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Swords & Wizardry Whitebox Paul Gorman’s House Rules for Fantastic Medieval Adventures Playable with Paper and Pencil and Miniature Figures

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Page 1: Swords & Wizardry Whitebox House Rules - Paul Gorman...TheMagic-User The Magic-User is a mysterious figure, a stu-dentofarcanepowersandspellcasting. IntelligenceisthePrimeAttributeforMagic-Users

Swords & Wizardry

Whitebox

Paul Gorman’s House Rules for Fantastic Medieval AdventuresPlayable with Paper and Pencil and Miniature Figures

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Contents

Getting Started . . . . . . . . . . . 4Rule Number One . . . . . . . . 4Dice . . . . . . . . . . . . . . . . 4Character Sheets . . . . . . . . . 4

Characters . . . . . . . . . . . . . . 5Attributes . . . . . . . . . . . . . 5Experience . . . . . . . . . . . . 6Hit Points . . . . . . . . . . . . . 6Alignment . . . . . . . . . . . . . 6Languages . . . . . . . . . . . . 6Last Will and Testament . . . . . 6Character Classes . . . . . . . . 6Character Races . . . . . . . . . 8Equipment . . . . . . . . . . . . . 9Encumbrance & Movement . . . 11Hiring Assistants . . . . . . . . . 11Optional Fun & Flavor . . . . . . 12

Magic . . . . . . . . . . . . . . . . . 16Cleric Spell List . . . . . . . . . . 16Magic-User Spell List . . . . . . . 16Spell Descriptions . . . . . . . . 17Magical Research . . . . . . . . 28Turning Undead . . . . . . . . . . 29

Playing the Game . . . . . . . . . . 30Time . . . . . . . . . . . . . . . . 30Doors . . . . . . . . . . . . . . . 30

Traps . . . . . . . . . . . . . . . 30Light . . . . . . . . . . . . . . . . 30Monster Reaction . . . . . . . . . 31Surprise & Encounter Distance . 31Flight, Pursuit & Evasion . . . . . 31Initiative . . . . . . . . . . . . . . 31Attacks . . . . . . . . . . . . . . 32Damage and Death . . . . . . . . 32Morale . . . . . . . . . . . . . . . 32Healing . . . . . . . . . . . . . . 33Disfigurement . . . . . . . . . . . 33Saving Throws . . . . . . . . . . 33Stronghold Building . . . . . . . . 33

Underworld & Wilderness . . . . . 36Dungeons . . . . . . . . . . . . . 36Dungeon Levels . . . . . . . . . 36Dungeon Stocking . . . . . . . . 37Dungeon Design Tips . . . . . . 38Wilderness . . . . . . . . . . . . 39Castles . . . . . . . . . . . . . . 39Cities . . . . . . . . . . . . . . . 41Wilderness Travel . . . . . . . . . 41

Monsters . . . . . . . . . . . . . . . 42Creating Monsters . . . . . . . . 42Monster List . . . . . . . . . . . . 42

Treasure . . . . . . . . . . . . . . . 51Treasure Trade-Outs . . . . . . . 51Magic Items . . . . . . . . . . . . 52Magic Item Descriptions . . . . . 56

Optional Rules . . . . . . . . . . . . 64Non-Player Character Classes . . 64Fighting Styles . . . . . . . . . . 64

Index . . . . . . . . . . . . . . . . . 66

Paul Gorman (http://quicklyquietlycarefully.blogspot.com) created this document as avariant of Marv Breig’s Whitebox Rules. This publication is not affiliated with Matthew J. Finch orMythmere Games. Swords & Wizardry, S&W, Whitebox, and Mythmere Games are trademarks ofMatthew J. Finch. See http://www.swordsandwizardry.com. Illustrated by Stefan Poag, HowardPyle, and Paul Gorman. Printed on July 26, 2012.

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Getting Started

SWORDS & WIZARDRY: WHITEBOX requires two kinds of participants: a Referee and Players.Before the game, Players create Player Characters (PC’s) by rolling dice to determine their char-acters’ basic attributes, picking character classes, and buying in-game equipment. The Refereemaps a dungeon on graph paper, and stocks it with monsters, traps, and treasure. During thegame, players guide their characters through the dungeon, creating their own map based on thereferee’s descriptions.

Rule Number One

The most important rule in SWORDS & WIZARDRY: WHITEBOX is that the Referee always hasthe right to modify the rules. In fact, it’s encouraged! This is your game, after all. There are gapsin the rules—holes left open on purpose—because much of the fun of “old school” gaming is beingable to make up rules as needed.

Dice

SWORDS &WIZARDRY: WHITEBOX uses several types of dice, which are abbreviated accordingto their number of sides. For example, a four-sided die is noted as “d4.” If this text says “3d4” thatmeans to roll three (3) four-sided dice and add the results together.

Character Sheets

A character sheet is a piece of paper that organizes all necessary PC information for the benefitof both the Referee and Player. The character sheet can be something as simple as a 3×5” indexcard with equipment and spells written on the back.

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Characters

Attributes

Roll 3d6 for each of these attributes in order:Strength, Intelligence, Wisdom, Constitution,Dexterity, and Charisma. After these rolls, it’soften obvious which character class best fitsthe abilities, though the player can choose anyclass. Once the player picks a class, pointsfrom other attributes may be shifted into the“Prime Attribute” of that character class on a 2for 1 basis, but don’t reduce any of the attributesto less than 9 points.

Strength represents the character’s physi-cal power. It is the Prime Attribute for Fighters.

Intelligence represents reasoning and theability to understand difficult concepts.

A high Intelligence score gives a characterthe mental capacity to know one additional lan-guage for every point above 10.

Intelligence is the Prime Attribute for Magic-Users.

Wisdom determines a character’s insight,perception, and good judgment. Wisdom is thePrime Attribute for Clerics.

Constitution refers to the health and en-durance of a character. A high Constitutionscore (15+) gives the character a +1 to eachhit die, and a low score (6 or lower) gives a -1penalty to each hit die.

MaximumHenchmenCharisma Loyalty

3–4 -2 15–6 -2 27–8 -1 39–12 0 413–15 +1 516–17 +2 618 +2 7

Dexterity is a combination of coordinationand quickness. A high Dexterity score (15+)gives a character a +1 bonus on to-hit rollswhen attacking with a bow or other rangedweapon, and a low score (8 or less) gives apenalty of -1 to such rolls.

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Charisma refers to a character’s leadershipability, and determines the number of Non-Player Character (NPC) henchmen a charac-ter can acquire. These henchmen include spe-cialists and non-human creatures, but not basicmen-at-arms. Charisma modifies the loyalty ofthese NPCs.

Experience

The capabilities (combat ability, number ofspells, etc.) of Player Characters develop asthey gain experience.

Characters earn one Experience Point (XP)for each gold piece they remove from a dun-geon. While the bulk of experience comesfrom treasure, characters also earn some ex-perience points by killing monsters.

After amassing a sufficient number of experi-ence points, a character advances in level andgains new capabilities. See the Advancementtable for each character class.

New characters start the game with zero XP.

Experience Bonus

Give the character a bonus of 10% to their “ex-perience points” (XP) if their Prime Attribute is15+, 5% if the Prime Attribute is 13–14, and -10% if the Prime Attribute is lower than 9. Thereis no bonus for scores between 9 and 12.

Hit Points

Hit points (HP) represent the amount of “dam-age” a character withstands before dying. Theyare determined by the number of hit dice (HD)the character has at each level, which is foundin the description of each character class. If aplayer begins the game with a 1st level Fighter(1+1 HD) the player would therefore roll 1 HD(1d6) and add “+1” to the end result to deter-mine his PC’s starting hit points.

Re-roll hit points each time a Player Charac-ter gains a level. If the re-roll results in the char-acter having fewer hit points for the new levelthan from the old level, the hit points remain thesame.

Alignment

Choose an Alignments: Law, Chaos, or Neu-trality. Law promotes the order of human civi-lization, while Chaos favors a world beyond hu-man reason.

Languages

Don’t choose languages during character cre-ation. When a character with unused language“slots” hears creatures speaking in a dungeon,roll to see if the character understands. On aroll of 1–2 in 6, the referee reveals the name ofthe language and what was said by the crea-tures. Note knowledge of the language on yourcharacter sheet.

Last Will and Testament

Dungeon exploration is a dangerous business.Characters who declare a next of kin pass theirworldly possessions on to another character incase of their disappearance or death. The in-heriting character pays a 10% inheritance tax.

Character Classes

There are three character classes in the game:the Cleric, the Fighter, and theMagic-User. TheReferee is free to invent or allow other characterclasses.

The Cleric

Clerics serve a patron deity. Players may makeup the details if the Referee doesn’t use a par-ticular mythology for the campaign. Mytholo-gies and other details of a campaign world oftencome later if the Referee is just starting.

The Cleric might be a sinister witch-hunter,an exorcist of demons, a shining knight of thefaith, or a secret agent of some temple hierar-chy. Since many of the Cleric’s abilities heal orprotect, they tend to play a support role duringcombat. However, they can stand shoulder-to-shoulder with the party’s Fighters—for a while.

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Wisdom is the Prime Attribute for Clerics.Clerics with Wisdom of 15 or higher receivea 10% bonus to experience or 5% with 13–14Wisdom.

Clerics only use blunt weapons (club, flail,mace, etc.) and the only missile weapon theyare allowed is oil. Clerics have no armor restric-tions.

Clerics cast divine spells. Each day, theCleric prays for a certain set of spells, choos-ing any spells from the standard list. Clerics ofspecific gods might have entirely different sets

of spells as designed by the Referee, but thestandard Cleric uses the standard spell list.

Lawful Clerics “turn” undead. See TurningUndead on page 29.

At tenth level, a Cleric who builds a templeto his deity attracts loyal followers who swearfealty to the character. Clerics must declaretheir alignment to either Law or Chaos beforebuilding a temple. If the Cleric changes align-ment after establishing a Temple, the charac-ter loses any followers (and probably faces amutiny).

Cleric AdvancementSpells by Spell Level

Level XP HD (d6) To-Hit 1 2 3 4 51 0 1 +0 – – – – –2 1,500 2 +0 1 – – – –3 3,000 3 +0 2 – – – –4 6,000 3+1 +1 2 1 – – –5 12,000 4 +1 2 2 1 – –6 24,000 5 +2 2 2 1 1 –7 48,000 6 +2 2 2 2 1 18 96,000 6+1 +3 2 2 2 2 29 192,000 7 +4 3 3 3 2 210 384,000 8 +5 3 3 3 3 3

The Fighter

The Fighter is trained in battle and the use of ar-mor and weapons. Your character might be aferocious Viking raider, a roaming samurai, or amedieval knight. As the best equipped of all thecharacter classes to dish out and absorb dam-age, Fighters often end up on the front lines,going toe-to-toe with dragons, goblins, and evilcultists.

Strength is the Prime Attribute for Fighters.Fighters with Strength of 15 or higher receivea 10% bonus to experience or 5% with 13–14Strength.

Fighters are trained in warfare, so they useany kind of weapon or armor.

Against foes of one hit dice (HD) or fewer,Fighters get one attack per level each combatround.

At ninth level, a Fighter who chooses to builda castle is considered to have reached the rank

of “Baron” or “Baroness,” bestowed by the localruler or monarch. The character attracts men-at-arms, who swear their fealty as loyal follow-ers.

Fighter Advancement

Level XP Hit Dice (d6) To-Hit1 0 1+1 +02 2,000 2 +13 4,000 3 +24 8,000 4 +25 16,000 5 +36 32,000 6 +47 64,000 7 +48 128,000 8 +59 256,000 9 +610 512,000 10 +6

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The Magic-User

The Magic-User is a mysterious figure, a stu-dent of arcane powers and spell casting.

Intelligence is the Prime Attribute for Magic-Users. An Intelligence score of 15+ grantsthem a 10% bonus to all experience pointsawarded or 5% with 13–14 Intelligence.

Because magic-users spend their wakinghours studying arcane tomes and scrolls, theyhave little time to train with weapons or learnphysical combat. Magic-Users only wield dag-gers or staves, and use no armor.

Unlike the Cleric, Magic-Users own books of

spells (which do not include all of the spells fromthe standard lists). Reading from this book, theMagic-User presses a select spell formula intohis mind, effectively “preparing” it to be cast.Once a prepared spell is cast, the spell for-mulae disappears from the Magic-User’s mind,and must be prepared again before another at-tempt can be made to cast it. However, it ispossible to prepare a spell multiple times usingthe available “slots” in the Magic-User’s mem-ory. If the Magic-User finds spell scrolls duringan adventure, he can copy them into his spellbook.

Magic-User AdvancementSpells by Spell Level

Level XP HD (d6) To-Hit 1 2 3 4 5 61 0 1 +0 1 – – – – –2 2,500 1+1 +0 2 – – – – –3 5,000 2 +0 3 1 – – – –4 10,000 2+1 +0 4 2 – – – –5 20,000 3 +1 4 2 1 – – –6 40,000 3+1 +0 4 2 2 – – –7 80,000 4 +2 4 3 2 1 – –8 160,000 4+1 +2 4 3 3 2 – –9 320,000 5 +3 4 3 3 2 1 –10 640,000 5+1 +3 4 4 3 2 2 –11 – 6 +4 4 4 4 3 3 –12 – 6+1 +4 4 4 4 4 4 113 – 7 +5 5 5 5 4 4 214 – 7+1 +5 5 5 5 4 4 315 – 8 +6 5 5 5 4 4 416 – 8+1 +6 5 5 5 5 5 5

Character Races

Though most players characters are human,humans share their world with a number offantastic races. Elves populate great forests,Dwarves carve halls and mines into the heartof the earth, and Halflings reside in comfortablehill-houses of bucolic shires.

The Dwarf

Dwarves grow up in underground cities, so theyrecognize special stonework: sloping corridors,

moving walls, and traps made of stone (fallingblocks, rigged ceilings, and tiny slits designedto release arrows, darts, or poison gas). Whatthe Dwarf does or does not perceive is for theReferee to decide.

The only character class available toDwarves is that of the Fighter, and they ad-vance only as high as 6th level.

Giants, ogres, trolls, and similar giant-typecreatures are not good at fighting small crea-tures, and inflict only half the damage againstDwarves.

Dwarves speak the dwarf, gnome, goblin,

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and kobold languages.

The Elf

The Referee can interpret Elves as the faerie-folk of Irish legend, the Vanir of Norse mythol-ogy, or perhaps something more akin to theElves of Tolkien’s imagination.

Elves are associated with magic, and skilledwith the sword and bow. The Elf chooses eachday (announced at the start of an adventure)whether to adventure as a Fighter or Magic-User. As a result, the Elf has two alternate ad-vancement paths (experience points, hit dice,saving throws, to-hit bonuses, etc.) dependingupon whether he donned steel that day or sum-moned the power to cast spells.

They progress only to 4th level as Fightersand 8th as Magic-Users.

When an Elf adventures as a Magic-User,the character has the same weapon and armorlimitations as a Magic-User, except that magicarmor may be worn.

Elves gain +1 to-hit or damage when fight-ing goblins, orcs, intelligent undead, and lycan-thropes. Elves are also immune to paralysiscaused by undead, such as ghouls.

Elves spot hidden and concealed doors 1–4on a d6 when searching, or 1–2 on a d6 whenjust passing by.

Elves speak the elf, gnoll, hobgoblin, and orclanguages.

The Halfling

Halflings are short, stout, and live in shires—rustic communities remote from larger folk. Afew halflings have enough adventurous spirit toexplore the world beyond the farms and fieldsof the local shire.

Fighter is the only character class availableto Halflings, and they advance only as high as4th level.

Giants, ogres, trolls, and similar giant-typecreatures are not good at fighting small crea-tures, and inflict only half the damage againstHalflings.

Halflings fire missile weapons with +2 to-hit.

When not in combat, Halflings’ stealth makesthem hard to hear or spot.

Other TypesIf you referee’s down with it, make anykind of crazy character you can imagine—gorilla, robot, mutant, slime, giant alien bug—whatever. Use any type that starts weak, andbecomes more capable through experience.Playing a dragon works so long as it begins asa vulnerable hatchling.

Equipment

Each character starts with 3d6×10 gold piecesat the beginning of the game, used to buyequipment. One gold piece (gp) is worth 10silver pieces (sp) or 100 copper pieces (cp).Prices for equipment are listed on the tablesbelow in amount of gold pieces. The Refereeis encouraged to include additional items andequipment.

Adventuring GearItem Cost (gp)Backpack (30 lb. capacity) . . . . . . . . . . . . . . . . . .5Bedroll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Belladonna, bunch . . . . . . . . . . . . . . . . . . . . . . . . 10Bottle (wine), glass . . . . . . . . . . . . . . . . . . . . . . . . . 1Case (map or scroll) . . . . . . . . . . . . . . . . . . . . . . . . 3Crowbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Flint and Steel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Garlic (1 lb.) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Grappling Hook . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5Hammer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Helmet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Holy Symbol, wooden . . . . . . . . . . . . . . . . . . . . . . 2Holy Symbol, silver . . . . . . . . . . . . . . . . . . . . . . . . 25Holy Water, small vial . . . . . . . . . . . . . . . . . . . . . 25Lantern . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Mirror (small), steel . . . . . . . . . . . . . . . . . . . . . . . . . 5Oil (lamp), 1 pint . . . . . . . . . . . . . . . . . . . . . . . . . . . .2Pole, 10 ft. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Rations, trail (day) . . . . . . . . . . . . . . . . . . . . . . . . . . 1Rations, dried (day) . . . . . . . . . . . . . . . . . . . . . . . . .3Rope (50 ft.), hemp . . . . . . . . . . . . . . . . . . . . . . . . .1Rope (50 ft.), silk . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

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Sack (15 lb. capacity) . . . . . . . . . . . . . . . . . . . . . . 1Sack (30 lb. capacity) . . . . . . . . . . . . . . . . . . . . . . 2Shovel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5Spellbook (blank) . . . . . . . . . . . . . . . . . . . . . . . . 100Spikes (12), iron . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Stakes (12), wooden . . . . . . . . . . . . . . . . . . . . . . . .1Tent . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Torches (6) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Waterskin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Wolfsbane, bunch . . . . . . . . . . . . . . . . . . . . . . . . . 10

Transportation

Type Cost (gp)Armor, horse (barding) . . . . . . . . . . . . . . . . . . . 320Bags, saddle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Boat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100Cart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80Galley, large . . . . . . . . . . . . . . . . . . . . . . . . . . 30,000Galley, small . . . . . . . . . . . . . . . . . . . . . . . . . . 10,000Horse, draft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30Horse, light riding . . . . . . . . . . . . . . . . . . . . . . . . . 40Mule . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Raft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40Saddle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Ship, sailing (large) . . . . . . . . . . . . . . . . . . . 20,000Ship, sailing (small) . . . . . . . . . . . . . . . . . . . . 5,000Wagon, small . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160Warhorse, heavy . . . . . . . . . . . . . . . . . . . . . . . . . 200Warhorse, medium . . . . . . . . . . . . . . . . . . . . . . .100

Mêlée Weapons

Weapon Cost gp (Weight lb.)Axe, battle* . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 (15)Axe, hand‡ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 (5)Club . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 0 (10)Dagger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 (2)Flail . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 (15)Mace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 (10)Morning Star . . . . . . . . . . . . . . . . . . . . . . . . . . .6 (15)Polearm (bardiche, halberd, etc.)* . . . . . . 7 (15)Spear†‡ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 (10)Staff* . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 (10)Sword, long . . . . . . . . . . . . . . . . . . . . . . . . . . 10 (10)Sword, short . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 (5)Sword, two-handed* . . . . . . . . . . . . . . . . . . 15 (15)Warhammer . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 (10)

* Two-handed weapon† Used either one-handed or two-handed‡ Used either as mêlée or missile weapon

Missile WeaponsWeapon Cost gp (Weight lb.)Arrows (20) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 (1)Arrow, silver . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 (1)Axe, hand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 (10)Bolt, crossbow (30) . . . . . . . . . . . . . . . . . . . . . 5 (5)Bow, long . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 (5)Bow, short . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 (5)Case (30 bolt capacity) . . . . . . . . . . . . . . . . . .5 (1)Crossbow, heavy . . . . . . . . . . . . . . . . . . . . . . 25 (5)Crossbow, light . . . . . . . . . . . . . . . . . . . . . . . . 15 (5)Pouch (20 stone capacity) . . . . . . . . . . . . . . . 1 (1)Quiver (20 arrow capacity) . . . . . . . . . . . . . . 5 (1)Sling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 (1)Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 (10)Stones (20) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 (1)

ArmorArmor Cost gp (Weight lb.)Chain mail . . . . . . . . . . . . . . . . . . . . . . . . . . . .30 (50)Leather . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15 (25)Plate mail . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 (75)Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 (10)

Calculating Armor ClassArmor class (AC) indicates how hard it is for en-emies to hit a character in combat. A lower ACnumber indicates better protection.

Armor ACUnarmored 9Shield only 8

Leather armor 7Leather & shield 6

Chain mail 5Chain & shield 4

Plate mail 3Plate & shield 2

Converting Armor Class SystemsIn the traditional descending AC system, an un-armored human has an AC of 9. The armor you

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buy lowers your AC and the lower the AC, theharder you are to hit.

Swords &Wizardry also supports an alterna-tive ascending AC system (AAC). Under AAC,an unarmored human has an AC of 10, andhigher armor classes are better. Where used,the AAC is shown in brackets after the tradi-

tional descending AC number.

To translate between the Ascending and De-scending AC systems, make the ascending ar-mor class (AAC) and descending armor class(AC) values add up to 19. For example, AAC[12] is the same as AC 7 because 19− 7= 12.

