Swords & Wizardry House Rules
Table of Contents
Character Creation: ............................................ 2
High-Level Spells & Rituals:............................ 6
Ability Scores: Roll 3d6 in order ................ 2
Holy Symbol(s): .............................................. 6
Swapping Ability Scores: ............................ 2
Casting Arcane Spells In Armor:..................... 6
Minimum Ability Scores: ............................ 2
Spell Casting & Interruption: ......................... 6
Racial Modifications: ...................................... 2
Spell Adjustments: ............................................. 6
New Race Descriptions: ............................. 2
Combat: ............................................................. 7
Class Modifications: ........................................... 3
Armor Class: ................................................... 7
Assassins: ................................................... 3
Charging: ........................................................ 7
Barbarians: ................................................. 3
Critical Hits/Critical Fumbles: ........................ 7
Bards: ......................................................... 3
Initiative: ........................................................ 7
Clerics: ........................................................ 3
Missiles into Melee: ....................................... 8
Druids: ........................................................ 3
Mounted Combat & Higher Ground: ............. 8
Fighters: ..................................................... 3
Press the Attack/Defensive Fighting:............. 8
Magic-Users: .............................................. 3
Shields shall be splintered: ......................... 8
Monks: ....................................................... 3
Two-handed weapons: .................................. 8
Paladins: ..................................................... 3
Two weapon fighting: .................................... 8
Rangers: ..................................................... 3
Wounded Mounts: ........................................ 8
Thieves: ...................................................... 4
High Level Actions:......................................... 8
th
0 Level & Prior Occupation: ........................ 4
Damage, Death & Healing: ................................ 8
Non-human Class and Level Limits: ............... 4
Skills and Abilities: ............................................. 9
Non-human Multi-Classing Rules: .............. 4
Armor Check Penalties: ................................. 9
Experience & Leveling Up: ................................. 4
The Rule of the d30: ....................................... 9
Equipment:......................................................... 5
Starting Money: ............................................. 5
New Arms & Armor: ....................................... 5
Magic:................................................................. 5
Maleficence:................................................... 5
Counterspells: ................................................ 5
Empowering Spells: ........................................ 6
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Swords & Wizardry House Rules
Character Creation:
Ability Scores: Roll 3d6 in order
Strength: To-hit and damage
bonuses from high Strength apply to
any character, not just fighters.
Dexterity: no changes.
Constitution: no changes.
Intelligence: no changes.
Wisdom: This attribute also
represents a characters sanity.
Charisma: Low Charisma (3-8)
imposes a -1 penalty to a hirelings
morale. High charisma (13-18)
grants a +1 bonus.
Swapping Ability Scores:
Any character can exchange ability
points on a 2-for-1 basis in order to
raise the prime requisite(s) for a desired
class.
Minimum Ability Scores:
The optional ability score minimums on
page 25 are not enforced. However you
need at least a 9 in a classs prime
requisite(s) to qualify for it.
Racial Modifications:
In addition to their abilities listed in the
rule book, all playable races1 have the
following characteristics:
Humans: Humans can arrange their
stats to taste.
Dwarfs: +2 to Constitution, -2 to
Dexterity. Dwarfs can smell gold up to
60 (If they spend a turn concentrating)
and get +4 to saves vs. poison.
Halflings: +2 to Dexterity, -2 to
Strength and +1 to AC due to small
stature. Halfling Thieves get +2 on their
Elves and Half-Elves dont exist on Theia,
but certain other races might be available
to play with referee approval.
1
checks for delicate tasks, move silently,
hide in shadows, and open locks.
Halfling-sized weapons do 1d of
damage; e.g. a Halfling dagger inflicts
1d3 vs. 1d4, a shortsword does 1d4 vs.
1d6, etc. Additionally, Halflings cant
use the Longbow or Heavy Crossbow.
Hyperboreans: +2 to Intelligence, -2 to
Constitution. Hyperboreans are able to
cast Magic-User spells in armor, but
they are sensitive to the touch of iron
and eschew it Armor made of leather,
bronze or the Linothorax are suitable
choices.
New Race Descriptions:
Hyperboreans (Replaces Elves):
A degenerate race with a dark
sorcerous reputation, Hyperboreans are
in the twilight of their power and
influence. However these mysterious
near humans are still a force to be
reckoned with when roused to wroth.
