Table of Contents


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There are many versions of Dungeon & Dragons® rule sets:

Tarsheeva Longreach

This web page is only concerned with the Original D&D Rules as contained in the 3 volume set, Men & Magic, Monsters & Treasure, and The Underworld & Wilderness Adventures, plus the Greyhawk supplement. At the present time, it does not include material from the Blackmoor book or later supplements. It also eliminates references (and dependencies where possible) to the prior work, Chainmail.

Little material from the 3rd book ("The Underworld & Wilderness Adventures") was included because so much of the emphasis was on random dungeons and the emphasis in my campaigns is more on story-telling.

The purpose of this web page is to re-organize the information contained in the original Dungeon & Dragons® books into a unified layout that makes better sense (to my mind). Just the fact that the original artwork is missing is an improvement.

While in many cases, the original text has been edited to make it more readable, an attempt has been made to merely reorganize the information, not to add to it.

<local> Where there is local material, the text is in a different font and color. </local>

Not only is the material re-organized, where appropriate, it is hyperlinked to related information.

A common representation for dice is used through out this document. A 4-sided die is a D4, a 6-sided die is a D6, etc. If you should roll 2 6-sided dice, that would be represented as 2D6. If there is a bonus or penalty to added to the result roll, it is represented as a "+n suffix". For example, adding 2 points after rolling 2 6-sided die would be represented as 2D6+2.

In addition, measures of length, rather than being in inches, have been converted to feet. The assumption was that 1 inch equalled 10 feet.

Note that there is a House Rules document that has the same structure as this document. The 2 documents are cross-hyperlinked.

As stated in the original book's Introduction, the rules contained herein are guidelines to follow. They provide a framework around which to build your game.


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The following supplies are required in order to play the game:


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In any campaign there is the referee and the players. The referee is the person who prepares the campaign. He or she is the one who creates the geographic and cultural setting in which the campaign plays itself out.

Any campaign will involve one (or more) referee(s) and at least four players. The maximum number of players per referee should be about twenty.


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There are two main types of characters:

Each player has one and only one primary character. This is their persona and, for purposes of role playing, they play their primary character.

As their primary character gains experience, they may acquire an entourage of one or more non-player characters (NPCs). These characters form a team of characters that the player can manipulate but don't represent the player's persona to the same degree as the primary character does.

Characters have requisites (or categories of abilities). They have an alignment and belong to a character class. Within their class, the character is at a certain experience level. Characters may also own equipment and treasure (weapons, armor, magical items, gems, and gold).

Character Creation

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3D6 are rolled 6 times (one for each of the requisites). The highest of strength, intelligence, or wisdom determines whether the new character will be a fighter, magic-user, or cleric, respectively. See House Rules.

Next the player chooses an alignment for the character.

The player next rolls another 3D6, multiplies the result by 10 to determine the initial number of gold pieces (GP) he starts with.

This will result in an initial character definition of the following fields:

Name: Class:
Strength: Intelligence: Wisdom:
Constitution: Dexterity: Charisma:
Gold Pieces: Experience:


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There are 6 requisites or categories of ability:


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Strength is the prime requisite for fighters. Clerics can use strength on a 3 for 1 basis in their prime requisite area (wisdom). Strength will also aid in opening traps, etc. It also aids the fighting many in his ability to both score a hit upon an adversary and damage it. This strength must be raw (i.e., not altered by the intelligence score). On the other hand, low strength will affect any character's fighting ability.

Strength Hit
Damage Weight
Open Doors
3-4 -2 -1 -100 1
5-6 -1 normal -50 1
7-9 normal normal normal 1-2
10-12 normal normal +50 1-2
13-15 +1 normal +100 1-2
16 +1 +1 +150 1-3
17 +2 +2 +300 1-4
18 +2 +3 +500 1-5

*This is an addition or subtraction to/from the normal carried without encumbrance.

Fighters with a strength of 18 are entitled to make an additional roll with percentile dice in order to determine if their exceptional strength is highly extraordinary.

D100 Hit
Damage Weight
Open Doors
1-50 +2 +3 +500 1-5
51-75 +3 +3 +600 1-5
76-90 +3 +4 +700 1-6 (1)
91-99 +3 +5 +900 1-6 (1-2)
00 +4 +6 +1200 1-6 (1-3)

*The numbers in parenthesis represent the chance of a fighter with that particular score of opening a wizard locked or magically held portal.

Fighters of exceptional strength are now far more formidable opponents, and those of extraordinary strength even more terrible in that they can hit more easily, do more damage, lug large amounts of loot around without encumbrance, bend iron bars and perform other feats of stength with ease.


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Intelligence is the prime requisite for magic-users. It also delineates how many spells a magic-user may know and learn (see the table below). Both fighters and clerics can use it in their prime requisite areas (strength and wisdom respectively) on a 2 for 1 basis. Intelligence will affect referee's decisions as to whether or not a certain action would be taken. It also allows additional languages to be spoken.

Intelligence Chance to Know
Any Given Spell
Minimum Spells* Maximum Spells*
3-4 20% 2 3
5-7 30% 2 4
8-9 40% 3 5
10-12 50% 4 6
13-14 65% 5 8
15-16 75% 6 10
17 85% 7 All
18 95% 8 All

*Minimum and maximum numbers of spells known/knowable in each spell level.

The intelligence level of the magic-user also serves to delineate the use of spells above the 5th level:


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Wisdom is the prime requisite for clerics. It may be used on a 3 for 1 basis by fighters and on a 2 for 1 basis by magic-users. Wisdom will act much as intelligence does. Wisdom acts as an experience booster for clerics, but it doesn't help them in learning or knowing spells. All cleric spells are considered as "divinely" given and, as such, a cleric with a widwom of 3 would know all of the spells as well as would a cleric with a wisdom of 18.


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Constitution is a combination of health and endurance. It will influence such things as the number of hits that can be taken or how well the character can withstand being paralyzed, turned to stone, etc. A character's constitution score is the number of times that character may be resurrected (via clerical spell).


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Dexterity is the prime requisite for thieves. It applies to both manual speed and conjuration. It affects the ability of characters to act/react and fire missiles. It will indicate the speed of actions such as firing first or getting off the first spell. Fighters with a dexterity greater than 14 can use their unusual manual dexterity to attempt to dodge or parry opponent's attacks. For every point over 14 they are able to reduce their opponent's chance of hitting them by 5%. Thieves use dexterity in the pursuit of their chosen profession. They may use 2 points of intelligence and 1 point of wisdom to increase their raw dexterity score so long as they do not bring the intelligence and wisdom scores below average.


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Charisma is a combination of appearance and personality. Its primary function is to determine how many hirelings of unusual nature a character can attract. This requisite will also affect the loyalty of other NPCs that the character wishes to hire. A primary character can employ only as many NPCs as indicated by their charisma requisite.

Charisma Max Nbr of NPCs Loyalty Base
3-4 1 -2
5-6 2 -1
7-9 3  
10-12 4  
13-15 5 +1
16-17 6 +2
18 12 +3

The charisma requisite is also useful for determining whether or not a witch capturing a player will turn him into a slimy toad or keep him enchanted as a servant. It can also be used to determine responses to the character.

2D6 Response
2 attempts to attack
3-5 hostile reaction
6-8 uncertain, make make additional offers
9-11 accepts offer
12 enthusiastic, loyalty +3

Bonuses and Penalties to Advancement based on Requisites

Requisite Bonus or Penalty
Prime Requisite 15 or greater add 10% to earned experience
Prime Requisite 13 or 14 add 5% to earned experience
Prime Requisite 9 - 12 (average) no bonus or penalty
Prime Requisite 7 or 8 deduct 5% from earned experience
Prime Requisite 6 or less deduct 10% from earned experience
Constitution 15 or greater add +1 to each hit die
Constitution 13 or 14 will withstand adversity
Constitution 9 - 12 (average) 60% to 90% chance of surviving
Constitution 7 or 8 30% to 40% chance of surviving
Constitution 6 or less Add -1 to each hit die
Dexterity 13 or greater Fire any missile at +1
Dexterity 8 or less Fire any missile at -1


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The following table determines which races are limited to which specific alignment(s):

Law Neutral Chaos
  Beholders Beholders
Blink Dogs    
  Bugbears Bugbears
Centaurs Centaurs  
  Chimerae Chimerae
    Displacer Beasts
  Dopplegangers Dopplegangers
Dragons Dragons Dragons
Dwarves Dwarves  
Elves Elves  
    Evil High Priest
  Giants Giants
Gnomes Gnomes  
    Hell Hounds
  Liches Liches
  Lizard Men  
Lycanthropes Lycanthropes Lycanthropes
Men Men Men
  Minotaurs Minotaurs
    Ogre Magi
  Ogres Ogres
  Orcs Orcs
  Phase Spiders  
  Purple Worms  
Rocs Rocs  
  Sea Monsters  
Storm Giants Storm Giants Storm Giants
  Umber Hulks  
  Will O'Wisps Will O'Wisps

Chaotic alignment by a player generally betokens chaotic action on the player's part without any rule to stress this aspect, i.e,, a chaotic player is usually more prone to stab even his lawless buddy in the back for some desered gain. However, chaos is just that - chaotic. Evil monsters are as likely to turn on their supposed confederates in order to have all the loot as they are to attack a lawful party in the first place. While there is no rule to apply to groups of chaotic players operating in concert, referees are urged to formulate some rules against continuing co-operation as fits their particular situation, but consideration for concerted actions against chaotic players by lawful ones should be given.

Character Classes

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There are 4 main classes of characters:

For information about Paladins, see pages 8-9 in Greyhawk.


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human fighter

All character types may engage in hand-to-hand combat (melee), but only Fighters are able to use their strength and dexterity to utmost advantage. They can use all types of magical weaponry. They intrinsically do more damage during melee. They can use very magical items that are not weapons and can cast no spells.

The prime requisite for fighters is strength.

The following table defines the experience points (EP) needed to achieve each level in the fighter class:

Class Level Name Level EP Needed Hit Points
Veteran 1st 0 1D8
Warrior 2nd 2000 2D8
Swordsman 3rd 4000 3D8
Hero (highest level for elf) 4th 8000 4D8
Swashbuckler 5th 16000 5D8
Myrmidon (highest level for dwarf) 6th 32000 6D8
Champion 7th 64000 7D8
Superhero 8th 120000 8D8
Lord 9th 240000 9D8
Lord, 10th level 10th 480000 9D8+2
Lord, 11th level 11th 960000 9D8+4

Even though pixies are generally invisible, certain high-level fighters will be aware of their presence.

Top-level fighters who build castles are considered Barons. See Volume 1, page 6 for more information.


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elf magic-user

All magical items (except for the weapons and armor of the fighters) are useful to the magic-user though they start out very weak and it takes a long time for them to become powerful enough to survive on their own. Magic-users may arm themselves with daggers only.

The prime requisite for magic-users is intelligence.