AC 9 8 7 6 5 4 3 2 1 0AAC 10 11 12 13 14 15 16 17 18 19

Encumbrance & Movement

A reasonable amount of miscellaneous gear—as much as fits in a medium-sized backpack—weighs 10 pounds. The weight of weapons andarmor is noted in parentheses on the equipmentlists. Each coin and gem of treasure weighs 0.1pound.

Calculate your character’s base movementrate based on race and weight carried. Char-acters can make up to two moves per turn for atotal movement of double the listed movementrates, or make a single move along with someother action.

Movement RatesLbs. Man/Elf Dwarf/Halfling0–75 120’ 90’

76–100 90’ 60’101–150 60’ 30’151–300 30’ 30’

Movement Rate AdjustmentsMove Type Adjustment

Careful Half usual rateNormal Usual rateRunning Double rate

Hiring Assistants

Many characters, particularly when beginningan adventuring career, need hirelings to haulgear or fight monsters. Characters post adver-tisements or inquire at the local watering holeto find hirelings.

Hirelings are 0-level NPC’s who work for afixed weekly wage. They include men-at-armsand linkboys. Hirelings show little initiative and

take few risks, although men-at-arms hold theline in combat unless obviously over-matched.Badly treated hirelings decline to renew theirweekly contracts.

Hirelings do not gain experience from killingmonsters. They only gain experience if a playercharacter gives them a share of treasure in ex-cess of their weekly wages.

When a hireling gains experience, he is nolonger considered 0-level and become a 1stlevel NPC with a character class. Such non-player characters are called Henchmen.

Henchmen work for a share of treasure—generally a half share. They accept greaterrisks than hirelings, so long as the player char-acters routinely take the same risks. The loy-alty of a henchman is tied to a particular playercharacter.

Alchemist . . . . . . . . . . . . . . . . . . . . . . . .250gp/weekAnimal Trainer . . . . . . . . . . . . . . . . . . . 125gp/weekArmorer . . . . . . . . . . . . . . . . . . . . . . . . . . 25gp/weekAssassin . . . . . . . . . . . . . . . . . . . . . . . . 500gp/weekBlacksmith . . . . . . . . . . . . . . . . . . . . . . . . . 5gp/weekCaptain, Ship . . . . . . . . . . . . . . . . . . . . . 75gp/weekEngineer . . . . . . . . . . . . . . . . . . . . . . . . 200gp/weekHorseman . . . . . . . . . . . . . . . . . . . . . . . . . 3gp/weekNon-combatant (servant, linkboy) . . 2gp/weekSage . . . . . . . . . . . . . . . . . . . . . . . . . . . . 500gp/weekSailor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3gp/weekSoldier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5gp/weekSpy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125gp/week

These rates are for humans only. Demi-humans cost more to hire, and it may take morethan just the promise of gold coins.

Optional Fun & Flavor

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Petty Gear

1. Bandanna (roll for color)2. Belt buckle, personalized3. Bird cage4. Canvas hose (25’)5. Costume jewelry, ostentatious6. Delicate fish net7. Dice8. Entomology collection case9. Eye patch

10. Feather boa11. Fossil (fish, small lizard, etc.)12. Hand puppet, animal/monster13. Music box14. Musical instrument, small15. Small scale & weights16. Spats17. Spy glass (broken lens)18. Umbrella19. Watercolor paint set20. Wooden coin painted gold

Distinctive Looks

1. Big ears2. Buck teeth3. Craggy nose4. Dueling scar5. Extra digit on each hand6. Facial tatoo7. Gold tooth8. Gorbachev birthmark9. Hunchback

10. Limp11. Mentat eyebrows12. Mis-matched eye colors13. Missing front tooth14. Rope scar around neck15. Spotty skin16. Wandering eye17. Unusually fat18. Unusually short19. Unusually tall20. Unusually skinny

Former Employment

How did your character earn their daily breadbefore taking to a life of perilous adventure?

1. Animal trainer2. Astrologer3. Bailiff4. Barber5. Boatman6. Bonepicker7. Coachman8. Cobbler9. Cooper

10. Drover

11. Farmer12. Fisherman13. Gambler14. Hunter15. Initiate16. Lamplighter17. Ragpicker18. Rat catcher19. Student20. Tinker

Skills from these jobs rarely exceed appren-tice level—if the character was good at it, they’dprobably still be doing the job rather than crawl-ing into down holes filled with monsters.

0e Noggin Coverings

Decorative Motif

1. Astral bodies2. Birds3. Burrowing

mammals4. Demons5. Eyes6. Fish7. Flowers8. Geometric

pattern

9. Landscape w/castles

10. Nymphs, Satyrs11. Snakes12. Stages, does13. Sailing ships14. Tentacles15. Trees, leaves

16–20 Solid color

Colors

1. Banana2. Brass3. Crimson4. Deep blue5. Ectoplasm

green6. Gold7. Gray8. Lavender9. Orange

10. Pale blue11. Pink

12. Polished sil-ver

13. Purple14. Rich brown15. Steel16. Straw17. Squid white18. Turquoise19. Violet20. Yellow-

green

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Fighters & Dwarves

1. Balaclava2. Boar’s tusk

helmet3. Chain coif4. Coolus helmet5. Crusader helm6. Corinthian helm7. Full-visor helm,

plain8. Full-visor helm

(roll on masksub-table)

9. Helm w/half-visor

10. Maskedsamurai (roll onmask sub-table)

11. Metal skull cap12. Mongol helmet13. Montefortino

helmet14. Morion15. Open-face

samurai helmet16. Phrygian cap

helmet17. Pot helmet18. Roman galea19. Sallet20. Viking helmet

Clerics

1. Biretta2. Bishop

Miter3. Cockel Hat4. Fez5. Headband

w/ horns orantlers

6. Holysymbolshaped

7. Kamilavka

8. Klobuk9. Mao-tzu

10. Papal Tiara11. Skufia12. Taqiyah13. Turban14. Wimple15. Yarmulke16. Zucchetto

17–20. Roll onFightertable

Magic-Users & Elves

1. Animal-shaped hat2. Beanie3. Bedouin wrap4. Deep hood5. Floppy wide-brimmed hat6. Fur-lined hood7. Hood 1d4 tassels8. Large baret9. Long, heavy scarf

10. Mask:1. Animal2. Bird beak3. Carved

caricature4. Demon5. Emotive6. Faceless

7. Jack-O-Lantern

8. Paintedportrait

9. Tusks10. Skull

11. Puffy hat12. Short conical hat13. Tall conical hat14. Tiered Ziggurat hat (1d4 steps + 1 per

character level)15. Top hat w/ slight-of-hand compart-

ment, or collapsible silk top hat16. Veil or scarf17. Stiff wide-brimmed hat18. Turban

19–20. Roll on Fighter table

(Inspired by JB’s B/X Headgear)

Carousing

Adventurers live both their work and leisurelives to extremes. Carousing in town after a bigscore in the dungeon gives a character expe-rience points equal to the gold they spend di-vided by their character level. The availabilityof sex, drugs, drink, and gambling depends onthe size of a settlement.

Carousing Weekly Limits

Settlement GP LimitVillage 100 gpTown 500 gpCity 1,000 gp

Capitol 5,000 gp

After a week of carousing, characters mustsave vs. poison or roll on the CarousingMishaps table.

Instead of debauchery, referees may allowcharacters to earn experience outside the dun-geon by engaging in class-appropriate pursuits.For example, magic-users pursue arcane re-search (page 28), clerics offer sacrifices to theirgods or demons, and fighting-men engage intournaments of arms or other chivalric pursuits.

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Carousing Mishaps

1. Got a tattoo (roll for location, motif,embarrassment factor)

2. Woke up in jail (roll 2d6×10 bail/fine)3. Random item lost forever4. Somebody’s spouse is out to get you.

5. You’re cut off. No carousing in thistown next week.

6. Woke with livestock in your residence.Angry farmer pounds on door.

(Or use Jeff Rients’ awesome CarousingMishaps table.)

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Magic

Cleric Spell List

Cleric spell names in parentheses indicate thechaotic incarnation of the spell. The Refereedetermines the consequences of Lawful Cler-ics using chaotic spells.

Level 1 Cleric Spells

1. Cure (Cause)Light Wounds

2. Detect Evil(Good)

3. Detect Magic

4. Light (Dark)5. Protection from

Evil (Good)6. Purify (Putrefy)

Food and Drink

Level 2 Cleric Spells

1. Bless (Curse)2. Find Traps3. Hold Person

4. Speak with Ani-mals

Level 3 Cleric Spells

1. Cure (Cause)Disease

2. Light (Dark),

Continual3. Locate Object4. Remove Curse

Level 4 Cleric Spells

1. Cure (Cause)SeriousWounds

2. NeutralizePoison

3. Protection from

Evil (Good), 10ft. radius

4. Speak withPlants

5. Sticks toSnakes

Level 5 Cleric Spells

1. Commune2. Create Food

and Drink3. Dispel Chaos

(Law)4. Insect Plague5. Quest6. Raise Dead

Magic-User Spell List

Level 1 Magic-User Spells

1. Charm Person2. Detect Magic3. Hold Portal4. Light5. Protection from

Evil6. Read

Languages7. Read Magic8. Sleep

Level 2 Magic-User Spells

1. Detect Evil2. Detect

Invisibility3. Detect

Thoughts(ESP)

4. Invisibility5. Knock

6. Levitate7. Light,

Continual8. Locate Object9. Phantasmal

Force10. Web11. Wizard Lock

Level 3 Magic-User Spells

1. Alter Time2. Crystal Ball3. Darkvision4. Dispel Magic5. Fireball6. Fly7. Hold Person8. Invisibility, 10

ft. radius

9. Lightning Bolt10. Protection from

Evil, 10 ft.radius

11. Protection fromNormalMissiles

12. WaterBreathing

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Level 4 Magic-User Spells

1. Charm Monster2. Confusion3. Dimension

Portal4. Hallucinatory

Terrain5. Massmorph

6. Plant Growth7. Polymorph8. Remove Curse9. Wall of Fire or

Ice10. Wizard Eye

Level 5 Magic-User Spells

1. Animal Growth2. Animate Dead3. Cloudkill4. Conjure

Elemental5. Contact Other

Plane6. Feeblemind7. Hold Monster

8. Magic Jar9. Passwall

10. Telekinesis11. Teleport12. Transform

Rock-Mud13. Wall of Stone

or Iron

Level 6 Magic-User Spells

1. Anti-MagicShell

2. ControlWeather

3. Death Spell4. Disintegrate5. Invisible

Stalker

6. Move Earth7. Move Water8. Project Image9. Quest

10. Reincarnation11. Transform

Stone-Flesh

Spell Descriptions

Cleric andMagic-User spells are listed in alpha-betical order. The Chaotic versions of spellsnoted in parentheses are available only to Cler-ics.

Alter TimeSpell Level: M3Range: 240 ft.Duration: 30 min.

TheMagic-User must announce which of thetwo options he casts. Both options have a 60foot radius area of effect:

Haste: as many as 24 creatures move andattack at double normal speed.

Slow: as many as 24 creatures failing a sav-ing throw move and attack at half speed.

Animal GrowthSpell Level: M5Range: 120 ft.Duration: 2 hours

Animal Growth causes 1d6 normal creaturesto immediately grow to giant size. The affectedcreatures attack as per a giant version of thenormal animal.

Animate DeadSpell Level: M5Range: Referee’s discretionDuration: Permanent

This spell animates skeletons or zombiesfrom dead bodies. 1d6 undead are animated(per level of the caster above 8th). The corpsesremain animated until destroyed or dispelled.

Anti-Magic ShellSpell Level: M6Range: CasterDuration: 2 hours

An invisible bubble of force surrounds thecaster, impenetrable to magic. Spells and othermagical effects cannot pass into or out of theshell.

Bless (Curse)Spell Level: C2Range: Target PC or NPC (out-of-combat)Duration: 1 hour

The Cleric must announce which of the twooptions he casts. The recipient of this spell can-not be in combat when it is cast.

Bless: the recipient gets a +1 bonus to all at-tack rolls and, if the target is not a Player Char-acter, improved overall morale.

Curse: the recipient suffers a -1 penalty toall attack rolls and, if the target is not a PlayerCharacter, decreased morale.

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Charm MonsterSpell Level: M4Range: 60 ft.Duration: Until dispelled

Charm Monster operates in the same man-ner as Charm Person, but affects any form ofanimal or creature. For monsters 3 HD or fewer,it affects up to 3d6 individuals.

Charm PersonSpell Level: M1Range: 120 ft.Duration: Until dispelled

Charm Person affects living bipeds of abouthuman size or smaller, such as pixies, orcs, orhobgoblins. If the spell succeeds (saving throwallowed), the unfortunate creature falls underthe caster’s influence.

CloudkillSpell Level: M5Range: CloseDuration: 1 hour

Foul and poisonous vapors boil from thin air,forming a cloud 15 feet in radius. The cloudmoves away from the caster at a rate of 6 feetper minute unless wind alters its direction orspeed. Unusually strong gusts dissipate anddestroy it. Poison-laden, the horridmist is heav-ier than air, and thus sinks down any pits orstairs in its path. This spell affects only crea-tures with 5 or fewer HD.

CommuneSpell Level: C5Range: CasterDuration: 3 questions

Higher powers grant answers to three ques-tions the caster poses. Higher powers don’t likebeing constantly interrogated by mere mortals,so the spell should be limited to one casting perweek or so. The Referee may rule that a clericcasts a double strength Commune spell com-posed of six questions once per year.

ConfusionSpell Level: M4Range: 120 ft.Duration: 2 hours

This spell confuses people and monsters,making them act randomly. Roll 2d6 every turnto determine the creature’s behavior:

2d6 Confused Behavior2–5 Attack caster and his allies6–8 Stand baffled and inactive9–12 Attack each other

The spell affects 2d6 creatures, plus an addi-tional creature for every caster level above 8th.The spell automatically and immediately con-fuses creatures of 3 HD or fewer. Creatures of4 HD or more automatically resist the confusioneffect until it reaches its full power, which takesa number of minutes equal to 1d12 minus thecaster’s level. These creatures must make asaving throw when the effect reaches full powerand every 10 minutes thereafter or becomeconfused for the remainder of the spell’s dura-tion.

Conjure ElementalSpell Level: M5Range: 240 ft.Duration: Until dispelled

The caster summons a 16 HD elemental(any kind) from the elemental planes of exis-tence, and binds it to his commands. Each typeof elemental may only be summoned once perday. The elemental obeys the caster only for aslong as the caster concentrates on it; when thecaster ceases to concentrate, even for a mo-ment, the elemental is released and will attack.

Contact Other PlaneSpell Level: M5Range: NoneDuration: See table

The caster mentally contacts planes, forces,powers, and geometries of the beyond in orderto ask affirmative or negative questions. The

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spell’s effect depends on how deeply the casterwishes to delve.

Plane Insanity Right Wrong1 1–2 3–11 12–202 1–4 4–13 14–203 1–6 7–16 16–204 1–8 9–17 18–205 1–10 11–18 19–206 1–12 13–19 20

Planes are the “depth” at which the casterchooses to seek the truth, and the number ofYes/No questions allowed.

Temporary insanity lasts for as a number ofweeks equal to the depth of the plane.

Right/wrong represents the possibility ofmisunderstood or misleading answers.

Control Weather

Spell Level: M6Range: Referee’s discretionDuration: Referee’s discretion

The caster can summon or stop rainfall, tor-nadoes, create unusually high or low tempera-tures, clear the sky or summon clouds into be-ing.

Create Food and Drink

Spell Level: C5Range: CloseDuration: Instantaneous

This spell creates a one-day supply of simplefood and drinking water for 24 men (or horses,which drink the same amount as a man forgame purposes).

Crystal Ball

Spell Level: M3Range: 60 ft.Duration: 2 hours

TheMagic-User must announce which of thetwo options he casts. A two foot thickness ofsolid stone or a thin layer of lead blocks bothoptions.

Clairaudience: the caster can hear throughsolid obstacles.

Clairvoyance: the caster can see throughsolid obstacles.

Cure (Cause) Disease

Spell Level: C3Range: TouchDuration: Instantaneous

Cure Disease: cures the recipient of alldiseases—including those magically inflicted.

Cause Disease: inflicts the recipient with adisease to be determined by the Referee.

Cure (Cause) Light Wounds

Spell Level: C1Range: TouchDuration: Instantaneous

Cure Light Wounds: cures 1d6+1 HP.Cause Light Wounds: causes 1d6+1 dam-

age.

Cure (Cause) Serious Wounds

Spell Level: C4Range: TouchDuration: Instantaneous

Cure Serious Wounds: cures 3d6+3 HP.Cause Serious Wounds: causes 3d6+3

damage.

Darkvision

Spell Level: M3Range: TouchDuration: 1 day

The recipient of the spell can see in totaldarkness. Roll 1d6 to determine the range ofvision.

d6 Range of Vision1–2 40 feet3–4 50 feet5–6 60 feet

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Death SpellSpell Level: M6Range: 240 ft.Duration: Permanent

Within a 60 foot radius, up to 2d8 creatureswith fewer than 7 HD perish.

Detect Evil (Good)Spell Level: C1, M2Range: 120 ft. (C), 60 ft. (M)Duration: 1 hour (C), 20 min. (M)

Detect Evil: the caster detects evil creatures,or those with evil enchantments, intentions,thoughts, or auras within the spell’s range.Things like poison are not inherently evil, andcannot be detected by this spell.

Detect Good: works like Detect Evil exceptthat it detects good.

Detect InvisibilitySpell Level: M2Range: 10 ft./caster levelDuration: 1 hour

Caster perceives invisible creatures and ob-jects.

Detect MagicSpell Level: C1, M1Range: 60 ft.Duration: 20 min.

The caster perceives in places, people, orthings the presence of a magical spell or en-chantment. Magical items or secretly placedcharms may be discovered with this spell.

Detect Thoughts (ESP)Spell Level: M2Range: 60 ft.Duration: 2 hours

The caster detects the thoughts of other be-ings. The spell cannot penetrate more than twofeet of stone and is blocked by even a thin sheetof lead.

Dimensional PortalSpell Level: M4Range: 10 ft. casting, 360 ft. teleportDuration: Instantaneous

Dimensional Portal is a weak form of theTeleport spell that can be managed by lessermagicians. The caster can teleport with perfectaccuracy himself, an object, or another personto a location within the spell’s range.

DisintegrateSpell Level: M6Range: 60 ft.Duration: Permanent

The caster defines one specific target suchas a door, a peasant, or a statue, and it dis-integrates into dust. Magical materials are notdisintegrated, and living creatures (such as theaforementioned peasant) are permitted a sav-ing throw. The Disintegrate spell cannot be dis-pelled.

Dispel Chaos (Law)Spell Level: C5Range: 30 ft.Duration: 10 min.

Dispel Chaos: similar to Dispel Magic, butworks against items, spells, or agents of Chaos.However, unlike Dispel Magic, this spell alsofunctions against chaotic sendings, possibly in-cluding dreams or supernatural hunting-beasts.

Dispel Law: works like Dispel Chaos but dis-pels Law.

Dispel MagicSpell Level: M3Range: 120 ft.Duration: 10 min.

Dispel magic completely dispels most en-chantments and spells .

As an example of how one might referee thisspell, the chance of dispelling magic could bea percentage based on the ratio of the level ofthe caster trying to dispel over the level of the

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caster (or HD of the monster) who hurled theoriginal magic.

Thus, a 6th level Magic-User attempting todispel a charm cast by a 12th level Magic-Userhas a 50% chance of success (6 ÷ 12 = 1

2). If

the 12th level Magic-User were dispelling the6th level Magic-User’s charm, the dispellingcaster’s chance of success would be 200% (12÷ 6 = 2).

Feeblemind

Spell Level: M5Range: 240 ft.Duration: Permanent until dispelled

Feeblemind affects only Magic-Users, whomake a saving throw against the spell at a -4 penalty. If the saving throw fails, the tar-geted Magic-User becomes feebleminded untilthe magic is dispelled.

Find Traps

Spell Level: C2Range: 30 ft.Duration: 20 min.

Find Traps reveals to the caster both magicaland non-magical traps at a distance of 30 feet.

Fireball

Spell Level: M3Range: 240 ft.Duration: Instantaneous

A missile shoots from the caster’s finger toexplode at the targeted location in a furnace-like blast of fire. It has a burst radius of 20 feetand damage is 1d6 per level of the caster. Theblast shapes itself to the available volume. Asuccessful saving throwmeans the target takeshalf damage.

Fly

Spell Level: M3Range: TouchDuration: 1d6 turns + 1 turn/level

Fly grants the power of flight, with a move-ment rate of 120 feet per round. The Refereerolls for the duration of the spell in secret anddoes not disclose this information to the Player.

Hallucinatory Terrain

Spell Level: M4Range: 240 ft.Duration: Until touched by an enemy or dis-pelled

This spell makes one type of terrain look likeanother type of the caster’s choice. A hill canbemade to disappear, or could be replaced withan illusory forest, for example.

Hold Monster

Spell Level: M5Range: 120 ft.Duration: 1 hour + 10 min./level

The caster targets either 1d4 creatures (sav-ing throw applies) or a single creature whomustmake their save at a -2 penalty.

Hold Person

Spell Level: C2, M3Range: 180 ft. (C), 120 ft. (M)Duration: 90 min. (C), 1 hour + 10 min./level(M)

The caster targets either 1d4 persons (withthe same parameters as Charm Person; sav-ing throw applies) or a single creature whomustmake their save at a -2 penalty.

Hold Portal

Spell Level: M1Range: Referee’s discretionDuration: 2d6 turns

Hold Portal magically holds a door or gatein position for the spell’s duration (or until dis-pelled). Creatures with magic resistance canshatter the spell without much effort.

