backtothedungeonbook1
TRANSCRIPT
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ACK
to the
DUNGEON
Role Playing Game
D20 Light
Book 1Basic Races and Classes
V1.6
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Introduction
Player's Guide 1.0
Rolling Attributes and Modifiers 1.2
How to use Attributes 1.4
ac!grounds as "!ills 1.#
$%e &our asic Races 2$%e &our asic lasses (
Align)ent 4
"tarting Gold *
+,ui-)ent #
o)bat
How )agic /or!s
/iard and leric "-ells
%aracter "%eet
3G
5ece)ber 1*
“You all meet in a tavern!”
May 201*
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Back to the Dungeon Role Playing Game
Unoiginal and oiginal design ! conce"t# +.. Meddersbac! in 200(.
$inal Design# +.. Medders and %arles +. /arren with
assistance from the members of the CFRPGOSR Yahoo Group.Sorr pisse" ou #us off but ha" a vision. Special
than$s to %ric Porcellini for recent 201* ins-ration and
suggestions to t%e Magic section.
%ntoductionIn t%e early days of t%e tableto- role6-laying %obby7 t%e
rules were so)ew%at different. 3ne of t%e biggest
differences was t%e si)-licity of t%e rules t%e)sel8es.$%e -layers and t%e ga)e )asters were free to )a!e
rulings wit%out %a8ing to consult t%e ruleboo!.
It was )uc% easier to -re-are for -lay using t%ose rules.
3nly t%e Ga)e Master 9:++5+5; to !now t%e rules. +8eryone
else <ust needed to s%ow u- and -lay.
$%e tableto- role6-laying %obby originated wit% a bo=ed
set of rules in t%ree digest6sied boo!lets. $%e total
-age counts of t%ose original rules were s)aller t%an t%e
-age count of )ost -layer ruleboo!s in t%e )odern day.
Modern ga)es tend to %a8e gigantic to)es rese)bling
college te=tboo!s. /%ile t%e )odern rules do co8er
8irtually any circu)stance t%at )ig%t arise during -lay7
it often feels less li!e a ga)e and )ore li!e wor!.
$%is RPG does not wor! t%at way. It is based on t%e
original ga)e co)bined wit% a few of t%e )oderninno8ations. It does not feel li!e wor! w%en you can <ust
write t%e story and t%e rules facilitate w%at you %a8e
written.
A grou- of -layers could gat%er toget%er to create a
-arty of bra8e ad8enturers and start -laying )inutes
later. $%is grou- of ad8enturers would t%en descend
under t%e surface to face %ordes of terrible )onsters and
foul tra-s in a dungeon.
If successful7 t%ey would e)erge )ore -owerful and %a8e
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-ac!s full of gold and treasure. If t%e ad8enturing -arty
did not )a!e it out ali8e t%en it would be ti)e to grab
t%ose 5#'s and roll u- anot%er c%aracter.
It was e8en disco8ered t%at t%ere could be ad8entures
outside t%e dungeon as well>
$%e Ga)e Master %ad a )uc% easier ti)e )anaging t%e ga)e
in t%ose days also. It was co))on for eac% Ga)e Master
to ta!e t%e si)-le guidelines -ro8ided in t%e original
rules and tailor t%e) to t%e situations t%at would arise
in t%eir indi8idual ca)-aigns.
$%at s-irit of creati8ity %as been re-laced wit% rules
atte)-ting to co8er all -ossible situations s-read o8er
se8eral t%ic!7 e=-ensi8e )anuals. $%is is ,uite
unnecessary and can be %andled in a si)-ler ways in t%e
-ast.
$%is ga)e7 Back to the Dungeon Role Playing Game ?or
BttDRPG@7 is an atte)-t to co-y t%e s-irit of t%ose
original rules and )i= so)e )odern inno8ations and
c%anges into t%e rules. It is %o-ed t%at t%ese rules
will s-ar! a return to si)-ler7 )ore creati8e ti)es int%e %obby t%at led to )any %o)e)ade ca)-aigns and
settings but wit%out so )any restrictions.
$o %el- in t%is regard7 BttDRPG is an o-en syste). ou
are encouraged to c%erry6-ic! fro) t%e official offerings
and )a!e u- stuff to include in your ga)e A:5 to add to
t%is docu)ent.
$%e di8ision between old sc%ool and new sc%ool ga)ing
needs to be dissol8ed and t%is set of rules does <ust
t%at. Many of t%e 9-roble)s; t%at were al)ost always
9%ouse ruled; out are not -resent in t%is ga)e. $%ere are
no race and class restrictions7 le8el li)its7 one s%ot
s-ell casters7 or ununified )ec%anics. $%ese c%anges were
)ade not to <ust be different fro) t%e )asses of retro
clones out t%ere re)a!ing e=actly w%at was before but to
gi8e t%e -layers and ga)e )asters )ore c%oices and
%o-efully )ore fun and %o-efully e8en easier to run and
-lay t%an t%e older sets of rules>
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It is our %o-e t%at you will en<oy t%is ga)e as )uc% as I
and we %a8e en<oyed t%e de8elo-)ent of t%e rules.
?Actually I lie as it %as always not been fun de8elo-ing
a set of rules>@ $%is is <ust t%e latest in )any
atte)-ts we %a8e )ade to get t%ese rules <ust rig%t. $%e
for)er 8ersions of t%e rules s%ared se8eralc%aracteristics a)ong t%e) but also differed in se8eral
i)-ortant ways. /e feel t%is 8ersion offers t%e easiest
entrance into t%e world of fantasy ad8enture ga)ing and
will !ee- t%at sa)e si)-licity e8en at %ig%er le8els.
/it%out furt%er delay7 grab so)e friends and dice to get
t%e ga)e started and get ac! to t%e 5ungeon.
1.0 Playes Guide
Ceating a Playe Chaacte
How does one enter t%e world of fantasy ad8enture ga)ingB
efore -lay can begin7 eac% -layer )ust create a first
le8el c%aracter. $%e -rocess of c%aracter creation is
-retty si)-le but it is suggested t%at you use a co-y of
t%e c%aracter s%eet7 an inde= card7 a -iece of noteboo!
-a-er7 or so)e ot%er )eans of recording your c%aracter's
infor)ation. $%e ste-s to creating a c%aracter areC
Roll Attribute "cores.
Pic! a Race.Pic! a lass.
Pic! Align)ent
o)e u- wit% a ac!ground "tory and 5eter)ine "!ills.
Roll for Gold D uy +,ui-)ent. Pic! "-ells as needed.
"tart Playing.
1.2 Roll &tti'ute (coes$%e first ste- of c%aracter creation is generating t%e
natural abilities of t%e c%aracter. +ac% of t%e #
attributes re-resents a different -%ysical or )ental
as-ect of t%e c%aracter. $%e c%aracter attributes7 t%e
abbre8iation for eac%7 and t%e definitions of eac% areC
(tength ?"$R@ "trengt% is %ow strong you are and yourbonus to %it and da)age in )elee co)bat.
De)teity ?5+E@ 6 How agile you are. How ,uic! you candodge or run. How well you can ai).
Constitution ?3:@ 6 How toug% and resilient you are.
our bonus to %it -oints and ability to sa8e fro) -oisons
and )agic.%ntelligence ?I:$@ 6 How s)art you are as well as your
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!nowledge. our bonus to languages and arcane s-ells.
*isdom ?/I"@ 6 How wise and -erce-ti8e you are. our
ability to resist )ind )agics.
Chaisma ?HA@6 How -owerful your -ersonality is and
-ossibly %ow attracti8e you are de-ending on descri-tion.
$%e generation of t%e attribute scores is done by rolling
45# totaling t%e ( %ig%est dice for t%e score and -lacing
t%e) w%ere you want.. If you don't roll a su-er c%aracter
-lay it anyways. ou )ig%t be sur-rised at t%e results.
+&RDC,R- ,P%,/# Roll (d# in 3rder>
1.2 &tti'ute odiie$%e attribute )odifier is added or subtracted to all
rolls )ade in8ol8ing t%at ability. $%e ability )odifiers
are deter)ined by consulting t%e following table. $%e
nu)bers after t%e )odifier colu)n are additionalFless
s-ells -er le8el de-ending on t%e attribute. Hig%
attributes allow casters to cast s-ells early t%at t%ey
could not ot%erwise cast but not%ing -ast e8el ( of
s-ell casting -ower> +8en low rollers can be s-ell
casters <ust not good ones> It does )a!e for a good story
t%oug%>
(coe odiie 01 2 3
( 6( 6( 62 61
4 to * 62 62 61 6
# to 61 61 6 6
to
12
0 6 6 6
1( to
1*
1 1 6 6
1# to
1
2 2 1 6
1 to
1
( ( 2 1
+8ery2
+=tra 1 ?1@ ?1@ ?1@
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+ac% attribute also %as a furt%er effect on -lay of t%e
ga)e.
(tength$%e "trengt% )odifier is added ?or subtracted@ to all
)elee da)age rolls and attac!s.sed to resist entangle)ents7 used for -%ysical
acti8ities.
5eter)ines arry ca-acity and )o8e)ent. $%e first nu)ber
is %ow )any (tones wort% for )an sied creatures and t%esecond is for s)aller li!e %alflings. /%at is a (tone *eightB It is a si)-lified encu)brance syste) as a
)easure)ent of weig%t and bul!. Really s)all ite)s %a8e
only a by t%e)7 s)all ite)s are .2*7 %and %eld ite)s
are .*7 s%ort wea-ons are 17 )ediu) are 27 larger are (
and u-. Ar)or is e,ual to stones in it's A bonus. It
ta!es 100 coins to e,ual 1 stone. Ma!e a <udg)ent on any
ite)s "tone /eig%t not listed. An a8erage )an of "trengt%
10 can carry a )a= of 20 stones weig%t.
L,&D (tones o4ement
ig%t E .*F.2* (0F20
Mediu) E 1F.* 20F1*
Hea8y E 1.*F1 10F*
Ma= ift E 2.0F1.* *F1
De)teity$%e 5e=terity )odifier is added ?or subtracted@ to t%e
base Ar)or lass.
sed for -recise or ,uic! actions.
Added to )issile wea-on attac!s on t%e to6%it.
Constitution$%e onstitution )odifier is added ?or subtracted@ on all
Hit Point rolls.
sed in rolls to resist to=ins or syste) s%oc!s.
%ntelligenceIntelligence affects t%e nu)ber of arcane s-ells t%at a
)agic6user !nows.sed in test of !nowledge I& your c%aracter's bac!ground
would let you !now it.
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Intelligence also re-resents t%e literacy and
co))unication ca-abilities of your c%aracter.
*isdom $%e /isdo) )odifier is added ?or subtracted@ to any )ind
controlling )agics7 your -erce-tion7 and intuition./isdo) also affects t%e a)ount of 5i8ine s-ells one
!nows.
sed in test of wisdo)7 I& your c%aracter's bac!ground
would let you !now it.