The following table defines the experience points (EP) needed to achieve each level in the magic-user class:

Class Level Name Level EP Needed Hit Points Spells
Medium 1st 0 1D4 1
Seer 2nd 2500 2D4 2
Conjurer 3rd 5000 3D4 3 1
Theurgist 4th 10000 4D4 4 2
Thaumaturgist 5th 20000 5D4 4 2 1
Magician 6th 35000 6D4 4 2 2
Enchanter 7th 50000 7D4 4 3 2 1
Warlock (highest level for elf) 8th 75000 8D4 4 3 3 2
Sorcerer 9th 100000 9D4 4 3 3 2 1
Necromancer 10th 200000 10D4 4 4 3 3 2
Wizard 11th 300000 11D4 4 4 4 3 3
Wizard, 12th level 12th 400000 11D4+1 4 4 4 4 4 1
Wizard, 13th level 13th 500000 11D4+2 5 5 5 4 4 2
Wizard, 14th level 14th 600000 11D4+3 5 5 5 4 4 3 1
Wizard, 15th level 15th 700000 11D4+4 5 5 5 4 4 4 2
Wizard, 16th level 16th 800000 11D4+5 5 5 5 5 5 5 2 1
Wizard, 17th level 17th 900000 11D4+6 6 6 6 5 5 5 2 2
Wizard, 18th level 18th 1000000 11D4+7 6 6 6 6 6 6 2 2 1
Wizard, 19th level 19th 1100000 11D4+8 7 7 7 6 6 6 3 2 2
Wizard, 20th level 20th 1200000 11D4+9 7 7 7 7 7 7 3 3 2
Wizard, 21st level 21st 1300000 11D4+10 8 8 8 7 7 7 3 3 3
Wizard, 22nd level 22nd 1400000 11D4+11 8 8 8 8 8 8 4 3 3

See the first volume, p. 17, for additional Spell levels above 12th level.

Research can be done at any level of experience but a new spell could only be developed at the current magic-user's level or lower.

Wizards and above may manufacture magical items (such as potions, scrolls, etc.) for their own use or for sale. Costs and the time to enchant the item are commensurate with the value of the item. Examples are given in Volume 1, page 7.


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human cleric

Clerics can use magic armor and all non-edged magic weapons (no arrows) plus they have a number of their own spells. They are able to use some magical items that are denied to fighters. Remember that only men can be clerics.

The prime requisite for clerics is wisdom.

Clerics are either Law or Chaos (see Alignments). There's no such thing as a Neutral cleric. If a Patriarch receives the benefits described and he changes alignments, all benefits will be removed immediately.

The following table defines the experience points (EP) needed to achieve each level in the cleric class:

Class Level Name Anti-Cleric Name Level EP Needed Hit Points Spells
Acolyte Evil Acolyte 1st 0 1D6 0
Adept Evil Adept 2nd 1500 2D6 1
Village Priest Shaman 3rd 3000 3D6 2
Vicar Evil Priest 4th 6000 4D6 2 1
Curate Evil Curate 5th 12000 5D6 2 2
Bishop Evil Bishop 6th 25000 6D6 2 2 1 1
Lama Evil Lama 7th 50000 7D6 2 2 2 1 1
Patriarch Evil High Priest 8th 100000 8D6 2 2 2 2 2
Patriarch, 9th level Evil High Priest, 9th level 9th 150000 8D6 3 3 3 2 2
Patriarch, 10th level Evil High Priest, 10th level 10th 200000 8D6+1 3 3 3 3 3
Patriarch, 11th level Evil High Priest, 11th level 11th 250000 8D6+1 4 4 4 3 3
Patriarch, 12th level Evil High Priest, 12th level 12th 300000 8D6+2 4 4 4 4 4 1
Patriarch, 13th level Evil High Priest, 13th level 13th 350000 8D6+2 5 5 5 4 4 1
Patriarch, 14th level Evil High Priest, 14th level 14th 400000 8D6+3 5 5 5 5 5 2
Patriarch, 15th level Evil High Priest, 15th level 15th 450000 8D6+3 6 6 6 5 5 2
Patriarch, 16th level Evil High Priest, 16th level 16th 500000 8D6+4 6 6 6 6 6 3
Patriarch, 17th level Evil High Priest, 17th level 17th 550000 8D6+4 7 7 7 6 6 3 1
Patriarch, 18th level Evil High Priest, 18th level 18th 600000 8D6+5 7 7 7 7 7 4 1
Patriarch, 19th level Evil High Priest, 19th level 19th 650000 8D6+5 8 8 8 7 7 4 2
Patriarch, 20th level Evil High Priest, 20th level 20th 700000 8D6+6 8 8 8 8 8 5 2

When clerics reach the top level (Patriarch) they may opt to build their own stronghold and when doing so receive help from above. If they invest 100,000GP in construction costs, they may build a fortress of double that cost.

Faithful men will come to such a stronghold, be fanatically loyal, and will server at no cost. There will be 10-60 heavy cavalry, 10-60 horsed crossbowmen, and 30-180 heavy foot.

Clerics have an interesting effect on a class of monsters called Undead. They have the possibility of turning away or dispelling undead, depending on their level. Start by rolling 2D6:

Type 1 2 3 4 5 6 7 8 9
Skeleton 7 Turn Turn Dispel Dispel Dispel Dispel Dispel Dispel
Zombie 9 7 Turn Turn Dispel Dispel Dispel Dispel Dispel
Ghoul 11 9 7 Turn Turn Dispel Dispel Dispel Dispel
Wight None 11 9 7 Turn Turn Dispel Dispel Dispel
Wraith None None 11 9 7 Turn Turn Dispel Dispel
Mummy None None None 11 9 7 Turn Turn Dispel
Spectre None None None None 11 9 7 Turn Turn
Vampire None None None None None 11 9 7 Turn

If the die roll is the same or greater than the value in the table then the Undead is turned away ("Turn"). "Dispel" means that the cleric was able to display or dissolve the Undead. "None" means that the cleric was not able to do anything to the Undead (usually because the cleric's class was too low).


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human thief

All thieves are either neutral or chaotic - although lawful characters may hire them on a one-time basis for missions which are basically lawful. They are not as strong as other classes in hit dice, but thieves have many distinct advantages which are enumerated below. Thieves may employ magic daggers and magic swords but no other magical weaponry. They can wear only leather armor and cannot employ shields. While they cannot learn spells, thieves of the highest levels are able to read spells written on scrolls. Basic abilities are:

Furthermore, dwarves, elves, half-elves, or hobbits may be thieves, and in this class there will be no limit to their continuing to advance to the highest levels.

Thieves of the 3rd and above are able to read most (80%) languages, so treasure maps can be read and understood by them without recourse to a spell.

Thieves of the 10th level and above are able to understand magical writings, so any scroll that falls into their hands can be used by them - excluding spells which are clerical in nature. However, with spells of the 7th level and above there is a 10% chance that the effect will be the reverse of that intended (due to the fact that even Master Thieves do not fully comprehend such great magic). This reverse effect can be know only after the spell is read.

By striking silently from behind the thief gains 2 advantages. First, he increases the chance to hit by 20% (+4 on his die). Secondly, he does double damage when he so attacks, with like additional damage for every 4 levels he has attained. Thus, if a thief of the 4th level attacked from behind, he would do twice the damage indicated by the die, at 5th level through 8th level he would do thrice the damage, at 9th through 12th levels he would do 4 times the damage, etc.

The ability of the thief to climb is also a function of his level. There is a basic chance of 13% that a 1st level thief will slip and fall in climbing. With each higher level attained by the thief this chance is reduced by 1%, so that a 10th level thief has but a 4% chance of slipping.

Class Level Name Level EP Needed Hit Points Open Locks/
Remove Traps
Pickpocket or
Move Silently/
Hide in Shadows
Hear Noise
Apprentice 1st 0 1D4 15%/10% 20%/10% 1-2
Footpad 2nd 1200 2D4 20%/15% 25%/15% 1-2
Robber 3rd 2400 3D4 25%/20% 30%/20% 1-3
Burglar 4th 4800 4D4 35%/30% 35%/25% 1-3
Cutpurse 5th 9600 5D4 40%/35% 45%/35% 1-3
Sharper 6th 20000 6D4 45%/40% 55%/45% 1-3
Pilferer 7th 40000 7D4 55%/50% 60%/50% 1-4
Master Pilferer 8th 60000 8D4 65%/60% 65%/55% 1-4
Thief 9th 90000 9D4 75%/70% 75%/65% 1-4
Master Thief 10th 125000 10D4 85%/80% 85%/75% 1-4
Master Thief 11th 250000 10D4 95%/90% 95%/85% 1-5
Master Thief 12th 375000 10D4+1 100%/95% 100%/90% 1-5
Master Thief 13th 500000 10D4+1 100%/100% 100%/95% 1-6
Master Thief 14th 625000 10D4+2 100%/100% 100%/100% 1-6

On the Thief skills (such as Open Locks, Remove Traps, etc.), a score above the indicated percentage means failure, and no further attempts may be made. Also, there is a chance that the one who is being pickpockets may detect the thief. To determine this, for each level of the victim above 5th, the victim has a +5% chance of detecting the "lift", so a 10th level victim would have a 25% of detecting the pickpocket.

Thieves who attain the 3rd level (and above) can read languages. Thieves who attain the 9th level (and above) can read magic spells from scrolls.

It takes an additional 125,000 EP for each level above Master Thief.

Bonuses to Dwarves, Elves, and Hobbits as thieves:

Race Open
Hide in
Dwarf 5% 15%   5% 5%  
Elf     5% 10% 15%  
Hobbit 10% 5% 5% 10% 10% +1


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Experience points are awarded to players by the referee with appropriate bonuses or penalties for prime requisite scores.

As characters meet monsters in combat and defeat them and as they obtain various forms of treasure (money, gems, jewelry, magical items, etc.), they gain "experience". This adds to their experience point (EP) total and gradually moves them up through the levels of their class.

Experience points for slain monsters should be divided equally among all of the characteres in the party using the table below.

Hit Dice
Base Value Additional Points
for Special Abilities*
½ 5 1
1D6-1 7.5 2
1D6 10 3
1D6+1 15 4
2D6 20 5
2D6+1 25 10
3D6 35 15
3D6+1 50 25
4D6 75 50
4D6+1 125 75
5D6 175 125
5D6+1 225 175
6D6 275 225
6D6+1 350 300
7D6 450 400
7D6+1 525 475
8D6 650 550
8D6+1 750 625
9D6 to 10D6 900 700
11D6 to 12D6 1100 800
13D6 to 14D6 1350 950
15D6 to 16D6 1650 1150
17D6 to 20D6 2000 1500
21D6 and up 2500 2000

*Monsters which can regenerate, hurl missiles, have touch which paralizes, poison, etc. Monsters with exceptional special abilities should be either treated as a higher class than is represented by their hit dice or a double bonus for their abilities should be awarded when they are slain. For example, a gorgon is a monster with a special ability and worse to encounter than its 8D6 indicate. Double points in the special column are in order when awarding experience for killing one. For example, base points of 650 plus 2 times 550 points for special abilities yields 1750 points for killing a gorgon.