In ages past only dreamt of by man,
they once dwelt in a verdant paradise in
the Utter North, beyond the lands of
Ultima Thule; that is until they were
driven out by the coming of Yikkorth
the Ashen Worm An Outer God of
legendry that crushed much of the
world under miles of glacial rime, aeons
ago.
Hyperboreans are fair-haired, palecomplected, very tall and very thin, and
otherwise conform to the rules for
Elves on page 26 of Swords &
Wizardry (Complete).
CAUTION: Consider yourself warned.
Hyperboreans are not usually well
received in lands outside of their typical
domains; fear, antipathy and/or
outright hate are all likely reactions
when dealing with non-Hyperboreans.
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Swords & Wizardry House Rules
Class Modifications:
Assassins:
Because of their training and living in a
constant state of paranoia, an Assassin
can concentrate and detect an ambush
up to 60 feet if they pass a saving
throw. If they succeed they cannot be
surprised or backstabbed, although the
exact location of invisible or hidden
enemies is not necessarily revealed.
Additionally, Assassins add their
class level to damage rolls when they
backstab a foe. An Assassins thief skills
use an unmodified Saving Throw to
determine success or failure.
Barbarians:
See this custom class write-up for
details.
Bards:
See this custom class write-up for
details.
Clerics:
A Cleric with 15+ Wisdom gains an
additional first level spell.
Clerics of Chaos can control and
command the undead versus rebuking
or destroying them: A T result
indicates temporary domination while a
D results in permanent domination of
the indicated number of undead.
Druids:
At 4th level Druids may summon an
animal companion, the animal that
appears is random, but always has at
least 4 HD.
When a Druid attains 11th level
(rank of Druid) they have accumulated
a vast store of rote knowledge,
thereafter they can memorize and cast
the 6th level Magic-User spell, Legend
Lore.
Fighters:
At 1st level, Fighters may pick one
weapon to specialize with. This weapon
is then +1 to-hit and +2 to damage. At
8th level they either choose to specialize
in another weapon or double specialize
in the previous choice for +2 to-hit
and +3 to damage. A fighter can also
specialize in the shield2 for +1 to AC.
Magic-Users:
All Magic-Users get the spell Read
Magic. They also have the ability to
convert a memorized spell to into a
direct damage effect or a counterspell.
See Maleficence and Counterspell
below.
Monks:
A Monks Thief skills use a saving
throw with +1 added to the roll.
Paladins:
Beginning at 3rd level Paladins gain the
ability to smite their foes with holy
retribution. Once per day, if a
successful melee attack is made against
daemons, undead or other
supernatural creatures of Chaos, they
must pass a saving throw or they are
stunned for 1 round plus an additional
round per five levels of the Paladin.
This power works against creatures
that are only struck by magical
weapons, even if the Paladin is not
wielding one.
At 8th level Paladins can cast
Protection from Evil 10-foot radius
once per day as if they were a Cleric.
Rangers:
Rangers are able to move over their
native terrain as if it were flat, open
Specialization with the Hoplon doesnt add
to AC, but does remove the to hit penalty
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Swords & Wizardry House Rules
ground and suffer no penalties to
movement therein.
Starting at 3rd level a Ranger can no
longer become lost in his native terrain.
At 5th level Rangers moving over a
native terrain can conceal traces of
their passage, but they are reduced to
half-speed (has a base 90% chance, but
is reduced by 5% for each non-Ranger
the character is travelling with).
Rangers add to their knowledge of
wild places as they gain levels Add a
native terrain type at 4th and 8th level
respectively.
Thieves:
In addition to disarming traps, thieves
also have the ability to construct traps,
provided they have the resources and
time. The referee will make you aware
of the requirements should the need
arise.
Thief skills are made with a simple
saving throw with +2 added to the roll.
th
0 Level & Prior Occupation:
All characters start out with a 0th-level
occupation and 1d4 hit points (+/Constitution modifier) that are added to
a characters first level HPs.
The characters background can be
chosen randomly, or chosen by the
player.
Non-human Class and Level Limits:
Non-human characters that reach a
maximum level in a class can exceed
this cap, but incur a 50% penalty to all
earned experience points thereafter. If a
character has level limits for multiple
classes, they choose one class to
continue advancing in.
Non-human Multi-Classing Rules:
To calculate the experience needed to
gain a level, add up all of the experience
point requirements for each class; e.g. a
first level Fighter-Thief would need a
total of 3,250 experience points to
reach second level (2,000 for Fighter +
1,250 for Thief).