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Insect Plague

Spell Level: C5Range: 480 ft.Duration: 1 day

This spell only works outdoors. A storm ofinsects gathers, and goes wherever the casterdirects. The cloud is approximately 400 squarefeet (20 × 20 feet) with roughly correspondingheight. Any creature with fewer than 2 HD ex-posed to the cloud of insects flees in terror (nosaving throw).

Invisibility

Spell Level: M2Range: 240 ft.Duration: Until dispelled or an attack is made

The object of this spell, whether a person ora thing, becomes invisible to both normal visionand darkvision. If the Referee uses the invisibil-ity rules unchanged, an invisible creature can-not be attacked unless its approximate locationis known, and all attacks are made at -4 to-hit.

Invisibility, 10 ft. radius

Spell Level: M3Range: 240 ft.Duration: Until dispelled or an attack is made

Otherwise identical to the Invisibility spell,this spell also throws a sphere of invisibility(with a 10 foot radius) around the recipient,which moves along with the target.

Invisible Stalker

Spell Level: M6Range: Near CasterDuration: Until mission is completed

This spell summons an Invisible Stalker with8 HD. The stalker performs one task as com-manded by the caster, regardless of how longthe task takes or how far the stalker musttravel. The stalker cannot be banished by Dis-pel Magic; it must be killed in order to end itsmission.

Knock

Spell Level: M2Range: 60 ft.Duration: Instantaneous

Knock unlocks and unbars all doors, gates,and portals within its range, including secretdoors and doors held or locked by normalmagic.

Levitate

Spell Level: M2Range: 20 ft./levelDuration: 10 min./level

This spell levitates the Magic-User, movinghim vertically up or down. The spell itself pro-vides no lateral movement. A wall, cliff side, orceiling could be used to move hand-over-hand.

Levitation moves up or down at up to 6 feetper minute (60 feet per turn). The caster cannotlevitate up or down more than 20 feet per levelfrom the elevation at which the spell was cast,whether into the air or down a chasm.

Light (Dark)

Spell Level: C1, M1Range: 120 ft.Duration: 2 hours (C), 1 hour + 10 min./level(M)

Light: produces a light as bright as a torchwith a radius of 20 feet around a person or ob-ject.

Dark: causes night-time darkness in an areawith a 20 foot radius.

Light (Dark), Continual

Spell Level: C3, M2Range: 120 ft.Duration: Permanent until dispelled

Light, Continual: produces a light as brightas a torch with a radius of 20 feet around a per-son or object.

Dark, Continual: causes night-time dark-ness in an area with a 20 foot radius.

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Lightning Bolt

Spell Level: M3Range: 60 ft.Duration: Instantaneous

A ten foot wide bolt of lightning extends 60feet from the fingertip of the caster. Anyone inits path suffers 1d6 points of damage per levelof the caster, though a successful saving throwhalves damage. The bolt always extends 60feet, even if this means that it ricochets back-ward from something that blocks its path.

Locate Object

Spell Level: C3, M2Range: 90 ft. (C), 60 ft. + 10 ft./level (M)Duration: 1 min./level

This spell directs the caster (as the crowflies) toward an object the caster describes.The caster must have seen the object or an ob-ject of its general type: stairs, gold, etc.

Magic Jar

Spell Level: M5Range: See belowDuration: See below

Magic Jar relocates the caster’s life essence,intelligence, and soul into an object within 30feet of the caster’s body.

Once within the magic “jar,” the caster canpossess the bodies of other creatures and peo-ple within 120 feet of the jar who fail a savingthrow. The caster can return his soul to themagic jar at any time.

If a body he controls is slain, his life essencereturns immediately to the jar. If the caster’sbody is destroyed while his soul is in the magicjar, the soul no longer has a home other thanwithin the magic jar (although the disembod-ied wizard can still possess other bodies asbefore). If the jar itself is destroyed while theMagic-User’s soul is within, the soul is lost.

The spell ends when the Magic-User returnsfrom the jar to his own body.

MassmorphSpell Level: M4Range: 240 ft.Duration: Until negated or dispelled

Massmorph makes one hundred or fewerman-sized creatures appear like innocent trees.Even creatures moving through the “forest” de-tect no deception.

Move EarthSpell Level: M6Range: 240 ft.Duration: Permanent

This spell can only be used above ground.It moves hills and other raised land or stone 6feet per minute for 1 hour.

Move WaterSpell Level: M6Range: 240 ft.Duration: See below

TheMagic-User must announce which of thetwo options he casts:

Lower water: lowers the depth and waterlevel of lakes, rivers, wells, and other bodies ofwater to 1

2their normal levels for 10 turns.

Part water: creates a 10 foot deep channelthrough water for 6 turns.

Neutralize PoisonSpell Level: C4Range: Referee’s discretionDuration: 10 min.

This spell counteracts poison, but does notbring the dead back to life.

PasswallSpell Level: M5Range: 30 ft.Duration: 30 min.

This spell opens a man-size hole up to 10feet deep through solid rock.

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Phantasmal Force

Spell Level: M2Range: 240 ft.Duration: Until negated or dispelled

This spell creates a realistic illusion. Aviewer who believes the illusion (save vs. spell)can take damage from it. The illusion disap-pears when hit (AC 10).

Plant Growth

Spell Level: M4Range: 120 ft.Duration: Permanent until dispelled

Undergrowth in an area up to 300 square feetsuddenly grows impassable with thorns andvines. The caster chooses the shape of thearea. An alternate version (Referee’s decision)affects an area of 300 × 300 feet, for a total of90,000 square feet.

Polymorph

Spell Level: M4Range: See belowDuration: See below

TheMagic-User must announce which of thetwo options he casts:

Polymorph self: the caster assumes the formand attributes (use of wings, for example) of anyobject or creature, but not its hit points or com-bat abilities. This lasts for one hour plus oneadditional hour for each caster level.

Polymorph other: turns another being within60 feet into a different type of creature (such asa dragon, a garden slug, and of course, a frogor newt). The polymorphed creature gains allthe abilities of the new form, but retains its ownmind and hit points. This transformation lastsuntil dispelled.

Project Image

Spell Level: M6Range: 240 ft.Duration: 1 hour

The caster projects an image of his personto a maximum range of 240 feet. Not only doesthe projected image mimic the caster’s soundsand gestures, but any spell he casts appears tooriginate from the image.

Protection from Evil (Good)Spell Level: C1, M1Range: Caster onlyDuration: 2 hours (C), 1 hour (M)

Protection from Evil: creates a ward aroundthe caster that blocks attacks from magicalmonsters, like invisible stalkers, elementals,and demons. Other attackers suffer a -1penalty to hit, and the caster gains +1 on savingthrows.

Protection from Good: does the same thingagainst good creatures.

Protection from Evil (Good), 10 ft.radiusSpell Level: C4, M3Range: 10 ft. radius around casterDuration: 2 hours

Protection from Evil, 10 ft. radius has thesame effect as Protection from Evil, except itcovers an area rather than an individual.

Protection from Good, 10 ft. radius has thesame effect as Protection from Good, except itcovers an area rather than an individual.

Protection from Normal MissilesSpell Level: M3Range: 30 ft.Duration: 2 hours

Makes the recipient invulnerable to smallnon-magical missiles projected by normal menand/or weapons.

Purify (Putrefy) Food and DrinkSpell Level: C1Range: Close/TouchDuration: Instantaneous

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Purify Food and Drink: removes spoilageand poisons from enough food and water for upto a dozen people.

Putrefy Food and Drink: spoils and poisonsenough food and water for up to a dozen peo-ple.

Quest

Spell Level: C5, M6Range: 30 ft.Duration: Until completed

If the victim fails his saving throw, the castersets a task for him. If a Magic-User cast thespell, a victim who ignores the Quest altogetherwill die. If a Cleric cast the spell, the victim’s dis-obedience results in a curse determined by theReferee.

Raise Dead

Spell Level: C5Range: Line of sightDuration: See below

Raise Dead allows the Cleric to raise acorpse from the dead, provided it has not beendead too long. The normal time limit is 4 days,but for every caster level higher than 8th, thetime limit extends another 4 days. Characterswith low constitution might not survive the or-deal; and even for those with a strong consti-tution, a period of two weeks is required beforethey can function normally. This spell only func-tions on races that can be used for Player Char-acters (i.e., “human-like”).

Read Languages

Spell Level: M1Range: Reading distanceDuration: 1 or 2 readings

This spell allows the caster to read direc-tions, instructions, and similar notations writtenin unfamiliar or unknown languages. It is espe-cially useful for treasure maps.

Read MagicSpell Level: M1Range: Caster onlyDuration: 2 scrolls or other writings

Read Magic allows the caster to read magi-cal writings on items and scrolls. Magical writ-ing cannot be read without this spell.

ReincarnationSpell Level: M6Range: TouchDuration: Instantaneous

Reincarnation brings a dead character’s soulback from the dead. The soul inhabits a newbody of the same alignment as the deceased.The Referee chooses the type of body.

Remove CurseSpell Level: C3, M4Range: Close/TouchDuration: Instantaneous

This spell removes one curse from a personor object.

SleepSpell Level: M1Range: 240 ft.Duration: Referee’s discretion

Sleep puts enemies into an enchanted slum-ber. No saving throw is permitted. It affects anumber of creatures based on their hit dice.

Target HD # Affected< 1 to 1+ 2d6+3

1+ to 2 2d63+ to 4+1 1d6

Speak with AnimalsSpell Level: C2Range: 30 ft.Duration: 1 hour

The caster can speak with animals withinrange. The animals might assist him, and they

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will not attack him or his party (unless he sayssomething particularly offensive).

Speak with PlantsSpell Level: C4Range: 30 ft.Duration: 1 hour

The caster can speak to and understand thereplies of plants. Plants obey his commands asfar as they are able (e.g.—twisting or bendingaside to ease his passage, etc.).

Sticks to SnakesSpell Level: C4Range: 120 ft.Duration: 1 hour

The caster turns 2d8 normal sticks intosnakes, each with a 50% chance of being ven-omous. The snakes follow his commands, butturn back into sticks at the end of the spell (orwhen killed).

TelekinesisSpell Level: M5Range: 120 ft.Duration: 1 hour

Telekinesis moves objects using mentalpower. The amount of weight moved equals 20pounds per caster level.

TeleportSpell Level: M5Range: TouchDuration: Instantaneous

This spell transports the caster or anotherperson to a destination the caster knows (atleast from a painting or a map). Success de-pends on how well the caster knows the tar-geted location.

If the caster has only indirect experience ofthe destination (known only through a picture ormap), there is a 25% chance of success—withfailure resulting in death.

If the caster has seen but not studied thedestination, the chance of failure is 20%. Halfof failures place the traveler 1d10× 10 feet be-low the intended location, possibly resulting indeath from arrival within a solid substance. Theother half of failures place the traveler 1d10 ×10 feet above the targeted location, possibly re-sulting in a deadly fall.

If the caster is familiar with the location orhas studied it carefully, there is a 5% chance offailure, with 1 in 6 failures arriving below and 5in 6 arriving above the target location. In eithercase, the arrival is 1d4 × 10 feet low or high.

Transform Rock-MudSpell Level: M5Range: 120 ft.Duration: 3d6 days, or spell reversal

This spell transforms rock (or other forms ofearth) into mud, or mud to rock. An area ofroughly 300 × 300 feet becomes a deep mire,reducing movement to 10% of normal.

Transform Stone-FleshSpell Level: M6Range: 120 ft.Duration: Permanent until reversed

This spell transforms flesh into stone orstone into flesh, as desired by the caster. A sav-ing throw is permitted to avoid being turned intostone, but the victim transforms into a statue ifthe spell succeeds.

Wall of Fire or IceSpell Level: M4Range: 60 ft.Duration: Concentration

TheMagic-User must announce which of thetwo options he casts:

Wall of Fire: ignites that burns for as long asthe caster concentrates on it. Creatures with 3or fewer hit dice cannot pass through the wall,and no creature can see through it. Passingthrough the fire inflicts 1d6 hit points of dam-age (no saving throw), and undead creatures

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sustain twice that damage. The caster can ei-ther create a straight wall 60 feet long and 20feet high, or a 20 foot high circular wall with a15 foot radius.

Wall of Ice: conjures a 6 foot thick wall of ice.The caster chooses either a straight wall 60 feetlong and 20 feet high, or a 20 foot high circu-lar wall with a 15 foot radius. Creatures with3 or fewer hit dice cannot affect the wall, butcreatures of 4+ hit dice smash through it by tak-ing 1d6 points of damage. Creatures with fire-based metabolisms take 2d6 damage instead.Fire spells and magical effects are negated inthe vicinity of the wall.

Wall of Stone or IronSpell Level: M5Range: 60 ft.Duration: Permanent (stone) or 2 hours (iron)

TheMagic-User must announce which of thetwo options he casts:

Wall of Stone: conjures a wall of stone 2 feetthick, with a surface area of 1,000 square feet.

Wall of Iron: the caster conjures an iron wallfrom thin air. The 3 foot thick wall has a surfacearea of 500 square feet.

Water BreathingSpell Level: M3Range: 30 ft.Duration: 2 hours

Water Breathing grants the ability to breatheunderwater until the spell’s duration expires.

WebSpell Level: M2Range: 30 ft.Duration: 8 hours

Fibrous, sticky webs fill an area up to 10× 10× 20 feet. Movement though the strands is ex-tremely difficult—it takes one turn if a torch andsword (or a flaming sword) are used. Creatureslarger than a horse break through in 2 turns, buthumans break through in 3 to 4 turns or longerat the Referee’s discretion.

Wizard EyeSpell Level: M4Range: 240 ft.Duration: 1 hour

The caster conjures up an invisible, magical“eye,” that can move up to 240 feet from its cre-ator. It floats along as directed by the caster, ata rate of 120 feet per turn.

Wizard LockSpell Level: M2Range: CloseDuration: Permanent until dispelled

It acts like a Hold Portal spell, but lasts untildispelled. Creatures with magic resistance canshatter the spell without effort. Any Magic-Userthree levels or higher than the caster can openthe portal. A Knock spell opens it too, althoughthe spell is not permanently destroyed.

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Magical Research

Magic-users conduct magical research as earlyas 1st level, although the level of their spellcasting skill must be commensurate with theaims of their current research (e.g.—level 1magic-users only produce scrolls for first levelspells).

New Spells

When developing new spells, the player con-sults with the referee to determine the spell’slevel. At the end of the research period, there’sa 25% chance of success. The character canspend more money to increase the odds, gain-ing an additional 25% for each multiple of theminimum cost spent.

Research Failure (d6)

1. Review previously collected researchdata for another week to correct a flawin your calculations. It’s unnecessaryto expend further research funds, but

the odds of success will be the sameas before.

2. This line of research hit a dead end,but you’ve narrowed the possibilities.After d6 weeks of additional research,your odds of success increase by25%.

3. You nearly found the answer, but yourlaboratory lacks the proper equipmentto conclude the research. Spendan amount equal to the minimum re-search cost to purchase the new gear,and you will have the answer within aday. Of course, someone could liber-ate the equipment from the laboratoryof a rival spell caster....

4. The problem ismore obscure than youanticipated. Spend the minimum costin gold and weeks again. Your chanceof success increases by 25%.

5. Your hypothesis is flawed. Modifythe spell description, and start fromscratch.

6. You will never succeed researchingthis spell without further experience.Try again after gaining a level.

Gold Pieces Time Research50–300 Once a week Buy/make lab equipment100 per spell level 1 week per spell level Scribe spell scroll250 1 week Brew simple potion (Healing, Animal Control,

Levitation, etc.)1000 3 weeks Brew complex potion (Extra Healing, Dragon

Control, Flying, etc.)1000 4 weeks Enchant 20 missiles +11000 per spell level 1 week per spell level Develop new spell (see below)1000–5000 1–5 weeks Biological experimentation (splicing different

creatures, multiplying limbs, enlarging, shrink-ing, etc.)

2000 2 months Enchant armor +12500 1 month Create lesser wand10,000 6 months Create greater wand50,000 1 year Forge greater ring

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Turning Undead

Lawful Clerics “turn” undead. When making aturning attempt, roll 3d6 and consult the tablebelow. A result equal to or greater than the

number shown means all undead flee for 3d6rounds. “D” means the undead creature is de-stroyed. “–” means the undead is too powerfulto turn.

Cleric Turning Undead

Cleric LevelUndead HD Example 1 2 3 4 5 6 7 8 9–13 14+

1 Skeleton 10 7 4 D D D D D D D2 Zombie 13 10 7 4 D D D D D D3 Wight 15 13 10 7 4 D D D D D4 Wraith 17 15 13 10 7 4 D D D D5 – 17 15 13 10 7 4 D D D6 Mummy – – 17 15 13 10 7 4 D D7 Spectre – – – 17 15 13 10 7 4 D8 Vampire – – – – 17 15 13 10 7 4

9–11 – – – – – 17 15 13 10 712–18 Lich – – – – – – 17 15 13 1019+ Demons – – – – – – – 17 15 13

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Playing the Game

Time

The Referee makes common sense rulings onthe passage of time during the course of a cam-paign (e.g. “A few hours later...”). Two impor-tant time measurements merit brief definitions:the “turn” and “combat round.” A turn (lastingten minutes) measures actions, movement andresources when our intrepid adventurers are indangerous places. The shorter combat round(lasting one minute) measures faster blow-by-blow action in the midst of battle.

The Referee checks for wandering monsterswith a 1 in 6 chance every turn, or every secondturn, or whenever the players dither too long, somake each move count.

Doors

Dungeons doors always open for monsters, butstick when player characters try to open them.Player characters can force open a woodendoor in 1 turn, but the noise attracts wander-ing monsters on a roll of 1–2 in 6. Removing adoor from its hinges or otherwise dismantling itattracts wandering monsters on 1–4 in 6.

Opening or dismantling stone, metal, orstronger doors takes more time, makes morenoise, and may require heavy equipment.

After characters force open a door, theynever surprise any monsters lurking on theother side.

Doors close and stick again unless spikedopen. When characters return to a room witha spiked door, a roll of 1–2 in 6 means the doorclosed despite being spiked.

Human who listen at doors have a 1 in 6chance to hear noises from the other side.

Elves, dwarves, and hobbits have a 2 in 6chance.

When searching, elves find hidden doors on1–4 in 6. Other races find hidden doors on 1–2in 6. Simply walking past hidden doors, giveselves a 2 in 6 chance to sense something non-specifically anomalous.

Traps

Each character passing the trigger of a trap hasa 2 in 6 chance of setting it off. Dwarves oftennotice traps involving stonework.

Most traps, particularly those with an invari-ably deadly outcome, give the wary and ob-servant adventurer some small telltale warn-ing. The referee should keep “gotcha” traps toa minimum.

Light

All monsters see in complete darkness, butplayer characters need a light source. Evendwarves and elves who join the player charac-ter party lose the ability to see in darkness.

Light source Area LitTorch 30’ radius

Lantern 30’ radiusLight (m-u spell) 30’ diameterLight (clr spell) 30’ diameter

Cont. Light (m-u) 240’ diameterCont. Light (clr.) 240’ diameter

Magic sword 15’ radius

The referee tracks the duration of lightsources during play. Forgetful characters mightbe plunged into darkness at an inopportunemoment.

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Light source DurationTorch 6 turns

Lantern 24 turnsLight (m-u spell) 6 turnsLight (clr spell) 12 turns

Cont. Light (m-u) till dispelledCont. Light (clr.) till dispelled

Magic sword permanent

Monster Reaction

Not all monsters attack without provocation inevery circumstance. The referee may allow acharacter’s charisma to modify monster reac-tions.

2d6 Monster Reaction2–6 Hostile, attack!7–9 Uncertain, wait

10–12 Positive, helpful

Also use the monster reaction table to de-termine whether monsters opt to pursue fleeingadventurers.

Surprise & Encounter Distance

At the start of combat, each side rolls for sur-prise. A surprised side stands frozen for around of combat, while the other side acts(move + attack, move + move, or attack + at-tack).

d12 Surprised?1 Surprised & drops held item

2–4 Surprised5–12 Not surprised

A roll of 1 indicates that a random memberof the side drops a held item. Dropping ex-tinguishes light sources, and breaks fragile ob-jects.

Characters first notice monsters at a dis-tance of their surprise roll × 10’.

Flight, Pursuit & Evasion

Surprised characters can’t flee, unless themonster is also surprised.

If characters spot a monster from 90’ awayor farther, they always successfully evade it ifthey choose.

Monsters chase characters encountered at adistances of 50–80’.

Characters can try to run from a monsterspotted from 50–80’ away. If the monster’sbase movement is faster than the characters’,the monster catches them. Otherwise, they getaway.

When faced with a faster monster, charac-ters can increase their own movement rate byshedding backpacks and carried items. Drop-ping meat in the path of semi-intelligent mon-sters or those of animal intelligence has a 2 in6 chance to distract them, allowing the charac-ters to escape. Dropping treasure in the path ofintelligent monsters stops them on 1–2 in 6. Ajudicious application of flaming oil likewise dis-courages pursuers.

Fleeing characters don’t have time to mapor even consult their maps. Players turn theirmaps face down while their characters try toevade monsters.

Initiative

Actions occur in a combat round in the orderlisted below. If opposing combatants use thesame type of attack, the higher roll on a d6 goesfirst (e.g.–each sword wielding opponent rollsd6 during segment 6). A tied roll means anydamage is inflicted simultaneously.

1 Gaze or breath attacks2 Spells levels 1–23 Missile weapons* Long weapons (polearms, spears)5 Spells levels 3–46 Medium weapons (swords, maces)* Short weapons (daggers, saps, tooth,

claw)8 Spells 5–69 Read scrolls, other actions

During the first mêlée round, long weaponsgo on segment 4. On subsequent mêléerounds, long and short weapons switch placesin the initiative order.