If the monster's hit dice are +2 or +3 then it must be classed the next step higher. For example, a monster with 2D6+2 hit dice would be classified as a 3D6 monster.

Gains in experience points will be relative. An 8th level magic-user operating on the 5th dungeon level would be awarded 5/8 experience.

Experience points are never awarded on a 1 for 1 basis. A character may only advance 1 level per campaign. Assume that a 1st level fighter would earn 5000 EP for a campaign. As this would move him up two levels, the referee should only award sufficient points to bring him to 2nd level.

It is absolutely mandatory that experience for non-player characters (NPCs) by computed, bonuses added, and then the whole reduced by 50%. This represents the fact that they are in the hire of some character, and because of this capacity are not as prone to benefit from experience. Note, however, that any skimping of the treasure will naturally have a highly adverse effect on their loyalty to the character.

There is no theoretical limit as to how high a human character may progress in their class.

Changing Classes

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While changing classes (except for elves) is not recommended, the character must have a prime requisite of the class they wish to change to of 16 or better (before being modified). For example, a cleric with a strength of 15 could not become a fighter.

In any case, a magic-user cannot become a cleric and vice versa.

By Race

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The following table describes which races can adopt which character classes:

Race Fighter Magic-user Cleric Thief

Non-player Characters

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The referee may "allow" the primary characters to "hire into service" one or more characters. At times these non-player characters may be nothing more than a band of mercenaries hired to share in the profits coming out of a campaign. At other times, these NPCs may represent a regular entourage of various character classes and races who make up a team under the leadership of the primary player character.

Only the lowest level character classes may be hired, though they grow in experience as they participate in the campaign. Note that while NPCs get a full share of any treasure found, they only get 50% of the normal experience points.

The player wishing to hire an NPC advertises by posting notices at inns and taverns, frequents public places seeking the desired hirelings, or sends messages to whatever place the desired character class would be found. This costs money and takes time and the referee must determine how much of each is expended.

Once a response has been obtained, the player must make an offer to tempt the desired character class into his (or her) service. As a rule of thumb, a minimum offer of 100 GP would be required for a human, dwarves are more interested in gold, elves and magic-users in magical items, and clerics some assurance of having a place to worship.

Monsters can be lured into service if the character has sufficient charisma and they are the same alignment or they can be charmed.

Men, dwarves, and elves will serve as retainers (NPCs) as long as they are paid regularly, treated fairly, are not continually exposed to extra-hazardous duty, and receive bonuses when they take part in some dangerous adventure. Judgment is up the referee with the assistance of a morale roll.

Morale rolls can also be used to determine whether a man or sentient creature will surrender. When this happens, an offer of service can be made. Subdued monsters will obey for a time without need to check their reactions and such monsters are salable. Personally, I wouldn't trust such a monster as far as I could throw them.

Adjust the following roll for charisma and initial payments for service.

3D6 Morale
3 or less Will desert at the first opportunity
4-6 -2 on morale dice
7-8 -1 on morale dice
9-12 average morale dice
13-14 +1 on morale dice
15-18 +2 on morale dice


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Do you really need this explained to you? See also Men under the Monsters section.


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elf fighter

Elves are 5 or more feed in height, slim of build, weigh about 120 pounds, have tan to fair skin, and are also of various types (wood, meadow, high, fairies), wood elves being the darkest. Elves of 17 or 18 strength can work up as high as 5th level or 6th level fighter, respectively. Elves with an 18 intelligence can work up to as high as 9th level magic-users. Among the elves there are clerical types as high as 6th level who interact only with their own kind. These clerics (fighter/magic-user-cleric types) have magical ability limited to the 6th level.

<local> This is obviously not out of Tolkien. </local>

Elves can begin as either fighters or magic-users and may freely switch class between campaigns (they may also be thieves). They gain benefits from both classes and may use both weaponry and spells. They may use magic armor and still act as magic-users. However, they may not progress beyond 4th level fighter or 8th level magic-user.

Elven thieves work in all 3 categories at once (fighter, magic-user, thief) unless they opt to never be anything other than in the thief category. Thus, experience is always distributed proportionately in the 3 categories even when the elf can no longer gain additional levels in a given character class. However, it is possible to be an elven 6th level fighter, 9th level magic-user, and a 10th level thief, for example, with a character having exceptionally high scores in strength and intelligence, and the only limit on how high in the thief category the elf can progress will be that placed on him by the division of experience points. When acting in the thief capacity, the elf can wear only leather armor. As dwarves, elves have infravision and can see monsters up to 60' away in the dark.

They enjoy the following benefits:

Elves are of 2 general sorts, those who make their homes in woodlands and those who seek the remote meadowlands. For every 50 elves encountered there will be 1 of above-normal capabilities. Roll 1D4 to determine the fighter class level and 1D6 to determine the magic-user class level of the leader. Treat any 1 rolled on either the D4 or D6 as a '5' (where appropriate). For every 100 elves encountered there will be a 4th level fighter/8th level magic-user. Half of the elves in any given party will be bow armed, the other half will carry spears, and all will have swords besides. Elves have the ability of moving silently and are nearly invisible in their gray-green cloaks. Elves armed with magical weapons will add 1 to damage points rolled to determine damage. Elves are not naturally adapted to horseback.


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Half-Elves are half elven and half human, and as such, they gain some abilities from each heritage. Half-elves are able to progress simultaneously in both the fighter and magic-user classes and may use both weaponry and spells and otherwise act as elves do. They may work up to the 6th level as a fighter and the 6th level as a magic-user. Half-elves of exceptional strength (17 or 18) may progress as high as a 7th or 8th level fighter, respectively. Those of exceptional intelligence (17 or 18) may work up to a 7th or 8th level magic-user respectively. They spot secret doors and hidden doors as do elves but they do not gain any advantages when fighting certain monsters as do elves. They speak all languages which elves do. There are no half-elf clerics, for in this regard their human side prevails. However, half-elves with a basic wisdom score of 13 or more may also become (multi-class) clerics. If they so opt, all experience will be divided in equal proportions between fighter, magic-user, and cleric. Half-elves may work up as high as the 4th level as a cleric. Note that half-elf clerics may not themselves act chaotically, nor may they associate with chaotic characters or creatures.


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dwarf fighter

Dwarves may only be fighters or thieves. Dwarves are about 4' tall, stocky of build, weigh 150 pounds, with very broad shoulders, their skin a ruddy tan, brown, or gray, and are of various types (hill, mountain, or burrowers, such as gnomes). Dwarves with a strength of 17 can work upto 7th level fighter and those of 18 strength can work up to 8th level. Among the dwarves themselves (but never as a player), there are clerical types. Dwarf clerics are found as high as 7th level, and they can cure and resurrect their own. These clerics are also fighters.

Dwarves can work simultaneously as fighters and thieves, but no bonuses for abilities above the normal are then given, and earned experience is always divided evenly between fighter and thief even when the dwarf can no longer progress in the fighter class. When acting as thieves, dwarves can only wear leather armor. In addition, dwarves have infravision and can see monsters up to 60' away in the dark.

They enjoy the following benefits:

Because of their relatively short size, clumsy monsters like ogres, giants, and the like will have a difficult time hitting dwarves, so score only ½ the usual hit points when a hit is scored. Any body of dwarves will have 1 above average fighter for every 40 dwarves in the group. To determine the level of the leader, simply roll 1D6. If in their lair, the score will be adjusted so that 1-2 is a 3rd level fighter, 3-4 is a 4th level fighter, and 5 and 6 are 5th and 6th level fighters, respectively. For every level of fighting ability there will be a 10% chance that the dwarf will have a magic shield, magic armor, or a magic sword (1-4 on a D6) or hammer (5-6 or a D6). Unintelligent beasts may sometimes be used by dwarves to form a part of their defenses (domesticated bears, wolves, or whatever at the referee's discretion).


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halfling thief

Hobbits can be only fighters or thieves, and as thieves they have better chances for doing most things and are not limited to how high in lvels they can progress. As fighters, they may not progress beyond the 4th level.

Other Races

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As the original book states, "there is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top...". See House Rules.


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Players must equip their characters with basic items of equipment and must pay for the equipment for each character from that character's supply of gold pieces (GP). Selection of items is strictly up to the player. Equipment may be sold between characters or even players as long as a proper transfer of value takes place.

Costs and Weight

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Note that both cost and weight are expressed in units of gold pieces.


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Item Cost Weight
Arrows (1 silver tipped) 5GP 5GP
Arrows (20) 5GP 25GP
Arrows (quiver of 20) 10GP 50GP
Battle Axe 7GP 100GP
Composite Bow 50GP 50GP
Dagger 3GP 20GP
Flail 8GP 100GP
Halberd 7GP 150GP
Hand Axe 3GP 50GP
Heavy Crossbow 25GP 75GP
Lance 4GP 150GP
Light Crossbow 15GP 50GP
Long Bow 40GP 50GP
Mace 5GP 50GP
Morning Star 6GP 100GP
Pike 5GP 150GP
Pole Arm 7GP 150GP
Quarrels (30) 5GP 25GP
Quarrels (case of 30) 10GP 50GP
Short Bow 25GP 50GP
Spear 2GP 150GP
Sword 10GP 50GP
Two-handed Sword 15GP 150GP


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Item Cost Weight
Barding (horse armor) 150GP 750GP
Chain-type Armor 30GP 500GP
Helmet 10GP 50GP
Leather Armor 15GP 250GP
Plate Armor 50GP 750GP
Shield 50GP 150GP

Miscellaneous Equipment

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Assume that each character carries 80 GP of miscellaneous equipment.

Item Cost Weight
Belladona (1 bunch) 10GP N/A
Flask of Oil 2GP N/A
Garlic (1 bud) 10GP N/A
Holy Water (1 vial) 25GP N/A
Iron Rations (1 person for 1 week) 15GP N/A
Iron Spikes (12) 1GP N/A
Leather Back Pack (holds 300GP) 5GP N/A
Lantern 10GP N/A
Large Sack (holds 300GP) 2GP N/A
Pole (10') 1GP N/A
Rope (50') 1GP N/A
Silver Cross 25GP N/A
Silver Mirror (small) 15GP N/A
Stacks (3) and Mallet 3GP N/A
Standard Rations (1 person for 1 week) 5GP N/A
Steel Mirror 5GP N/A
Small Sack (holds 50GP) 1GP N/A
Torches (6) 1GP N/A
Wine (1 quart) 1GP N/A
Water/Wine Skin 1GP N/A
Wolvesbane (1 bunch) 10GP N/A
Wooden Cross 2GP N/A

Saddle and Pack Animals

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Item Cost Weight
Draft Horse 30GP N/A
Heavy Warhorse 200GP N/A
Light Horse 40GP N/A
Medium Warhorse 100GP N/A
Mule 20GP N/A
Saddle 25GP N/A
Saddle Bags 10GP N/A

See more information on horses.