Chaisma$%e %aris)a )odifier is added ?or subtracted@ to all
reaction rolls as well as any additional c%ances to c%ar)
or con8ince.
1.5 U(%/G &R%BU-(
/%en t%e Ga)e Master decides to t%at a -layer canJt
auto)atically <ust do a tas!7 a roll is re,uired using
t%e a--ro-riate attribute. A 520 is rolled level/2 attribute )odifier )iscellaneous )odifier. A nor)al
difficulty against anot%er is nor)ally le4el2 3R +D2 10 attribute )odifiers ?if any@ )iscellaneous
)odifiers. Always round down. IF a race or class is“better” at something then lower the difficulty by 5.
Diiculty Diiculty /um'e
+asy *
A8erage 10
Moderate 1*
Hard 20
I)-ossible 2*
$%ere are two i)-ortant facts to re)e)ber about
atte)-ting actions in t%is ga)eC
$%e %ig%er t%e roll7 t%e better t%e outco)e is.
$%ere is no set rule for t%is7 <ust -lay it by ear.
$%e dice are only rolled w%en t%e outco)e is i)-ortant.
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1.6 Backgounds as (kills
$%ere is no %uge list of s!ills in tt5RPG. Instead of a
static list of s!ill o-tions7 eac% -layer describes a
bac!ground for t%eir c%aracter. $%e s!ills and !nowledge
of t%e c%aracter is deter)ined fro) t%is bac!ground. &orinstance7 if your c%aracter was raised on a far) t%en it
would be assu)ed t%at %e would -ossess t%e !nowledge and
training of a rural far) boy suc% as tending cro-s7
ani)al %andling7 and a few wood wise s!ills as well.
A city dwelling c%aracter would %a8e been e=-osed to
different areas of learning so would -ossess a different
set of a--ro-riate s!ills. In all cases7 t%e GM will be
t%e final arbiter on w%at a c%aracter !nows. In general7
if a -layer can )a!e a 8alid argu)ent to con8ince t%e GM
it s%ould be o!ay.
$%ere will7 %owe8er7 be t%ose -layers t%at try to %a8e
t%eir c%aracter be great at e8eryt%ing. 3ur ad8ice is to
gi8e c%aracters of suc% bac!ground as )any troubles as
-ossible to s%ow t%at great ad8ersity co)es along wit%
great -ower.
A few e=a)-le bac!grounds could be fro) a large city7fro) a far)7 raised in castles7 raised in a )onastery or
te)-le7 fro) anot%er di)ension7 fro) t%e wilderness7
raised in t%e )ountains7 raised in t%e swa)-s7 fro) a
seaside town7 fro) a ri8er rat town7 and )any ot%ers you
can t%in! of.
$%e default bac!ground is fro) a s)all settle)ent or town
if no story is c%osen.
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2.0 R&C-(
$%ere are )any races so)e fantastic and so)e terrible
t%at dwell u-on t%ese worlds ot%er t%an %u)ans. A few of
t%e non%u)an races a8ailable for use as -layer c%aracters
are detailed in t%ese rules. $%e details included in t%eracial descri-tions below is !e-t to a )ini)u) so t%at
t%e -layers and t%e Ga)e Master can co)e u- wit% t%eir
own 8ersions of t%e racesK t%ere are )odifiers to t%e
-re8iously generated attribute scores t%at will tell )uc%
of w%at you need to %el- get in c%aracter. Most ot%er
details of t%e c%aracter are entirely t%e decision of t%e
-layer.
$%e racial descri-tions are for)atted in t%e following
)anner detailed below.
/ame# :a)e of t%e race being described.
&tti'utes# $%e suggestion on w%ere to -ut t%e
attribute.
+eight# $%e ty-ical %eig%t range for a )e)ber of t%is
race.
*eight# $%e ty-ical weig%t range for a )e)ber of t%is
race.
Lies"an# $%e ty-ical lengt% of life for a )e)ber of
t%is race and a rando)ly deter)ined starting age.Desci"tion# A s%ort descri-tion of t%e race including a
few notes on culture and be%a8ior.
("ecial# A list of any s-ecial abilities suc% as dar!8ision 7 i))unities7 etc.
Da &tti'utes# (t 718 De) 928 Con 728 *is 718 Cha 92
+eight# 5 eet8 : inches to : eet8 6 inches *eight# 160 "ounds to 2;0 "oundsLies"an# 3:0 yeas$%e stern and dour dwar8es all stand a slig%t bit s%orter
t%at )an!ind alt%oug% ,uite a bit stoc!ier wit% large
feet for stability. $%e dwar8en )en all s-ort long %air
and beards w%ile t%e wo)en stand slig%tly s%orter and are
8ery s%a-ely and full figured wit% )ost %a8ing no beards
t%oug% so)e tribes and stoc!s do. 5es-ite t%eir
a--earance t%ey are ,uite agile and 8ery dangerous
o--onents in war. 5war8es are a roug% and toug% race t%atli!es t%e strong drin!. $%ey also en<oy t%e crafting of
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fine wea-ons and ar)or. Most of t%e dwar8es li8e in great
and ancient underground %alls car8ed out of t%e )ountains
or in cities dee- in ancient giant ca8erns )ining for
-recious gold and ge)s for w%ic% t%ey lo8e so dearly.
5war8es can see in t%e dar! wit% t%eir dar! 8ision of #0feet.
5war8es are better at s-otting tra-s7 slo-ing -assages7
and new construction w%ile underground.
5war8es recei8e a 1 to %it w%en fig%ting orcs and
goblins for w%ic% t%ey %ateK if t%e w%ole -arty of
ad8enturers is co)-rised of dwar8es t%en t%e bonus is 2
to %it.
5war8es can -us% a 8icti) bac! fi8e feet on a critical.
5war8es can also try to sense -recious )etals and ge)s if
t%ey concentrate in a large area <ust not e=actly w%ere>
5war8es recei8e a ( A bonus w%en in co)bat wit%
creatures larger t%an )an6sied.
5war8es )o8e 20 foot a round until t%e get 1.* ti)es
t%eir load.
5war8es can tell by t%e s)ell w%at !ind of %u)anoid is in
t%e area. It's not a s-ecial -ower it's <ust t%at
goblinoids stin! and dwar8es %a8e been around t%e) enoug%
to tell w%at ty-e by a successful /is roll.
5war8es do double da)age against creatures )ade of stone.
+alling &tti'utes# (t 958 De) 728 Con 928 *is 92+eight# 3 eet to 3 eet8 6 inches. *eight# 60 "ounds to 150 "oundsLies"an# 120 yeas.$%e /ee &ol! are a s%ort race t%at li8es in co)fortable
burrows. $%ey stand )ore t%an %alf t%e %eig%t of )an!ind
wit% t%e )ore isolated %alflings being s)aller. $%ey are
found of far)ing7 gardening7 fis%ing7 and crafts. Most
Halflings -refer t%e si)-le life and growing old and fat
eating t%eir si= to eig%t )eals a day7 s)o!ing tobacco7
8arious weeds7 and drin!ing %ea8ily late into t%e nig%t.
$%ey are not particularl warli!e but can 8ery ferocious
w%en t%reatened. A %alfling ad8enturer is a rare t%ing.
Halflings are s)all e8asi8e in co)bat and gain a 2 to A
due to s)all sie.Halflings recei8e a 2 to %it w%en using )issile wea-ons.
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Halflings do 1d# wit% slings ?or 1d@
Halflings can %ide better t%an any race. essen 5 by *.
Halflings can coo! and taste. Poisons )ay be able to be
detected.
Halflings %a8e !nowledge of borrowing dirt and %ills and
can detect wea!nesses suc% structures )ade of dirt suc%as dirt ca8es.
+uman &tti'utes# 72 to any one atti'ute.+eight# : eet8 < inches to 6 eet 2 inches. *eight# <0 to 210 "ounds.Lies"an# <0 to 110 yeas.$%is is e=actly li!e you are and t%ey are considered t%e
base race to create ot%er races fro).
Hu)ans %a8e t%e ability to sur8i8e. $%e get to re6roll
one deat% sa8e t%ey fail once a day -er fi8e le8els.
*ood -l &tti'utes# (t 928 De) 728 Con 928 Cha 72+eight# : eet8 < inches to 6 eet8 2 inches *eight# 130 to 1<: "oundsLies"an# 182007 yeas
5ee- wit%in t%e -ri)ordial forest li8e t%e ancient woodel8es. $%ey li8e in co))unities %ig% in t%e ancient trees
singing t%eir ancient songs in giant tree %ouse cities.
$%ey are one of t%e )any races of el8es but in t%e entire
elf race is fading. All el8es see t%e )aterial world
dying and it )a!es t%e) see) distant. +l8es are t%e sa)e
sie as )an!ind but usually t%inner and delicate fra)ed
and %a8e -ointed ears. +l8es li8e t%ousands of years and
only die fro) 8iolence. At around 1200 years old t%ey go
bac! to t%e wilderness to beco)e one wit% nature.
/ood +l8es can see ten ti)es fart%er t%an a %u)an and can
see ,uite well in )oonlig%t #0 feet but not co)-lete
dar!ness.
/ood +l8es are i))une to -aralysis caused by undead suc%
as g%ouls and are 8ery resistant to c%ar) and slee-
s-ells.
/ood +l8es )o8e silently in t%e wilderness or forests
w%en t%e -arty is )ade u- of only el8es and in lig%t
ar)or./ood +l8es are really good at w%en t%ey are acti8ely
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searc%ing for %idden or concealed doors.
/ood +l8es of any class are trained wit% all sword ty-es
as well as any ty-e of bow ?e=cluding t%e crossbow@ and
gain a 1 bonus to %it. $%ey also )ay )o8e and fire.
/ood +l8es can tree wal!. $%at is t%e ability to wal!
fro) tree to tree as long as t%ere are li)bs. le8erel8es can a--ly t%is s!ill to ot%er uses 5e=terity.
/ood +l8es can use t%eir %aris)a to fascinate and allure
ot%er races. $%is is es-ecially so w%en t%ey sing or
recite -oetry.
/ood +l8es can use t%eir /isdo) to feel t%e ebb and flow
of )agic and fate but only in t%e 8aguest of 8isions.
3nly t%ose of 8ery %ig% le8el %a8e t%e full foresig%t.
/ood +l8es %a8e +l8in Accuracy w%ic% )eans t%ey can re6
roll one )iss -er battle.
3.0 CL&((-(
$%e class descri-tions are for)atted in t%e following
)anner detailed below. $%ere are )any )ore -ossible
classes and -layers and ga)e )asters ali!e s%ould )a!e u-new c%aracter classes. $%ese are t%e four )ost co))on
classesC leric7 &ig%ter7 Rogue7 and /iard
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/ame# $%e na)e of t%e class being described.
Desci"tion# A s%ort descri-tion of t%e c%aracter classin ,uestion.
Class &'ilities# A list of class abilities wit%
associated attributes t%at benefit fro) adding t%ele8elF2 to t%e tas! roll.
