecast weather in 2 square miles x caster level
and AC 7. Up to 2x caster level in HD of monsters can be created. with 95% accuracy, unless modified by magic. Forecast: 12 hours.
True Sight: Determine the following actual qualities of a creature or Purify Water: As cleric Purify Food and Water spell, except limited to
object: original form (if polymorphed), alignment, class, level, water.
intentions. Also may see invisible, displaced, or astral creatures and
objects. 2nd Level:
Alter Reality: Cast as a Limited Wish following an illusion cast of Cure Light Wounds: As cleric spell.
what is “wished” to happen.
Heat Metal: Cause ferrous metal objects up to 200 gp weight per
Astral Spell: As magic-user spell. caster level to progressively heat from warm to searing hot. Searing
metal stays as such for two turns. In the first turn, skin will blister to
Maze: As magic-user spell. render a hand unusable for 1 day, deal 1 damage to the head and
cause dizziness, or cause 1-2 damage to the body. The second turn
Prismatic Wall: As magic-user spell. causes severe burns that render a hand unusable for 1-3 weeks, an
additional 2 damage to the head and unconsciousness for 2-8 turns,
Vision: Caster may ask a question of the “higher planes,” with results and another 2-3 damage to the body. Range: 3”.
depending upon a random reaction roll — adding +2 to the result.
Negative: Illusionist is Quested with a task. Locate Plants: As Locate Animals, but applied to vegetation.
Neutral: Illusionist receives neutral information — but not what was
asked. Obscurement: Forms a misty cloud around caster to cover 100 cubic
Positive: Illusionist receives detailed, useful reply. feet per level. Duration: 1 turn x caster level.
Detect Snares & Pits: As cleric Detect Traps spell, but only usable Speak With Animals: As cleric spell.
outdoors. Duration: 1 hour + caster level.
Warp Wood: Straight wood (including planks) equal to one 6’ haft or
Faerie Fire: Target within 10 square feet + caster level outlined in a six arrow shafts per two levels of caster becomes bent and
pale glow showing its outlines. Duration: 6 turns. Range: 6”. permanently damaged. Range: 6”.
Call Lightning: Cause lightning bolts of 8-dice + caster level to strike Plant Door: Opens a “door” for the caster only (with another druid or
from an existing outdoor storm (or tornado) once per 10 minutes. dryad — if desired) to a path up to 3’ wide, 6’ high, and 100’ long
Lightning may strike objects in the sky or on the ground. Range: 36”. through any plant growth — including trunks of trees. The caster may
choose to remain inside an oak affected by this spell. Duration: 3
Cure Disease: As cleric spell. turns + caster level.
Hold Animal: As Hold Monster, but applied to mundane animals up to Produce Fire: Creates ordinary fire covering up to 10 square feet.
about 200 pounds x caster level (or ½ that weight for non-mammals). The reverse will extinguish natural fire within the same area. Duration:
Duration: 1 turn + caster level. Range 6”. 1 turn. Range: 3”.
Neutralize Poison: As cleric spell. Protection From Lightning: As Protection From Fire, but the caster
is immune to all electrical attacks. A lightning strike negates the
Plant Growth: As magic-user Growth/Plant spell. protection. Duration: 6 turns + caster level.
Protection From Fire: Grants invulnerability to ordinary fire and the Speak With Plants: As cleric spell.
effects of a Ring of Fire Resistance vs. magical fire to a non-druid. To
a druid is added complete protection vs. magical fire of all kinds, 5th Level:
exposure to which cancels the spell on the following turn. Duration: 3
turns + caster level. Animal Growth: As magic-user Growth of Animals spell.
Water Breathing: As magic-user spell. Anti-Plant Shell: As magic-user Anti-Magic Shell, but provides
complete protection from all living plants or vegetation.
4th Level:
Commune With Nature: As cleric Commune spell, but must be
Animal Summoning I: As cleric Conjure Animals spell. performed outdoors, and all answers are nature-oriented.