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Attacks

To hit an opponent, roll equal to or greater thanthe d20 target number found on the appropriateAttack Matrix (p. 35), based on the attacker’slevel (or hit dice) and the target’s AC.

A successful hit deals 1d6 damage. Subtractthis from the target’s hit points.

An invisible opponent can only be attackedif its general location is known, and the attacksuffers a -4 penalty to-hit. Note that more pow-erful monsters (those with sensitive smell, hear-ing, or those with more than 6 HD) will fre-quently be able to detect invisible opponents.

Any to-hit adjustments for tactical position,terrain features, or cover never exceed ± 2.

Spears and polearms in the second rank at-tack by reaching through the first rank.

A weapon used to beat down rather than killan opponent inflicts half its damage as subd-ual damage and the other half as real dam-age. When real damage + subdual damagereduces hit points to zero, the opponent fallsunconscious. If real damage exceeds the hitpoint total, the opponent dies accidentally.

Only humanoids and special creatures suchas dragons are subject to subdual attacks.

Subdual cows monsters into obedience totheir subduers until they’ve had time to lick theirwounds and build some resentment. Subduedmonsters can be sold if such a market exists inthe milieu.

In fist-fights, fists do 1 point of damagewhich may (3 in 6 chance) count as sudualdamage.

Attackers grappling an opponent make indi-vidual to-hit rolls. Those who hit roll 1d6 per hitdie. If the sum of the dice is higher than the de-fender’s total, they completely pin the haplessdefender, who can be killed in the next roundunless help arrives or the victim manages tobreak loose before the knife falls. If the sumsare exactly equal, everyone struggles and noneof them can attack with a weapon. If the de-fender wins, he beats back and stuns the at-tackers. They remain stunned for a number ofrounds equal to the number of points by whichthe defender beat them.

Situational modifiers, like firing from cover,grant a bonus or penalty of ±2 at most.

Fighters may choose to either fight defen-sively (+2 AC, -4 to hit) or to press the attack(+2 to hit, -4 AC) in any combat round.

Damage and Death

When a character (or creature) is hit, theamount of damage taken is deducted from hishit points. With one or two exceptions, all at-tacks deal 1d6 damage. A character dies whenhis hit points fall to zero.

Replacement Characters

If the average party level is three or lower, newlyrolled characters start at first level. Otherwise,new characters start at one level lower than thelowest-level party member.

Morale

Those monsters with some sense of selfpreservation do not always fight to the death.When the referee judges best (first death, halfof group killed, only one or two remaining, etc.)monsters may cut and run. Roll 2d6, with 1-6 (adjust to circumstances) indicating a routor surrender. Player characters never roll formorale.

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Healing

In addition to the various magical means ofrestoring HP, a character will recover 1 full hitpoint per day of uninterrupted rest. Four weeksof rest will restore all of a character’s HP—regardless of how many the character lost.

Disfigurement

Once per delve, a character who would other-wise be killed can instead opt to survive with 1HP by rolling on the Disfigurement table.

2d6 Disfigurement2 Arm severed at shoulder3 Arm severed at elbow4 Hand severed5 Eye plucked out6 Ear lopped off7 Lost a finger8 Ear chopped off9 Nose cut off10 Foot severed11 Leg severed at knee12 Leg severed at hip

Saving Throws

From time to time, a spell or other hazard re-quires a “saving throw.” A successful savingthrow means the character avoids or lessensthe hazard’s effect. Saves fall into one of thesecategories:

• Death Ray or Poison• Wand• Turn to Stone• Dragon Breath• Spell or Staff

The saving throw target number depends ona character’s class and level. To make a savingthrow, roll a d20. The result is successful on aroll equal to or greater than the character’s sav-ing throw target number.

Monsters make saving throws with a targetnumber of 19 minus their HD.

Stronghold Building

At 9th level, a player character constructs astronghold and establishes their own domain.Clerics build Temples, fighters build Baronies,and magic-users build Towers.

Once a character decides to embark on do-main play, they first choose a five mile wilder-ness hex—one not already occupied by a cityor castle. Clear the hex of monsters before be-ginning construction.

The player draws a plan for the strongholdand presents it to the referee. Constructiontakes one week per 1,000 gold pieces of con-struction cost.

Cost (gp) Structure16,000 Barbican3,000 Bastion390 Curtain wall, 10’ long, 30’ high20 Door, banded50 Door, iron10 Door, wood

2,000 Drawbridge & portcullis3,000 Gate house200 Stone building, 10’ perimeter

wall per story2,225 Tower, 15’ diameter, 1 story2,500 Tower, 20’ diameter, 1 story5,000 Tower, 40’ diameter, 1 story

90 Stairs, 10’ stone30 Stairs, 10’ wood

Construction of a stronghold attracts d6 vil-lages to the hex, each populated by d6 × 100settlers. The economic activity of this popula-tion generates 2d6 gold pieces of annual rev-enue per villager for the player character. De-velopment of the domain’s resources, such asthe building of road, canals, mines, shipyards,and armories, increases its economic produc-tivity.

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Cleric Saving Throws

LevelDeath Ray or

Poison Wand Turn to StoneDragonBreath Spell or Staff

1–4 11 12 14 16 155–8 9 10 12 14 129–12 6 7 9 11 9

Fighter Saving Throws

LevelDeath Ray or

Poison Wand Turn to StoneDragonBreath Spell or Staff

1–3 12 13 14 15 164–6 10 11 12 13 147–9 8 9 10 10 12

10–12 6 7 8 8 10

Magic-User Saving Throws

LevelDeath Ray or

Poison Wand Turn to StoneDragonBreath Spell or Staff

1–5 13 14 13 16 156–10 11 12 11 14 1211–15 8 9 8 11 816 5 6 5 8 3

Monster Attack MatrixTarget AC [AAC]

9 8 7 6 5 4 3 2 1 0 -1 -2HD [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21]<1 10 11 12 13 14 15 16 17 18 19 20 211 9 10 11 12 13 14 15 16 17 18 19 202 8 9 10 11 12 13 14 15 16 17 18 193 7 8 9 10 11 12 13 14 15 16 17 184 6 7 8 9 10 11 12 13 14 15 16 175 5 6 7 8 9 10 11 12 13 14 15 166 4 5 6 7 8 9 10 11 12 13 14 157 3 4 5 6 7 8 9 10 11 12 13 148 2 3 4 5 6 7 8 9 10 11 12 139 1 2 3 4 5 6 7 8 9 10 11 1210 1 1 2 3 4 4 6 7 8 9 10 1111 1 1 1 1 3 4 5 6 7 8 9 1012 1 1 1 1 1 3 4 5 6 7 8 913 1 1 1 1 1 1 3 4 5 6 7 814 1 1 1 1 1 1 1 3 4 5 6 715+ 1 1 1 1 1 1 1 1 3 4 5 6

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Cleric Attack MatrixTarget AC [AAC]

9 8 7 6 5 4 3 2 1 0 -1 -2Level [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21]1–3 10 11 12 13 14 15 16 17 18 19 20 214–5 9 10 11 12 13 14 15 16 17 18 19 206–7 8 9 10 11 12 13 14 15 16 17 18 198 7 8 9 10 11 12 13 14 15 16 17 189 6 7 8 9 10 11 12 13 14 15 16 1710 5 6 7 8 9 10 11 12 13 14 15 16

Fighter Attack MatrixTarget AC [AAC]

9 8 7 6 5 4 3 2 1 0 -1 -2Level [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21]1 10 11 12 13 14 15 16 17 18 19 20 212 9 10 11 12 13 14 15 16 17 18 19 20

3–4 8 9 10 11 12 13 14 15 16 17 18 195 7 8 9 10 11 12 13 14 15 16 17 18

6–7 6 7 8 9 10 11 12 13 14 15 16 178 5 6 7 8 9 10 11 12 13 14 15 16

9–10 4 5 6 7 8 9 10 11 12 13 14 15

Magic-User Attack MatrixTarget AC [AAC]

9 8 7 6 5 4 3 2 1 0 -1 -2Level [10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21]1–4 10 11 12 13 14 15 16 17 18 19 20 215–6 9 10 11 12 13 14 15 16 17 18 19 207–8 8 9 10 11 12 13 14 15 16 17 18 199–10 7 8 9 10 11 12 13 14 15 16 17 1811–12 6 7 8 9 10 11 12 13 14 15 16 1713–14 5 6 7 8 9 10 11 12 13 14 15 1615–16 4 5 6 7 8 9 10 11 12 13 14 15

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Underworld & Wilderness

Dungeons

An adventuring party could clear a small 1–2level dungeon of dangers and treasure after afew delves. Such dungeons might be calledlairs, because they are principally the home ofone powerful monster and its associates. Lairspresent adventurers with a clear goal intrinsicto the locale (e.g.—seize the Rod of Doom fromLich King Snagglejaw’s vault).

Megadungeons run far deeper than lairs—adozen or more levels deep. The levels them-selves sprawl to such an extent that a single ad-venturing party never expects to clear them oftheir numerous monster factions and treasure.Although a lair occupies players for a few gamesessions, a megadungeon stands as the tentpole for an entire campaign. With hundredsof opportunities for adventure, characters settheir own goal for each delve into the dungeon(e.g.—discover a stairway down to level four).

There’s no one right way to construct amegadungeon, except that the referee shouldstart simply and add complexity as play pro-gresses.

Before the start of a campaign, map andpopulate no more than 2–3 dungeon levels.Draw a vertical cross-section of the spacial rela-tionship and connections between those levels.

Dungeon Levels

A megadungeon level has as few as forty ormore than a hundred rooms, with more roomsin sub-levels or secret areas.

Divide large levels into smaller sub-areas,each made distinct with own wandering mon-ster list, dungeon dressing, or other thematicelements. Such areas fall into one of three cat-egories:

• areas where one faction pursues itsgoal, and relates to adjacent areasas openly hostile enemy, uneasy rival,cooperating trade partner, subjugatedprovince, or ruling power; these aresometimes called Scenario areas

• Saturday Night Special areas featur-ing a unique monster and unique trea-sure about which the player charac-ters have heard rumors or know leg-ends

• sparsely populated border regions di-viding the above area types, stockedusing random tables

Arrange the rooms within areas and the con-nections between areas in a way that allows ad-venturers to choose their own non-linear path—visiting areas in an order not predetermined bythe referee, or by-passing some areas entirely.

Write a wandering monster table for eachlevel, or one for each area.

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Dungeon Stocking

After you stock faction/scenario and SaturdayNight Special areas, fill the remaining roomsrandomly.

d12 Room contains1–5 Empty6–7 Monster only, no treasure8–9 Monster with treasure10 Trick or trap, no treasure11 Treasure, trapped12 Treasure, hidden

Many encounters involve only one monstertype, but some include a special “boss” monsteror more than once species of monster. Mostmonsters on a level have the same number ofhit dice as the level they inhabit (e.g.—mostmonsters living on level three have three hitdice), but a few monsters on every level havesignificantly more or less hit dice.

Treasure in rooms without monsters is hid-den, trapped, or otherwise hard to get. Theamount of such a treasure corresponds to thetreasure of a monster with hit dice equal to thedungeon depth (i.e.—this might be the hiddentreasure of a monster out wandering other partsof the dungeon).

Traps damage, imprison, or otherwise im-peril adventures, while tricks tempt, confuse, orinconvenience them.

How much treasure should a dungeon levelhold in total? Make it plentiful enough to givecharacters the experience they need to ad-vance, but scarce enough tomake them hungerfor the riches of lower levels. The amounts sug-gested below account for character deaths andthe fact that not every treasure will be found. Asingle cautious party needs a little less, while areal meat-grinder level or a dungeon supportingmultiple groups of players needs more.

DungeonLevel

RecommendedTreasure Total

1 22,000 gp2 22,000 gp3 44,000 gp4 66,000 gp5 141,000 gp6 256,000 gp7 444,000 gp8 1,320,000 gp9 2,200,000 gp

If players tarry too long on a level that nolonger challenges their characters, encouragethem to descend deeper by awarding only frac-tional experience.

Sample Wandering Monster Tables

Dungeon Level 1 (d20)

1. Beetles, Giant Fire2. Dwarves3. Elves4. Goblins5. Green Slime6. Hobgoblins7. Humans, Bandit8. Humans, Soldier9. Kobolds

10. Orcs11. Rat, Sumatran12. Skeletons13. Weird event, sound, or smell (maniacal

laughter, clash of arms, earth tremors,scent of mimosas, flash of blindinggreen light, etc.)

14–15. Two types at once, roll twice16–18. Roll on level 2 table19–20. Roll on level 3 table

Dungeon Level 2 (d20)

1. Roll on level 1 table2. Centipedes, Giant (small)3. Druids (2 HD)4. Gas Spores5. Gnolls6. Humans, Berserker7. Lizardmen

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8. Neanderthals9. NPC party

10. Pixies11. Stirges12. Zombies13. Weird event, sound, or smell

14–15. Two types at once, roll twice16–18. Roll on level 3 table19–20. Roll on level 4 table

Dungeon Level 3 (d20)

1. Roll on level 2 table2. Ankhegs3. Bugbears4. Crabmen5. Druids (3 HD)6. Ghouls7. Homunculi8. Mushroom Men9. NPC party

10. Shriekers11. Yellow Mold12. Tick, Giant13. Weird event, sound, or smell

14–15. Two types at once, roll twice16–18. Roll on level 4 table19–20. Monster with HDE 5

Dungeon Level 4 (d20)

1. Roll on level 3 table2. Blink Dogs3. Centipedes, Giant (medium)4. Gargoyles5. Hell Hounds (4 HD)6. Lycanthropes, Wererat7. Lycanthropes, Werewolf8. Ogres9. Shadows

10. Spider, Giant11. Toads, Giant12. Worgs13. Weird event, sound, or smell

14–15. Two types at once, roll twice16–18. Monster with HDE 519–20. Monster with HDE 6

Dungeon Design Tips

• Vary the sizes of rooms, including afew huge ones. Put multiple doors inmost rooms. Although too many non-rectangular rooms frustrate players, throwin a few triangular, circular, hexagonal, orother irregular chambers.

• Include vertical movement within a level—climbable statues, cliffs, depressions, bal-conies, overlooks, varied ceiling heights,2nd story doors, etc.

• Include signs of previous adventuring par-ties.

• Dungeons are damp. Include waterfeatures—stagnant pools, undergroundrivers, waterfalls, lakes, whirlpools, seas,fountains, baths, hot springs, etc.

• Give players obvious and early options tomove to a deeper level; let them choosetheir risk level.

• Include multiple entrances (many hidden)from the surface to the dungeon, some go-ing directly to deeper levels.

• Memorable landmarks like natural geolog-ical marvels and distinctive architecturehelp players orient themselves.

• One or two features of a level should temptplayers to return, even after they begin ex-ploring deeper levels. A “cleric tree” ona level of James Maliszewski’s Dwimmer-mount sometimes bears fruit that act likehealing potions.

• Dungeons change over time in response toplayer activity and monster activity. Mon-sters refine their strategy after an initialrun-in with adventurers. Monsters fromother parts of the dungeon migrate or ex-pand their territory to repopulate some ar-eas “cleared” by adventurers.

• Dividing areas with choke points definesthe logical structure of the level and givescharacters tactical options.

• Include lots of secret rooms, passages,and sub-levels; the PC’s will only find someof them.

• Lay out dungeons with non-linear paths—more than one way in, out, or around ar-eas.

• Appeals to players’ senses with distinctivenoises, smells, weather, and colors.

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• Use contrasts: dry dusty rooms, dampdripping halls, cacophonous chambers,silent vaults, freezing crypts, and hot hu-mid sewers.

• Dress each area with distinct constructionmaterials, doors styles, lighting fixtures,decorative motifs, etc.

• Make connections between levels more in-teresting than nondescript stairs.

• Time and geological action flood some ar-eas, collapse corridors, erode stairs, andgenerally make the environment a hazardto adventurers.

• Well-trafficked areas near stairs and majorthoroughfares show signs of use and havebeen looted of easy treasure. Less trav-eled areas are darker, more decayed, andhide undisturbed secrets.

• Though there need not (and perhapsshould not) be a single reason for the dun-geon’s existence, it nevertheless has ahistory. Historical events and legends—and the tangible evidence of them withinthe dungeon’s depths—add interest for theplayers.

• Prepare a list of rumors about the dun-geon. Make none completely true, but allrumors contain some truth.

• Rumors and legends mutate in the telling,and characters may hear different versionsof the same rumors.

• Develop memorable dungeon entrancesand “upper works”.

• Natural cave systems provide a nice breakfrom constructed areas.

Wilderness

Map wilderness areas on hex paper. Each hexis 5 miles in scale. Assign each hex a terraintype. Place 6–12 cities and two dozen or socastles around the map. Write a wanderingmonster table for each terrain type or map re-gion.

Castles

Castle owners are level 9+ clerics, fighting-men, or magic-users of any alignment. They’reattended by a number of lieutenants.

1. Lawful cleric level 10 with:1. d10 ents2. d8 hippogriffs ridden by level 4

fighting-men3. d20 level 4 fighting-men4. d6 level 8 fighting-men

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2. Chaotic cleric level 10 with:1. d10 specters2. d10 trolls3. d6 vampires4. d20 white apes

3. Fighter level 9 with:1. d10 level 5 fighting-men2. d8 level 6 fighting-men3. d4 ogres4. d4 rocs ridden by level 4 fighting-men

4. Fighter level 10 with:1. d4 giants2. d6 griffons3. d10 level 6 fighting-men4. d8 level 7 fighting-men

5. Magic-user level 10 with:1. d4 chimeras2. d12 gargoyles3. d12 lycanthropes4. d6 manticores

6. Magic-user level 11 with:1. d4 balrogs2. d4 basilisks3. d4 dragons4. d4 wyverns

In addition to the castle owner and his lieu-tenants, 30–180 lesser guards (men-at-arms,lesser monsters, etc.) and perhaps a handful oflower-level classed characters reside in a cas-tle.

Castle owners ride out to meet parties cross-ing their castle’s hex on 3 in 6.

Cleric castle owners require a 10% tithe ofthe party’s jewels and money. Clerics put par-ties who fail to pay under a Quest, thoughchaotic clerics instead kill lawful or neutral char-acters.

Fighting-men castle owners demand eithera jousting match or a tribute of 100–600 gp.Characters who lose a joust forfeit their armor.If they win, the castle owner entertains the partyfor up to a month, and sends them on their waywith full provisions and fresh horses.

Magic-user castle owners demand the toll ofa magic item or 1000–4000 gp from hostile par-ties. They put friendly parties under a Questspell to recover a treasure. The castle ownertakes half of any treasure recovered, and hashis pick of magic items found.

Jousting

Two fighting-men joust for the best two runs outof three. Groups of fighting-men organize atournament, either as teams or as individualsin a bracketed competition.

At the start of each run, both riders choosewhere to aim their lance: at the dexter, sinister,or bass of their opponent’s shield.

Determine the outcome of the joust using thetable below. Unhorsing an opponent counts asa win, other results as a draw.

Rider

ARo

ckPa

per

Scisso

rs

RiderB

Rock

Brok

enLa

nce

BUnh

orse

dAUnh

orse

d

Pape

rAUnh

orse

dGlanc

ing

Blow

BUnh

orse

d

Scisso

rsBUnh

orse

dAUnh

orse

dHelmet

Knoc

kedOff

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Cities

Cities afford characters access to services likethieves guilds, exotic carousing opportunities,sages of various specializations, and (for aprice) magical healing and Raise Dead spells.Give each city a distinctive atmosphere andset of services, so characters have reasons totravel between them and recognize one fromanother.

Wilderness Travel

Characters get a certain number of “moves” perday, based on their mode of transport. The“cost” in moves to cross a wilderness hex de-pends on that hex’s terrain type.

Each day of wilderness travel, charactershave a chance to become lost or encounterwandering monsters. The chance for each is1 in 6 in open terrain. In rougher, wilder terrainthe chance is 2 in 6. Additionally, each hex hasa chance to contain a village or other small set-tlement.

Wandering monsters encountered in thewilderness may be merely passing though thearea (1–2), patrolling their native territory (3–4),or the PC’s may have stumbled directly uponthe monster’s home lair (5–6).

Moves by Transport Type

Transport Type Moves ProvidedBoat 15 (5 in swamps)

Broom 40 (flying)Dragon 24 (flying)Griffon 30 (flying)

Horse, draft 5Horse, heavy war 6

Horse, medium war 8Horse, riding 10

Pegasus 48 (flying)Raft 10 (3 in swamps)

Ship, small 12Ship, large 20 (6 in swamps)

Walking 3Wagon/cart 4

Terrain Movement Costs

Terrain Type Cost in MovesCrossing a river (non-ford) 3

Desert 2Forrest 2

Good road or open terrain 1Mountains 3Rough Trail 2

Swamps 3

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Monsters

Creating Monsters

Monsters are not Player Characters, and theirabilities don’t follow the rules for PC’s—noteven the stats for player characters races, likeDwarves. The Referee determines a monster’sabilities, not the rule book!

A monster’s Hit Dice Equivalent (HDE)equals its actual hit dice +1 for each of themonster’s significant special abilities. Use HDEto determine the monster’s XP value.

Experience by HD Equivalent

HDE XP< 1 101 152 303 604 1205 2406 4007 6008 8009 1,10010 1,40011 1,70012 2,00013 2,30014 2,600

Monster List

Ankheg AC: 3 [16] HD: 1+2 (HDE 3) Move:12 XP: 60 These large carnivorous bur-rowing insect spray acid (2d6) once per day.Ankhegs surprise prey by erupting from theearth of agricultural fields.

Ape, Carnivorous AC: 6 [13] HD: 5 (HDE6) Move: 12 XP: 400 Intelligent, malevolent,organized, and hungry.