("ecial# Any ot%er s-ecial abilities t%at is a8ailable to)e)bers of t%is class.
+it Points# $%e ase Hit Points granted by class -lusyour onstitution )odifier. +ac% additional le8el it's
only t%e L5 roll -lus your on )odifier.
&mo# $%e ar)or t%e class is allowed to use. *ea"ons# $%e wea-ons t%e class is allowed to use.o +it# $%e base co)bat s!ill t%at you start out wit%.
i!e all ot%er s!ills you roll 520 and add to your $o
Hit7 Attribute bonus7 -lus 1F2 your le8el.
/atual 20C $%is is w%at %a--ens w%en a )e)ber of a classrolls a :atural 20 in an attac!. 3ne can si)-ly do double
da)age instead of a s-ecial effect.
CL-R%C$%e cleric is a -riest of t%e old and ancient gods also
!nown as t%e I))ortals. He %eals t%e sic! and uses t%e
-owers fro) %is god to furt%er %is god's cause. In t%eancient world t%e only t%ings t%at %a8e lasted and stood
between cataclys)s %as been t%e ancient te)-les to t%e
gods. +ac% god is different and )ay e8en allow s-ells
fro) t%e Arcane or Pri)ordial ?sually only one a s-ell
le8el@ to be gi8en to a cleric if %e or s%e is furt%ering
t%e god's cause. $%e gods will not directly inter8ene
wit% )an!ind u-on t%e ancient world as t%ey %a8e )ade a
sacred -act between eac% ot%er7 but are to use t%eir
clerics and t%eir followers to furt%er t%eir causes. 3nly
in t%e direst of situations will t%e gods brea! t%e -act.
In tt5RPG eac% and e8ery god is different and t%e Ga)e
Master and t%e -layer )ay co)e u- wit% t%e details of a
religion w%ic% is a 8ery fun t%ing to do indeed.
$%e leric )ay use %is onstitution to !ee- %is
concentration if %e is %it w%ile casting a s-ell or
distracted in any way. :or)al difficulty is 10 5a)age
done.
He also )ay use %is Intelligence on ,uestions of ore and
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$%eology. lerics can also use %is Intelligence to )a!e a
basic %ealing -oultice and basic %ealing -otions. $%ese
-otions and -oultices would only restore 1 or 2 -oints
but would sto- bleeding and slow disease and or slow
-oison.
A cleric nor)ally %as %ig% /isdo). A cleric )ay use %is
/isdo) to recei8e an insig%t fro) %is god.
$%e leric )ay also use %is %aris)a to -reac% to -eo-le
to !ee- t%eir s-irits u- and con8ince t%e) of t%e rig%t
-at% to ta!e.
He is able to fig%t ,uite well and can use any ar)or. $%e
8arious religions restrict )ost clerics to blunt wea-ons
t%oug% so)e gods allow for t%eir c%osen wea-ons. ou )ust
)e)orie your s-ells before casting. $%e cleric )ay
)e)orie any s-ell on %is list by -rayer in t%e )orning.
5e-ending on t%e religion t%e GM )ay allow 5ruid and
Magic ser s-ells t%at furt%er t%e godJs cause. A cleric
)ay c%annel 5i8ine energy and con8ert any )e)oried s-ell
into a %ealing s-ell at will as well as $urn ndead. $%is
5i8ine energy %as a range of /isdo) in feet Radius. All
undead in t%e radius ta!e 1d# da)age e8ery 2 le8els of
t%e cleric and now act as if terrified if t%ey fail t%eirsa8e and will run away at )a=i)u) s-eed. +8il cleric )ay
try and control undead if t%ey do )ore da)age t%an t%e
%it -oints of t%e undead. $%is does not da)age but
control t%e undead.
&mo# Any a--ro8ed by t%eir gods. *ea"ons# Any a--ro8ed by t%eir gods.+it Points# 1d -er le8el.
o +it# 0
/atual 20# &hen a Cleric rolls a natural “'(” ever all #ets )"* healin# an" all un"ea" ta$e )"* "ama#e in &is"om
ra"ius in feet an" )"* spell levels are rechar#e". %ver
two levels the "ice increases.
$%G+-R $%e bra8e and strong &ig%ter is t%e bac!bone of any
ad8enturing grou-. He is t%e first line of defense
against any and all t%reats. &ig%ters can be of any
bac!ground and co)e fro) anyw%ere. Most &ig%ters de-endon t%eir "trengt% to do great da)age on t%eir o--onents
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in co)bat. $%e &ig%ter answers )ost conflict wit% wea-ons
drawn. $%ey are trained at all wea-ons and ar)or. $%ey
are t%e si)-lest class to -lay.
$%e &ig%ter )ay use %is "trengt% to -erfor) a feat of
"trengt% suc% as )o8ing %ea8y ob<ects t%at no ot%erc%aracters can.
$%e &ig%ter )ay also use %is Intelligence to see t%e
,uality of wea-ons and ar)or.
$%e &ig%ter uses %is onstitution to resist to=ins and
drugs as well as any t%ing t%at )ig%t s%oc! %is syte).
A &ig%ter )ay also use %is /isdo) to !ee- control of %is
%orse or ot%er steed. $%e &ig%ter )ay also !ee- %is
undi8ided attention on as )any o--onents as %is /isdo)
onus7 t%at if t%ey try and get -ast %i) or attac! anyone
else7 %e will get a free )elee attac! against as )any
ad<acent ene)ies as %is /isdo) onus e8en if %e %as
already ta!en an action t%is round.
A &ig%ter can clea8e one e=tra 8icti) at first le8el and
t%en e8ery two le8els. A clea8e is w%en you dro- one
o--onent your lefto8er da)age t%en continues to t%e ne=to--onent ad<acent as long as t%e attac! roll would beat
t%e A and anot%er attac! is )ade wit% a da)age roll as
well. ou are -roficient in all wea-ons and ar)or.
&mo# Any
*ea"ons# Any+it Points# 10 1d10 -er le8el.
o +it# 1
/atual 20# &ig%ters #et the +elee Critical ,it abilit.
&hen the roll a natural “'(” the automaticall "o
triple "ama#e in +elee Combat onl. -his "ama#e continues
to cleave to the net monster if the first one "ies from
the massive "ama#e. Critical hits improve to / at /th
level 0 at 1th level improvin# ever / levels.
R,GU-$%e Rogue can be a trained cri)inal7 a t%ief7 t%e )aster
of stealt% and loc!s7 a c%ar)er7 or con)an. A Rogue can
be )any t%ings t%oug% )ost de-end on t%eir de=terity andcraftiness. "o)e are not%ing of t%e sort using t%eir
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ability to )ani-ulate ot%ers by t%eir s%eer -ersonality.
In so)e cases t%ese )ore cri)inally organied sorts !inds
will gat%er toget%er and for) $%ie8ery Guilds.
$%e Rogue uses %is "trengt% to cli)b s%eer surfaces t%at
no ot%er class can cli)b.
$%e Rogue uses %is 5e=terity to -ic! loc!s7 -ic! -oc!ets7
"tealt%7 and ot%er cri)inal acti8ities better t%an any
ot%er class. If t%ey %it a 8icti) wit% a sur-rise or
flan!ing attac! t%ey do an additional 1d# da)age e8ery
two le8els. $%e Rogue is a flinger of darts and daggers
and )ay fling one -lus %is 5e=terity bonus -er round.
$%ey use t%eir onstitution to %ang out for a 8ery long
ti)e in cra)- %idden -laces to stal! t%eir -rey.
$%e Rogue uses %is Intelligence to deci-%er )a-s and
)agic scrolls as well as ancient te=t if %e is literate.
$%ey %a8e !nowledge of 8arious -oisons and t%eir effects.
$%ey also s-ea! a $%ie8es ant w%ic% 8aries fro) area to
area.
$%e Rogue uses %is /isdo) to s-ot %idden t%ings and to
notice tra-s and tric!s. He can also use %is /isdo) tos%adow so)eone in a crowd.
Many Rogues %a8e glib tongues and use t%eir %aris)a to
c%ar) and con8ince ot%ers.
&mo# Anyt%ing -ast eat%er ?A 12@ interferes wit%
abilities.
*ea"ons# Any
+it Points## 1d# -er le8el.
o +it# 0
/atual 20# On a natural “'(” a ro#ue ma Slow an
opponent causin# him to move at half spee" until heale"2
Stun the opponent for )"/ roun"s2 or cause ) point
blee"in# for )"* roun"s.
*%=&RD$%e 8ery ancient orders of wiards %a8e e=isted for tens
of t%ousands of years t%oug% ci8iliations u-s and downs.
"o)e say it was /iards t%at broug%t t%e world to itsnear end at least )ore t%an once but t%at t%eir !nowledge
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and lore is lost to t%e ancient ti)es. :ow t%ey are a
fading )e)ory wit% only a few /iard orders in e=istence
-utting out only a few suitable /iards a year to assist
)an!ind or at least t%at is w%at t%ey clai).
nfortunately t%ere are not enoug% of t%e) to -olice all
of t%e e8il in t%e world and t%e /iards t%at turn e8il.$%ere are s)aller inde-endent /iards t%at do not belong
to t%e guilds and t%ey )ust guard t%e)sel8es against t%e
<ealous and controlling guilds.
$%e /iard )ay use %is onstitution to !ee- %is
concentration if %e is %it w%ile casting a s-ell or
distracted in any way. :or)al difficulty is 10 5a)age
done.
A /iard )ay use %is intelligence to see if %e !nows any
lore about any certain occult sub<ects. A /iard can
create "crolls7 Potions7 and Magic Ite)s t%oug% at low
le8els it can be 8ery dangerous.
A wiard starts out wit% four le8el 0 s-ells7 and two
le8el 1 s-ells -lus %is attribute bonus wit% le8el 0
s-ells costing an attribute -oint. $%e wiard t%en gets
2 addition s-ells -er le8el if %e is in contact wit% %is
order. $%e /iard )ust ot%erwise loo! for or buy anyfuture s-ell %e needs to cast. $%ere is no li)it to %ow
)any s-ells you can %a8e as long as you %a8e t%e gold and
a s-ell boo! to -ut t%e) in. A s-ell ta!es u- 10 -ages a
le8el. ou )ust )e)orie your s-ells before casting.
&mo# annot cast in ar)or wit%out great difficulty.
Must )a!e an intelligent roll wit% t%e ar)or added to 5
1* to cast a s-ell.
*ea"ons# an -oorly use any wea-ons
+it Points# # 1d# -er le8el.o +it# 61
/atual 20# -he +a#e "oes an 3rcane Overloa". -his
causes a ma#ical ener# to blast out at ntelli#ence
Ra"ius an" "o )"* ever -wo levels to an chosen enem in
an area. n a""ition the 3rcane Overloa" rechar#es )"*
spell levels ever -wo 4evels.