Hit Dice: A multi-class characters Hit
Dice are rolled for each class, added
together, and then averaged (dropping
fractions) Maximum HD is always 9.
Experience & Leveling Up:
XP is granted for defeating foes, solving
problems and treasure spent on a 1gpfor-1XP basis.
Money spent for XP is only granted
for things that fit in with the
characters general goals and not for
things that grant explicit, mechanical
advantages. For instance, typical
Fighters and Thieves waste money on
booze, women and gambling during
downtime. Mages buy exotic tomes, or
research strange spells. Clerics and
Paladins donate wealth to churches
and charitable causes, etc. Paying for
new armor, potions or training doesnt
count, but outfitting a henchman
would.
If a player chooses to use the
carousing table they get 2XP for each
1gp, spent because of the added risk.
Leveling up occurs when a character
gains enough experience points to gain
a level and after theyve had time to
stop and reflect on their adventures
getting back to town, resting in some
safe haven, etc.
Training isnt required but if a
character seeks out a suitable trainer
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Swords & Wizardry House Rules
and pays them 1000gp per (new) level,
they undergo rigorous training for 2 4
weeks. At the end of this training the
character re-rolls all of their
accumulated Hit Dice, keeping the
higher HP total.
Equipment:
Starting Money:
Players start with 30-180 (3d6 x 10)
gold pieces.
New Arms & Armor:
Bronze: Weapons and armor made
of bronze are immune to rust or
corrosion, but cost twice as much
as normal iron3 counterparts.
Banded Armor: An articulated
breastplate made from overlapping
strips of metal, held together with
straps and harness. +5 to AC,
weighs 50 lbs. and costs 100gp.
Hoplon shield: +2 to Armor Class
(+3 vs. missiles), 15 lbs., 30gp.
More cumbersome than a normal
shield; imposes a -1 to-hit
penalty to melee attack rolls.
Linothorax: A suit of armor made
from hardened, laminated strips of
linen. +3 to AC (EQV ringmail).
Net: To-hit ignores armor. If it
strikes, the target rolls a saving
throw or they are entangled for 1
round (-2 to-hit and saves, half
movement) in the second round
the target rolls another save, if it
fails they are hopelessly entangled
and must be freed by another or
take 1d3 rounds to free
themselves.
Normal weapons and armor are made of
wrought iron, not high-carbon steel.
3
Platemail4: +7 AC, 70 lbs. 400gp.
Sap: Cost: 2gp. This weapon
normally deals 1d3 damage. If
used in a sneak attack against a
foe with an unprotected head, they
must pass a saving throw or be
rendered unconscious for 5d6
rounds.
Magic:
Maleficence:
A Magic-User can convert a memorized
spell into a direct damage effect that
inflicts 2d6 HPs of magic damage5 up to
10 feet per level. Two manifestations:
In a burst centered on the caster
(everyone in range saves for half
damage, excluding the caster).
Or target a single foe with a +1 tohit roll vs. a targets AC.
Although Clerics and Druids cannot
convert their rites and prayers into
Maleficence, they can convert a
memorized spell into a healing effect
that cures 2 HPs per spell level, similar
to a Paladins lay hands ability.
Counterspells:
If any Magic-User, Cleric or Druid is
within 10 feet per level of a spells
target, they can burn one memorized
spell to intercept and nullify an
opponents spell. The counter-speller
declares during the spells phase of
initiative and thereafter each Caster
rolls a d20 + spell level + caster level,
the highest result wins. If the result is a
Platemail is a coat-of-plates, not the full
harness worn by European knights in the
late middle-ages.
5 If a Magic-Users maleficence rolls two
sixes, then roll another and keep rolling as
long as sixes keep coming up.
4
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Swords & Wizardry House Rules
tie, then a phlogiston disturbance
erupts in the air at point between the
two and some strange effect occurs
(determined randomly by the referee).
Empowering Spells:
Blood Aids Great Sorcery Quoth the
Mummy. A spell caster can sacrifice a
portion of their life-force to empower a
spell. By sacrificing a number of points
of Constitution they then add this
number to the saving throw required to
resist their spell. If the spell has no
saving throw, it might empower it in
other ways (damage, range, additional
targets, extra duration, etc.).
Practitioners of black magic can
sacrifice an unwilling victim to achieve
a similar result each Hit Dice or level
of the victim empowers the spell in a
similar way.