Ape, Barsoomian White AC: 4 [15] HD:8 (HDE 8) Move: 18 XP: 800 White andnaked except for the shock of bristly hair upontheir heads, these 10–15’ tall ape-like creatureshave six limbs. They speak a rudimentary lan-guage, and sometimes wield primitive clubs.

Banshee AC: 0 [19] HD: 7 (HDE 11) Move:12 XP: 1700 Only magic or silver weaponsharm these evil bog-dwelling fairy-spirits. Theyresist magic (49%), but lose this ability for 3d6hours after crossing running water. Their shriek(once daily) kills listeners in 2d6 rounds, unlessthey save versus death.

Basilisk AC: 4 [15] HD: 6 (HDE 8) Move: 6XP: 800 The gaze of these eight-legged rep-tiles turns living things to stone.

Beetle, Giant Fire AC: 4 [15] HD: 1+3(HDE 1) Move: 12 XP: 15 Two glands abovethe eyes and one on the abdomen of thesenocturnal beetles cast a 10’ radius of red light(and continue to glow for d6 days after beingremoved from a dead beetle).

Black Pudding AC: 6 [13] HD: 10 (HDE 11)Move: 6 XP: 1700 This amoeba-like scav-enger flows over walls and ceilings as well asfloors, and squeezes though openings as smallas 1". Its excretions dissolve wood and metal.It’s immune to cold, and split/multiplied by light-ening.

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Blink Dog AC: 5 [14] HD: 6 (HDE 4) Move:12 XP: 240 Intelligent and Lawful, these packanimals teleport behind opponents to attack.Blink dogs hate phase tigers.

Bugbear AC: 5 [14] HD: 3+1 (HDE 3) Move:9 XP: 120 Awkward-looking yet stealthy,bands of these hairy goblinoids surprise oppo-nents half the time.

Bulette AC: 0 [19] HD: 9 (HDE 10) Move: 15XP: 1400 Also known as the landshark, thebulette explodes from the earth at prey it de-tects by vibration. The bulette can jump into theair to attack with all its limbs (2d6), but therebyexposes its soft belly (AC 6 [13]). They dislikethe taste of dwarves, and refuse to eat elves.

Carcass Scavenger AC: 7 [12] HD 3+1(HDE 5) Move: 12 XP: 240 Huge and many-legged, the carcass scavenger moves acrosswalls and ceilings as well as floors The ten-tacles surrounding its mouth cause paralysis

Centaur AC: 5 [14], 4 [16] w/ shield HD: 4(HDE 5) Move: 18 XP: 240

Centipede, Giant (small) AC: 9 [10] HD:1d2 HP (HDE 2) Move: 13 XP: 30 Dog-sizecentipedes bite with poison (+4 saving throw).

Centipede, Giant (medium) AC: 5 [14]HD: 2 (HDE 4) Move: 15 XP: 240 Man-sizecentipedes bite with weak poison (+6 savingthrow).

Centipede, Giant (large) AC: 0 [19] HD: 4(HDE 6) Move: 18 XP: 400 Twenty-foot longcentipedes bite with weak poison (+6 savingthrow).

Chimera AC: 4 [15] HD: 9 (HDE 11) Move:12 (18 flying) XP: 1700 A chimera’s dragonhead breaths fire (3/day, 50’, save for half dam-age). The goat and lion heads bite, so that’sthree total attacks.

Cockatrice AC: 6 [13] HD: 5 (HDE 7) Move:6 (18 flying) XP: 600 Those bitten by a cock-atrice turn to stone, unless they make a savingthrow.

Crabman AC: 3 [16] HD: 2+1 (HDE 3) Move:3 (9 swimming) XP: 60

Demon, Baalroch AC: 2 [17] HD: 9 (HDE10) Move: 6 (15 flying) XP: 1400 Wreathedin flame, these bull-like, bat-winged demons re-sist magic 75%, and casters below 6th level af-fect them not at all. They wield a sword andwhip (used to pull enemies into their flames for3d6 damage). Their mêlée attack deals 2d6damage.

Demon, Lemure AC: 7 [12] HD: 3 (HDE4) Move: 3 XP: 120 Only holy water per-manently kills the shambling, mud-like Lemure.They regenerate 1 HP per round.

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Djinni AC: 5 [14] HD: 7+1 (HDE 9) Move: 9(24 flying) XP: 1100 Djinni create food andwater, and cloth or wooden objects. They be-come invisible or assume gaseous form at will,or turn into a 10’ whirlwind that sweeps awaycreatures of 1 HD or less. Some grant wishes.Their mêlée attack deals 2d6 damage.

Doppelganger AC: 5 [14] HD: 4 (HDE 5)Move: 9 XP: 240 Doppelgangers transformto look like anyone. They’re immune to Sleepand Charm, and save +5 versus all magic.

Dragons use their breath weapons threetimes per day (save for half damage) Thebreath weapon damage and their hit points perHD depend on their age. A 6 HD adult blackdragon has 24 HP and breaths acid for 24 HPdamage.

d8 Dragon Age HP/HD Dmg/HD1 Very Young 1 12 Young 2 23 Immature 3 34 Adult 4 45 Old 5 56 Very Old 6 67 Aged 7 78 Ancient 8 8

Dragon, Black AC: 2 [17] HD: 6–8 (HDE 8–10) Move: 12 (24 flying) XP: 800, 1100, 1400Black dragons spit a line of acid 5’ wide by 60’long.

Dragon, Blue AC: 2 [17] HD: 8–10 (HDE10–12) Move: 12 (24 flying) XP: 1400, 1700,2000 Blue dragons breathe 5’ by 100’ light-ning.

Dragon, Gold AC: 2 [17] HD: 10–12 (HDE12–14) Move: 12 (24 flying) XP: 2000, 2300,2600 They are Lawful, speak, and cast spellslike a magic-user equal to their age level. Golddragons breathe either fire (90’ long, 30’ widecone) or a 50’ diameter cloud of poison gas.

Dragon, Green AC: 2 [17] HD: 7–9 (HDE9–11) Move: 12 (24 flying) XP: 1100, 1400,1700 They breathe a 50’ diameter cloud ofpoison gas.

Dragon, Red AC: 2 [17] HD: 9–11 (HDE11–13) Move: 12 (24 flying) XP: 1700, 2000,2300 Red dragons breathe a 90’ long by 30’wide cone of fire.

Dragon, White AC: 2 [17] HD: 5–7 (HDE7–9) Move: 12 (24 flying) XP: 600, 800, 1100Found in cold regions, white dragons breathe a70’ long by 30’ wide cone of shatteringly coldair.

Dryad AC: 5 [14] HD: 2 (HDE 3) Move: 12XP: 60 These tree spirits lure unwary travel-ers with Charm Person (-2 to save).

Dwarf AC: 4 [15] HD: 1+1 (HDE 1) Move: 6XP: 15 Some are tougher. Don’t bother to as-sign class levels; just add HD and any desiredspecial abilities.

Efreeti AC: 3 [16] HD: 10 (HDE 12) Move:9 (24 flying) XP: 2000 Efreeti cast Wall ofFire, and can carry 1000 lbs. Their mêlée at-tack deals 2d6 damage.

Elementals vary in hit dice depending upontheir origin Their mêlée attacks deal 2d6damage.

Elemental Origin Hit DiceStaff 8

Device 12Spell 16

Elemental, Air AC: 2 [17] HD: 8, 12, 16(HDE 9, 13, 17) Move: 36 flying XP: 1100,2300, 3400 They become 100’ tall whirlwindsthat hurl creatures of 1 HD or less (likely killingthem).

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Elemental, Earth AC: 2 [17] HD: 8, 12, 16(HDE 9, 13, 17) Move: 6 XP: 1100, 2300, 3400They can tear down even a castle wall in 1d4+4rounds. Their mêlée damage is reduced to 1d6if the target is not standing on earth or stone.

Elemental, Fire AC: 2 [17] HD: 8, 12, 16(HDE 9, 13, 17) Move: 12 XP: 1100, 2300,3400 Their attacks ignite flammable materi-als (save permitted).

Elemental, Water AC: 2 [17] HD: 8, 12, 16(HDE 9, 13, 17) Move: 6 (18 swimming) XP:1100, 2300, 3400 Water elementals overturnships in d4+4 rounds. They never stray morethan 60’ from a body of water, and their mêléeattack do only 1d6 damage out of water.

Elf AC: 5 [14] HD: 1+1 (HDE 1) Move: 12 XP:15 As with dwarves, NPC elves are not re-stricted to PC elf abilities.

Eye of Terror AC: 0 (body) 2 (central eye) 3(eye stalks) [19, 17, 16] HD: 10 (HDE 14) Move:6 levitating XP: 2600 Its tentacles are poison(save or die) Each round, it attacks with itscentral eye and three eye stalks:

Eye PowerCentral Flesh to stone ray

1 Alter time (slow)2 Polymorph3 Hold monster4 Sleep5 Hold person6 Stun ray7 Telekinesis8 Feeblemind

Gargoyle AC: 5 [14] HD: 4 (HDE 6) Move: 9(15 flying) XP: 400 Only magical weapons hitgargoyles. They sometimes serve evil masters.

Gas Spore AC 9 [10] HD: 1 HP (HDE 1)Move: 3 XP: 15 It’s easily mistaken for anEye of Terror, but this fungus explodes when hit,damaging any creature within 30’. A hit on ex-posed skin embeds 2d4 seed pods that sprout

after 24 hours, painfully killing the victim unlessCure Disease is cast.

Gelatinous Cube AC: 8 [11] HD: 4 (HDE5) Move: 6 XP: 240 Hit opponents are anes-thetized (save vs. paralysis), then enveloped in6 rounds. Lightning and cold don’t harm gelati-nous cubes.

Ghoul AC: 6 [13] HD: 2 (HDE 3) Move: 9XP: 60 Ghouls paralyze opponents they hit(except elves) for 3d6 rounds (save permitted).They’re immune to Sleep and charm spells.Anyone killed by a ghoul becomes one.

Giant, Cloud AC: 4 [15] HD: 12+2 (HDE 13)Move: 15 XP: 2300 Cloud giants live in cloudcastles. Their mêlée attack deals 3d6 damage,and they throw boulders for 6d6 damage. Theyenslave captives on their cloud islands.

Giant, Fire AC: 4 [15] HD: 11+3 (HDE 12)Move: 12 XP: 2000 Fire giants live in ironor basalt castles near volcanoes. They throwboulders for 5d6 damage, and are immune tofire damage. Fire giants keep packs of hellhounds.

Giant, Frost AC: 4 [15] HD: 10+1 (HDE 12)Move: 12 XP: 2000 They throw icy bouldersfor 4d6 damage, and are immune to cold dam-age. Frost giants are often accompanied by gi-ant white wolves.

Giant, Hill AC: 4 [15] HD: 8 (HDE 9) Move:12 XP: 1100 Hill giants throw rocks for 2d6damage. They sometimes bully giant lizards,ogres, or worgs into guarding their lairs.

Giant, Stone AC: 4 [15] HD: 9 (HDE 10)Move: 12 XP: 1400 They throw rocks for 3d6damage, and favor mountain ambushes. Stonegiants keep d4 cave bears.

Giant, Storm AC: 1 [18] HD: 16 (HDE 16)Move: 15 XP: 3200 More intelligent andmag-ical than other giants, storm giants live in under-sea or mountaintop castles. They throw boul-

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derf for 7d6 damage, and cast Control Weather.Storm giants keep giant mounts of a type ap-propriate for their castle’s terrain.

Gnoll AC: 5 [14] HD: 2 (HDE 2) Move: 9 XP:30

Goblin AC: 6 [13] HD: 1-1 (HDE <1) Move:9 XP: 10 In full sunlight, they attack at -1 tohit.

Golem, Flesh AC: 9 [10] HD: 12 (HDE 12)Move: 8 XP: 2000 They’re immune to non-magical weapons. Only fire or cold spells dam-age flesh golems. Lightning heals them.

Golem, Iron AC: 3 [16] HD: 13 (HDE 17)Move: 6 XP: 3500 They breathe a 10’ radiuscloud of poison gas. Only +3 or better magicweapons hit iron golems. Lightning slows them,but fire attacks restore their hit points. No otherspell types affect them.

Golem, Stone AC: 5 [14] HD: 16 (HDE 16)Move: 6 XP: 3200 Fire spells slow them.Rock to mud spells are the only other magicthat affects them. Only magic weapons +2 orbetter hit Stone golems.

Gorgon AC: 2 [17] HD: 8 (HDE 10) Move:12 XP: 1400 Their breath turns opponents tostone (60’, save allowed).

Grey Ooze AC: 8 [11] HD: 3 (HDE 5)Move: 1 XP: 240 It’s immune to spells, bluntweapons, and any heat/cold damage. Anymetal object it contacts is dissolved (save vs.acid).

Green Slime Any metal or organic objecttouching it turns to green slime (save allowed),though Cure Disease halts the transformationFire or cold kills green slime.

Griffon AC: 3 [16] HD: 7 (HDE 8) Move:12 (27 flying) XP: 800 Eggs snatched frommountain nests command a high price, be-cause fledgling can be trained as mounts.

Harpy AC: 7 [12] HD: 3 (HDE 4) Move: 6 (18flying) XP: 120 Their song lures hearers, andtheir touch acts like Charm Person. Saves ap-ply.

Hell Hound AC: 4 [15] HD: 4–7 (HDE 5–8)Move: 12 XP: 240, 400, 600, 800 Besidesbiting, they breath fire for 2 HP damage per HD(10’, save for half damage). Their keen sensesdetect invisible opponents on 1–3 in 6, whichis why some monsters, especially fire giants,keep hell hounds as guard dogs.

Hippogriff AC: 5 [14] HD: 3+1 (HDE 3)Move: 12 (27 flying) XP: 60 Like griffons

Hobgoblin AC: 5 [14] HD: 1+1 (HDE 1)Move: 9 XP: 15

Homunculus AC 6 [13] HD: 2 (HDE 3)Move 6 (20 flying) XP: 60 Magic-users makehomunculi. Homonculi bites cause Sleep inone target (saving throw allowed).

Horses AC: 7 [12] Move: 18 Ridinghorses have 2 HD, warhorses 3 HD

Human, Bandit AC: 7 [12] HD: 1 (HDE 1)Move: 12 XP: 15 Larger groups are lead byclassed characters, and may hold captives.

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Human, Berserker AC: 7 [12] HD: 1+2(HDE 2) Move: 12 XP: 30 They attack with+2 to hit. No prisoners.

Human, Sergeant-at-Arms AC: 5 [14]HD: 3 (HDE 3) Move: 12 XP: 60 Encounteredleading 1d6+5 soldiers.

Human, Soldier AC: 7 [12] HD: 1 (HDE 1)Move: 12 XP: 15

Hydra AC: 5 [14] HD: 5–12 (equals # ofheads) (HDE 7–12) Move: 9 XP: 600, 800,1100, 1400, 1700, 2000 Each head has itsown hit points, while the body has hit points withthe total of all heads. Some breathe fire or re-generate heads.

Invisible Stalker AC: 3 [16] HD: 8 (HDE 9)Move: 12 XP: 1100

Kobold AC: 6 [13] HD: 12(HDE<1) Move: 6

XP: 10 Above ground, they fight at -1 to hit.

Lamia AC: 3 [16] HD: 9 [HDE 12] Move:24 XP: 2000 Lamias’ upper bodies resemblewomen, their lower bodies animals. Their touchdrains one Wisdom point; anyone reduced to3 wisdom becomes the lamia’s willing slave.They cast these spells once per day: charmperson, phantasmal force, and suggestion (asper Crystal Ball of Suggestion).

Liche AC: 0 [19] HD: 12–18 (HDE 15–21)Move: 6 XP: 2900, 3200, 3500, 3800, 4100,4400, 4700 They’re undead wizards, withmagic-user levels equal to their hit dice. Theirtouch paralyzes (no save); even seeing a licheparalyzes creatures with 4 or fewer HD.

Lizardman AC: 5 [14] HD: 2+1 (HDE 2)Move: 6 (12 swimming) XP: 30 Lizardmenbreath underwater (or hold their breath for along time).

Lycanthropes are only harmed by silver ormagic weapons Any opponent damaged be-low 50% of hit points by a lycanthrope becomesone.

Lycanthrope, Werebear AC: 2 [17] HD:7+3 (HDE 8) Move: 9 XP: 800

Lycanthrope, Wererat AC: 6 [13] HD: 3(HDE 4) Move: 12 XP: 120 Stealthy wereratssurprise opponents 50% of the time. They con-trol rats.

Lycanthrope, Werewolf AC: 5 [14] HD: 3(HDE 4) Move: 12 XP: 120

Manticore AC: 4 [15] HD: 6+4 (HDE 8)Move: 12 (18 flying) XP: 800 They hurl upto 6 of their 24 tail spikes per round (180’).

Medusa AC: 8 [11] HD: 6 (HDE 8) Move: 9XP: 800 Anyone looking upon a Medusa’sface must save or turn to stone. In addition totheir mêlée attack, their snake hair bites withpoison (save allowed).

Mimic AC 7 [12] HD: 7–10 (HDE 8–11)Move: 3 XP: 800, 1100, 1400, 1700 Mimicstake the shape of any wood, stone, or metal ob-ject, such as a treasure chest.

Minotaur AC: 6 [13] HD: 6+4 (HDE 6) Move:12 XP: 400

Morlock AC: 8 [11] HD: 1 (HDE 1) Move: 12XP: 10 These degenerate subterranean hu-mans fight at -2 to hit in sunlight. Leaders have3 HD.

Mummy AC: 3 [16] HD: 5+1 (HDE 6)Move: 6 XP: 600 They’re immune to normalweapons, and magic weapons deal half dam-age. Their touch causes mummy rot—woundsheal naturally at half rate, and magic healingfails—until Remove Curse is cast on the victim.

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Mushroom Man AC: 5 [14] HD: 3 (HDE 3)Move: 12 XP: 60 When killed, mushroommen release d6 spores (2 HP), which developinto fully-formed 1 HD mushroom men in 1-4rounds.

Naga AC: 4 [15] HD: 9 (HDE 12) Move: 12XP: 2000 Nagas have the head of a womanand body of a snake. Some constrict likepythons, others bite with poison. They castspells like a 3rd level cleric and a 3rd levelmagic-user.

Neanderthal AC: 8 [11] HD: 3 (HDE 2)Move: 12 XP: 30

Ochre Jelly AC: 8 [11] HD: 5 (HDE 6) Move:3 XP: 400 Their acid dissolves killed oppo-nents (making Raise Dead nearly impossible).

Ogre AC: 5 [14] HD: 4+1 (HDE 4) Move: 9XP: 120 They enslave captives (1–2 on d8)or simply eat them (3–8). Orgres themselvesare sometimes enslaved by demons.

Ogre Mage AC: 4 [15] HD: 5+4 (HDE 7)Move: 12 (18 flying) XP: 600 Once per day,they cast darkness (10’), fly, invisibility, sleep,charm person, and also produce a 60’ long by30’ wide cone of frost (8d6 damage). An ogremage can assume human form.

Orc AC: 6 [13] HD: 1 (HDE 1) Move: 12 XP:15 They fight at -1 to hit in sunlight. Lead-ers have more hit dice, and some tribes have amagic-using shaman.

Owlbear AC 5 [14] HD: 5 (HDE 5) Move: 12XP: 240

Pegasus AC: 6 [13] HD: 2+2 (HDE 4) Move:24 (48 flying) XP: 120

Phase Tiger AC: 4 [15] HD: 6 (HDE 7)Move: 15 XP: 600 Attacks against these in-telligent six-legged, tentacled tigers suffer -2 to

hit because their phase ability makes them ap-pear 3’ form their actual location. Phase tigershate blink dogs.

Pixie AC: 3 [16] HD: 1 (HDE 2) Move: 9 (18flying) XP: 30 The tiny pixies become invisi-ble at will, and remain so even after attacking.They must rest after every three turns flying.Pixies love mischief.

Purple Worm AC: 6 [13] HD: 15 (HDE 17)Move: 9 XP: 3500 Massive. They chew tun-nels through bedrock. A to-hit roll of 4 higherthan needed means the worm swallows its op-ponent whole (anything horse-size or smaller).Their tail spike poisonous (save or die).

Rakshasa AC: 0 [19] HD: 7 (HDE 11) Move:15 XP: 17 Rakshasa have the bodies of men,with the head and paws of a great cat. Theycast spells like a 1st level cleric and 3rd levelmagic-user. Additionally, they cast polymorphself once per day, and ESP at will. Spells ofless than level 6 do not affect Rakshasa. Theytake no damage from non-magical weapons,and 50% damage from magical weapons. Rak-shasa prefer to trick their prey into a false senseof ease, before eating their flesh.

Rat, Sumatran AC: 7 [12] HD: 1-1 (HDE<1) Move: 12 XP: 10 One in twenty Suma-tran rat bites cause disease (save vs. poison).

Roc AC: 4 [15] HD: 12 (HDE 12) Move: 3 (30flying) XP: 2000 Fledglings can be trained asmounts, so eggs are very valuable. Rocs arelarge enough to carry off elephants.

Rust Monster AC: 2 [17] HD: 5 (HDE 6)Move 12 XP: 400 Hits from a rust monster in-stantly rust armor; hits against it rust weapons.Large amounts of metal attrack rust monsters.

Salamander AC: 5 [14], 3 [16] HD: 7 (HDE8) Move: 9 XP: 800 Elementally hot, theirtouch does d6 fire damage. Constricting foescauses 2d6 crushing damage.

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Sea Serpent AC: 2 [17] HD: 30 (HDE 30)Move: 18 swimming XP: 8400 Though ofvarious abilities, most grow more than largeenough to swallow men whole.