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5.0 &L%G/-/
$%ere are t%e P%iloso-%ies of life and t%e Morals. $%e
P%iloso-%ies are awful :eutral and %aotic. $%e Morals
are Good :eutral and +8il. 3ne )ust c%oose and P%iloso-%y
and a Moral. awful is order and rules. :eutrality isbalance between. %aos is disorder and free will. Good is
all t%ings !ind and nice. :eutrality is neit%er good nor
e8il if not selfis%. +8il is all t%ings cruel and bad.
+ac% P%iloso-%y and Moral te)-er eac% ot%er.
Laul Good is good t%at follows order and %unts downe8il.
Laul /eutal is be%a8ior t%at blindly follows rules.Laul -4il is e8il t%at li8es wit%in t%e confines oforder.
/eutal Good is good t%at does not interfere wit% ot%ersunless -ro8o!ed.
/eutal /eutal is balance between order and c%aos ta!ingno side.
/eutal -4il is e8il t%at is totally selfis% yet does notsu--ort order or c%aos.
Chaotic Good is good t%at follows no order.Chaotic /eutal is c%aos t%at follows no )oral co)-ass.Chaotic -4il is e8il t%at wor!s for t%e destruction of
all.:.0 (&R%/G G,LD
+ac% -layer rolls (d# = 10 g- for starting gold. &ro)
t%ere t%ey s%all buy t%e e,ui-)ent necessary to del8e
dee- in dungeons dar!. I& starting at a %ig%er le8el t%en
add an addition dice -er le8el.
6.0 *-&P,/(8 &R,R8 and ->U%P-/ L%(
/ea-ons and ar)or are easy to co)e by in ci8ilied areas
and t%e larger t%e city t%e better c%ance of getting w%at
you want. Magic ite)s are rare and are only sold to
collectors or !e-t as fa)ily %eirloo)s. $%e fart%er you
get out into t%e wilderness t%e )ore rare ite)s will be
to co)e by w%en you %a--en to )eet a -oc!et of
ci8iliation. Most cities are walled as to !ee- out t%e
e8il and dangerous creatures t%at lur! in t%e dar! -laces
of t%e world. An N indicates two %anded wea-on.
Ad8enturing Gear is listed by Ite)7 ost7 and "tones.
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*-&P,/( and &R,R
*ea"on Damage Range CostinG.P.
(tones /otes
&?-(
Great A=eN 1d10 6 20 ( "tr
attle A=e 1d 6 2 "tr
Hand A=e 1d# 4 1 "tr
B,*(
rossbowN 1d 10 (0 2 5e=
Hea8y
rossbowN
1d10 200 0 ( 5e=
(0 bolts 6 6 10 1 /F ase
ong owN 1d10 210 40 2 5e=
"%ort owN 1d# 1*0 2* 1 5e=
20 arrows 6 6 * 1 /F Oui8er
"il8er Arrow * 6
D&GG-R(
5agger 1d4 10 ( .* 5e=F"tr
"il8er
5agger
1d4 10 10 .* 5e=F"tr
5art 1d4 20 1 .2* 5e=
(*,RD(
"%ort 1d# 6 1 5e=F"tr
ong 1d 6 10 2 "tr
astardN 5#1F1d10 6 1* ( "tr
$wo HandedN 1d12 6 20 4 "tr
Ra-ier 1d# 6 20 1 5e=F"tr
&C-
ig%t 1d# 6 ( 1 "trF5e=
Hea8y 1d 6 * 2 "tr
MaulN 1d10 6 10 ( "tr
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+&-R
ig%t 1d# 6 2 2 "trF5e=
Hea8yN 1d 6 4 ( "tr
$L&%L&lail 1d#2 6 4 ( "tr
Mig%tyN 1d2 6 # 4 "tr
,+-R
"taffN 1d# 6 * 2 "trF5e=
Pic! 1d# 6 # 2 "tr
lub 1d4 6 ( 1 "trF5e=
Pole Ar) 1d12 6 4 "tr
"ling 1d# 6 2 .2* 5e=
"-ear 1d# 6 ( 2 "trF5e=
ance 1d10 6 10 4 "tr
$R--
&ist 1d( 6 6 6 "trF5e=
ic! 1d4 6 6 6 62 to %it
I)-ro8ised 1d# 6 6 6 64 to %it
*ea"on /otesMost )elee wea-ons can be used by adding your "trengt%
onus to t%e %it and da)age. Melee /ea-ons listed wit%
5e=terity can use t%e 5e=terity for t%e to %it bonus
alt%oug% t%e "trengt% bonus or -enalty still counts for
da)age. $%rown wea-ons use 5e=terity to %it and "trengt%
onus is added to da)age.
&mo /otesAr)or co)es in )any for)s and t%is list is t%e )ost
co))on ar)ors. Ar)or last as )any wee!s as it's bonus and
t%en begins to loose one onus -oint a wee! unless
re-aired. A critical %it wall also reduce ar)or by 1 -er
)ulti-lier. $o deter)ine t%e cost to re-air ar)or one
)ust di8ide it's bonus by it's -rice.
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&R,R B,/U((,/-( C,(
Padded 1 10
eat%er 2 20
"tudded eat%er ( 40Ring ( 4*
Hide 4 2*
rigandine 4 (0
%ain 4 40
"cale * *0
anded * 200
"-lint * *
rone Plate # 2*0
Plate # (00
&ull Plate *00
"HI+5"
")all7 /ood 1 10
Mediu)7 /ood 2 20
arge7 /ood ( (0
ig%t7 "teel 2 40
Mediu)7 "teel ( *0
Hea8y7 "teel 4 #0
H+M+$
a- 1 10
oif 2 20
Hel) ( *0
AR5I:GHalf Padded 2 100
eat%er ( 1*0
Half "cale ( *00
%ain 4 *00
Half rigandine 4 2*0
&ull "cale * 1000
&ull Plate # 2000
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&DV-/UR%/G G-&R
ac!-ac!?10 stones
ca-acity@ *g- .2*
arrel 2g- 10
edroll 1g- 1
ell 1 g- 6
elt 1g- 6lan!et 1g- 1
loc! and tac!le *
g- 2
oots 1g- 6
ottle ?wine@7
glass 1g- .*
uc!et 1g- 1
andle 1 s- 6
an8as ?s,. yd@ 1
s- 1
arriage 100g-
art 1*g-
ase?)a- or
scroll@1g- .2*
%ain ?10ft@ (0g- 2
%al!7 20 -iece 1g-
.2*
%est ( g- 1*
loa! 2g- .*
lot%ing Poor 1g- 1
lot%ing A8erage
2g- 1
lot%ing Good *g- 2
lot%ing
+=tra8agant
10g- 2
lot%ing Royal *0g-
(
rowbar 1g- 1d#
5a)age 2
rystal all
100g- .*
&irewood -er day
1s- (
&is%ing it 1g- 1lb
&is%ing net ?2* s,
feet@*g- *lb
&las! ?leat%er@ (c-
.*
&lint D "teel 1g- 6
Gra--ling Hoo! 1g- 1
Ha))er * s- .*
Hat 1g- 6
Holy "y)bol7 wooden
1g- 6
Holy "y)bol7 sil8er2*g- 6
Holy /ater Qial 1g- .
2*
Horse7 Pony (0g-
Horse7 Riding 100g-
Horse7 /ar (00g-
Horse7 /or!
In! ?1 o@ 1 g-6
In! Pen 1s- 6
Inn Poor 1g-
Inn A8erage 2g-
Inn Good 4g-
Inn +=tra8agant 10g-
Inn Royal *0g-
adder ?10 ft@ 1g- 10
a)- ?brone@ 1 g- 1
20ft radius
antern7 bullseye 10
g- 1 0ft cone
antern7 %ooded g- 1
(0ft radius
oc! 20 (g- .2*
Manacles 1g- .2*
Meal Poor *s-
Meal A8erage 1g-
Meal Good 2g-
Meal +=tra8agant *g-
Meal Royal 10g-
Mirror ?s)all steel@
20 g- .2*
Musical Instru)ent *
g- 2
3il ?la)-@7 1 -int 1
s- .*
Parc%)ent ?s%eet@ 2 s-
6
Pole7 10 ft. 2 s- (
Pot7 iron 1g- 1
Raft 1g- -er *ft = *ft
Rations7 trail ?day@ *
s- .*
Rations7 dried ?day@ 1
g- .*
Ro-e7 %e)- ?*0 ft@
1 g- (
Ro-e7 sil! ?*0 ft@
10 g- 1
Runes (0g- 6
"ac! ?* stonesca-acity@ 1 g- .2*
"ac! ?10 stones
ca-acity@ 2 g- 1lb
"addle and $ac!
1*g- *
"addle Pac! ?10
stones ca-acity@*g-
*lbs
"alt 1g- .2*
"carf 1g- 6
"%o8el 1d# da)age 2
g- 2
"ignal /%istle 1g-
"-ell boo! *00
-ages ?blan!@ 2* g-
2
"-i!e7 iron *s- .*
$arot ards 20g- 6
$ent 10 g- *
$%ie8ery $ools (0g-
.*
$orc% =10 1g- 10
20ft radius
/agon *g-
/and (0g- 6
/aters!in 1 g- .*
/%etstone 2 c- .2*
/olfsbane 1g- .2*
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"-ell "crolls 12.* g- = t%e le8el of t%e s-ell = t%e
le8el of t%e caster.
/and of "-ells *00 g- = le8el of s-ell = le8el of caster
and 20 c%arges.
Potions 2* = le8el of s-ell = le8el of caster
@.0 C,B&
1. Detemine (u"ise.5eter)ine if t%e different sides notice eac% ot%er by
rolling a 5#. A 1 or 2 deter)ines sur-rise for 1 or 2
rounds. If one side is caug%t unaware t%en t%e aware side
gets a free attac!. $%e Ga)e )aster )ay decide t%at your
5e=terity bonus )ay negate t%is for eac% -lus if you were
on guard. In so)e cases t%e Referee will s!i- t%is ste-
and go straig%t to initiati8e. OP-O5346 One ma ma$e a
&is roll to "etect hi""en enemies.
2. %nitiati4e.+ac% side rolls a 5#. o)bat goes in t%is order Magic7
Missiles7 t%en Melee. 3n t%ese turns )o8e)ent is )ade as
well. $%en t%e losing side goes. $%is )et%od of
initiati8e allows for huge grou-s of -layers :Ps and
)onsters to be !e-t trac! of. $ies on t%e sa)e side arebro!en by 5e=terity and t%en /isdo). OP-O5346 One ma
have each plaer roll 7eterit chec$s 8 )9' level an"
then the Game +aster rolls 7'( plus )9' the ,7 of the
monsters to "etermine or"er of initiative. -his or"er is
$ept until combat is over or someone "eci"es to "ela to
a later time.
3. Roll to +it./%en one wants to attac! one rolls a 520 -lus lass to
Hit onus -lus "trengt% onus for P%ysical Attac!s7
5e=terity onus for ig%t P%ysical7 Ranged Attac!s and
"-ell e8el -lus a--ro-riate attribute for "-ell Attac!s.