High-Level Spells & Rituals:
All spells seventh level or higher, are
rituals 6 rather than invocations
memorized and cast a fixed number of
times per day. Each casting of a ritual
requires significant outlays of gold,
special components, magic circles,
blood sacrifices, etc.
Holy Symbol(s):
In order to rebuke or command unholy
creatures like undead or daemons, a
Cleric must wield in his hand a
specially blessed physical symbol of his
god. If a Cleric is without their holy
symbol they can still attempt to turn
undead if they pass a saving throw.
A Druid (or Bard) requires mistletoe
or an oak wand to cast their spells,
The referee will make you aware of the
details if and when the need arises.
6
without one or the other they are
incapable of casting spells.
Casting Arcane Spells In Armor:
Hyperboreans have an inborn ability
that allows them to manipulate magical
energy while wearing nonferrous armor.
Human Magic-Users can also attempt
casting in nonferrous armor, but do so
with difficulty; they must make a saving
throw vs. spells, with a penalty equal to
the armors AC bonus or it fizzles.
Spell Casting & Interruption:
Whenever a caster is struck and hit for
damage they must make a saving throw
vs. spells with a penalty equal to the
damage inflicted or the spell is
disrupted and utterly lost. If the save
succeeds the spell is still interrupted,
but it stays in memory.
Spell Adjustments:
Cure Light Wounds & Cure Serious
Wounds: can be used to heal ability
score damage in lieu of Hit Point
damage. CLW restores one ability point
while CSW restores two ability points. A
wounded character can only benefit
from either spell once per day,
additional castings have no effect.
Curse: Whereas Lawful Clerics receive
the fifth-level spell Dispel Evil, Chaotic
Clerics are imbued with the power to
cast a fifth-level Curse spell. The
chance for success is similar to Dispel
Magic.
Curses can take many forms
ranging from bad luck, horrific
nightmares, disfigurement, to disease.
In general the target of a curse is
always allowed a saving throw versus
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the effect; minor afflictions might have
a penalty to the saving throw whereas
extremely strong curses might grant a
bonus. The curse lasts until the caster
revokes it, the caster is slain, or a
successful Dispel Evil, Dispel Magic,
or Remove Curse is cast on the
afflicted.
Magic Missile: Missiles automatically hit
and inflict 1d4+1 points of damage per
missile.
Raise Dead: This fifth level Cleric spell
can only be cast by servants of Chaos
(as it disrupts the natural order). A
person brought back from the dead is
altered by the process; they might smell
faintly of the grave, natural animals
might shun them or their presence will
invoke a feeling of dread. Being revived
in this manner is a great shock to the
system and lowers a persons
Constitution permanently by one point
(assuming the target survives the
process).
Read Magic: A magical writing usually
takes 1 turn per spell level to decipher.
Restoration: This spell can be used to
heal all damaged Ability Scores in
addition to drained character levels.
Restoration Reversed (Drain): This
seventh level spell enables a Chaotic
Cleric to (permanently) drain a target of
a level and add 1d8 temporary Hit
Points to their own (expires after 24
hours).
Resurrection: Knowledge of this
powerful ritual was the sole possession
of the Priests of Mitra until the churchs
great library was utterly destroyed and
their store of esoteric and divine
knowledge lost. Many have quested to
rediscover this lost incantation, but
none have succeeded to date.
Sleep: Creatures are permitted a saving
throw vs. spells at -2 to resist the
effects of the spell.
Telekinesis: This fifth-level Magic-User
spell can be targeted on inanimate
objects or creatures, although creatures
are entitled to a saving throw to resist
its effects.
Combat:
Armor Class:
Armor Class uses the Ascending style.
See table 34 on page 44.
Charging:
A combatant moves and attacks in the
movement phase of combat, granting
+2 to-hit and -2 to AC. The character
makes up to a double move in a
(relatively) straight line, attacking the
first opponent encountered. A charge
can be attempted once per 10 rounds.
Critical Hits/Critical Fumbles:
On a natural, 20 a melee or ranged
attack does maximum damage,
additionally a critical hit that brings a
foe to negative Hit Points kills them
instantly.
If a natural 1 is rolled then the
attacker suffers a fumble, unless a
saving throw is passed; e.g. over-swing
and suffer a -1 AC, lose your grip on a
weapon and lose your next attack,
break or foul your weapon, etc.
(referees discretion).
Initiative:
Initiative is rolled for individually, not
as a group. Roll 1d6 +/- your Dexterity
modifier.