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Item Cost Weight
Cart 100GP N/A
Large Galley 30000GP N/A
Large Merchant Ship 20000GP N/A
Raft 40GP N/A
Small Boat 100GP N/A
Small Galley 10000GP N/A
Small Merchant Ship 5000GP N/A
Wagon 200GP N/A

Miscellaneous Weights

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Item Weight
Coin 1GP
Chalice 50GP
Flagon 50GP
Gem 1GP
Human Body 1750GP
Jewelry 20GP
Potion 30GP
Scroll 20GP
Staff (with case) 300GP
Wand (with case) 100GP
Wine Skin 30GP


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The common tongue is spoken throughout the region a campaign takes place in and is spoken by all humans.

Most races and monsters speak their own tongue, with 20% chance of speaking common.

Each alignment has its own tongue. While not understanding the language, creatures who speak one alignment tongue will recognize a hostile one and attack.

A character can attempt to communicate through the common language, racial language, or alignment language.

Characters with an intelligence above 10 may learn additional languages, one language for every point above 10. For example, a man with an intelligence of 15 could speak 7 languages: common, his alignment language, and 5 racial languages.

Some magic spells and items will enable the speaking and understanding of other languages.


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Monsters are described in 2 tables: Statistics and Descriptions. Click on the name in one table to go to corresponding entry in the other table.

Monster Statistics

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Note that all quantities in the "Nbr Appearing" column are guidelines for out-door adventures. The number is at the referee's discretion to increase or decrease according to the party.

In the "Nbr Appearing" column, ranges of numbers ("3-30") have been converted to the common dice representation ("3D10").

In the "Move (feet)" column, the number after the slash is the mounted or flying speed. A creature may also charge and get a bonus to the normal move.

Click to go to Description
% in
Balrogs 1D6 6/15 2 2/2D12, 3D12, 4D12 according to size plus sword/1D12 25% Type F
Basilisks 1D6 6 4 1/1D10 plus turn to stone 40% Type F
Beholder 1 3 4/2 1 bite/1D4+1 plus special 90% Type I (treasure),
Type F (magic)
Black Pudding 1 6 6 1/3D8 Nil Nil
Blink Dogs 4D4 12 5 1 bite/1D6 30% Type C
Bugbears 5D4 9 5 1/2D4 30% Type B
Carrion Crawlers 1D6 12 3/7 8 tentacles/special 60% Type B
Centaurs 2D10 18 5 2 hooves/1D6, 1 weapon/Var 5% Type A
Chimeras 1D4 12/18 4 2 claws/1D3, 3 heads: goat/1D4, lion/2D4, dragon/3D6***** 50% Type F
Cockatrices 1D8 9/18 6 1/1D6 plus turn to stone 35% Type D
Displacer Beasts 1D4+1 15 4 2 tentacles/2D4 35% Type D
Djinn --- 9/24 5 1/2D8 Nil Nil
Dopplegangers 3D4 9 5 1/1D12 plus special 25% Type E
Draft Horse --- 9 7 2 hooves/2D6, 1 bite/1D3 Nil Nil
Dragon, Black 1D4 9/24 2 2 claws/1D4, 1 bite/3D6, acid (5'x60' line) 60% Type H
Dragon, Blue 1D4 9/24 2 2 claws/1D4, 1 bite/2D12, lightning (5'x100' line) 60% Type H
Dragon, Brass 1D4 9/24 2 2 claws/1D4, 1 bite/2D8, sleep (20'x70' cone)* or fear (40'x50' cloud) 60% Type H
Dragon, Bronze 1D4 9/24 0 2 claws/1D4, 1 bite/2D10, lightning (5'x100' line) or repulsion (30' in front) 60% Type H
Dragon, Chromatic 1 9/24 -2 2 claws/1D4, 1 bite/4D10, as specified for white, black, green, blue, & red dragons*** 60% Type H
Dragon, Copper 1D4 9/24 1 2 claws/1D4, 1 bite/3D6, acid (5'x70' line) or slow (3D6 creatures) 60% Type H
Dragon, Golden 1D4 9/24 -2 2 claws/1D4, 1 bite/3D12, fire (30'x90' cone) or chlorine gas (50'x40' cloud) 60% Type H
Dragon, Green 1D4 9/24 2 2 claws/1D4, 1 bite/2D10, chlorine gas (40'x50' cloud) 60% Type H
Dragon, Platinum 1 9/24 -3 2 claws/1D4, 1 bite/4D10, cold (30'x80' cone) or gaseous form (40'x50' cloud) or disintigrate (3D6 creatures)** 60% Type H
Dragon, Red 1D4 9/24 2 2 claws/1D4, 1 bite/3D10, fire (30'x90' cone) 60% Type H
Dragon, Silver 1D4 9/24 -1 2 claws/1D4, 1 bite/3D10, cold (30'x80' cone) or gas (40'x50' cloud) 60% Type H
Dragon, White 1D4 9/24 2 2 claws/1D4, 1 bite/2D8, cold (30'x80' cone) 60% Type H
Dryads 1D6 12 5 1/1D4 or weapon 20% Type D
Dwarves 40D10 6 4 1/1D8 or weapon 50% Type G
Efreet --- 9/24 3 1/3D8 Nil Nil
Elementals 1 Var 2 1/see below Nil Nil
Elves 30D10 12 5 1/1D10 or weapon 25% Type E
Ents 2D10 6 2 2/2D8, 3D6, 4D6 according to size Nil Nil
Gargoyles 2D10 9/15 5 2 claws/1D3, 1 bite/1D6, 1 horn/1D4 25% Type C
Gelatinous Cube 1 6 8 1/2D4 special Nil Internal
Ghouls 2D12 9 6 2 claws/1D3, 1 bite/1D4 20% Type B
Giants 1D8 12 4 1/see below 30% 5000GP + Type E
Gnolls 20D10 9 5 1/1D8 or weapon 30% Type D
Gnomes 40D10 6 5 1/1D6 or weapon 60% Type C
Goblins 40D10 6 6/7 1/1D4 or weapon 50% 1-6GP ea.
Golem, Flesh 1 8   2D8 twice per turn Nil Nil
Golem, Stone 1 6   3D8 Nil Nil
Golem, Iron 1 4   4D10 Nil Nil
Gorgons 1D4 12 2 1 butt/2D6**** 50% Type E
Gray Ooze --- 1 8 1/2D8 Nil Nil
Green Slime --- Nil --- 1/see Description Nil Nil
Griffons 2D8 12/30 3 2 claws/1D4, 1 bite/2D8 10% Type E
Harpies 2D6 6/15 7 2 claws/1D3, 1 weapon/1D6 20% Type C
Heavy Horse --- 12 7 2 hooves/1D8, 1 bite/1D3 Nil Nil
Hell Hounds 2D4 12 4 1 bite/1D6 25% Type C
Hippogriffs 2D8 18/36 5 2 claws/1D6, 1 bite/1D10 Nil Nil
Hobgoblins 20D10 9 5 1/1D8 or weapon 30% Type D
Homunculi Var. 6/18 7 1 bite/1D3 plus special Var. Var.
Hydras 1D8+4 heads 12 5 1 per head/1D6, 1D8, 1D10 depending on size 25% Type B
Insects/Animals (Large) 2D8 Var Var Var Var Var
Insects/Animals (Small) 6D6 Var Var Var Var Var
Invisible Stalkers --- 12 3 1/4D4 Nil Nil
Kobolds 40D10 6 6/7 1/1D4 or weapon 50% 1-6GP ea.
Lammasu 2D4 12/24 6 2 claws/1D6 plus special 40% Type A3
Liches 1D4 6 3 1/1D10 plus special 100% Type A
Light Horse --- 24 7 2 hooves/1D4 Nil Nil
Lizard Men 10D4 6/12 5 2 claws/1D3, 1 bite/1D8 40% Type D
Lycanthropes 2D10 Var Var See below 15% Type C
Manticoras 1D4 12/18 4 2 claws/1D3, 1 bite/1D8, 24 spikes/1D6 25% Type D
Medium Horse --- 18 7 2 hooves/2D6, 1 bite/1D3 Nil Nil
Medusae 1D4 9 8 1-2/by weapon plus turn to stone 75% Type F
Men 30D10 Var Var 1-2/Var 15% Type A
Minotaurs 1D8 12 6 1 butt/2D4, 1 bite/1D3, 1 weapon/Var 10% Type C
Mule --- 12 7 2 hooves/2D6, 1 bite/1D3 Nil Nil
Mummies 1D12 6 3 1/1D12 30% Type D
Nixies 10D10 12 7 1/1D4 or weapon 100% Type B
Ochre Jelly 1 3 8 1/2D6 Nil Nil
Ogre Magi 1D6 9/15 4 1D12 40% Type E
Ogres 3D6 9 5 1/1D10 30% 1000GP + Type C
Orcs 30D10 9 6 1/1D6 or weapon 50% Type D
Owl Bears 1D4+1 12 5 2 claws/1D6*******, 1 bite/1D12 40% Type C
Pegasi 1D12 24/48 6 2 hooves/1D8 Nil Nil
Phase Spiders 1D6 6/15 6 1 bite/1D6 per bite****** 80% Type E
Pixies 10D10 9/18 6 1/1D4 or weapon 25% Type C
Purple Worms 1D4 6 6 1 bite/2D12, 1 sting/1D8****** 25% Type D
Rocs 1D20 6/48 4 2 claws/1-4D6, 1 bite/1-4D12 according to size 20% Type I
Rust Monsters 1D2 12 2 1 touch/special Nil Nil
Salamanders 1D4+1 9 3/1 1 touch, 1 constriction/2D4 per turn, 1 weapon/special 65% Type F
Sea Monsters At the referee's discretion
Shadows 2D10 9 7 1/1D4 plus special 50% Type F
Skeletons 3D10 6 7/8 1/1D6    
Slug, Giant 1 6 8 1 bite/1D12 plus special Nil Nil
Spectres 1D8 15/30 2 1/1D8 plus energy drain 25% Type E
Stirges 3D10 18 7 1 bite/1D3 plus drains blood 55% Type D
Ticks, Giant 3D4 3 4 1 bite/1D4 plus drains blood Nil Nil
Titans All variable
Tritons 5D6+ 15/24 6-4 1/3D6 plus special 25% Variable
Trolls 2D6 12 4 2 claws/1D4, 1 bite/1D8 50% Type D
Umber Hulks 1D4 6 2 2 claws/2D6, 1 bite/2D4 50% Type E
Unicorns 1D4 24 2 2 hooves/1D8, 1 horn/1D16 Nil Nil
Vampires 1D6 12/18 2 1/1D10 plus energy drain 20% Type F
Wights 2D12 9 5 1/energy drain 60% Type B
Will O'Wisp 1 18 -8 Special 1% Type A
Wraiths 2D8 12/24 3 1/1D6 plus energy drain 20% Type E
Wyverns 1D6 9/24 3 1 bite/2D8, 1 sting/1D6****** 60% Type E
Yellow Mold --- --- --- 1/See Description Nil Nil
Zombies 3D10 6 7/8 1/1D8    

*This sleep spell affects all creatures.
**These breath weapons have a saving throw as vs. magic with a 15% reduction of the chance to save if the dragon is of middle size (3-4 on a D6), and a 30% reduction if large (5-6 on a D6).
***Each head has 2 spells. The first head (white) has 2 1st level spells, the next head (black) has 2 2nd spells, etc. with the last head (red) having 2 5th level spells.
****This monster also has a breath weapon.
*****Unless using a breath weapon.
******Damage occurs regardless of sucess vs. poison saving throw.
*******Hug on score of 18 or better causes 2D8 points of additional damage.