A natural 20 does 5ouble 5a)age and )ay %a8e ot%er
effects de-ending on t%e lass. A 1 )eans t%e -layer gets
disar)ed7 bowstring brea!s7 gets tri--ed7 or gets -us%ed
bac! fi8e feet. Any 5e=terity bonus ?or -enalty@ is added
?or subtracted@ fro) t%e Ar)or lass. Magic is detailed
in t%e )agic boo!let. Monsters attac! wit% 1F2 t%eir H5
total round down -lus any ot%er bonuses.
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5. Roll o damage.If one is %it t%en da)age is rolled as followed. Re)e)ber
to add "trengt% onus to 5a)age ?or Penalty but at least
1 -oint of da)age will be done.@ "ubtract t%e da)age fro)
Hit Points. /%en you are at %alf your %it -oints you are
considered Bloodied and t%is )ay allow for s-ecialconditions to occur. /%en you get to 0 Hit Points you are
!noc!ed unconscious. elow 0 you )ust roll 10 -lus t%e
da)age below 0 e8ery round as a onstitution "a8e. If you
fail you die. If so)eone %eals you bac! to at least 1
Hit -oint you beco)e functional and bac! in t%e fig%t.
"ubdue da)age only !noc!s out anot%er o--onent. Monsters
and :Ps die at 0 Hit Points or less. +&RDC,R- ,P%,/# At0 Hit Points you are 5+A5>
:. y ne thingsAou can try anyt%ing in co)bat ot%er t%an <ust %itting
and doing da)age> $ry )a!ing your o--onent fall down or
be blinded by t%rowing t%ings into t%eir eyes or w%ate8er
you can t%in! of. $%e Ga)e Master )a!es u- t%ese rules on
t%e s-ot and )ost of t%e ti)e t%e difficulty is raised.
$ry o)bat +=tre)es> %arging7 $ri--ing7 "undering
/ea-ons7 and Pus%ing an 3--onent. $%e Ga)e Master sets
t%e difficulty for you suc% as adding u- to 4 to t%e A
of t%e )onster to be %it to do suc% t%ings. Ga)e Masterscan and will )a!e u- rulings as t%ey go.
6. +ealingou %eal one -oint -lus your onstitution bonus ti)es
your le8el -er day. "ubdue da)age is %ealed at t%e sa)e
rate -er %our. +&RDC,R- ,P%,/# ou %eal t%at rate -er/ee!>
@. ,the Com'at odiies$wo /ea-on fig%ting 62F64
&lan!ing 2
In8isible 64
Prone 64
o8er 1 to *
Hig%er Ground 1
Afraid 62
"%ooting Into Melee 64
<. -)ta &ttacks$%ose wit% a 1 $o Hit get a second attac! at le8el * and
t%en e8ery * le8els. If you started out wit% a 0 $o Hit
t%en you get a second attac! at le8el 10 and t%en e8ery
fi8e le8els. If you %a8e a 61 t%en you get a secondattac! at le8el 1* and t%en e8ery fi8e le8els.
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<.0 &G%C o the &cane and Di4ineA
“+uch of the $nowle"#e of ma#ic has been lost in the
#reat cataclsm an" we wi:ar"s are fa"in# awa.” Silus
the &i:ar".
MAGI in tt5RPG Magic is 8ery connected to t%eattributes. Muc% of t%e -ower and ranges are connected to
t%e attributes.
Diiculty# Most s-ells are connected to t%e attributebonus t%e le8el of t%e s-ell a 1520 roll to ta!e
effect. 3n a 20 t%ere is )a=i)u) effect or double da)age7
on a 1* or %ig%er t%e s-ell is not lost and can be cast
t%e ne=t round. 3n a # to 14 t%e s-ell cast nor)ally but
lost for t%e day. 3n a * or less it files and is lostfor t%e day. 3n a roll of a 1 ?or lower@ t%e s-ell
bac!fires and %its t%e caster or one of t%e -arty )e)bers
and t%e s-ell is lost for 1d# days. In t%e case of a
cleric a * or less s%ows t%eir god is disa--ointed wit%
t%e)7 w%ile a 1 s%ows t%eir god is angry wit% t%e). $%ey
)ust roll a 5# eac% ti)e a 1 is rolled and eac% 1 is
cu)ulati8e. I& t%e roll is e,ual too or less t%an t%e 5#
t%ey )ust atone for 1d12 days to t%eir god. $%e gods
wrat% goes to ero once a 20 is rolled or it goes down 1
-oint e8ery 15# days.
Ranges# "-ells range for )ost s-ells are ?IntF/isF%a@ =10 feet e=ce-t for 0 le8el s-ells w%ic% are in
?IntF/isF%a@ feet unless ot%erwise noted.
Duation# Most s-ells last one round or ?IntF/isF%a@ inrounds I& it %as set duration.
("ells Pe Day Chat# +ac% caster gets t%ese s-ells -erday as seen on t%e c%art -lus t%eir attribute bonus on
first le8el s-ells. e8el 0 s-ells are cast but not
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e=-elled. A full nig%t's rest restores t%e ability to
cast. It ta!es one )inute -er s-ell le8el to study and
)e)orie a s-ell. In so)e cases a caster )ay be able to
cast %ig%er le8el s-ells due to %is %ig% ability score
bonuses. $%is )ay be an issue of <oy or <ealousy.
e8el 0 1 2 ( 4 * # 1 4 4 0 0
2 # # 0 0
( # 2 0
4 # 4 0
* # 0
# 2
4 # 2
4
10 # 2
11 4
12 # 2
1( 4
14 # 2
1* 4
1# 10 # 2
1 10 4
1 10 # 2
1 10 4
20 10 #
*%=&RD (P-LL(
Here is a list of t%e )ost co))on s-ells found in t%e
/iard guilds. $%ere are t%ousands of lost s-ells in
dungeons t%at )age sc%ools are willing to buy.
Most )age sc%ools %a8e si= of t%ese s-ells -er le8el and
( of t%e) as forbidden s-ells.
&ree /iards can c%oose any of t%ese s-ells but donJt
%a8e t%e su--ort of a /iard guild and in so)e cases be
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c%allenged by t%e controlling guild. In future
su--le)ents t%ere will be )ore detailed infor)ation on
different /iard sc%ools and lerical orders.
Le4el 0 *iad ("ells
1. 5ancing ig%tsC reates balls of lig%t for?IntF/isF%a@ in )inutes t%at )o8e (0' a round in a
co))anded direction t%at loo! li!e torc%es or lanterns in
a distance.
2. 5etectionC Magical energy or %idden t%ings can be
detected wit%in ?IntF/isF%a@ feet for one round.
(. 5etect PoisonC 5etects -oison in one creature or s)all
ob<ect for one round.
4. ig%tCou %a8e a lig%t wit% a 10 ft. radius cast on
ob<ect for ?IntF/isF%a@ in rounds.
*. Mage HandC *6-ound tele!inesis for ?IntF/isF%a@ in
rounds.
#. MendingC Ma!es )inor re-airs on an ob<ect in one
round.
. Minor MessageC /%is-ered con8ersation at distance
?IntF/isF%a@ feet.
. 3-enFloseC 3-ens or closes s)all or lig%t t%ings in
?IntF/isF%a@ feet away.
. PainC "ub<ect is -aralyed wit% -ain for one round.
10. PrestidigitationC Perfor)s )inor tric!s for?IntF/isF%a@ in rounds.
11. Read MagicC Read scrolls and s-ell boo!s for
?IntF/isF%a@ in rounds.
12. ResistanceC "ub<ect gains 1 on sa8ing t%rows for
?IntF/isF%a@ in rounds.
Le4el 1 *iad ("ells1. Alar) Anyone going into area triggers alar) for
?IntF/isF%a@ in %ours.
2. olt Magical bolt does 16# da)age?Plus IntF/isF%a
onus@ and ?Range is ?IntF/isF%a@ = 10 ft.@ 1 )issile
-er two le8els abo8e first. Must roll ?IntF/isF%a@ onus
"-ell le8el to %it and ignores ar)or.
(. %ar) Qicti) beco)es friend if t%ey fail /is sa8e.
$%ey )a!e a c%ec! at ?IntF/isF%a@ )inus 20 in %ours.
4. ircle ndead and "-irits cannot -ass unless t%ey
sa8e in a circle e,ual to %alf you ?IntF/isF%a@ in
dia)eter.
*. &ear auses all in area to run in fear wit% t%erange of ?IntF/isF%a@ = 2ft around if t%ey fail sa8e for
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?IntF/isF%a@ in rounds.
#. Minor Illusion Ma!e a )inor illusion u- to t%e sie
of a -erson for ?IntF/isF%a@ in rounds.
. Run Mo8es at double s-eed regardless of ite)s
carried for ?IntF/isF%a@ = * in )inutes wit%out fatigue.
. "%ield Magical "%ield gi8es 4 Ar)or onus for?IntF/isF%a@ in )inutes and is added ar)or against olt
s-ell.
. "%oc! $ouc% causes 2612 da)age?Plus IntF/isF%a
onus@7 ignores Ar)or.
10. "li--ery Ma!es a 10 = 10 area sli--ery for
?IntF/isF%a@ in rounds.
11. "lu)ber Puts 1d#?Plus IntF/isF%a onus@ H5 aslee-
in a ?IntF/isF%a@ area for ?IntF/isF%a@ e8el in
rounds.
12. "u))on Monster IC alls su))oned 1 H5 creature to
fig%t for you for ?IntF/isF%a@ in rounds.
Le4el 2 *iad ("ells1. Acid Arrow Acid Arrow does 25#?Plus IntF/isF%a
onus@5a)age to )ain target and s-las%es on e8eryone
ad<acent for 1d#?Plus IntF/isF%a onus@ 5a)age at a
range of ?IntF/isF%a@ = 10 feet. $%e acid t%en does 1
-oint a round for 1d# rounds on t%e )ain 8icti) and 1
-oint for 1d4 rounds to s-las%ed 8icti)s unless was%edoff.
2. Air last *ft by ?IntF/isF%a@ = 2 feet cone does 16
# ?Plus IntF/isF%a onus@ 5a)age and !noc!s o8er anyone
not )a!ing a on or "tr "a8e.
(. +rase auses )agical or nor)al writing to disa--ear.
4. Illusion A co)-lete illusion in ?IntF/isF%a@ in
rounds. $%e %ig%er le8el you are t%e )ore -owerful t%e
illusion.
*. noc! 3-en any nor)al sied door loc!ed or )agicallyloc!ed in a radius of your ?IntF/isF%a@ in feet.
#. e8itate ou le8itate in %ours -er le8el e,ual to
your ?IntF/isF%a@ = *.
. oc! ou )agically oc! a door fore8er unless t%e
-assword is guessed.
. u)inance ou cast on an ob<ect a lig%t wit% a
?IntF/isF%a@feet. radius until dis-elled.