Control Temperature 10’: Adjust temperature up or down by up to 50 Control Winds: In the turn following casting, the druid can calm or
degrees. Requires mistletoe. Duration: 3 turns + caster level. intensify winds within 24”. Winds increased to gale force can ground
flying creatures, bend medium-size trees, and make sailing against
Cure Serious Wounds: As cleric spell. the gale impossible. The caster is the center of the effect, which
moves as she does. A druid of higher level can use this spell to
Dispel Magic: As magic-user spell. counter the effects of the spell already in effect. Duration: 6 turns +
caster level. Range: 32” at 11th level, 40” at 12th level, and 48” at 13th
Hallucinatory Forest: Any creature other than a druid, “magical level.
forest creature,” or treant believes and acts as if the area affected is a
real forest. Area is 3” square x caster level. Range: 6” to nearest Hold Plant: As magic-user Hold Monster spell, but affects only
edge. animated or intelligent plant matter/creatures. Stops Plant Growth and
affects creatures such as treants or fungus monsters. Duration: 6 remain inside a plant for up to 24 hours, able to observe surroundings
turns + caster level. Range: 3” + caster level. with both his and the plant’s senses.
Pass Plant: Caster may travel from one tree to another of similar Turn Wood: Creates a barrier of force 6” to either side of the caster
species within 48” Oaks give a distance bonus of 12”, while ash, elm, that moves forth at 4”/turn to push back any wooden objects in its
linden, and yew impose a 12” penalty. Other deciduous trees impose path, without any need for control from the druid. Those holding onto
an 18” penalty, and conifers impose a 24” penalty. Trees must be such objects will also be pushed back, or lose the pieces of breaking
living, and of a girth to accommodate the druid, or “the spell fails, and wood. Duration: 1 turn + caster level. Range: 2” x caster level.
on the next time period considered the druid emerges from the tree
through which he intended to pass.” Weather Summoning: Conjure desired weather conditions in about a
5 mile radius that suit the season and climate. Extreme, harsh
Transmute Rock To Mud: As magic-user spell. weather (monsoon, blizzard, hurricane, heat/cold at least 15 degrees
above/below highs/lows) requires a caster of at least 11th level, or
Turn Sticks To Snakes: As cleric spell. lesser druids adding up to an equal level acting in concert.
Summoned weather manifests 3 turns + 5-20 turns minus caster level
Wall Of Fire: As magic-user spell. and is not under anyone’s control. Within 3 turns of casting, signs will
begin to manifest before building to the desired level.
6th Level:
7th Level:
Animal Summoning III: As quadruple-strength Animal Summoning I.
Animate Rock: As cleric Animate Objects spell, but only for stone up
Anti-Animal Shell: As Anti-Plant Shell, but applied only to basic and to 2 cubic feet x caster level. Animated stone moves at 2” – 4” per
giant, non-magical animals. No attack may be made from inside the turn, depending upon shape (a statue will be faster than a block), and
shell. Duration: 3 turns + caster level. has a 70% chance of being under the druid’s control. Duration: 6
turns.
Conjure Fire Elemental: As magic-user Conjure Elemental spell, but
only for fire elementals. For the druid, a summoned fire elemental will Confusion: As magic-user spell.
be of friendly inclination. Instead of a standard fire elemental, the
caster may conjure 1-3 salamanders (1 in 12) or a larger 15-20 HD Conjure Earth Elemental: As magic-user Conjure Elemental spell,
fire elemental (1 in 20). but only for earth elementals. The conjured earth elemental will not
turn upon the druid.
Feeblemind: As magic-user spell.
Control Weather: As magic-user spell.
Finger Of Death: As reversed cleric Raise Dead spell, to be used
only in direst need. Creeping Doom: Calls a mass of 100-1000 deadly insects and
similar crawlers that appear within 1-3 turns. Can be commanded to
Transport Via Plants: Usable but once per day, this spell is similar to move and attack if within 6” of the caster at the time. Will pursue living
Pass Plant, but the caster may transfer from one plant to another of prey as long as they are able, until it is beyond 24”. May be employed
similar known species. If the destination plant is not alive, the spell inside as well as outdoors.
fails as with Pass Plant. Any error causes the druid to transfer to a
different plant species — which could be very far away. Caster may Fire Storm: Creates an intense conflagration in an area from 3” up to
3” x caster level, lasting one turn. All combustibles will continue to
burn after the fire storm has ended. The reverse of the spell can Notes
extinguish normal fires in an area up to 2x the maximum of the Fire
Storm spell. This reversed spell has a 5% chance per caster level of
extinguishing magical fires within the maximum area of the Fire Storm
spell.
MAGICAL RESEARCH:
The level of the researched spell must be one that the character can
cast himself. Once the new spell is created, it can be added to the
researcher’s spell list as a spell of the appropriate level.
BOOKS OF SPELLS:
Spellcasters need books containing the spells they use, one book for
each level. Duplicate or replacement books cost the same amounts
per spell level as those listed above for magical research.