Monster Descriptions

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Some monsters with lengthy descriptions appear below the table.

Click to go to Statistics

Balrogs are highly intelligent monsters with a magical nature. There is a high probability that magic spells will not work against them. To determine success of spell use a base of 75% resistance at the 11th level and adjust upwards or downwards in 5% increments. For example, a 12th level magic-user would have a 70% change of resistance.

<local> Probability of the balrog resisting a magic spell is 75 - ((level - 11) * 5). </local>

Balrogs cannot be subdued, but they can be enlisted in the service of a strong chaotic character. There is, of course, always the possibility that the balrog will attempt to assume command himself, for chaotic creatures will generally obey a balrog before a human (except for an evil high priest who is slightly more influential).

When fighting fantastical opponents, they attack in 2 ways each turn: the normal attack is with a magical sword of +1 value, and if the balrog immolates (any score of 7 or better on 2D6, check each turn) it also attacks with its whip. If the whip hits, the balrog drags the opponent against its flaming body, doing 2 dice of damage. In this manner a balrog can fight 1 or 2 opponents at the same time.


Although this creature cannot fly, it has the power of turning to stone those whom it touches and those who meet its glance, but it in turn can be petrified by the reflection of its own eyes if the light is sufficient, and it looks at a good reflector. The basilisk is not intelligent.


These monsters are also know as Spheres of Many Eyes, or as Eye Tyrants. The body of these creatures is a great globe of about 3' in diameter. Atop it are 10 eye stalks, while in the center of the spherical body is a great 11th eye. The body can sustain 40 points of damage, each eye stalk 10 points, and the central eye can withstand up to 20 points. The armor class of the body is 0, the eye stalks 2, and the eyes proper 7. Each eye functions in a different manner and 1D4 of the small eyes are able to function at the same time.

Eye Number Function
1 Charm Person
2 Charm Monster
3 Sleep
4 Telekenesis
5 Flesh-Stone Ray
6 Disintegrate Ray
7 Fear Ray
8 Slow
9 Serious Wound
10 Death Ray
11 Anti-magic Ray

In addition, Beholders are able to levitate themselves and float slowly about. These monsters are avaricious. They are neutral in nature, although they tend to be chaotic.

Black Pudding

Another member of the clean-up crew and nuisance monster, black (or gray) puddings are not affected by cold, it is spread into smaller ones by chops or lightning bolts, but is killed by fire. Black puddings dissolve wood, corrode metal at a reasonably fast rate, have no effect on stone, and cause 3D6 of damage to exposed flesh. If an armored character runs through a black pudding the monster's corrosive power will eat away the foot and leg protection of the armor so that it will fall-away on the next turn. Black puddings can pass through fairly small openings, and they can travel as easily on ceilings as on floors.

Blink Dogs

Blink Dogs closely resemble African wild dogs, but they have high intelligence and the ability to employ a limited teleportation. They travel in packs and when in combat they will teleport around their opponents in a random fashion at random intervals (1D8 for direction, 5 out of 8 indicates the creature is teleporting). When reappearing they will come from 1-4' from their opponents being able to attack in the same turn they teleported. This teleporting is known as "blinking." An inborn instinct prevents a blink into a solid object. The entire pack will blink out if seriously threatened, and they will not reappear. Blink Dogs are basically lawful and will always attack Displacer Beasts.


These monsters are of the "giant class", being great hairy goblin-giants. Despite their size and shambling gait, they move very quietly, thus increasing their chance to surprise a party by 16.33%.

Carrion Crawlers

These scavangers will usually attack in order to insure that there will continue to be a supply of corpses to scavenge. They are worm-shaped, about 9' in length, 3' high at their head end, and move quickly on multiple legs. Their mouths are surrounded by 8 tentacles of about 2' length, and their touch causes paralization (save vs. paralized). The carrion crawler is able to climb/move along walls or ceilings as readily as floors, thus allowing it to compete with ochre jellies, black (or gray) puddings, and the like.


At worst, these creatures are semi-intelligent, and therefore centaurs will always carry some form of weapon: 50% of a group will carry clubs (equal to morning stars), 25% will carry lance-like spears, and 25% will be armed with bows (composite bow, foot-type). In melee, the centaur will attack twice, once as a man and once as a medium horse. Centaurs will be found in hidden glens. It is there that both their females and young are and where their treasure is hidden. In the lair (glen) will be found from 1-6 additional males, and young equal to the number of males. Females are not generally armed and will not fight, and the young are also non-combatants, except in lift-and-death situations.


Combining the worst of many creatures, a chimera has the fore body of a great cat, the hind quarters of a goat, dragon wings, and 3 heads. The goat's head can gore with its long and sharp horns, the lion's head can tear with its great fangs, and the dragon's head can either bite or breath fire (but with a range of only 5' and but 3 dice damage).


The cockatrice is a less powerful but more mobile Basilisk. It turns opponents to stone by touch. The cockatrice is able to fly. They are not intelligent.

<local> From mythology: a legendary serpent with deadly glance hatched by a reptile from a cock's egg on a dung hill. </local>

Displacer Beasts

A Displacer Beast somewhat resembles a puma, although it has 6 legs and 2 tentacles grow from its shoulders. Its color is blackish, and its eyes glow a hellish green. They always appear to be 30' from their actual position, so for purposes of hitting them, or when they must make saving throws, they are treated as a man wearing a displacer clock as far as penalties and bonuses are concerned. Their magical resistance is high, equalling that of a 12th level fighter. Its primary weapons of attack are the 2 tentacles which are armed with rough horny edges which inflict horrible wounds. There is greate enmity between Displacer Beasts and Blink Dogs.


All Djinn are aerial creatures and have not the powers typically credited to them in fairy tales. They fight as giants with a -1 as far as damage is concerned, thus doing from 1-11 points of damage when hitting. They can carry up to 6000 GP in weight, walking or (short periods of) flying. They can create food which is nutritionally sound. They can create drinkable beverages. They can create soft goods and wooden objects of permanence, but the metallic items they create last only a short time (the harder the metal, the shorter the life). Djinn-gold lasts but one day. They can create illusions which will remain until dispelled by touch or magic, and they need not concentrate upon the illusions to maintain them. They can form a whirlwind with a 10' base diameter, 20' top diameter, and 30' high which otherwise is like that of an air elemental. Djinn are also able to become invisible or assume gaseous form.

<local> The word "djinn" comes from the Arabic for "demon". </local>


These are creatrues with mutable form, able to shape themselves into the double of any person that they can observe. Once in this likeness they will attack - or if possible assume the role as well as the shape, and attack by surprize and at great advantage. Dopplegangers are subject to neither Sleep nor Charm spells. They are also magic-resistant, saving against all forms of magical attck as if they were 10th level fighters.

Draft Horse See below.
Dragon, Black

Black dragons are chaotic. They are only found in swamps and marshes. For general information on dragons, see below.

Dragon, Blue

Blue dragons are chaotic. They are found only in the deserts and arid lands. For general information on dragons, see below.

Dragon, Brass

Brass dragons are lawful. They are found mainly in sandy desert regions. For general information on dragons, see below.

Dragon, Bronze

Bronze dragons are lawful. They are found near seacoasts, and those which are able to talk and use magic can make themselves appear in animal guise. For general information on dragons, see below.

Dragon, Chromatic

Chromatic dragons are chaotic. there is only one Queen of Chaotic Dragons (chromatic). The dragon queen is a huge creature with 5 heads, one of each color of the 5 chaotic dragons. Her body is striped in these same colors, and her tail is that of a wyvern. She can employ all heads at once, either to breath or cast spells. Her major abode is in a stupendous cavern far beneath the earth. Her guard consists of 5 dragons, each of the largest size, of the 5 chaotic types of dragons. Her major aim is to spread evil. For general information on dragons, see below.

Dragon, Copper

Copper dragons are lawful. They are found primarily in arid, rocky places which are warm. For general information on dragons, see below.

Dragon, Golden

Golden dragons are lawful. These dragons can abide anywhere, as they are actually a class unto themselves. These monsters are by far the most intelligent of all their kind, and they are able to use magic. They will often appear as human or in some other guise. They will not usually serve any character. For general information on dragons, see below.

Dragon, Green

Green dragons are chaotic. These dragons frequent woods and forests. For general information on dragons, see below.

Dragon, Platinum

Platinum dragons are lawful. There is only one King of Lawful Dragons (platinum). The platinum dragon (king) dwells in a great palace behind the east wind, although he may appear in more mundane places at times. He may Shape Change freely, although none of the other 9th level spells are usable by him. The dragon king is served by a guard of 7 gold dragons. His primary aim is to confront and defeat the ruler and hosts of the chaotic dragons. For general information on dragons, see below.

Dragon, Red

Red dragons are chaotic. These dragons inhabit mountainous and hilly regions. For general information on dragons, see below.

Dragon, Silver

Silver dragons are lawful. They abide mainly in aerial domains, i.e., mountain peaks or clouds or behind winds. If they are able to use magic, then they are also able to appear in human guise, usually taking the form of an old man or fair damsel. For general information on dragons, see below.

Dragon, White

White dragons are chaotic. They are only found in cold areas. For general information on dragons, see below.


The beautiful tree sprites of mythology, dryads are each a part of their own respective tree and will stay within 240' of their trees. They are shy and non-violent, but they have a powerful Charm Person spell with a +10% chance of succeeding, and anyone who approaches or follows a dryad is likely (90%) to have the spell thrown at him. Anyone charmed by a dryad will never return from the forest. Dryads have exact knowledge of the woods around them.

Dwarves See Dwarves under the Races section.

These creatures are similar to the djinn, but their basis is fire and they tend to be chaotic. Their fabled home is the City of Brass. They are enemies of the djinn. The efreet are otherwise like djinn, with damage scored equal to that done by a giant (2D6), and they can carry up to 10000 GP of weight. In addition, they can create a Wall of Fire and they can become incendiaries. They will serve for 1001 days.

Elementals See below.
Elves See Elves under the Races section.

These tree-like creatures are encountered only in forests and woodlands. They have the ability to command plants like themselves, so if they are within 60' of a tree they may cause it to move 30' per turn, each commanding up to 2 trees in this manner. Although lawful in nature, ents are not prone to involve themselves in affairs which do not directly concern them.


As depicted in medieval architecture, the gargoyle is a reptilian beast with horns, talons, fangs, bat-like wings, and often bipedal. They are hostile and generally (75%) attack with no provocation regardless of the fact that they may be attacking other chaotic creatures. They are at least semi-intelligent, and usually can be relied upon to behave with forethought and planning.