. Message Mout% /%en t%e correct -erson -asses t%e
ob<ect says a )essage u- to ?IntF/isF%a@ le8el in
rounds.
10. Mist ou call u- a )ist t%at obscures ?64 to %it if
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t%ey find you@ you for ?IntF/isF%a@ in rounds. $%e
radius is ?IntF/isF%a@ -lus your le8el =*.
11. "u))on Monster II 6 alls su))oned 2H5 creature to
fig%t for you for ?IntF/isF%a@ in rounds.
12. /eb auses a stic!y web in a ?IntF/isF%a@ area 5
is 10 ?IntF/isF%a@ le8el.
Le4el 3 *iad ("ells1. 5is-el MagicC ancels )agical s-ells and effects if
you roll %ig%er t%an ot%er /iard. ou cast a le8el (
-lus ?IntF/isF%a@ bonus -lus 1d20 8s "-ell e8el -lus
?IntF/isF%a@ -lus 10 or 1d20.
2. 5ee- "lu)berC Puts 25# ?Plus IntF/isF%a onus@ H5 of
creatures to slee- for ?IntF/isF%a@in rounds if t%ey
fail t%eir sa8e of ?IntF/isF%a@ -lus "-ell e8el -lus or
1d20.
(. Hold PersonC Paralyes one %u)anoid for ?IntF/isF%a@
in rounds if t%ey fail t%eir "trengt% sa8e of
?IntF/isF%a@ -lus "-ell e8el -lus 10 or 1d20.
4. "uggestionC o)-els sub<ect to follow stated course of
action if t%ey fail t%eir sa8e of ?IntF/isF%a@ -lus
"-ell e8el -lus 10 or 1d20.
*. &ireballC 1d# ?Plus IntF/isF%a onus@ da)age -er
le8el7 ?IntF/isF%a@ = 2ft. Radius7 )a= 10d# 5a)age
unless t%ey sa8e of ?IntF/isF%a@ -lus "-ell e8el -lus10 or 1d20 for %alf da)age.
#. ig%tning oltC +lectricity deals 1d#Fle8el ?Plus
IntF/isF%a onus@ da)age )a= 10d# in ?IntF/isF%a@= 20
range unless t%ey sa8e of ?IntF/isF%a@ -lus "-ell e8el
-lus 10 or 1d20 for %alf da)age.
. In8isibility "-%ereC Ma!es e8eryone wit%in
?IntF/isF%a@ feet in8isible for ?IntF/isF%a@ in rounds.
. Halt ndeadC I))obilies undead for ?IntF/isF%a@ in
rounds )ust concentrate.
. &lyC "ub<ect flies at s-eed of ?IntF/isF%a@ = * ft
-er round.
10. Gaseous &or)C "ub<ect beco)es insubstantial and can
fly slowly for ?IntF/isF%a@ in rounds.
11. HasteF"lowC 3ne creatureFle8el )o8es faster7 1F1 on
attac! rolls7 A7 and Refle= sa8es and two actions a
round or one action e8ery two rounds for ?IntF/isF%a@ in
rounds.
12. "u))on Monster III alls su))oned (H5 creature to
fig%t for you for ?IntF/isF%a@ in rounds.
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Le4el 5 *iad ("ells1. estow urseC 6# to an abilityK 64 on attac!s7 sa8es7
and c%ec!sK or *0 c%ance of losing eac% action for
?IntF/isF%a@ in rounds at a range of ?IntF/isF%a@ = 10
feet.2. lac! $entaclesC 1d4 1Fle8el tentacles gra--le
rando)ly doing 1d# ?Plus IntF/isF%a onus@ bludgeon
da)age wit%in ?IntF/isF%a@ ft for 1d# ?IntF/isF%a@
onus in rounds.
(. ontagionC Infects sub<ect wit% c%osen disease doing
1d# ?Plus IntF/isF%a onus@ attribute da)age rig%t away.
"ic! until cured>
4. 5i)ension 5oorC $ele-orts t%e caster and u- to *00 lb
at ?IntF/isF%a@ = 20 in feet.
*. &ear7 GreaterC auses all in area to run in fear wit%
t%e range of ?IntF/isF%a@ = * feet around if t%ey fail
sa8e for ?IntF/isF%a@ in rounds.
#. Hallucinatory $errainC Ma!es one ty-e of terrain
a--ear li!e anot%er ?field into forest7 etc.@ for
?IntF/isF%a@ in turns.
. I)-ro8ed In8isibilityC As in8isibility7 but sub<ect
can attac! and stay in8isible.
. esser GeasC o))ands sub<ect of H5 or less or ta!e
62 to attribute score -er day u- to 6 unless sa8ed.. P%antas)al illerC &earso)e illusion !ills sub<ect or
deals (d# da)age if sa8e 8s. onstitution or /isdo) is
)ade.
10. Poly)or-%C Gi8es one sub<ect a new for). $%e caster
assu)es a new for). $%e duration is ?IntF/isF%a@in %ours
or Per)anent.
11. "cryingC 3ne s-ies on sub<ect wit% crystal or bowl of
water fro) a distance ?IntF/isF%a@ = 10 )iles@.
12. "u))on Monster IQC alls 4H5 )onster to fig%t for t%e
caster for ?IntF/isF%a@ in rounds.
Le4el : *iad ("ells1. Ani)ate 5eadC reates undead s!eletons and o)bies u-
to e8el -lus ?IntF/isF%a@ in H5. Must %a8e a cor-se or
a s!eleton to ani)ate.
2. loud!illC "a8e or $a!e *d# onstitution 5a)age.
Monster default on is 10 H5.
(. ontact 3t%er PlaneC As! ,uestion of e=tra-lanar
entity for ?IntF/isF%a@ in rounds.4. 5is)issalC &orces a creature to return to nati8e
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-lane.
*. 5o)inate PersonC ontrols %u)anoid tele-at%ically.
#. 5rea)F:ig%t)areC "ends )essage to anyone slee-ing or
sends 8ision dealing 1d10 ?Plus IntF/isF%a onus@ da)age
and fatigue.
. &ait%ful HoundC P%anto) dog A1* *H5 Mo8 *0 fly canguard7 attac! doing 1d da)age for ?IntF/isF%a@ in
%ours.
. &eeble)indC "ub<ect's Int dro-s 1d20 "-ell e8el *
?IntF/isF%a@ for ?IntF/isF%a@ in rounds.
. PasswallC reac%es walls ?IntF/isF%a@ inc%es
t%ic!Fle8el.
10. "u))on Monster QC alls *H5 outsider to fig%t for t%e
caster for ?IntF/isF%a@ in rounds.
11. $ele!inesisC ifts or )o8es 2* lb.Fle8el
?IntF/isF%a@ bonus at IntF%a = 10 range.
12. $ele-ortC Instantly trans-orts t%e caster anyw%ere
wit%in ?IntF/isF%a@ = * )iles.
Le4el 6 *iad ("ells1. Anti)agic &ieldC :egates )agic wit%in radius
?IntF/isF%a@ feet for ?IntF/isF%a@ in rounds.
2. oo)C Huge boo) blast away 1d# da)age a le8el
?IntF/isF%a@ in feet radius and !noc!s bac! any 8icti)s
10 feet -er dice of da)age.(. %ain ig%tningC 1d# ?Plus IntF/isF%a onus@
da)ageFle8elK secondary bolts t%at do one dice less until
out of targets for ?IntF/isF%a@ range = 10 in feet.
4. ircle of 5eat%C 5rains 1d4 H5Fle8el in an
?IntF/isF%a@ area in feet to a )a=i)u) of 20d4 at a
range of ?IntF/isF%a@ = 10.
*. ontrol /eat%erC %anges weat%er in local area for
?IntF/isF%a@ turns.
#. 5isintegrateC Ma!es one creature or ob<ect 8anis% at
2d# da)age -er le8el.
. &les% to "toneC $urns sub<ect creature into statue.
. GeasFOuestC As lesser geas7 -lus it affects any
creature and does (d# da)age e8ery )orning.
. egend oreC earn tales about a -erson7 -lace7 or
t%ing. $%e )ore obscure t%e longer it ta!es to get answer
u- to a wee!.
10. Mass HasteF"lowC As %asteF"low7 affects oneFle8el
sub<ects.
11. "u))on Monster QIC alls #H5 outsider to fig%t fort%e caster for ?IntF/isF%a@ in rounds.
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12. $rue "eeingC "ee all t%ings as t%ey really are any
in8isible7 %idden7 or -oly)or-%ed t%ings for
?IntF/isF%a@ in rounds.
Le4el @ *iad ("ells
1.anis%)ent6 anis%es 2 H5Fle8el e=tra-lanar creatures.2.ontrol ndead6 an control ?IntF/isF%a@ e8el in H5
wort% of ndead. ndead don't attac! t%e caster w%ile
under t%e casterJs co))and.
(.&inger of 5eat%6 ills one sub<ect or (d# 1 da)age a
le8el.
4.&orce age6 ube of force i)-risons all inside eit%er
cage ?1= ?IntF/isF%a@ in s,uare feet@.
*.Insanity6 "ub<ect suffers continuous confusion at a
range of ?IntF/isF%a@ =10 in ?IntF/isF%a@ radius for
?IntF/isF%a@ in rounds between sa8es.
#.Mass In8isibility6 As in8isibility7 but affects all in
range ?IntF/isF%a@ = 10 feet.
.Power /ord7 "tun6 "tuns creature wit% u- to 1*0 %it
-oints for ?IntF/isF%a@ in rounds.
."i)ulacru)6 reates -artially real double of a creature
at -ower out of ice and snow.
."-ell $urning6Reflect 1d4# s-ell le8els bac! at
caster.
10."u))on Monster QII6 alls H5 outsider to fig%t fort%e caster for ?IntF/isF%a@in rounds.
11.$ransfor)6 eco)e a -owerful fig%ter of
stoneFglassFobsidianFw%ate8er and gain 4 to "tr7 5e=7
and on -lus anot%er 4 to A and able to use all wea-ons
for duration of ?IntF/isF%a@in rounds.
12.Qision6As legend lore7 but ,uic!er. Roll 8ersus
?IntF/isF%a@ or ta!e (d# onstitution da)age or
sacrifice anot%er to a8oid.
Le4el < *iad ("ells1. inding6 Qicti) can do not%ing if H5 are less t%an
%alf if greater t%en 8icti) can sa8e.
2. lenc%ed &ist6 arge %and attac!s t%e casterJs foes at
1d20 ?Plus IntF/isF%a onus@ da)age and can %old t%e) at
?IntF/isF%a@ e8el in "tr.
(. lone6 5u-licate awa!ens w%en original dies. Qery
e=-ensi8e ?100GP -er Hit Point e8el@ u-!ee- or clone
dies. 3t%ers )ust -erfor) ritual to in-ut soul.
