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