Shadow AC: 7 [12] HD: 3+3 (HDE 4) Move:12 XP: 130 They’re only harmed by magicweapons or spells, but immune to Sleep orCharm. Shadows are non-corporeal. Oppo-nents hit by them lose one Strength for 90 min-utes; those reduced to zero die.

Shrieker AC 7 [12] HD:3 (HDE 3) Move: 1XP: 60 Shriekers are fungi that emit a noisyalarm for movement within 10’ or light within30’. Each round it sounds, their alarm attractsa wandering monster on 3 in 6

Skeleton AC: 8 [11], 7 [12] w/ shield HD: 12

(HDE 1) Move: 12 XP: 15

Slug, Giant AC: 8 [11] HD: 12 (HDE 13)Move: 6 XP: 2300 They bite and spit acid(2d6 damage, 50’ maximum, 50% likely to hitminus 10% per 10’).

Specter AC: 2 [17] HD: 6 (HDE 9) Move: 15(30 flying) XP: 1100 Its touch drains two classlevels. Only magic weapons damage specters.Anyone killed by a specter (or reduced to level0) becomes one.

Spider, Giant AC: 6 [13] HD: 2+2 (HDE 5)Move: 18 XP: 240 Save to avoid being stuckin their webs, and even then move only 5’. Theynearly always surprise. Giant spider bites arehighly poisonous.

Stirge AC: 7 [12] HD: 1 (HDE 2) Move: 3(18 flying) XP: 30 On a hit, a stirge inserts itsblood-sucking probiscus into its opponent, andautomatically deals damage each round.

Tick, Giant AC: 4 [15] HD: 3 (HDE 4) Move:3 XP: 60 Giant ticks suck blood worth 4 HPdamage per round after a successful hit. Fireforces them off a victim. Disease caused by

tick bites kill in 2d4 days, unless Cure Diseaseis cast.

Toad, Giant AC: 7 [12] HD 2+2 (HDE 4)Move: 9 XP: 120 When toads hit theyyank any dwarf-size or smaller target into theirmouths for bite damage; on a second hit, thetoad swallows and digests the target for auto-matic d6 damage per round. They surprise on6 in 12.

Treant AC: 2 [17] HD: 7–12 (HDE 7–12)Move: 6 XP: 600, 800, 1100, 1400, 1700, 2000Teants of 7–8 HD inflict 2d6 damage, thoseof 9–10 HD inflict 3d6, and 11–12 HD deal3d6 damage. Each treant animates two normaltrees (Move: 3).

Troll AC: 4 [15] HD: 6+3 (HDE 8) Move: 12XP: 800 They regenerate 3 HP per round(even regrowing body parts) unless burned byfire or acid. Severed troll parts try to fight ontheir own.

Tyrannosaurus Rex AC: 3 [16] HD: 12(HDE 12) Move: 12 XP: 2000 T-rex bitesfor 2d6 damage, and stalks prey over long dis-tances by smell. It swallows human or smallercreatures whole on an attack roll of 18+.

Unicorn AC: 2 [17] HD: 4 (HDE 5) Move:24 XP: 240 Unicorns teleport 360’ once perday (with any rider). When charging, their horndeals double damage; it may also have healingpowers. Only maidens may approach them.

Vampire AC: 2 [17] HD: 7–9 (HDE 9–11)Move: 12 (18 flying) XP: 1100, 1400, 1700Only magic weapons hit them, and they regen-erate 3 HP per round. When killed by weaponsor magic, vampires return to their coffins ingaseous form. They summon a horde of batsor 3d6 wolves at will. Anyone meeting theirgaze must save (-2) or be charmed. The vam-pire’s bite drains two class levels. Immersion inrunning water, exposure to sunlight, or a stakethrough the heart kills them. Anyone killed by avampire become one.

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Weasel, Giant AC: 7 [14] HD: 4+3 (HDE 5)Move: 15 XP: 240 On a hit, a weasel latchesonto its opponent, and automatically deals bitedamage each round.

Wight AC: 5 [14] HD: 3 (HDE 5) Move:9 XP: 240 Only magic or silver weaponsharm them, and they’re immune to sleep orcharm spells. Anyone killed or completely leveldrained (1 level per hit) by a wight becomes one

Worg AC: 6 [13] HD: 4 (HDE 4) Move: 18XP: 120 They revel in other creatures’ suffer-ing. Worgs often cooperate with goblins, evenacting as their mounts.

Wraith AC: 3 [16] HD: 4 (HDE 6) Move: 24XP: 400 They’re only harmed by magic or sil-ver (half damage) weapons. They drain oneclass level per hit.

Wyvern AC: 3 [16] HD: 7 (HDE 9) Move: 6(24 flying) XP: 1100 They attack either by bit-ing or with their poisonous tail barb.

Yellow Mold AC: N/A HD: N/A (HDE 3)Move: 0 XP: 60 If cut or punctured, it releasesa 10’ diameter cloud of poisonous spores (saveor die). Touching yellow mold caused d6 aciddamage. Fire destroys it

Zombie AC: 8 [11], 7 [12] w/ shield HD: 1(HDE 2) Move: 6 XP: 30

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Treasure

A monster guards an amount of treasureequal to 1–4 times its XP value in gold pieces.

d6 Total cp sp gp1 XP×1 gp 50% 30% 20%

2–3 XP×2 gp 20% 50% 30%4–5 XP×3 gp 10% 40% 50%6 XP×4 gp – 25% 75%

Wandering monsters never carry treasurewith them.

Treasure Trade-Outs

In addition to coins, treasures contain gems,jewelry, and magical items. Treasures shouldbe interesting—an endless series of “anothertreasure worth 100 gp in total” is a sure-firerecipe for boring your players.

For every 5,000 gp in value, there is a 10%chance of trading out 5,000 gp for an item oneither the Major Gem/Jewelry or Major MagicItem table.

A roll of 1–19 on a d20 means a roll on theMajor Gem/Jewelry table. A roll of 20 results inrolling on the Major Magic Item table.

d6 Major Gem/Jewelry Value1 1d1,000 gp

2–3 1d1,000 (×8) gp4–5 1d1,000 (×12) gp6 1d1,000 (×20) gp

d6 Major Magic Item1 Roll 6 times on the Potions table

2–3 Roll 1d6+12 on Scrolls table4–5 1d6+12 on Weapons and Armor6 1d20+40 on Miscellaneous table

For every 1,000 gp in value, there is a 10%chance of trading out 1,000 gp for an item

on either the Medium Gem/Jewelry or MediumMagic table.

A roll of 1–19 on a d20 means a roll on theMedium Gem/Jewelry table. A roll of 20 resultsin rolling on the Medium Magic Item table.

d6 Medium Gem/Jewelry Value1 1d100 gp

2–3 1d1,000+250 gp4–5 1d1,000+750 gp6 1d10,000 gp

d6 Medium Magic Items1 Roll 3 times on the Potions table

2–3 Roll 1d6+6 on the Scrolls table4–5 1d6+6 on Weapons and Armor6 1d20+20 on Miscellaneous

For every 100 gp in value, there is a 10%chance of trading out 100 gp for an item on ei-ther the Minor Gem/Jewelry or Minor Magic ta-ble.

A roll of 1–19 on a d20 means a roll on theMinor Gem/Jewelry table. A roll of 20 results inrolling on the Minor Magic Item table.

d6 Minor Gem/Jewelry Value1 1d6 gp

2–3 1d100+25 gp4–5 1d100+75 gp6 1d1,000 gp

d6 Minor Magic Item1 Roll once on the Potions table

2–3 Roll 1d6 on the Scrolls table4–5 1d6 on Weapons and Armor6 1d20 on Miscellaneous

Begin with the 5,000 gp values and workdown to the 100 gp values. “Jewelry” refers toa single item of jewelry.

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Magic Items

The best magic itemsmake possible somethingotherwise impossible in the game, rather thanmerely duplicating the effect of an existing spellor ability. The referee is encouraged to createunique magic items using those described be-low as examples.

Potions (d100)Potions have a duration of 1d6+1 turns.

1–3 AnimalControl

4–6 Clairaudience7–9 Clairvoyance

10–12 Diminution13–15 Dragon

Control16–18 Ethereality19–21 Fire

Resistance22–24 Flying25–27 Gaseous

Form28–30 Giant

Strength

31–33 Growth34–36 Heroism37–39 Invisibility40–42 Invulnerability43–45 Levitation46–48 Plant Control49–55 Poison56–58 Slipperiness59–61 Treasure

Finding62–64 Undead

Control65–75 Extra Healing76–00 Healing

Scrolls (d6+N)Roll 1d6 and add +0, +6, or +12, depending onwhether the treasure is minor, medium, or ma-jor.

Roll 1d6 for type. 1–3 scrolls are for Magic-users, 4–6 are for Clerics. There are no 6thlevel Cleric spells, so re-roll for spell level on aresult of 6

1 One 1st level spell2 One spell of level 1d33 Two spells of levels 1d24 Three 1st level spells5 Cursed Scroll

6–7 Protection Scroll (normal duration)8 Two spell of levels 1d49 Two spells of levels 1d6

10 One spell of level 1d4+211 Five spells of levels 1d312 Cursed Scroll

13–14 Protection Scroll (double duration)

15 Five spells of levels 1d616 Six spells of levels 1d617 Seven spells of levels 1d618 Eight spells of levels 1d619 Cursed Scroll20 Protection Scroll (triple duration and

double effects)

Protection Scrolls (d8)

1 Demons2 Drowning3 Elementals4 Lycanthropes

5 Magic6 Metal7 Poison8 Undead

Magical Weapons & Armor (d6+N)Roll 1d6 and add +0, +6, or +12, depending onwhether the treasure is minor, medium, or ma-jor.

1 Cursed Armor or Shield2 +1 Missile Weapon(s)3 +1 Shield

4–6 +1 Mêlée Weapon7–8 +1 Armor

9 Cursed Weapon10 +2 Missile Weapon(s)11 +2 Shield12 +2 Mêlée Weapon13 +2 Armor14 +1 Mêlée Weapon with Minor Ability15 +3 Missile Weapon(s)16 +3 Mêlée Weapon17 +3 Shield18 +3 Armor19 Unusual Weapon (or re-roll)20 Unusual Armor (or re-roll)

Cursed Armor and Shields (d6)

1–3 -1 Weapon or Armor4 -2 Weapon or Armor5 -3 Weapon or Armor6 Attracts Missiles (see below)

Attracts Missiles attracts missile fire (eventhose fired at others nearby) and grants a +1“to-hit” bonus to attack on such missiles.

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Magic Mêlée Weapons (d12)

1 Battle Axe2 Dagger3 Lance4 Mace

5 Spear6 War Hammer7 Pole Arm

8–12 Magic sword

Magic Missile Weapons (d20)

1–8 2d6 Arrows9–10 1d10 Stones

11 Spear12–15 2d4 Darts16–20 2d6 Bolts, crossbow

Minor Weapon Ability (d6)

1–4 Additional damage (+1)5 Sheds light, 15 ft. radius6 Sheds light, 30 ft. radius

Unusual Magic Weapons (d6)

1 Mace of Undead Destruction +12 Warhammer of Return +1 (+3

Dwarves)3–6 Magic Sword (roll d6+6 on Sword

Characteristics)

Unusual Magic Armor (d4)

1 Armor of Arrow Deflection2 Demonic Armor3 Ethereal Armor4 Fiery Armor

Miscellaneous Items (d20+N)Roll 1d20 and add +0, +20, or +40, dependingon whether the treasure is minor, medium, ormajor.

1 Lesser Wand2 Lesser Ring

3–20 Misc. LesserMagical Item

21–22 Lesser Wand23 Greater Wand

24–25 Lesser Ring26 Greater Ring

27–40 Misc. MediumMagical Item

41–42 Greater Wand43–44 Greater Ring45–48 Staff49–60 Misc. Greater

Magical Item

Wands become useless with 0 charges. Awand can be recharged by casting a spell intoit. There is a 5% chances per recharge that thewand will be destroyed.

One wand in ten is booby-trapped to firebackwards when found.

Lesser Wands (d6)

1–2 Lvl 1 spell, holds 10 charges3–4 Lvl 2 spell, holds 5 charges5–6 Lvl 3 spell, holds 2 charges

Greater Wands (d10)

1 Lvl 3 spell, holds 10 charges2 Lvl 4 spell, holds 10 charges3 Wand of Detection (enemies)4 Wand of Detection (metal)5 Wand of Detection (magic)6 Wand of Detection (traps &c.)7 Wand of Polymorph8 Wand of Fear9 Wand of Cold

10 Wand of Paralyzing

Lesser Ring (d6)

1 Fire Resistance2 Invisibility3 Mammal

Control

4 PoisonResistance

5 Protection +16 Protection +2

Greater Rings (d10)

1 HumanControl

2 Three Wishes3 Regeneration4 Djinn

Summoning5 Shooting

Stars

6 X-ray Vision7 Telekinesis8 Spell Turning9 Spell Storing

(Magic-user)10 Spell Storing

(Cleric)

Staves (d10)

1 Healing2 Command3 Snake, the4 Striking5 Withering

6 Power7 Wizardry8 Beguiling9 Absorption

10 Lordly Might

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Lesser Misc. Items (d20)

1 Arrow of Direction2 Bag of Holding3 Boots of Elvenkind4 Boots of Speed or Leaping (50%)5 Bracers of Defense, AC 6 [13]6 Chime of Opening7 Cloak of Elvenkind8 Cloak of Protection +19 Cursed Item

10 Decanter of Endless Water11 Dust of Appearance or Disappear-

ance (50%)12 Dust of Sneezing and Choking13 Gauntlets of Swimming and Climbing14 Horseshoes of Speed15 Luckstone (+1 to save & hit)16 Manual of Beneficial Exercise17 Pipes of the Sewers18 Rope of Climbing19 Rope of Entanglement20 Spade of Excavation

Medium Misc. Items (d20)

1 Amulet Against Scrying2 Boots of Flying3 Bracers of Defense AC 4 [15] or 2 [17]4 Carpet of Flying5 Cloak of Displacement6 Cloak of Protection +2 or +37 Deck of Many Things8 Figurine of the Onyx Dog9 Gauntlets of Ogre Power

10 Helm of Read Magic and Languages11 Hole, portable12 Horn of Valhalla, bronze13 Horn of Valhalla, silver14 Jug of Alchemy15 Manual of Quickness16 Medallion of Detect Thoughts (ESP)17 Mirror of Mental Scrying18 Robe of Blending19 Robe of Eyes20 Robe of Wizardry

Greater Misc. Items (d20)

1 Amulet of Demon Control2 Beaker of Potions3 Censer of Controlling Elementals4 Crystal Ball5 Efreeti Bottle6 Figurine of the Golden Lions7 Gauntlets of Dexterity8 Gem of Seeing9 Girdle of Giant Strength

10 Helm of Fiery Brilliance11 Helm of Teleportation12 Horn of Blasting13 Horn of Valhalla, iron14 Lenses of Charming15 Libram, magical (level gain)16 Manual of the Golems17 Manual of Intelligence18 Manual of Wisdom19 Necklace of Fireballs20 Symbol—Scarab of Insanity

Cursed Items (d10)Cursed items come in many forms. Most areancient magical items whose magic has dete-riorated with age, although some were clearlyfashioned as traps for the unwary or for themaker’s enemies. Cursed items cannot bedropped or removed without the assistance ofa Remove Curse spell.

1 Bag of Devouring2 Censer of Hostile Elementals3 Cloak of Poison4 Crystal Ball of Suggestion5 Dancing Boots6 Flask of Stoppered Curses7 Horn of Collapse8 Medallion of Projecting Thoughts9 Mirror of Opposition

10 Robe of Feeblemindedness

Magic SwordsMagic swords possess many wondrous pow-ers. All magic swords have wills and align-ments; some possess higher intelligence andthe ability to communicate.

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Sword Characteristics (d12)

1–6 No powers or ability to communicate.Ego 0. Roll d8 on Combat Bonus ta-ble.

7–8 One minor power and empathic com-munication. Ego d12+4.

9 Two minor powers and empathic com-munication. Ego d12+6.

10 Three minor powers, speaks d6 lan-guages. Ego d12+8.

11 Three minor powers, speaks d6 lan-guages, reads magic. Ego d8+12

12 One major power, Three minor pow-ers, speaks d6 languages, readsmagic, communicated telepathically.Ego d6+18.

Sword Combat Bonus (d12)

1 Cursed, -d3 to hit2–7 +1 to hit

8 +1 to hit, +2 to hit & damage specialopponent

9 +2 to hit10 +2 to hit, +3 to hit & damage special

opponent11 +2 to hit, casts a level 1 magic-user

spell once per day12 +3 to hit, extraordinary power vs spe-

cial opponent

Sword Special Opponents (d6)

1 Opposite-aligned clerics2 Opposite-aligned fighting-men3 Opposite-aligned magic-users4 A particular monster type

5–6 All of opposite alignment

Sword Alignment (d6)

1–3 Lawful4–5 Neutral

6 Chaotic

Characters who pick up an opposite-alignedsword suffer 2d6 damage. Neutral swords deal1d6 damage when picked up by non-neutralcharacters.

Minor Sword Powers (d20)

1. Find food or potable water2. Perceive invisible objects3. Detect moving walls & rooms4. Detect sloping passages5. Detect gems or jewelry6.7. Detect evil or good8. Detect magic9. Detect secret doors

10. Detect traps11. Additional +2 AC when fighting defen-

sively12. Return to hand when thrown (40’)13. Locate known, named object14. Detect gold or silver15. Awaken sleeping owner for approach-

ing danger16. Detect particular monster type17. Save +2 vs particular attack type18. Flaming blade ignites combustibles

and illuminates like a torch19. Roll two more minor powers20. Roll major power

Major Sword Powers (once/day) (d12)

1. Clairaudience2. Clairvoyance3. Cure light

wounds4. Double damage

for one combat5. ESP6. Fly7. Hit

automatically

without rolling

8. Hold person

9. Invisibility

10. Levitate

11. PhantasmalForce

12. Teleportation

13. X-ray vision

Extraordinary Power by SwordAlignment

Lawful Paralyzes special opponentNeutral +2 save vs special opponentChaotic Vaporizes special opponent

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Sword Egoism

Magic swords have wills of their own—bloodthirsty, ambitious, jealous, greedy egos.Willful swords contend with their own wieldersto:

• seek excessive danger for glory• surrender itself to a more easily dom-

inated wielder• prevent discovery of better weapons• demand bejeweled scabbards, magi-

cal protections, decorations, etc.

The referee decides when a character mustmake an ego check against the interests of hismagic sword. To calculate the character’s cur-rent ego score, roll his hit dice. If the char-acter is wounded, subtract that damage. Thecharacter prevails if that total is greater than thesword’s ego. Otherwise, the sword temporarilydominates its wielder.

All magic swords have names.

Magic Item Descriptions

An Absorption Staff absorbs spells cast di-rectly at the wielder and allows the wielder tocast a spell from his own memory using thatpower (and thus not losing the spell from mem-ory). Once the staff has absorbed 50 levels ofspells (whether or not the power has been castback out again), it no longer absorbs spells.

The Amulet against Scrying protects thewearer from all scrying, such as DetectThoughts or being viewed through a crystalball. Usable by: All Classes.

An Amulet of Demon Control functions asa Protection from Evil spell, and lets the wearerto attempt to cast Charm Monster on a demon.Success means that the demon is enslaved for1d6 weeks, whereupon it becomes free. Us-able by: Magic-users and Clerics.

AnAnimal Control Potion acts like the spellCharm Monster.

The Armor of Arrow Deflection is +2against missile fire.

An Arrow of Direction points to whateverthe owner requests. It can be used only 7 timesper week. Usable by: All Classes.

A Bag of Devouring acts like a bag of hold-ing, but devours any item placed into it within1d4+1 hours.

A Bag of Holding is larger inside than out-side. The inside dimensions are roughly 10× 5× 3 feet. The bag carries up to 1,000 pounds ofweight. When not empty, the bag weighs only50 pounds, no matter how much weight it actu-ally contains. Usable by: All Classes.

The Beaker of Potions fills itself with the re-quested potion, out of the 1d4+1 potions it isable to produce. The jug can be used as manytimes per week as it can create potions. Usableby: All Classes.

A Beguiling Staff casts Charm Person in aradius of 20 feet (uses one charge). The dura-tion of the charm is 1 hour.

Boots of Elvenkind let the wearer movewith complete silence. Usable by: All Classes.

Boots of Levitation allow the wearer to Lev-itate (as per the spell) for unlimited duration.Usable by: All Classes.

Boots of Speed (50% chance) double thewearer’s movement rate, but require completerest for a period of time equivalent to theamount of time they were used. Boots ofLeaping (50% chance) allow the wearer tomake prodigious leaps 10 feet high and up to30 feet horizontally. These boots also doublemovement rates, but outdoors only. They donot require the wearer to rest after using them.Usable by: All Classes.

Bracers of Defense, AC 4 [15] or AC 2 [17](50% chance) improve the wearer’s armor class(whatever part of it is due to actual armor) tothe stated level—there is no effect if the weareris already armored to the same or higher de-gree. The AC granted by the bracers can beincreased by magical rings or other protectivemagics. Usable by: All Classes.

Bracers of Defense, AC 6 [13] improve thewearer’s armor class (whatever part of it is dueto actual armor) to the stated level. There isno effect if the wearer is already armored tothe same or better degree. The AC grantedby the bracers can be increased by magicalrings or other protective magics. Usable by: AllClasses.

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A Carpet of Flying travels at a speed of 18when carrying up to three passengers. Withonly one rider, the carpet moves at a rate of 30.Usable by: All Classes.

Censers, Bowls, Braziers, and Stones ofControlling Elementals summon and control(respectively) air elementals, water elementals,fire elementals, and earth elementals with 12HD. It takes 10 minutes to prepare the objectfor use. Usable by: Magic-users.