4. +t%erealness6 Allows one to tra8el to +t%ereal Planewit% co)-anions for ?IntF/isF%a@ in %ours. Must get bac!
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to -ortal or t%ey are tra--ed.
*. Horrid /ilting65eals 1d ?Plus IntF/isF%a onus@
da)ageFle8el wit%in ?IntF/isF%a@ = * ft at range of
?IntF/isF%a@ = 20 feet.
#. Incendiary loud 6 loud deals
4d# ?Plus IntF/isF%a onus@ fireda)ageFround in an ?IntF/isF%a@ =2
cloud t%at grows ?IntF/isF%a@
e8ery round for ?IntF/isF%a@ in
rounds.
. Iron ody6$%e casterJs ?or
8icti)Js@ body beco)es li8ing iron
t%at %as 10A i))une to ele)ents
and -unc%es for 1d12 da)age for
?IntF/isF%a@ rounds.
. Irresistible 5ance6 &orces
sub<ect to dance for ?IntF/isF%a@
in rounds and ta!e 1d# -er round.
an sa8e at 1 difficultly e8ery round.
. Mass %ar)6 As c%ar) )onster7 but all wit%in
?IntF/isF%a@ =2 in ft.
10.Power /ord lind6 linds 200 %- wort% of creature for
?IntF/isF%a@ in days.
11."u))on Monster QIII alls H5 outsider to fig%t for
t%e caster for ?IntF/isF%a@in rounds.12.$ra- t%e "oul6 I)-risons sub<ect wit%in ge) ?at 1000g-
-er H5@ fore8er until bro!en.
Le4el ; *iad ("ell1. Astral Pro<ectionC Pro<ects t%e caster and co)-anions
into Astral Plane and beyond until t%ey return by sil8er
c%ord for ?IntF/isF%a@ in days.
2. rus%ingC ")as%es one o--onent wit%in ?IntF/isF%a@
=10 range for 1d100 ?Plus IntF/isF%a onus@ da)age.
(. 5is<unctionC 5is-els )agic7 disenc%ants )agic ite)s
fore8er.
4. +nergy 5rainC "ub<ect gains 2d4 ?Plus IntF/isF%a
onus@ negati8e le8els.
*. GateC onnects two -lanes for tra8el or su))oning for
?IntF/isF%a@%ours. Ho-e you !now w%o or w%at is on ot%er
side>
#. Meteor "war)6 5eals 24d# ?Plus IntF/isF%a onus@ fire
da)age in bursts ?IntF/isF%a@ =* ft radius wit% a range
of ?IntF/isF%a@ = 20 feet.. Power /ord7 5I+>C ills one toug% sub<ect
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?IntF/isF%a@ ?=2 %it dice@ or )any ?IntF/isF%a@ ?=* %it
dice@ wea! ones %alf t%e le8el of t%e caster.
. "%a-ec%angeC $ransfor)s t%e caster into any creature
wit% all -owers u- to 2*H57 and c%ange for)s once -er
round for ?IntF/isF%a@ in rounds.
. "u))on Monster IEC alls H5 outsider to fig%t for t%ecaster for ?IntF/isF%a@in rounds.
10.$i)e "to-C $%e caster acts freely for ?IntF/isF%a@
rounds.
11./eirdC A -%antas)al !iller t%at affects all wit%in
?IntF/isF%a@ ft. "a8e or die>
12./is%C Ma!e anyt%ing %a--en.
CL-R%C (P-LL(
L-V-L 0 CL-R%C (P-LL( ,R%(,/(1. ure Minor /oundsC ures 1 -oint of da)age.
2. 5etection Magical energy or %idden t%ings can be
detected wit%in ?IntF/isF%a@ =1 ft.
(. 5etect PoisonC 5etects -oison in one creature or
ob<ect.
4. GuidanceC 1 on one attac! roll7 sa8ing t%row7 or
s!ill c%ec!.
*. Inflict Minor /oundsC $ouc% attac!7 1 -oint of da)age.
#. ig%t ou %a8e a lig%t wit% a ?IntF/isF%a@ =1 ft.radius for 1 %our cast on ob<ect.
. MendingC Ma!es )inor re-airs on an ob<ect.
. Purify &ood and 5rin!C Purifies 1 cu. ft.Fle8el of
food or water.
. Read MagicC Read scrolls and s-ell boo!s.
10. ResistanceC "ub<ect gains 1 on sa8ing t%rows.
11. "-ringC reates 2 gallonsFle8el of -ure water.
12. QirtueC "ub<ect gains 1 te)-orary %-.
L-V-L 1 CL-R%C (P-LL(1. lessC Allies gain 1 on attac! rolls and sa8es
against fear for ?IntF/isF%a@ in rounds.
2. less /ater6MC Ma!es %oly water t%at does 1d to
ndead.
(. ause &earC auses all in area to run in fear wit% t%e
range of ?IntF/isF%a@ = 2ft around if t%ey fail sa8e for
?IntF/isF%a@ in rounds.
4. o))andC 3ne sub<ect obeys selected co))and for?IntF/isF%a@ in rounds.
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*. o)-re%end anguagesC ou understand all s-o!en and
written languages for ?IntF/isF%a@ in %ours.
#. ure ig%t /oundsC ures 1d ?Plus IntF/isF%a onus@
da)age 1Fle8el ?)a= *@.
. 5etect ndeadC Re8eals undead wit%in #0 ft.
. 5i8ine &a8orC ou gain 1 -er t%ree le8els on attac!and da)age rolls for?IntF/isF%a@in rounds.
. +ndure +le)entsC +=ist co)fortably in %ot or cold
en8iron)ents for?IntF/isF%a@in %ours.
10. Magic /ea-onC /ea-on gains 1 bonus for
?IntF/isF%a@in rounds.
11. Protection fro) %aosF+8ilFGoodFawC 2 to A and
sa8es7 counter )ind control7 %edge out ele)entals and
outsiders ?IntF/isF%a@ in rounds.
12. "anctuaryC 3--onents canJt attac! you7 and you canJt
attac! for ?IntF/isF%a@ in rounds.
L-V-L 2 CL-R%C (P-LL(1. AidC 1 on attac! rolls and sa8es against fear7 1d
te)-orary %- 1Fle8el ?)a= 10@ for ?IntF/isF%a@ in
rounds in round.
2. Augury M &C earns w%et%er an action will be good or
bad.
(. earJs +nduranceC "ub<ect gains 4 to on for
?IntF/isF%a@ in rounds.4. ullJs "trengt%C "ub<ect gains 4 to "tr for
?IntF/isF%a@ in rounds in rounds.
*. al) +)otionsC al)s creatures7 negating e)otion
effects.
#. onsecrate MC &ills area wit% -ositi8e energy7 )a!ing
undead wea!er only %alf da)age and 61 to %it for
?IntF/isF%a@ in rounds.
. ure Moderate /oundsC ures 2d da)age 1Fle8el ?)a=
10@.
. &ind $ra-sC $ra-s glow red in ?IntF/isF%a@ = 10 ft
radius.
. Gentle Re-oseC Preser8es one cor-se for ?IntF/isF%a@
in days.
10. Hold PersonC Paralyes one %u)anoid for ?IntF/isF%a@
in rounds.
11. Re)o8e ParalysisC &rees one or )ore creatures fro)
-aralysis or slow effect.
12. Restoration7 esserC 5is-els )agical ability -enalty
or re-airs 1d4 ability da)age.
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L-V-L 3 CL-R%C (P-LL(1. Ani)ate 5ead MC reates undead s!eletons and o)bies
e,ual to ?IntF/isF%a@-lus s-ell le8el in H5.
2. estow urseC # to an ability scoreK 4 on attac!
rolls7 sa8es7 and c%ec!sK or *0 c%ance of losing eac%
action. Ma!es sub<ect blinded or deafened or infectssub<ect wit% c%osen disease.
(. ontinual &la)e MC Ma!es a -er)anent7 %eatless torc%.
4. ure "erious /oundsC ures (d ?Plus IntF/isF%a
onus@ da)age 1Fle8el ?)a= 1*@.
*. 5aylig%tC #06ft. radius of brig%t lig%t for
?IntF/isF%a@ in rounds.
#. 5is-el MagicC ancels s-ells and )agical effects.
. ocate 3b<ectC "enses direction toward ob<ect
?s-ecific or ty-e@ for ?IntF/isF%a@ in rounds.
. Magic ircle against %aosF+8ilFGoodFawC As
-rotection s-ells7 but ?IntF/isF%a@in ft. radius and
/isdo) in %ours. reatures entering t%e circle ta!e 1d#
?IntF/isF%a@ bonus a round
. 3bscure 3b<ectC Mas!s ob<ect to scrying for
?IntF/isF%a@ in days.
10. "earing ig%tC Ray deals 1dFtwo le8els da)age7
double against undead.
11. "-ea! wit% 5eadC or-se answers ,uestions for
?IntF/isF%a@ in rounds.12. /ater /al!C "ub<ect treads on water as if solid for
?IntF/isF%a@ in %ours.
L-V-L 5 CL-R%C (P-LL(1. ure ritical /oundsC ures 4d ?Plus IntF/isF%a
onus@ 1Fle8el da)age ?)a= 20@.
2. 5i)ensional Anc%orC ars )ultidi)ensional )o8e)ent for
?IntF/isF%a@in rounds.
(. 5iscern iesC Re8eals deliberate false%oods for
?IntF/isF%a@ in rounds.
4. 5is)issalC &orces a creature to return to nati8e
-lane.
*. 5i8inationC Pro8ides useful ad8ice for s-ecific
-ro-osed actions for ?IntF/isF%a@ in rounds.
#. 5i8ine PowerC $%e caster gains 1 attac! bonus7 1
"tr7 and 1 %-Fle8el.
. Greater Magic /ea-onC 1 bonusFt%ree le8els ?)a= *@
for ?IntF/isF%a@ in rounds.
. :eutralieCRe)o8es -oisons fro) syste).. RestorationC Restores le8el and ability score drains.
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10. "endingC 5eli8ersC s%ort )essage anyw%ere7 instantly.
11. "u))on MealC Pr8ide food for ?IntF/isF%a@ le8el
-eo-le.
12. $onguesC "-ea! any language for ?IntF/isF%a@ in
rounds.
L-V-L : CL-R%C (P-LL(1. Atone)entC Re)o8es burden of )isdeeds fro) sub<ect.
2. rea! +nc%ant)entC &rees sub<ects fro) enc%ant)ents7
alterations7 curses7 and -etrification.
(. ircle of 5oo)C 5eals 1d 1Fle8el da)age in all
directions on all non6fait%ful.
4. o))uneC 5eity answers one yes6or6no ,uestionFle8el.
*. HallowC 5esignates location as %oly in a ?IntF/isF%a@
=* radius. /or!s as )agic ircle7 4 to turn undead7 acts
as consecrate also.
#. Healing ircleC ures 1d ?Plus IntF/isF%a onus@
1Fle8el da)age in all directions for ?IntF/isF%a@ =*
radius in ft.