Gelatinous Cube

As the name imples, these monsters are shaped very much like cubes, typically being about 10' per side so as to be able to sweep clean of all living materials (as well as dead cells) the floor and walls of the labyrinthine dungeon passages. Any flesh which comes in contact with a gelatinous cube becomes anesthetized unless a saving throw vs. paralization is made. The touch also causes 2D4 points of damage as the creature seeks to dissolve and devour flesh. These creatures are subject to normal weapons and fire, but lightning, cold, paralization, fear, and polymorph attacks do not harm them. Many 'cubes have rich treasures within their semi-transparent bodies, for they pick up metallic and otherwise non-digestible objects in their rounds, and these items often remain within the body for long periods of time before being redeposited.


Ghouls paralyze any normal character that they touch, except for elves. They otherwise melee in the regular fashion and are subject to missile fire. Any man-type killed by a ghoul becomes one.

Giants See below.

A cross between gnomes and trolls (Lord Dunsany did not really make this very clear) with +2 morale. Otherwise they are similar to hobgoblins although the gnoll king and his bodyguard of from 1-4 will fight as trolls but lack regenerative powers.


Slightly smaller than dwarves and with larger beards, these creatures usually inhabit the hills and lowland burrows as opposed to the mountainous homes which dwarves choose. They are more reclusive than their cousins, but in all other respects resemble dwarves.


These small monsters see well in darkness or dim light, but when they are subjected to full daylight they subtract -1 from their attack and morale dice. When in their lair, the Goblin King will be found. He will fight as a Hobgoblin in all respects. He will be surrounded by from 5-30 (5D6) body guards who fight as hobgoblins too. They attack dwarves on sight. Their hit dice must always equal at least 1 pip.

Golem, Flesh

Flesh golems are only affected by +1 magic weapons (or higher). Spells have no effect save for fire or cold which slows movement by 50%. Lightning restores damage.

Strength allows them to crash through wooden structures and the like. They have 40 hit points and strike twice per turn for 2D8 points of damage.

Golem, Stone

Stone golems are only affected by +2 magic weapons (or higher) or spells which affect rock. Fire spells slow movement by 50%. A reversed Rock to Mud spell restores damage.

Strength is twice that of a flesh golem. It is able to place a Slow spell on one opponent per turn. They have 60 hit points and strike once per turn for 3D8 points of damage.

Golem, Iron

Iron golems are only affected by +3 weapons (or higher) and are not affected by magic except for Lightning Bolt spells which slows movement by 50% (but for only 3 turns). Fire restores damage.

Strength is thrice that of a flesh golem. They are able to breathe a 10' square of poison gas. They have 80 hit points and strike for 4D10 once per turn.


These bull-like creatures have scales of iron covering their hides and a breath which is capable of turning to stone those who are within its 60' range.

<local> From mythology: Snaky haired sisters whose glance turns to stone. </local>

Gray Ooze

A seeping horror which closely resembles wet stone and is therefore difficult to detect. It will not be spread by non-harmful weapons but it is subject only to lightning bolts or cuts and chops by weaponry, for it is impervious to cold or fire. It does not harm wood or stone, but it corrodes metal at the same rate that a black pudding does. It does 2D6 of damage to exposed flesh for every turn it is in contact with it.

Green Slime

A non-mobile hazard, green slime can be killed by fire or cold but it is not affected by lightning bolts or strikes by weapons. It eats away wood and metal but not stone. Green slime sticks to flesh and penetrates it in one turn, thereafter turning the flesh into green slime. Green slime cannot be scraped off so when it contacts something the item must be discarded or excised in some way. A Cure Disease spell will also serve to kill and remove green slime, even when it is in contact with flesh.


These creatures are the most prized of steeds, for they are swift, loyal, and fierce. However, they are fond of horse flesh above all other foods, so the 2 creatures cannot be mixed or even brought within 360' of each other. In their wild state griffons will attack anyone nearby with little provocation, particularly if their lair is nearby.


Harpies have the lower bodies of eagles and the upper bodies of human females. They are always opposed to mankind and its like, and will attempt to kill all they can. By means of their singing the harpies lure men to them, then enchant them with powerful charms, and kill and devour them. Any creature not making its saving throw vs. magic will immediately proceed towards the harpy, and, if the harpy touches it, it will Charm the creature.

Heavy Horse See below.
Hell Hounds

These reddish-brown hounds of evil disposition have the ability to breathe fire. The damage caused by their fiery breath corresponds to the number of hit dice they have: ranging from 3-7D6. They move with great stealth, and they are able to detect hidden and invisible objects/creatures 75% of the time. They are often found as companions of Fire Giants. They are fairly intelligent.


Although the name would imply a cross between the horse and the griffon, the hippogriff is another kind of beast entirely. They are fierce fighters, attacking with both their hooves and with their sharp beaks. They are otherwise similar to pegasi in nature, although the 2 creatures do not herd together and will normally fight each other.


These monsters are large and fearless Goblins, having +1 morale. The hobgoblins kind will fight as an ogre, as will his bodyguard of from 1-4 large and extremely ugly hobgoblins.


There was no description of these creatures in the Monster Descriptions section of Greyhawk.


Unlike the standard mythological concept of the hydra being a snake with many heads, these beasts are large dinosaurs with multiple heads. Because of its size and constitution, each head is represented by 1 hit die, and the hit die per head is generally a D6. Thus a 6-headed hydra has 6D6 (or 36 total hit points). When 6 hit points are scored on it, one head is killed. Hydras of 5 heads fight as 5th level fighters, those with 6 heads as 6th level fighters, etc. A 10-headed hydra would fight as a 10th level fighter even when it had but one head left. Usually all of a hydra's heads can attack simultaneously.

Insects/Animals (Large)

These can be any of a huge variety of creatures such as wolves, centipedes, snakes, and spiders. Any hit will kill the smaller creatures, while larger beasts (such as wolves) will receive 1 hit die. Generally speaking they will be armor class 8.

Insects/Animals (Small)

This category includes giant ants and prehistoric monsters. Armor class can be anything from 8-2. Hit dice should range from 2 to anywhere near 20 for a Tyrannosaurus Rex. Also included in this group are the optionally usable "Martian" animals such as Apts, Banths, Thoats, etc. If the referee is not personally familiar with the various monsters included in this category the participants of the campaign can be polled to decide all characteristics. Damage caused by hits should range between 2-4 D6.

Invisible Stalkers

As previously stated, these monsters are created by a 6th level spell uttered directly or from a scroll. They are faultless trackers. They follow continuously until their mission is accomplished at which time they return to where ever they came from. Until their mission is completed they will never vary, and must be destroyed by attack to be stopped, although a Dispel Magic will also work. The referee should note, however, that invisible stalkers resent missions which entail long periods of continuing service such as guarding a magic-user for a month, a year, etc. They will then seek to fulfill the letter of their duties by perverting the spirit. For example, an invisible stalker is ordered to "Guard me against all attack, and see that I come to no harm." In order to faithfully fulfill this endless duty, the invisible stalker might take the magic-user back to its source and place him in suspended animation. Assume that this is accomplished whenever a 12 is rolled on 2D6. Check either daily or weekly as the campaign progresses.


Treat these monsters as if they were Goblins except that they will take from 1-3 hits (roll 1D6 with 1-2 being a hit, 3-4 equaling 2 hits, etc.).


These creatures are human-headed, winged lions which are highly lawful in nature and very magical. These intelligent creatures will aid lawful persons, protect them, and generally befriend them. Lammasu are able to become invisible, Dimension Door, use Cleric spells as if they were 6th level, and continually emanate a Protection From Evil 10' Radius. They speak all human languages which are lawful or neutral in nature.


These skeletal monsters are of magical origin, each Lich formerly being a very powerful magic-user or magic-user/cleric in life, and now alive only by means of great spells and will because of being in some way disturbed. A lich ranges from 12th level upwards, typically being an 18th level magic-user. They are able to employ whatever spells are usable at their appropriate level. In addition, their touch causes paralization, no saving throw. The mere sight of a lich will send creatures below 5th level fleeing in fear.

Light Horse See below.
Lizard Men

These aquatic monsters have a rude intelligence, using weapons such as spears and clubs. They are fond of human flesh, and they will generally capture as many humans as they can when offered the opportunity in order to take them to their lair and have a tribal feast. They live either wholly under water or in very wet places (65%/35%).

Lycanthropes See below.

Huge, lion-bodied monstrosities with men's faces, horns, dragon wings, and a tail full of iron spikes. There are 24 spikes in a manticora's tail and they can be fired 6 at a time in any one direction with a 180' range and the accuracy and effect of a crossbow. Their favorite prey is man.

Medium Horse See below.

A human-type monster with the lower body of a snake, a human torso and head, with tresses which are asps. It is able to turn to stone those who look at its eyes, while the bite of the snakes is deadly poison. As it is intelligent it will cleverly attempt to beguile victims into looking at it. It it subject to the effects of its reflected glance.

Men See below.

The minotaur is classically a bull-headed man (joke deleted). Assume that they are above human size and are man-eaters. Minotaurs never check morale. They will always attack. They will pursue as long as their prey is in sight.

Mule See below.

Mummies do not drain life energy as wights and wraiths do, but instead their touch causes a rotting disease which makes wounds take 10 times as long to heal. A cleric can reduce this to only twice as long with a Cure Disease spell if administered within an hour. Only magic weaponry will hit a mummy and all hits and bonuses are at ½ value against them. Note, however, that mummies are vulnerable to fire, including the ordinary kind such as a torch.


These water sprites are neutral in nature, but they will always seek to lure humans beneath the waters to enslave them for 1 year. For every 10 nixies that appear there will be 1 Charm Person spell being cast at any person within 30' of their lair. Any charmed character will immediately proceed underwater and remain there until the year is up when he is freed. A Dispel Magic spell has a 75% chance of succeeding before the charmed character is immersed. Nixies are otherwise armed with daggers and javelins (60' throwing range). In the water they will be accompanied by a school of the largest and fiercest fish living there (probably muskie, pike, or gar) the size of the school being 10-100 fish. The fish will attack on command from the nixies, but flame (such as a flaming sword) will keep the fish back but not the nixies.

Ochre Jelly

The clean-up crew includes ochre jelly and similar weird monsters. Ochre jelly is a giant amoeba which can be killed by fire or cold, but hits by weaponry or lightning bolts will merely make them into several smaller ochre jellies. Ochre jelly does not affect stone or metal, but it does destroy wood, and it causes 1D6 of damage per turn it is in contact with exposed flesh. It seeps through small cracks easily.

Ogre Magi

These are properly Japanese Ogres, far more powerful than their Western cousins! An Ogre Mage has the following abilities in addition to those of a normal ogre: 1) become invisible; 2) fly, as a Flying spell allows; 3) cause darkness in a 10' radius; 4) polymorph itself into a human form; 5) regenerate at 1 point/melee round; 6) employ a single Charm Person and a single Sleep spell once per day; and 7) use a Cold wand of 8 dice value once per day. These abominations typically lure or raid for human victims to pillage, devour, or enslave.