A Censer of Hostile Elementals (or bra-zier, bowl, or stone) summons elementals, butthe elementals are hostile instead of under thesummoner’s control.

Sounding the small Chime of Openingopens any door, even if the door is barred orWizard Locked. Usable by: All Classes.

A Clairaudience Potion acts like the spell.A Clairvoyance Potion acts like the spell.The wearer of a Cloak of Displacement ap-

pears to be in a slightly different location thanhe really is. His AC improves by 2, and he gainsa +2 saving throw against any targeted attackupon him. Usable by: All Classes.

The wearer of a Cloak of Elvenkind is al-most, but not quite, invisible. Usable by: AllClasses.

Upon donning the Cloak of Poison, thewearer’s body is suffused with magical poisonsof many kinds, and dies instantly, without thechance of a saving throw.

The Cloak of Protection +1 improves thewearer’s AC by 1, and grants a bonus of +1 onsaving throws. Usable by: All but Fighters.

The Cloak of Protection +2 or +3 (50%) im-proves the wearer’s armor class by 2 (or 3), andgrants a bonus of +2 (or +3) on saving throws.Usable by: All but Fighters.

A Command Staff charge can be used tocontrol humans (as per Charm Person), plants,or animals.

The Crystal Ball of Suggestion does notfunction as a crystal ball, but implants a sug-gestion in the viewer’s mind. Powerful versionsof this item might even implant a Quest.

ACrystal Ball allows the user to see what hedesires to see, over a considerable distance. Itmay not be used more than thrice per day, orthe user will be driven mad. Certain spells and

other precautions may be used to prevent beingseen through a crystal ball. Some crystal ballscommunicate sound or even thoughts from thearea being scryed, although these are rare. Us-able by: Magic-users.

Cursed Item: see page 54.Dancing Boots function as boots of El-

venkind or speed, until the wearer is in combator fleeing. Suddenly at that point he will beginto dance a jig, or perhaps a stately waltz.

The Decanter of Endless Water pours outone gallon of water per minute when unstop-pered. Usable by: All Classes.

The ordinary-seeming Deck of ManyThings is a deck of hand-painted cards thatbears tremendous and varied enchantments,one per card. It contains all the aces and facecards, plus one Joker (the Fool). A charactermay draw as many cards as he likes (with thedeck re-shuffled each time), but once he stopsdrawing cards, the deck disappears in a soundof faintly malevolent laughter.

Joker: gain 25,000 XP or choose to drawtwo more cards.♥ Hearts

• Ace: Gain 50,000 xp.• King: Gain a magic item from the

Misc. Magic Items (Greater) table.• Queen: Gain 1d3 wishes.• Jack: Gain the ability to summon an

8 HD warrior with +3 sword, shield, toserve for a total of 1 hour.

♣ Clubs

• Ace: The character’s alignment ischanged. If the game does not usealignment, the character receives adangerous Quest (per the spell).

• King: The character’s most powerfulmagic item is sucked into the void anddisappears.

• Queen: The character is instantlyturned to stone, a look of great sur-prise upon his face.

• Jack: The character loses one pointfrom his Prime Attribute.

♠ Spades

• Ace: Lose a level of experience.

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• King: A warrior with 9 HD, a +4weapon, +4 shield, and +4 armor ap-pears and attacks. When he is killed,his body and all his possessions dis-appear again.

• Queen: The character dies instantly.• Jack: A random monster, with 1d4+6

HD, attacks the adventurers. Themonster gains one round of surprise,for it appears from thin air.

♦ Diamonds

• Ace: Gain a map to a very significanttreasure

• King: Gain 5d6 items of jewelry• Queen: Gain a scroll of seven spells,

all 2nd level or higher• Jack: Add one point to a single at-

tribute of the player’s choice

Demonic Armor is possessed by a spirit ordemon, with effects determined by the Referee.

The imbiber of a Diminution Potion shrinksand becomes 6 inches tall for 2d6 hours.

The wearer of a Djinn Summoning (Ring)ring can summon a djinn.

A Dragon Control Potion affects 1d3 drag-ons of a specific type (determined randomly bythe Referee) as per the spell Charm Monster.

Dust of Appearance or Disappearance(50%) is tossed in a radius of 10 feet around theuser, andmakes any invisible, astral, displaced,out-of-phase, or dimensional thing completelyvisible. The dust comes in a pouch, withenough for 20–30 uses. Dust of Disappearanceworks the opposite way: when it is sprinkled ina 10 foot radius, everything therein becomes in-visible for 5d6 turns. Normal means of detect-ing invisibility (such as a Detect Invisibility spell)are not strong enough to work against the dust’spowerful enchantment. Usable by: All Classes.

Pouches containing Dust of Sneezing andChoking ordinarily contain only enough for one“dose.” When scattered in a radius of 10 feet,the dust causes all in the area to make a savingthrow or die. If the nature of the dust is iden-tified before it is experimented with, it can beused as a devastating thrown weapon. Usableby: All Classes.

The efreeti of an Efreeti Bottle serves thebottle’s owner for a year and a day unless it is

accidentally released from servitude. Usableby: All Classes.

Ethereal Armor is +3 plate mail that allowsthe wearer to become insubstantial and incor-poreal 50 times, after which it reverts to normal+3 plate mail. In ethereal form, the wearer can-not be hit and cannot attack (unless the oppo-nent is also ethereal).

The imbiber of an Ethereality Potion canmove through solid objects but cannot attack.Equipment also becomes ethereal.

An Extra Healing Potion cures 3d6+3 HPworth of damage.

Fiery Armor is +1 armor surrounded byflames. The flames deal 1d6 damage to mêléeattackers.

The Figurine of the Golden Lion is a smallstone figurine that transforms into a lion whenthe command word is spoken, fighting at theowner’s orders. If slain, it turns back into a fig-urine, but may be used again. The figurine maybe used once per week, and no more. Usableby: All Classes.

The stone Figurine of the Onyx Dog trans-forms into a living hound of stone when its com-mand word is spoken. It seeks whatever theowner tells it to find, without stopping until itsucceeds or is killed. It has a 75% chance todetect objects that are invisible or hidden (andof course its sense of smell detects invisibleand hidden creatures with almost perfect suc-cess). For purposes of defense and attack, thestone dog is treated as a wolf. It may be usedtwelve times before the statuette becomes non-magical. Usable by: All Classes.

A Fire Resistance Potion grants immunityto normal fire, +2 saving throws against fire at-tacks, and half damage to magic fire attacksthat do not permit saving throws.

A Fire Resistance Ring grants +5 to savingthrows vs. magical fire and immunity to normalfire.

The Flask of Stoppered Curses releases acurse of some kind when its seal is broken.

A Flying Potion acts like the spell Fly.A Gaseous Form Potion turns the user’s

body into amist that he controls, allowing him toaccess any place that isn’t airtight. Equipmentis left behind; only the body becomes gaseous.

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When worn, the Gauntlets of Dexteritygrant a bonus of +2 to the wearer’s dexterity (toa maximum of 18). Usable by: All Classes.

Gauntlets of Ogre Power raise the wearer’sstrength to that of an ogre. Hit probability is notincreased above normal, but damage bonusesfrom strength are increased to +4 (not cumula-tive with the wearer’s existing strength bonus, ifany). Usable by: all but Magic-users.

Gauntlets of Swimming and Climbing per-mit the wearer to swim at a rate of 18, and climbsheer walls with a 95% chance of success perten feet of climbing. Usable by: all but Magic-users.

A Gem of Seeing is used as a lens, andshows the truth of what it sees, cutting throughillusions of all kinds, even very powerful ones.Usable by: All Classes.

A Giant Strength Potion grants strengthabove and beyond 18, an additional 1d6 todamage rolls, and +4 “to-hit”.

The Girdle of Giant Strength grants thewearer the strength of a hill giant (+8 strengthdamage, not cumulative with any existingstrength bonuses). It does not increase “to-hit”probability. Usable by: All Classes.

A Growth Potion grows a character to 30feet tall.

A Healing Potion cures 1d6+1 HP worth ofdamage.

A Healing Staff cures 1d6+1 hit points ofdamage per charge.

The prodigiously powerful Helm of FieryBrilliance grants many benefits to the wearer.He gains a +10 on saving throws against firedamage, and can create a Wall of Fire him-self. Fighters wearing the helm may com-mand a weapon in hand to flame (+1d6 dam-age). Magic-users wearing the helm can add+1 to each die of damage inflicted by a Fire-ball spell. Clerics wearing the helm can igniteobjects within 30 feet at will, and may cast twoLight or Continual Light spells for each one ac-tually prepared. The wearer of this helm is likelyto be attacked by any air elemental creatures,but fire elemental types (such as efreet or sala-manders) will be favorably disposed toward thewearer. Usable by: All Classes.

The wearer of a Helm of Reading Magicand Languages can read all languages, in-cluding magic script. Usable by: All Classes.

When the wearer of a Helm of Teleporta-tion casts a Teleportation spell on himself whilewearing the helm, he may teleport himself with-out error anywhere he desires. The helm doesnot permit the casting of a Teleportation spellon anyone other than the wearer. Usable by:Magic-users.

A Heroism Potion gives +2 to attacks anddamage.

A Hole, Portable looks like a piece of darkcloth about five feet in diameter. It is actu-ally the mouth of an inter-dimensional hole 10feet deep—items and people can fall throughit or climb down into it once it is placed onthe ground. The piece of cloth can actually bepulled in from the inside to close the hole offentirely, although there is no source of freshair within, and staying inside will asphyxiate theinhabitant in a short time. The piece of clothcan be picked up and carried off whenever de-sired—hence the name “portable.” Usable by:All Classes.

The Horn of Blasting, when blown, hasthe same effect on structures as a catapult,and causes 2d6 points of damage to creatures,deafening them for 10 minutes as well. Thecone of sound is 100 feet long, and widens toa base of 20 feet (the “point” of the cone, at thehorn’s mouth, is 10 feet wide). Usable by: AllClasses.

When sounded, a Horn of Collapse causesa blast of destruction straight upwards, destroy-ing any ceiling overhead and causing it to col-lapse.

The Horn of Valhalla (Bronze) summons2d4 berserk warriors (3 HD) to assist the onewho winded the horn. Usable by: Fighters andClerics only.

The Horn of Valhalla (Iron) summons 2d4berserk warriors (4 HD) to assist the one whowinded the horn. Usable by: Fighters.

The Horn of Valhalla (Silver) summons 2d4berserk warriors (2 HD) to assist the one whowinded the horn. Usable by: All Classes.

Horseshoes of Speed double a horse’smovement rate. Usable by: Horses.

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A Human Control Ring allows the wearer tocast Charm Person once per day and maintainthe charm on up to 3 individuals at a time.

An Invisibility Potion acts like the spell.An Invisibility Ring turns wearer invisible.An Invulnerability Potion gives +2 saving

throws, while opponents attack at -2.The Jug of Alchemy produces whatever liq-

uid is desired, in a commonly used large quan-tity (e.g., 10 gallons of water, but only five gal-lons of wine). It may be used no more than 7times per day, and will only produce the liquidfirst requested in that day. It does not producemagical liquids. Usable by: All Classes.

Lenses of Charming, when placed over theeyes, give the wearer the ability to charm thosewho look into his eyes (as per a Charm Per-son spell). The saving throw against the powerof the lenses is made at -2. Usable by: AllClasses.

A Levitation Potion acts like the spell.The Libram, magical (level gain) grants a

level of experience to the reader, if the readeris of the right class. Randomly determine theclass for which the libram is written.

The Lordly Might Staff only carries 10charges, but a charge may be used to castRaise Dead.

A Luckstone grants +1 to saving throws and“to-hit” rolls. Usable by: All Classes.

Against the Mace of Undead Destruction+1, lesser undead types don’t get a savingthrow; more powerful ones do. It’s also, foundas sling, staff, or warhammer of undead de-struction.

The wearer of aMammal Control Ring con-trols 1d6 mammals at a range of up to 60 feet.Control does not extend to humans or giant an-imals.

Reading theManual of Beneficial Exerciseincreases the reader’s strength by 1 point (to amaximum of 18). Usable by: All Classes.

The Manual of Golems contains the basicinstructions and formulae for creating a singletype of golem. The process is expensive, andthe creator must have achieved a certain levelof magical expertise in order to use the book,but these are priceless repositories of forgottenlore. Such books are often warded, by the orig-

inal owner, from the touch of anyone not of theMagic-user class, enchanted to inflict damageor even the loss of a level. Usable by: Magic-users only.

Reading the Manual of Intelligence in-creases the reader’s intelligence by 1 point (toa maximum of 18). Usable by: All Classes.

Reading the Manual of Quickness in-creases the reader’s dexterity by 1 point (to amaximum of 18). Usable by: All Classes.

Reading the Manual of Wisdom increasesthe reader’s wisdom by 1 point (to a maximumof 18). Usable by: All Classes.

A Medallion of Detect Thoughts (ESP)functions as a Detect Thoughts (ESP) spellwithin 30 feet (75%) or 90 feet (25%). Usableby: All Classes.

TheMedallion of Projecting Thoughts letsthe wearer’s thoughts “heard” by all nearby.

The Mirror of Mental Scrying (found as ahand-mirror or smaller mirror on a necklace) al-lows the user to cast Clairaudience, Clairvoy-ance, and Detect Thoughts (ESP), with the nor-mal range, but for an unlimited time. The mirrorwill also answer a question about what it por-trays (the answer is likely to be quite cryptic),but only one question per week is possible. Us-able by: All Classes.

All persons looking into the Mirror of Oppo-sition are attacked by evil versions of them-selves, exact duplicates including spells andmagic items. When the mirror-opposites areslain, their bodies and equipment disappearinto mist, and return to the mirror.

A Necklace of Fireballs is hung with 3d4 lit-tle baubles. When thrown, the baubles explodeinto 6d6 fireballs (per the spell). Usable by: AllClasses.

The Pipes of the Sewers summon 10d6 gi-ant rats. The piper does not need to concen-trate once the rats arrive (which takes 1d4 ×10 minutes), but it is wise to do so. When therats arrive, there is a 5% chance that they willnot obey him, and if he ceases to concentrateon his tune there is a 10% chance that he willlose control of them. Every subsequent roundin which he fails to concentrate there is an-other chance to lose control, and the chanceincreases by 10% each time it is made (first

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round, 10%, second round 20%, etc.). Usableby: All Classes.

A Plant Control Potion acts like the spellCharm Monster.

The drinker of a Poison Potion must saveor die.

A Poison Resistance Ring gives +5 to sav-ing throws vs. poison.

The Power Staff casts Light (no chargeused), Fireball (4d6 damage), cold as a Wandof Cold, Lightning Bolt (4d6 damage), acts as aring of Telekinesis (costs one charge), and hitsfor 2d6 damage (no charge used).

A Protection from Demons Scroll protectseveryone within a 10 foot radius around thereader from the attacks of 1 demon per roundfor a period of 40 minutes.

Everyonewithin a 10 foot radius of the readerof a Protection from Drowning Scroll gainsthe ability to breathe underwater for 1 full day.

The Protection from Elementals Scrollprotects against a single elemental, and lastsfor a duration of 40 minutes.

All within a 10 foot radius around the readerof a Protection from Lycanthropes Scroll, fora duration of one hour, are protected from ly-canthropes.

A Protection from Magic Scroll surroundsthe reader with an anti-magic shell that moveswith the reader for 1 hour, having a radius of 10feet. Spells cannot pass in or out of the shell.

Metal cannot harm the reader of a Protec-tion from Metal Scroll for a duration of 1 hour.

Poison cannot harm the reader of a Protec-tion fromPoison Scroll for a period of 6 hours,and any poison in his system is removed.

All within a 10 foot radius of the reader of aProtection from Undead Scroll are protectedagainst undead, but only to a limited degree. Inany given round, 2d12 undead with HD fewerthan 4, and 2d6 undead with hit dice 4–5, and1d6 undead with hit dice of 6+ are foiled by theprotection of the scroll. Thus, the scroll is effec-tive against all but a true horde of undead.

A Protection Ring grants a bonus to armorclass and saving throws.

The wearer of a Regeneration Ring regen-erates 1 HP/round and thus cannot die unlessthe ring is removed or the body burned.

The Robe of Blending makes the wearerappear to be a part of his surroundings, includ-ing the ability to appear as another one of agroup of nearby creatures. He will appear to bea small tree when in forest surroundings, a sandformation in the desert, etc. Creatures with 10+hit dice (or levels of experience) have a 10%chance per level (or HD) above 9th to perceivethe wearer as a robed figure rather than a partof the surroundings. Usable by: All Classes.

Hundreds of eyes are woven and embroi-dered into the fabric of theRobe of Eyes, grant-ing the wearer tremendous powers of supernat-ural perception. In a radius of 240 feet, any-thing he looks upon is seen for what it is: hesees invisible creatures, he perceives illusions,and his sight even extends into the astral plane.He cannot be ambushed or otherwise taken bysurprise, and he can follow the trail of anythingthat has passed by within the last day. Usableby: Magic-users only.

Anyone donning the Robe of Feeblemind-edness has his intelligence reduced to that ofa garden snail.

TheRobe ofWizardry grants the wearer theability to cast Charm, Polymorph, and Hold Per-son with a 95% chance of success. The robesmay be tied to specific alignments. Usable by:Magic-users only.

A Rope of Climbing is a 50 foot length ofrope that leaps magically upward and can tieand untie itself upon command. Usable by: AllClasses.

On command, a Rope of Entanglementtwines itself around as many as 2d4+1 human-sized foes. The rope cannot be hit except witha natural roll of 20 (it is magical), and can sus-tain 20 hit points of damage before fraying andbecoming useless. Usable by: All Classes.

Once per day, the Shooting Stars Ring cansummon 1d6 flaming meteors from the depthsof space. Each meteor can target a separateenemy for 3d6 damage. If used indoors or un-derground, the meteors strike whatever is di-rectly above the target.

A Slipperiness Potion, except for the solesof the feet and the palms of the hands, givesthe character a virtually frictionless surface.

The Snake Staff is +1 “to-hit” and +1 dam-

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age. When commanded (by using a charge)the staff coils around the target on a successfulhit and pinions the victim for 1d4× 10 minutes.The victim must be about the size of a humanor smaller to use this power. The staff slithersback to its owner afterwards at a speed of 24.Only Clerics can employ a Staff of the Snake.

The ordinary-looking Spade of Excavationdigs by itself when commanded, shoveling 1 cu-bic yard (27 cubic feet) per ten minutes. Usableby: Fighters.

A Spell Storing Ring (Cleric) contains 1d6Cleric spells. Roll 1d6 for each spell to deter-mine their spell levels. The wearer (if a Cleric)casts these spells as if they were his own mem-orized and prepared spells. Once the spell iscast, it cannot be cast a second time until thecaster rests for 8 hours.

A Spell StoringRing (Magic-user) contains1d6 Magic-user spells. Roll 1d6 for each spellto determine their spell levels. The wearer (if aMagic-user) casts these spells as if they werehis own memorized and prepared spells. Oncethe spell is cast, it cannot be cast a second timeuntil the caster rests for 8 hours.

Any spell (other than from a wand, etc.) di-rectly aimed at the wearer of the Spell Turn-ing Ring ring is partially reflected back at thecaster. Roll a d100 to determine how much ofthe spell’s power bounces back; exactly whathappens is up to the Referee.

A Striking Staff inflicts 2d6 points of dam-age with a successful hit. It does not usecharges.

A Sword (Intelligent) has a 10% chance tocast a spell once per day. Such swords com-municate with their bearers, and often (25%chance) can speak audibly. Roll 1d3 for to-hitbonus.

A Sword +1, +2 vs. type of foe gets a +2bonus against a particular type of foe (dragons,magic-users, giants, evil high priests, etc.), and+1 against other types.

A Sword +1, +4 vs. type of foe gets a +4bonus against a particular type of foe (dragons,magic-users, giants, evil high priests, etc.), and+1 against other foes.

A Sword +2, +3 vs. type of foe gets +3bonus against a particular type of foe (dragons,

magic-users, giants, evil high priests, etc.), and+2 against other foes.

A Sword of Dancing fights in the air after 3rounds as a +1d3 weapon.

The Sword of Flames causes an additional1d6 fire damage: roll 1d4-1 for “to-hit” bonus.

The Sword of Ice causes an additional 1d6cold damage: roll 1d4-1 for “to-hit” bonus.

The Sword of Many Cuts +1 gives itswielder one additional attack per day.

The Symbol-Scarab of Insanity is a carv-ing of a scarab-beetle, or perhaps the petrifiedremains of a real one. When displayed, all crea-tures with 9 or fewer hit dice within a radius of30 feet fall temporarily insane for 2 hours. Crea-tures with 10+ hit dice do not receive a savingthrow, but have a 1 in 4 chance to overcome thescarab’s insidious influence. It may be used 12times, after which it crumbles to dust. At theoption of the Referee, it might be recharged butwith a 5% chance per charge that the item willbe destroyed. Usable by: All Classes.

A Telekinesis Ring lets wearer mentally liftandmove up to 200 pounds of weight at a rangeof 120 feet.

A Three Wishes Ring grants the wearer 3wishes; outrageous wishes backfire.

A Treasure Finding Potion detects hoardsof treasure within 400 feet of the current loca-tion.

With an Undead Control Potion, 2d4 un-dead of fewer than 4 HD and 1d4 undead of 4+hit dice fall under the imbiber’s control as perthe Charm Monster spell.

The Wand of Cold casts a cone of cold 60feet to a base 30 feet across. Creatures in thecone take 6d6 damage (saving throw for halfdamage). It holds 25 charges and cannot berecharged.

AWand of Detection (enemies) detects en-emies in a radius of 60 feet, provided that theenemies are actually thinking hostile thoughts.Always active when held, it does not usecharges.