. Insect PlagueC Insect %orde li)its 8ision7 inflicts
da)age 1d#Fle8el7 and wea! creatures of *H5 or below
flee.
. Plane "%iftC ou and u- to /isdo) in nu)ber s%ift to
anot%er -lane for ?IntF/isF%a@ in %ours.
. Raise 5eadC Restores life to sub<ect w%o died u- to 1dayFle8el ago.
10."cryingC "-ies on sub<ect fro) a distance of
?IntF/isF%a@ = 10 )iles.
11. "-ell ResistanceC ou %a8e 1* -lus ?IntF/isF%a@ -lus
your le8el s-ell resistance in ?IntF/isF%a@ in rounds.
12. $rue "eeingC "ee all t%ings as t%ey really are for .
L-V-L 6 CL-R%C (P-LL(1. anis%)ent6anis%es 2 H5Fle8el e=tra -lanar creatures.
2. lade arrier6 lades encircling t%e caster deal 1d#
da)ageFle8el.
(. reate ndead6 G%ouls7 s%adows7 g%asts7 wig%ts7 or
wrait%s e,ual to ?IntF/isF%a@ -lus "-ell le8el in H5.
4. +t%erealness6 $ra8el to +t%ereal Plane wit% co)-anions
for ?IntF/isF%a@ in %ours.
*. &ind t%e Pat%6 "%ows )ost direct way to a location.
#. GeasFOuest 6As /iard s-ell.
. Greater 5is-elling6As dis-el )agic7 but u- to 20 on
c%ec!..Greater Gly-% of /arding6As gly-% of warding7 but u- to
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10d da)age or #t% le8el s-ell.
. Har)6 "ub<ect loses all but 1d4 %-.
10. Heal6 ures all da)age7 diseases7 and )ental
conditions.
11. HeroesJ &east6&ood for one creatureFle8el %eals7
cures7 and blesses.12. /ord of Recall6$ele-orts t%e caster bac! to
designated -lace.
L-V-L @ CL-R%C (P-LL(1. las-%e)yFPraise 6ills7 -aralyes7 wea!ens7 or daes
?IntF/isF%a@goodFe8il sub<ects.
2. lind6 Qicti)s are blinded for ?IntF/isF%a@in days or
one 8icti) in years.
(. ontrol /eat%er6 %anges weat%er in local area for
?IntF/isF%a@ in %ours.
4. ure "erious /ounds Mass6 As s-ell e=ce-t
?IntF/isF%a@ Radius.
*. 5estruction 6 ills sub<ect and destroys re)ains or
10d# ?Plus IntF/isF%a onus@wit% sa8e.
#. Greater Restoration6 As restoration7 -lus restores all
le8els and ability scores
. Greater "crying 6 As scrying7 but faster and longer
?IntF/isF%a@ = 20 )iles.
. Regenerate6 "ub<ect's se8ered li)bs grow bac! and%eals ?IntF/isF%a@ -lus le8el -er round.
. Re-ulsion 6 reatures can't a--roac% t%e caster or
ta!e 1d#Fle8el?Plus IntF/isF%a onus@.
10. Rest6 All in /isdo) radius get fully rested and
%ealed.
11. Resurrection 6 &ully restore dead sub<ect.
12. "tunning6 Qicti)s are stunned for ?IntF/isF%a@ in
rounds.
L-V-L < CL-R%C (P-LL(1. AngelF5e)on alled into ser8ice for ?IntF/isF%a@ in
rounds.
2. Anti)agic &ield 6 :egates )agic wit%in 10 ft.
(. reate Greater ndead6 Mu))ies7 s-ectres7 8a)-ires7 or
g%osts e,ual to ?IntF/isF%a@ -lus "-ell le8el in H5.
4. 5iscern ocation 6 +=act location of creature or
ob<ect.
*. +art%,ua!e6 Intense tre)or s%a!es 1d# ?Plus
IntF/isF%a onus@and *6ft.Fle8el radius.#. &ire "tor)6 5eals 1d# ?Plus IntF/isF%a onus@fire
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da)ageFle8el ?)a= 10d#@ /is =* radius for ?IntF/isF%a@
=10 Range.
. Holy Aura6 Gi8es 4 A7 4 resistance7 and "R 2*
against e8il s-ells.
.Hurricane 5oes 1d# ?Plus IntF/isF%a onus@-er le8el
?)a= 10d#@ -er %our to t%e un-rotected and last?IntF/isF%a@ in %ours.
. Mass Heal6 As %eal7 but wit% se8eral sub<ects =
?IntF/isF%a@.
10. Plague6 ause a -lague onto a co))unity t%at s-reads
?IntF/isF%a@in )iles.
11. "y)bol6 $riggered runes %a8e array of effects suc% as
5eat%7 lind7 or w%ate8er.
12. ndead :ig%t)are6 All t%at die beco)e o)bies in
?IntF/isF%a@)iles.
L-V-L ; CL-R%C (P-LL(1. Ar)y of AngelsF5e)ons6 all fort% an ar)y t%at %a8e
A20) H5105 M3Q*0f and do 1d20 da)age ?IntF/isF%a@
radius.
2. Astral Pro<ection6 Pro<ects t%e caster and co)-anions
into Astral Plane.
(. +nergy 5rain6 "ub<ect gains 2d4 ?Plus IntF/isF%a
onus@negati8e le8els.
4. Gate6 onnects two -lanes for tra8el or su))oning.*. Hellgate6 3-en gates to %ell to allows de)ons to enter
and destroy. 3nce closed all 8icti)s are lost.
#. HolyFn%oly "crea)6 A screa) t%at does 1d# ?Plus
IntF/isF%a onus@-er le8el to e8ilFgood 8icti).
. Miracle6 Re,uests a deity's intercession.
. "oul ind6 $ra-s newly dead soul to -re8ent
resurrection.
. "tor) of Qengeance6 "tor) rains acid7 lig%tning7 and
%ail 1d# ?Plus IntF/isF%a onus@-er le8el for a )a=i)u)
of 10d#.
10. $rue Resurrection6 As resurrection7 -lus re)ains
aren't needed.
11. /ill of t%e Gods6 ou directly contact your god?s@ to
s-ea! wit% t%e).
12. /rat% of t%e Gods6 All )anner of bad t%ings left u-
to t%e Ga)e MasterFPlayerFGods suc% as citiesFlands
destroyed.
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B&CE to the DU/G-,/ R,L- PL&F%/G G&-
Playe# Chaacte /ame#
Class and Le4el# Race#
&lignment# (e)#
&tti'ute (coe Bonus Class and Race (kill&'ility
"trengt%
5e=terity
onstitution
Intelligence
/isdo)
%aris)a
&C +P Damage o4ement (tones
*ea"on o +it Damage
-ui"ment8 ("ells8 easue8 /otes
ac!ground7 "tory7 Pictures7 Ma-s7 and "-ells on ac! of "%eetC
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OPEN GAME LICENSE Version 1.0aThe following text is the roert! of "i#ar$s of the Coast% In&. an$ is Co!right '000 "i#ar$s of the Coast% In& ()"i#ar$s)*. All +ights +eser,e$.
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aterial in&l$ing $eri,ati,e wor3s an$ translations (in&l$ing into other &oter langages*% otation% o$ifi&ation% &orre&tion% a$$ition% extension% gra$e%
iro,eent% &oilation% a/ri$gent or other for in whi&h an existing wor3 a! /e re&ast% transfore$ or a$ate$4 (&* )-istri/te) eans to rero$&e% li&ense% rent%
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ro&esses an$ rotines to the extent s&h &ontent $oes not e/o$! the Pro$&t I$entit! an$ is an enhan&eent o,er the rior art an$ an! a$$itional &ontent &learl!
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Li&ense itself. No other ters or &on$itions a! /e alie$ to an! Oen Gae Content $istri/te$ sing this Li&ense.
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S!ste +eferen&e -o&ent Co!right '0009'00=% "i#ar$s of the Coast% In&.4 Athors >onathan Tweet% Monte Coo3% S3i "illias% +i&h 8a3er% An$! Collins% -a,i$ Noonan% +i&h +e$an% 8r&e +. Cor$ell% >ohn -. +ateliff% Thoas +ei$% >aes "!att% /ase$ on original aterial /! E. Gar! G!gax an$ -a,e Arneson.Swor$s ? "i#ar$r! Core +les% Co!right '00@% Matthew >. in&hac! to t%e 5ungeon Role Playing Ga)e7 3-en"ourced"%are 20147 +. . Medders7 +ldrad /olfsbane7 and 8arious ot%er
contributers.
EN- O LICENSE
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UP and Coming =%/- Pu'lications
Book 2 he onste Book# nli!e Modern Rules wit% a full-age of stats t%e )onsters <ust %a8e A7 H57 and Mo8e)ent
wit% a s)all descri-tion of w%at t%ey can do. $%e rest isfor you to )a!e u-. es we %a8e de)ons and ot%er e8il
stuff. /e did not edit any of t%at out. S4.00
Book 3 he Game aste Guide# How to run a ga)e7 castles7)ass co)bat7 treasure tables. S4.00
Book 5 he PlayeHs Guide 2# &d4anced Classes and Races#Many classes fro) t%e 9Ad8anced; 8ersion of t%e ga)e.
arbarians7 Rangers7 5row7 "-ells7 etc etc. S4.00
Book : he PlayeHs Guide 3# (tange Classes and Races#lasses li!e t%e Psion ?8ery si)-lified@7 /arloc!s7
/ardens7 weird Hea8y Metal /arriors called "A+R"> S4.00
M3"$ of t%is ga)e is already written and you can easily
find t%e docu)ents online. A few )odules are on t%eir way
I& I can get off )y ass and write t%e).
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ACK TO THE DUNGEON ROLE PLAYING GAME
$%e return of ,ld (chool Renaissance si)-licity wit% t%eco)bination of /e (chool echanics using t%e 3G 520 but
8astly si)-lified and none of t%e silly race and classrestriction t%at were a -art of t%e old ga)e. In t%is RPG
Tine t%ere are basic &our Races and &our lasses of of
Dungeon Cal +ack and (lash Dee" Role Playing aditionsdating bac! fro) t%e 0s. $%ere are )any )any )ore
classes and races and you are encouraged to )a!e u- )ore
and send t%e) in.
$%is ga)e returns to t%e 5I attitude of t%e original
ga)e before fancy ca)-aign settings and encourages you to
9Ma!e it u- as you Go; and 9$ry Anyt%ing>; wit% your
c%aracters. If all else fails7 -ull out your sword and
!ill it>
+"> $%is RPG Tine loo!s li!e a t%rowbac! fro) t%e 10s.
$%at is t%e idea> ou don't %a8e to %a8e %ig% tec% full
color to -lay and RPG. /e did it for years in A and
/HI$+. Get out t%e %ea8y )etal7 burn so)e incense7 and
start slaying %u)anoid wit% BttDRPG>
S4.00 or &ree