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Swords & Wizardry House Rules
Missiles into Melee:
Normally firing in to a melee has an
equal chance of targeting friend or foe.
However, if the attacker specializes in
the missile weapon they can pass a
saving throw and choose their target.
Mounted Combat & Higher Ground:
Attacking from high ground (or
mounted) grants an attacker +1 to-hit.
Somebody trained to fight from the
saddle (all Kurgan, plus Fighters &
Paladins) can redirect an attackers
blow to themselves or their mount, with
a successful saving throw.
Press the Attack/Defensive Fighting:
Any character can adopt an aggressive
or defensive posture in melee combat.
Pressing adds +1 to hit, but imposes a
-2 penalty to Armor Class. Defensive
Fighting adds +1 to Armor Class, but
imposes a -2 penalty on attack rolls. 7
Shields shall be splintered:
A shield bearer has the option of
sacrificing it to absorb a blow. Normal,
non-magical shields are made broken
and useless, while magical or otherwise
superior shields are ripped from the
characters grasp (a full round is
needed to recover it).
Two-handed weapons:
A one-handed weapon used with two
hands grants its wielder +1 to damage.
Weapons that always require two hands
to wield dont get this bonus.
Two weapon fighting:
This fighting style is restricted to
Assassins, Fighters, Monks, Paladins,
The Fighters Parry Ability stacks.
Rangers, and Thieves with Dexterity 13
or higher.
Fighting with two weapons doesnt
provide an extra attack, instead it helps
open a foes defense or aids parrying.
The wielder chooses to add +1 to-hit
with his primary weapon or adds +1 to
his Armor Class.
Wounded Mounts:
A mount that is reduced to 50% of its
Hit Points must pass a morale check. A
trained rider can then make a saving
throw to regain control each round
thereafter. A mount reduced to 25% of
its Hit Points is reduced to half speed.
High Level Actions:
When a character reaches their
maximum Hit Dice they can perform
two actions per round; an extra attack,
spell, or a combination. The second
action happens at the end of initiative.
Damage, Death & Healing:
There are two types of damage: Hit
Point loss and Ability Score loss.
Hit Point Loss beyond 0th-level HPs
represents fatigue, bruises, and scrapes
more than real physical damage.
However, when HPs reach zero the
character is knocked unconscious and
if they are reduced to negative HPs, the
character is also critically wounded
bleeding out and dying.
Dying characters have 1 round per
level for their wounds to be bound or
healed or they expire. If they are healed
in time, they are brought to 0 HPs and
remain unconscious until they are
brought to 1HP or greater.
When a character suffers a critical
wound they are weakened for 24 hours,
suffering -2 to-hit, damage and saving
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Swords & Wizardry House Rules
throws (A restoration spell removes
weakness).
Ability score damage is incurred from
things like drowning, poison,
hypothermia, starvation, etc. An ability
score reduced to zero indicates
unconsciousness, paralysis, insanity or
sometimes death (depending on
circumstances).
Rest & Healing is accomplished with a
good nights sleep; this restores one HP
per level (plus CON modifier) and one
point of ability score damage. A full 24
hours of bed rest heals two HPs per
level (plus CON modifier) and two
points of ability score damage. Two
weeks of uninterrupted bed rest heals
all lost HPs and ability score damage
regardless of the amount.
Silently, Climb Walls, Hide in Shadows,
Strength or Dexterity checks, etc.).
The Rule of the d30:
Once per level a player may substitute
a d30 for any dice roll8 other than
Ability Scores or Hit Points. You must
declare what the d30 applies to before
any rolling occurs. Furthermore, rolls
do not accumulate over levels; 1 d30
roll at first level, 2 at second level, etc.
Skills and Abilities:
In general, a dice roll to perform some
task is only required when there is a
significant chance of failure and a
consequence for that failure; e.g. oneshot attempts at leaping a 15 foot
chasm, single-handedly trying to lift a
very heavy object, a forced march for
multiple days in a row, etc.
When dice rolls are required, most
situations are resolved with a rollunder ability check or a saving throw.
Ability checks are tests of raw physical
attributes, while saving throws are
usually for class related abilities and
talents that get better with experience.
Armor Check Penalties:
Armor that is bulkier than Leather,
imposes a penalty equal to the armors
AC bonus for skills and ability checks
that rely on agility or movement (Move
If used to replace a d20 in an attack roll,
only a natural 30 generates a critical hit.
8
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