A Wand of Detection (magic) acts as a De-tect Magic spell with a range of 20 feet. Thewand’s user gets a vague sense of what sort ofmagic is being detected. Always active whenheld, it does not use charges.

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A Wand of Detection (metal) detects largecaches of metal within 20’. The wand’s useralso gets a vague sense of the metal’s type. Al-ways active when held, it does not use charges.

A Wand of Detection (traps and secretdoors) detects traps and secret doors with arange of 20 feet. Always active when held, itdoes not use charges.

The Wand of Fear causes creatures in acone-shaped path to flee (saving throw), witha 60% chance they drop anything held. Thecone extends 60 feet to a base 30 feet across.It holds 25 charges, and cannot be recharged).

AWand of Paralyzing casts a cone of paral-ysis 60 feet to a base 30 feet across. Creaturesin the cone are paralyzed for 3d6 turns. It holds25 charges, and cannot be recharged.

A Wand of Polymorph casts either Poly-morph (self) or Polymorph (other). It carries 10charges.

The Warhammer of Return +1 (+3Dwarves) returns to its wielder’s hand afterbeing thrown. When weilded by a dwarf, theWarhammer of Return gives a +3 bonus. Alsofound as hand axe or spear of return.

AWithering Staff adds ten years of physicalaging with a successful hit.

A Wizardry Staff is a staff of power with ad-ditional abilities. At the cost of one charge, itallows invisibility, summoning elementals (call-ing 1d4 at a time), Hold Person, a Wall of Fire,Passwall, a Web spell, or Fly.

The wearer of an X-ray Vision Ring has x-ray vision at a range of 40 feet. The charactersees through just over 10’ of solid rock, throughsolid metals (other than lead) 1 foot thick, andthrough 1 inch of lead.

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Optional Rules

Non-Player Character Classes

ThievesIn some sense, as raiders of ancient and dustytombs, all player characters are thieves. How-ever, the referee may give players the option tocreate a character who is a professional burglar,cutpurse, robber, etc. with specialized skills.

In fighting capability, hit dice and experi-ence points, the thief advances like the cleric.Thieves make saving throws as a cleric four lev-els higher.

When alone (+60’ away from the otherparty members), accompanied only by similarlyskilled rogues, or encountering a distracted op-ponent, the thief gains an advantage to his firstattack by surprising opponents. Thieves them-selves are only surprised on a roll of 1–2.

Level Surprise To-Hit Surp. Damage1 1–6 in 12 +2 2d64 1–8 in 12 +3 3d68 1–10 in 12 +4 4d6

Thieves hear noises through doors andsearch for secret doors with a roll of 1–3 on ad6.

On a roll of 1–4 on a d6, thieves pick locksor pockets. That chance increases to 5 in 6 atsixth level.

With proper equipment, thieves safely climbnearly sheer surfaces at a rate of 10’ per turn× character level.

Thieves can set small traps—tripwiresacross hallways, poisoned needles on doorlatches, etc. Such traps make noise or causea small amount of damage (1 point per level ofthe thief).

Thieves wear leather or lighter armor.

For magic weapons, they use daggers only.At level 9, thieves cast cleric or magic-userspells from scrolls, but with a 1 in 6 chance thespell backfires.

At 10th level, they organize a thieves guildin a city, carving out territory from any residentcriminal organizations.

Referees hesitant to introduce player char-acter thieves may allow the party to hire NPCthieves from the local thieves guild on a per-jobbasis.

DruidsDruids cast each of the listed spells once perday, according to their hit dice.

HD Daily Druid Spells2 Dark3 Dark, Speak with Animals4 Dark, Lightning Bolt, Speak with

Animals5 Dark, Lightning Bolt, Plant

Growth, Speak with Animals,Speak with Plants, Sticks toSnakes

6 Animal Growth, Dark, Light-ning Bolt, Plant Growth, Speakwith Animals, Speak with Plants,Sticks to Snakes

A group of druids with 18 or more collectivehit dice can work together to cast Conjure Ele-mental, Commune, or Control Weather on anynight with a visible moon.

Druids do not use spell books. They wearleather armor, and wield curved daggers, wavyshort swords, or scimitars.

Fighting Styles

The Big Chopper: Fighters who forgo ashield in favor of a two-handed weapon receivea +1 damage bonus.

The Deadly Duelist: Fighters who forgo ashield to wield two weapons at once receive a+1 to-hit bonus (though they do not gain an ad-ditional attack).

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OPEN GAME CONTENTOpen Game Content may only be Used under and interms of the Open Game License Version 1.0a (OGL).

This entire work is designated as Open Game Con-tent under the OGL, with the exception of the trade-marks “SWORDS & WIZARDRY,” “S&W,” “MythmereGames,” and all artwork/illustrations. The trademarksand illustrations are reserved as Product Identity.

OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Definitions:(a) “Contributors” means the copyright and/or trademark owners who

have contributed Open Game Content;(b) “Derivative Material” means copyrighted material including derivative

works and translations (including into other computer languages), potation,modification, correction, addition, extension, upgrade, improvement, compila-tion, abridgment or other form in which an existing work may be recast, trans-formed or adapted;

(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast,publicly display, transmit or otherwise distribute;

(d) “Open Game Content” means the game mechanic and includes themethods, procedures, processes and routines to the extent such content doesnot embody the Product Identity and is an enhancement over the prior art andany additional content clearly identified as Open Game Content by the Con-tributor, and means any work covered by this License, including translationsand derivative works under copyright law, but specifically excludes ProductIdentity.

(e) “Product Identity” means product and product line names, logos andidentifying marks including trade dress; artifacts; creatures characters; sto-ries, storylines, plots, thematic elements, dialogue, incidents, language, art-work, symbols, designs, depictions, likenesses, formats, poses, concepts,themes and graphic, photographic and other visual or audio representations;names and descriptions of characters, spells, enchantments, personalities,teams, personas, likenesses and special abilities; places, locations, environ-ments, creatures, equipment, magical or supernatural abilities or effects, lo-gos, symbols, or graphic designs; and any other trademark or registered trade-mark clearly identified as Product identity by the owner of the Product Identity,and which specifically excludes the Open Game Content;

(f) “Trademark” means the logos, names, mark, sign, motto, designs thatare used by a Contributor to identify itself or its products or the associatedproducts contributed to the Open Game License by the Contributor

(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,modify, translate and otherwise create DerivativeMaterial of OpenGameCon-tent. (h) “You” or “Your” means the licensee in terms of this agreement.

The License: This License applies to any Open Game Content that con-tains a notice indicating that the Open Game Content may only be Used underand in terms of this License. You must affix such a notice to any Open GameContent that you Use. No terms may be added to or subtracted from this Li-cense except as described by the License itself. No other terms or conditionsmay be applied to any Open Game Content distributed using this License.

Offer and Acceptance: By Using the Open Game Content You indicateYour acceptance of the terms of this License.

Grant and Consideration: In consideration for agreeing to use this Li-cense, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open GameContent.

Representation of Authority to Contribute: If You are contributing origi-nal material as Open Game Content, You represent that Your Contributionsare Your original creation and/or You have sufficient rights to grant the rightsconveyed by this License.

Notice of License Copyright: You must update the COPYRIGHT NOTICEportion of this License to include the exact text of the COPYRIGHT NOTICE

of any Open Game Content You are copying, modifying or distributing, andYou must add the title, the copyright date, and the copyright holder’s name tothe COPYRIGHT NOTICE of any original Open Game Content you Distribute.

Use of Product Identity: You agree not to Use any Product Identity, includ-ing as an indication as to compatibility, except as expressly licensed in another,independent Agreement with the owner of each element of that Product Iden-tity. You agree not to indicate compatibility or co-adaptability with any Trade-mark or Registered Trademark in conjunction with a work containing OpenGame Content except as expressly licensed in another, independent Agree-ment with the owner of such Trademark or Registered Trademark. The use ofany Product Identity in Open Game Content does not constitute a challengeto the ownership of that Product Identity. The owner of any Product Identityused in Open Game Content shall retain all rights, title and interest in and tothat Product Identity.

Identification: If you distribute Open Game Content You must clearly in-dicate which portions of the work that you are distributing are Open GameContent.

Updating the License: Wizards or its designated Agents may publish up-dated versions of this License. You may use any authorized version of thisLicense to copy, modify and distribute any Open Game Content originally dis-tributed under any version of this License.

Copy of this License: You MUST include a copy of this License with everycopy of the Open Game Content You Distribute.

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Inability to Comply: If it is impossible for You to comply with any of theterms of this License with respect to some or all of the Open Game Contentdue to statute, judicial order, or governmental regulation then You may notUse any Open Game Material so affected.

Termination: This License will terminate automatically if You fail to complywith all terms herein and fail to cure such breach within 30 days of becomingaware of the breach. All sublicenses shall survive the termination of this Li-cense.

Reformation: If any provision of this License is held to be unenforceable,such provision shall be reformed only to the extent necessary to make it en-forceable.

COPYRIGHT NOTICEOpen Game License v 1.0a Copyright 2000, Wizardsof the Coast, Inc. System Reference Document Copy-right 2000–2003, Wizards of the Coast, Inc.; AuthorsJonathan Tweet, Monte Cook, Skip Williams, RichBaker, Andy Collins, David Noonan, Rich Redman,Bruce R. Cordell, John D. Rateliff, Thomas Reid, JamesWyatt, based on original material by E. Gary Gygaxand Dave Arneson. Swords & Wizardry, Copyright2008, Matthew J. Finch. SWORDS & WIZARDRY:WHITEBOX by Matt Finch and Marv Breig, Copyright2008, Matthew J. Finch. “Phase tiger”, “carcass scav-enger”, and “eye of terror” copyright 2007–2009 byDaniel Proctor. Additional material, including the Lan-guages, Last Will and Testament, Other Types, Op-tional Fun & Flavor, Magical Research, Doors, Surprise,Initiative, Disfigurement, Dungeons, Wilderness, MagicSwords, Jousting, Stronghold Building, and Non-PlayerCharacters sections, copyright 2011–2012 by Paul Gor-man, and distributed under theOpenGame License. Allartwork and illustrations in this variant version are Copy-right 2008–2012 and reserved as Product Identity.END OF LICENSE

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Index

Abilities, 5Absorption Staff, 55Alignment, 6Alter Time, 16Amulet against Scrying, 55Amulet of Demon Control, 55Animal Control Potion, 55Animal Growth, 16Animate Dead, 16Ankheg, 41Anti-Magic Shell, 16Ape, Barsoomian White, 41Ape, Carnivorous, 41Appearance, 12Armor, 10Armor Class, 10, 11Armor of Arrow Deflection, 55Arrow of Direction, 55Attack Matrices, 34Attributes, 5

Bag of Devouring, 55Bag of Holding, 55Banshee, 41Baronies, 32Basilisk, 41Beaker of Potions, 55Beetle, Giant Fire, 41Beguiling Staff, 55Black Pudding, 41Bless (Curse), 16Blink Dog, 42Boots of Elvenkind, 55Boots of Levitation, 55Boots of Speed or Boots of Leap-

ing, 55Bracers of Defense, 55Bugbear, 42Bulette, 42

Carcass Scavenger, 42Careers, 12Carousing, 13Carpet of Flying, 56Castle Occupants, 38

Castles, 38Censer of Hostile Elementals, 56Censer, Bowl, Brazier, or Stone

of Controlling Ele-mentals, 56

Centaur, 42Centipede, Giant (Large), 42Centipede, Giant (Medium), 42Centipede, Giant (Small), 42Charisma, 5, 30Charm Monster, 17Charm Person, 17Chime of Opening, 56Chimera, 42Cities, 40Clairaudience, 18Clairaudience Potion, 56Clairvoyance, 18Clairvoyance Potion, 56Clerics, 6Climb walls, 63Cloak of Displacement, 56Cloak of Elvenkind, 56Cloak of Poison, 56Cloak of Protection +1, 56Cloak of Protection +2 or +3, 56Cloudkill, 17Cockatrice, 42Combat, 30Command Staff, 56Commune, 17Confusion, 17Conjure Elemental, 17Constitution, 5Contact Other Plane, 17Control Weather, 18Crabman, 42Create Food and Drink, 18Crystal Ball, 18, 56Crystal Ball of Suggestion, 56Cure (Cause) Disease, 18Cure (Cause) Light Wounds, 18Cure (Cause) Serious Wounds,

18Cursed Item, 56

Cursed Items, 51, 53

Damage, 31Dancing Boots, 56Darkvision, 18Death, 31Death Spell, 19Decanter of Endless Water, 56Deck of Many Things, 56Demon, Baalroch, 42Demon, Lemure, 42Demonic Armor, 57Detect Evil (Good), 19Detect Invisibility, 19Detect Magic, 19Detect Thoughts (ESP), 19Dexterity, 5Dice, 4Dimensional Portal, 19Diminution Potion, 57Disfigurement, 32Disintegrate, 19Dispel Chaos (Law), 19Dispel Magic, 19Djinn Summoning (Ring), 57Djinni, 43Doors, 29Doppelganger, 43Dragon Control Potion, 57Dragons, 43Druids, 63Dryad, 43Dust of Appearance or Disap-

pearance, 57Dust of Sneezing and Choking,

57Dwarf, 43Dwarves, 8

Efreeti, 43Efreeti Bottle, 57Ego (Swords), 55Elementals, 23, 43Elf, 44Elves, 8

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Encounter Distance, 30Encounters, 30Encumbrance, 11Ethereal Armor, 57Ethereality Potion, 57Evasion, 30Experience, 6, 41Experience bonus, 6Extra Healing Potion, 57Eye of Terror, 44

Feeblemind, 20Fiery Armor, 57Fighter, 7Figurine of the Golden Lion, 57Figurine of the Onyx Dog, 57Find Traps, 20Finding Secret Doors, 29Fire Resistance Potion, 57Fire Resistance Ring, 57Fireball, 20Flask of Stoppered Curses, 57Fleeing, 30Fly, 20Flying Potion, 57

Gargoyle, 44Gas Spore, 44Gaseous Form Potion, 57Gauntlets of Dexterity, 58Gauntlets of Ogre Power, 58Gauntlets of Swimming and

Climbing, 58Gear, Petty, 12Geas, 24Gelatinous Cube, 44Gem of Seeing, 58Ghoul, 44Giant Strength Potion, 58Giant, Cloud, 44Giant, Fire, 44, 45Giant, Frost, 44Giant, Hill, 44Giant, Stone, 44Giant, Storm, 45Girdle of Giant Strength, 58Gnoll, 45Goblin, 45Gold pieces, 9Golem, Flesh, 45Golem, Iron, 45Golem, Stone, 45Gorgon, 45Grappling, 31Green Slime, 45Grey Ooze, 45

Griffon, 45Growth Potion, 58

Halflings, 9Hallucinatory Terrain, 20Harpy, 45Haste, 16Hats, 13Headgear, 12Healing, 32Healing Potion, 58Healing Staff, 58Hear Noises, 29Hell Hound, 45Helm of Fiery Brilliance, 58Helm of Reading Magic and Lan-

guages, 58Helm of Teleportation, 58Helmets, 13Henchmen, 5, 11Heroism Potion, 58Hippogriff, 45Hirelings, 5, 11Hit Dice, 6Hit points, 6Hobgoblin, 45Hold Monster, 20Hold Person , 20Hold Portal, 20Hole, Portable, 58Homunculus, 45Horn of Blasting, 58Horn of Collapse, 58Horn of Valhalla, 58Horses, 45Horseshoes of Speed, 58Human Control Ring, 59Human, Bandit, 45Human, Berserker, 46Human, Sergeant-at-Arms, 46Human, Soldier, 46Hydra, 46

Inheritance, 6Initiative, 30Insect Plague, 21Intelligence, 5, 7Invisibility, 21Invisibility Potion, 59Invisibility Ring, 59Invisibility, 10 ft. radius, 21Invisible Opponents, 31Invisible Stalker, 21, 23, 46Invulnerability Potion, 59

Jobs, 12

Jousting, 39Jug of Alchemy, 59

Knock, 21Kobold, 46

Lairs, 35, 40Lamia, 46Languages, 5, 6, 8, 9Lenses of Charming, 59Levitate, 21Levitation Potion, 59Libram, magical (level gain), 59Liche, 46Light, 29Light (Dark), 21Light (Dark), Continual, 21Lightning Bolt, 22Listen at Doors, 29Lizardman, 46Locate Object, 22Looks, 12Lordly Might Staff, 59Lost, 40Luckstone, 59Lycanthrope, Werebear, 46Lycanthrope, Wererat, 46Lycanthrope, Werewolf, 46Lycanthropes, 46

Mêlée weapons, 10Mace of Undead Destruction +1,

59Magic Items, 51Magic Jar, 22Magic Swords, 53Magic-User, 7Magical Research, 13, 27Mammal Control Ring, 59Manticore, 46Manual of Beneficial Exercise, 59Manual of Golems, 59Manual of Intelligence, 59Manual of Quickness, 59Manual of Wisdom, 59Massmorph, 22Medallion of Detect Thoughts

(ESP), 59Medallion of Projecting

Thoughts, 59Medusa, 46Megadungeons, 35Mimic, 46Minotaur, 46Mirror of Mental Scrying, 59Mirror of Opposition, 59

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Missile weapons, 10Money, 9Monster Creation, 41Monster list, 41Monster Reaction, 30Monsters, 41Morale, 31Morlock, 46Move Earth, 22Move Water, 22Movement, 11Movement, Wilderness, 40Mummy, 46Mushroom Man, 47

Naga, 47Neanderthal, 47Necklace of Fireballs, 59Neutralize Poison, 22Non-Player Characters, 63

Ochre Jelly, 47Ogre, 47Ogre Mage, 47Optional Rules, 63Orc, 47Owlbear, 47

Passwall, 22Pegasus, 47Phantasmal Force, 23Phase Tiger, 47Pick Locks, 63Pipes of the Sewers, 60Pixie, 47Plant Control Potion, 60Plant Growth, 23Poison Potion, 60Poison Resistance, 60Polearms, 31Polymorph, 23Potions, 27, 51Power Staff, 60Project Image, 23Protection from Demons, 60Protection from Drowning Scroll,

60Protection from Elementals

Scroll, 60Protection from Evil (Good), 23Protection from Evil (Good), 10 ft.

radius, 23Protection from Lycanthropes

Scroll, 60Protection from Magic Scroll, 60Protection from Metal Scroll, 60

Protection from Normal Missiles,23

Protection from Poison Scroll, 60Protection from Undead Scroll,

60Protection Ring, 60Purify (Putrefy) Food and Drink,

23Purple Worm, 47Pursuit, 30

Quest, 24

Races, 8Raise Dead, 24Rakshasa, 47Rat, Sumatran, 47Reaction, 30Read Languages, 24Read Magic, 24Regeneration Ring, 60Reincarnation, 24Remove Curse, 24Rings, Magic, 52Robe of Blending, 60Robe of Eyes, 60Robe of Feeblemindedness, 60Robe of Wizardry, 60Roc, 47Rope of Climbing, 60Rope of Entanglement, 60Rounds, 29Ruins, 40Rule number one, 4Rust Monster, 47

Salamander, 47Saving Throws, 32, 33Scrolls, 27, 51Sea Serpent, 48Secret Doors, 29Shadow, 48Shooting Stars Ring, 60Shrieker, 48Skeleton, 48Sleep, 24Slipperiness Potion, 60Slow, 16Slug, Giant, 48Snake Staff, 61Spade of Excavation, 61Speak with Animals, 24Speak with Plants, 25Specialists, 5Specter, 48Spell Books, 8

Spell Storing Ring (Cleric), 61Spell Storing Ring (Magic-user),

61Spell Turning Ring, 61Spider, Giant, 48Staves, Magic, 52Sticks to Snakes, 25Stirge, 48Strength, 5, 7Striking Staff, 61Stronghold Building, 32Strongholds, 7Subdual Damage, 31Surprise, 29, 30Sword (Intelligent), 61Sword +1, +2 vs. type of foe, 61Sword +1, +4 vs. type of foe, 61Sword +2, +3 vs. type of foe, 61Sword of Dancing, 61Sword of Flames, 61Sword of Ice, 61Sword of Many Cuts +1, 61Swords, Magic, 53Symbol-Scarab of Insanity, 61

Telekinesis, 25Telekinesis Ring, 61Teleport, 25Temples, 7, 32Terrain, 40Thieves, 63Thieves Guilds, 40, 63Three Wishes Ring, 61Tick, Giant, 48Time, 29Toad, Giant, 48Towers, 32Transform Rock-Mud, 25Transform Stone-Flesh, 25Transportation, 10Traps, 29Treant, 48Treasure, 36, 50Treasure Finding Potion, 61Troll, 48Turn Undead, 28Turns, 29Tyrannosaurus Rex, 48

Undead, 16, 28Undead Control Potion, 61Unicorn, 48

Vampire, 48Villages, 40

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Wall of Fire or Ice, 25Wall of Stone or Iron, 26Wand of Cold, 61Wand of Detection (enemies), 61Wand of Detection (magic), 61Wand of Detection (metal), 62Wand of Detection (traps and se-

cret doors), 62Wand of Fear, 62Wand of Paralyzing, 62Wand of Polymorph, 62Wandering Monsters, 29, 36, 40,

50

Wands, 52Warhammer of Return +1, 62Water Breathing, 26Weapons, 10Weasel, Giant, 49Web, 26Weight, 11Weight carried, 11Wight, 49Wilderness Travel, 40Wisdom, 5, 6Withering Staff, 62Wizard Eye, 26

Wizard Lock, 26Wizardry Staff, 62Worg, 49Wraith, 49Wyvern, 49

X-ray Vision Ring, 62XP, 6

Yellow Mold, 49

Zombie, 49

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