These large and fearsome monsters range from 7-10' in height and, due to their size, will score 1D6+2 hit points when they hit. When encountered outside of their lair they will carry from 100-600 GP (1D6 * 100) each.

Orcs See below.
Owl Bears

Creatures of horrid visage and disposition, owl bears will attack whatever they see and fight to the death. They deliver a "hug" just as a werebear, as well as great damage from beak, tooth, and claw. A large male will stand 8' tall, weigh 1,500 pounds, and have claws over 2" long. Bodies are furry, tending towards feathres over the cranial region, and the skin is very thick.


Winged horses are wild and shy, being most difficult to capture. They will serve only lawful characters, and once captured pegasi are the equal to any horse in battle, for they fight as heavy horses.

Phase Spiders

Although these monsters appear to be nothing more than very great spiders, they are something quite beyond this. When attacking or being attacked, the phase spider is able to shift out of phase with its surroundings, bringing itself back only when it is ready to deliver its poisonous bite. When out of phase they are impervious to nearly all forms of attack, although a Phase Door spell will cause one to remain in phase for 7 melee rounds. Oil of Etherealness and Armor of Etherealness also put their wearers into the same phase as this monster when it shifts out of phase.


These creatures are air sprites that are naturally invisible to human eyes, but they can be made visible or make themselves visible. Therefore, they are able to attack while remaining generally invisible. They can be seen clearly only when a spell to make them visible is employed, although certain monsters such as dragons and high-level fighters will be aware of their presence.

Purple Worms

These huge and hungry monsters lurk nearly everywhere just beneath the surface of the land. Some reach a length of 50' and a girth of nearly 10' diameter. There is a poisonous sting at its tail, but its mouth is the more fearsome weapon, for it is so large as to be able to swallow up to ogre-sized opponents in 1 gulp. Any hit which scores over 20% of the minimum total required to hit (or 100% in any case) indicates the purple worm has swallowed its victim. In 6 turns the swallowed creature will be dead. In 12 turns it will be totally digested and irrecoverable. Purple worms never check morale and will always attack.


This term has been used to encompass large and fierce birds such as the "Eagles" of Tolkien, but the roc of mythology preys upon elephants! Therefore, the data given for rocs is for the small variety, and for the largest roc should be doubled or trebled. All rocs nest high in the most inaccessible mountains, and if an encounter is made when rocs are in their lair (nest), there is a 50% chance there will be from 1-6 young rocs in the nest (either eggs, chicks, or fledglings). Young rocs can be tamed and taught to serve as steeds. Adults are always hostile if there are young in the nest. Otherwise, they will be positively hostile only to neutral/chaos, ignoring (80%) or being friendly (20%) to lawful characters who do not attempt to approach too close.

Rust Monsters

These seeming inoffensive creatures are the bane of metal with a ferrous content, for as their name implies, they have the effect of rust upon such substances, and this happens nearly instantaneously. Any hits by or upon a rust monster cause even magical weapons to rust and fall to flakes. Armor is affected in a like manner. The creature is very fast, being attracted to the small of the iron-based metals, and when alone it will devour the rust it has caused.


These are a form of free-willed Fire Elementals, and as such conform generally to the characteristics of that type of creature. Salamanders are highly intelligent. They are found in places of intense heat and fire since they prefer temperatures ranging from 300 degrees upwards. They normally employ weapons. Their touch alone causes 1D6 points of damage to creatures subject to fire, and their snake-like tail can constrict for 2D8 points of normal damage. Their upper body resembles a humans with an armor class of 5, while the snake-like lower body has an armor class of 3. Salamanders are chaotic.

Sea Monsters

As a general rule these creatures are more for show than anything else. However, they could guard treasure. The typical sea monster of mythology is equal in size to a purple worm, and they work upwards from there to double or treble that size. The best guide is a book on prehistoric life forms, from which the referee can pick a number of suitable forms for his sea monster. Typically hits from a sea monster would inflict 3 or 4 dice of damage.


Non-corporeal intelligent creatures which can be harmed only with magical weapons. They hunger after the life energy of living things, and their touch (any hit scored) causes a loss of 1 point of strength due to the chilling effects of the touch. This lasts for 8 turns. If any creature is brought to 0 strength, it becomes a shadow itself. Shadows are not "undead" per se, so they are not affected by items which affect that class. Sleep and Charm spells do not work against Shadows.


Skeletons (like Zombies) act only under the instructions of the person controlling them (either a magic-user or chaotic cleric). They are usually only found near graveyards, forsaken places, and dungeons; but there is a possibility of their being located elsewhere (at the referee's discretion) to guard some item. There is never any morale check for these monsters; they will always attack until totally wiped out.

Slug, Giant

Because of their size and structure, these beasts are not affected by blunt weapons, so they must be attacked by edged weapons or magically. They have thick, rubbery hide, and their tremendous power allows them to break down doors with ease. Giant slugs are able to eat substances like wood or burrow through very hard earth using their rasp-like tongues. Although they are of great bulk, giant slugs are able to squeeze through very narrow or very low openings, for they have no bones to prohibit such alteration of shape. Although able to bite with effect, the major weapon of these creatures is a highly acidic saliva which they are able to spit with considerable accuracy at great distances. Normal range is 60', with a basic 50% chance of striking their target. For every 10' the range is lessened the base chance of hitting in increased 10%; ranges over 60' decrease the probability of hitting by 10%. Fortunately the giant slug is always inaccurate on its first attack, and there is only a 10% change of its hitting its target on the first spitting of acid; once the range is then determined, second and following attacks are at normal probabilities. As they are of great size, these creatures can sometimes be caught in a narrow corridor where they are unable to turn, and, if they are then attacked from behind, they can often be slain without loss to the attackers.


These monsters have no corporeal body which makes them totally impervious to all normal weapons including silver-tipped arrows (but they can be struck by all magical weapons). The Nazgul of Tolkien fall into the category of spectres. They drain 2 life energy levels (class levels) when they score a hit. Men-types killed by spectres become spectres under the control of the one who made them.


Large, bird-like monsters with long, dangling proboscuses, the stirges might call to mind evil-looking, feathered ant eaters. Stirges are attracted to warm-blooded creatures, and when a hit is scored by one it indicates it has attached itself to its prey in order to suck its blood. Thereafter it will drain the bood at the rate of 1D4 points/melee round until the prey is a bloodless corpse, the stirge growing bloated in the process and moving out of the area to digest its repast. Note that stirges are considered as attacking as 4th level fighters for purposes of determination of attachment although they have but 1 hit die.

Ticks, Giant

These are simply over-grown insects which live on the blood and/or sap of other living things. A hit by one of these large monsters indicates it has attached itself, and it will thereafter drain blood at the rate of 4 points per melee round until its victim is dead. They must be killed or forced to detach themselves by fire in order to save the creature to which they have attached themselves. It is also necessary to Cure Disease after a hit by a giant tick, or the creature will spread a disease which will prove fatal in 2D4 days. Giant ticks are ambulatory and pursue, as well as drop upon, their prey.


Appearing as giants, these creatures are far more handsome and intelligent. In fact, titans are typically more intelligent than men (but not women). They are equal to Storm Giants in attack, although they may employ spells instead. Armor varies from 2 to -3. They normally move 150' per turn, but certain titans (10%) move at 210' per turn. Hit dice vary from 75 to 100 points possible damage. Spell use includes up to 7th level cleric and 7th level magic-user, total spells 2 per level. Usually only 1 titan will appear, but there are 10 total. In lair 5%. Treasure type A'+1.


Tritons are similar to Mermen in appearance. They are more powerful in all ways. They range from 5-7 hit dice, and their ability to use spells is commensurate with their hit dice, ranging from 2nd to 4th level ability. Thus a 5 hit die Triton could use 5 spells up to 2nd level, a 6 hit die Triton could use 6 spells up to 3rd level, and a 7 hit die Triton could use a total of 7 spells up to 4th level. They move 150' per turn in water, but they do not venture on land at all. When mounted on sea horses their movement increases to 240' per turn. Armor class varies from 6-4. Magical resistance is very high at 90%; in Lair 25%. Treasure type varies according to strength, 5 hit die Tritons have Type F, 6 hit die Tritons have Type G, and 7 die Tritons have Type H.


Thin and rubbery, loathsome trolls are able to regenerate, so that beginning in the 3rd melee round after one is hit it will begin to repair itself. Regeneration is at the rate of 3 hit points per turn. Even totally sundered trolls will regenerate eventually so that unless they are burned or immersed in acid they will resume combat when they have regenerated to 6 or more hit points.

In strength they are about equal to an ogre, but as they only use their talons and fangs for weapons, only one die of damage is scored when they hit an opponent.

Umber Hulks

Of shape somewhat similar to human, an Umber Hulk can be mistaken in the dark for something less deadly than it really is. Typically they are 8' tall, 5' wide, with heads resembling bushel baskets, and gaping maws flanked by pairs of exceedingly sharp mandibles. It travels about on 2 legs. If it is viewed squarely its 4 eyes cause confusion (save vs. magic or confused). Its claws are harder than iron, causing terrible damage when used as weapons, but they are used primarily by the beast for burrowing through rock (10' per turn). They prize highly human flesh.


Only a maiden (in the strictest sense of the term) of pure and noble heart may approach the fierce and elusive unicorn. Unicorns may be ridden by maiden warriors and will obey them. Otherwise, they will avoid human contact, unless pressed. When attacking, the unicorn fights as a lance on its first charge and as a spear and heavy horse thereafter. In addition unicorns are very magical. They resist magic as if they were an 11th level magic-user. They can sense the approach of enemies at 240'. They are able to transport both themselves and their riders as if they were using a Dimension Door spell, up to the full 360' distance, once per day.


These monsters are properly of the "Undead" class rather than Lycanthropes. If they are exposed to direct rays of sunlight, immersed in running water, or impaled through the heart with a wooden stake they are killed; otherwise they can be hit only as spectres (only magical weapons) but such hits do not kill them (after all, they're "Undead") but only force them to assume gaseous form if they lose all hit points. Vampires drain 2 life energy levels (class levels) as do spectres when they hit an opponent in combat. They regenerate during combat as trolls, but they do so immediately upon being hit at the rate of 3 hit points per turn. Vampires can command help by calling to them from 10-100 rats or bats or from 3-18 wolves. They can polymorph themselves into either a huge bat or into a gaseous form, doing either at will. They charm men-types merely by looking into their eyes (treat as a Charm Person spell with a -2 for the character's saving throw against magic). Vampires cannot abide the smell of garlic, the face of a mirror, or the sight of a cross. They will fall back from these if strongly presented. They must always return to a coffin whose bottom is covered with soil from their native land during the daylight hours. Men-types killed by vampires become vampires under the control of the one who made them.

All Vampires are affected by the cross, despite any former religious background, as it is sovereign against them. It must be noted, however, that the vampire will not flee from such a symbol but merely try to position itself so that the cross (or whatever) no longer interposes its powers between the vampire and its intended prey. There are other similar symbols of power vs. vampiric creatures, and they can be introduced if the referee so desires. Vampires from the region of the Middle East are invisible, but they are not able to Charm.


Barrow wights (per Tolkien) are nasty critters who drain away life energy levels (class levels) when they score a hit in melee, one level per hit. Thus a hit removes both the hit die and the corresponding energy to fight. For example, a 9th level fighter hit by a wight in melee would drop to 8th level; before the next turn the player would re-calculate hit points at the lower class level for the fighter. Wights cannot be affected by normal missile fire, but silver-tipped arrows will score normal damage, and magic arrows will score double hits on them. Magical weapons will score full hits upon them, and those with a special bonus add the amount of the bonus in hit points to the hits scored. Men-types killed by wights become wights. An opponent who is totally drained of life energy by a wight becomes a wight.

Will O'Wisp

These creatures are highly clever and seek to lure their intended victims into some spot where they will be trapped and expire, and when their life force leaves them the Will O'Wisps feed upon this force. They commonly inhabit deserted places which have areas of quicksand, mires, and the like. Any metal weapon will harm a Will O'Wisp - providing it can hit the creature. If cornered the Will O'Wisp will strike at its opponents doing 2-12 points of electrical damage per hit. These creatures can alter shape, become bright or dim, or disappear entirely at will. In order to save their lives they will reveal where their treasure is hidden, but the Will O'Wisp has to be at 3 or fewer hit points to so reveal its treasure.


These monsters are simply high-class wights with more mobility, hit dice, and treasure. Hits by silver-tipped arrows will score only ½ a hit of damage and magic arrows only score 1 die of damage when they hit.


These monsters are relatives of dragons, but they are smaller and have but 2 legs. A Wyvern hasn't the fearsome breath of a true dragon, but they are equipped with a poisonous sting in their tail and poison enough to use it repeatedly. It is their primary defense. Roll 1D6: 1-4 the sting, 5-6 a bite. The tail is mobile and can be brought over the back to reach any opponent standing before its head.

Yellow Mold

A deadly underground fungus which can be exterminated only by fire. It attacks wood and flesh - doing 1D6 of damage if it contacts exposed skin - but it does not harm metal or stone. However, its worst threat is it spores. Rough contact with yellow mold will have a 50% chance of causing it to break and send forth clouds of asphyxiating spores in a 10' by 10' by 10' cloud. Any creatures within the spore cloud must make saving throws as if they had been exposed to poison, and failure to make saving throws results in death for the parties concerned.


Zombies (like Skeletons) act only under the instructions of the person controlling them (either a magic-user or chaotic cleric). They are usually only found near graveyards, forsaken places, and dungeons; but there is a possibility of their being located elsewhere (at the referee's discretion) to guard some item. There is never any morale check for these monsters; they will always attack until totally wiped out.


Go to House Rules or the Table of Contents.

The dragon is able to use its breath weapon only 3 times a day, so sometimes it will bite instead. To determine this, simply roll 2D6; a score of 6 or less indicates that the dragon will bite, a 7 or better indicates it will breathe.

Cone-shaped breath weapons originate from the mouth of the dragon at 5' diameter. Line-shaped breath weapons will travel in a straight line beginning at the height of the dragon's head at the time it releases. Cloud-shaped breath weapons extend from the ground level to a height of 30'.

Only dragons that can speak can use magic spells. If the dragon can't speak, it can't cast spells.

The number of hit dice is an indication of the size of the creature. Most will fall in the middle, but 20% will be small and 20% very large. The value of the hit dice, as well as the value of the breath weapon, will be subject to the maturity of the dragon.

The following table determines the maturity of a dragon:

D6 Description/Age Hit Dice
Breath Weapon
1 Very Young/1-5 years 1 per die
2 Young/6-15 years 2 per die
3 Sub-adult/16-25 years 3 per die
4 Adult/26-75 years 4 per die
5 Old/76-100 years 5 per die
6 Very Old/101+ years 6 per die

Sleeping dragons may be attacked with a free melee round by the attacker and +2 on hit dice for chances of hitting. Certain weapons will be more or less effective than others against the various types of dragons. This is indicated on the following chart, the number indicating the addition or subtraction for the probability of hitting as well as the amount of damage done:

  Attack By
Type Water Fire Lightning Air Earth
White -1 +1 +1 - -1
Black +1 - - - -1
Green - - - +1 -
Blue -1 +1 -1 - -
Red +1 -1 - -1 -1
Golden - - - - -

Fire attacks include efreet and fire elementals. Air attacks include the Whirlwind spell, air elementals, and djinn. Earth attacks include earth elementals.

Any attack may be to subdue rather than to kill, but this intent must be announced before melee begins. When intent to subdue is announced, hits scored upon the dragon are counted as subduing rather than killing points. Each round of melee the number of points scored in hits is ratioed over the total number the dragon has (hit point total), the hits obtained being stated as a percentile of the total possible, i.e., 12%, 67%, etc. The percentile dice are then rolled to determine if the dragon has been subdued. A roll equal to or less than the percentage of hits already obtained means that the dragon is subdued.

For example, a "very old", 11 hit dice red dragon is encountered asleep in its cavernous lair. 3 fighters creep in and strike to subdue. All 3 hit scoring 2, 3, and 6 points respectively (11 points total). 11 over 66 (the number of hit points the dragon can absorb before being killed) is 1/6th or 17%. The referee checks to determine if the dragon is subdued and rolls over 17 on percentile dice. The dragon is not subdued, and a check is then made to see whether he will bite or use his breath weapon during the 2nd melee round. The result indicates that he will use his breath weapon. The attackers strike again and once more all hit for a total of 12 points. The dragon breathes and as none of the fighters make their saving throws the attackers are all killed for they take 66 points of damage from dragon fire. Subsequently, the referee rolls 01 on the percentile dice (any roll up to 34 would have indicated success) indicating that had the fighters survived they would have subdued the red dragon that turn.

No more than 8 man-sized creatures can attempt to subdue any one dragon.

Subdued dragons can be sold on the open market (going out of existence in the game) for from 500-1000GP per hit point. Thus, the red dragon in the previous example would be worth from 33000-66000GP. Offers are determined by the referee merely by rolling a D6 to see if the offer will be 500 (die 1), 600 (die 2), etc. GP. Of course, the character(s) who subdued the dragon could keep it in their own service or sell it to other players for whatever they could get.

A subdued dragon will remain in that state until such time as an opportunity presents itself to escape or kill its master presents itself, but as long as the master is in a commanding position it will not attempt either course.

If 2 dragons are encountered they will be a mated pair of at least the 4th age category. If 3 or 4 dragons are encountered, they will constitute a family group of a male, female, and 1 or 2 young. The adults will be of the 4th or greater age category, the young of the 1st age category. If the young are attacked, both parents will automatically use their breath weapons. If the female is attacked the male will attack at double value unless he is simultaneously attacked, and vice versa.

<local> If a family group of dragons meets a 2 mated pairs of dragons without offspring in combat, the mated pairs will always subdue the family group since a 2 pair always beats a full house. </local>

Very young and young dragons are unlikely to have acquired treasure. Sub-adult dragons will have about half the indicated treasure for dragons. Very old dragons can have as much as twice the indicated amount.


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There are 4 types of elementals: air, earth, fire, and water. Each will be dealt with separately. There are variations of strength (hit dice) within all 4 types:

Type Hit Dice
Conjured 16
Device* 12
Staff 8

* Those from medallions, stones, gems, or bracelets.

The following table defines the damage from each type of elemental:

Type Damage
Air 2D8
Earth 4D8
Fire 3D8
Water 3D10

Regardless of the strength of an elemental, only 1 of each type can be brought into existence during any "day". Thus, if a character possessed a device to call up an air elemental, but before he could employ it an opponent conjured an air elemental, another could not be created until the next day.

Air elementals move only by flying, moving at a maximum rate of 360' per turn. When engaged in combat in the air they add +1 to damage scored from hits. They normally do 1 die roll of damage. They can turn into a whirlwind which will sweep all creatures under 2 hit dice away, the whirlwind being conical in shape, 30' in diameter at the base, 60' diameter at the top, and as high as the number of hit dice possessed by the elemental (160', 120', or 80'). forming a whirlwind requires 1 full turn as does dissolving it.

Earth elementals move but 60' per turn and cannot cross water. However, when they hit they score damage with 3D6 against any opponent which rests upon the earth, and they score 2D6 against all other opponents. They have the effect of a super battering ram against walls, scoring damage as if they were striking an opponent (roll a 3D6).

Fire elementals move up to 120' per turn. They score 2D6 against all non-fire-using opponents and 1D6+1 against fire-using opponents. They act as incendiaries when in contact with inflammable material. They cannot cross water. They are brought forth from a source of considerable heat, i.e., a large fire, lava pool, etc.

Water elementals are generally confined to water, being able to move only 60' from such a body of liquid. They move at a rate of 180' per turn in water, 60' per turn outside of water. In water they do damage equal to 2D6, while out of water they do only 1D6 of damage when meleeing. Water elementals can only be brought forth from a considerable body of water, i.e., a pond, stream, or larger body of water.

All elementals must be controlled at all times by the persons who have called them forth. Failure to control any elemental will result in its turning upon the one who called it up and attacking. The returning/attacking elemental will move directly toward the one who summoned it, attacking anything that gets in its path as it returns. Note that once control is lost it can never be re-established. Control consists merely in the summoner maintaining undivided attention upon the elemental; and being attacked, moving, or any other action will tend to break this concentration.

No elemental may be hit by normal men unless magically armed. Elementals are impervious to normal weapons and to magical weapons under +2. They are impervious to attack by creatures which do not have magical abilities, i.e., Kobolds, Orcs, etc. unless the attacking creature is of 4 or more hit dice in strength.


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Giants act as mobile light catapults with a 200' range. Due to their huge weapons, all giants will score at least 2D6 when hitting an opponent. Wandering giants will carry from 1000-6000 GP with them in their usual copious shoulder sack. Note that there can be many types of giants including the following:

Type Damage Chance of
Lair Approx.
Hill Giant 2D8 60% Cave 120' None
Stone Giant 3D6 10% Cave 150' Throw as a heavy catapult
Frost Giant 4D6 10% Castle 180' Impervious to cold, 2D6+1 hit damage
Fire Giant 5D6 10% Castle 120' Impervious to fire, 2D6+2 hit damage
Cloud Giant 6D6 10% Castle 200' Keen sense of smell, 3D6 hit damage
Storm Giant 7D6 30% Underwater castle, mountain, cloud 240' Control Weather spell

Hill giants are more common (50%), while the others are seldom encountered (10% each type). Those giants who abide in castles sometimes have additional guards. There is a 50% chance that some other monster will be there (roll 1D6): 1-4 = a hydra with from 5-10 (1D6+4) heads, 5 = 6-36 (6D6) wolves, 6 = 3-18 (3D6) bears.

Storm giants are the most elusive and are found only in out-of-the-way places. Typcally their abode will be a castle built underwater or on a mountain, or upon a cloud. They are intelligent, about 240' tall, and do 3D6+3 damage (unless the alternate damage system is used). These giants are able to employ a Control Weather spell in order to cause a storm - their favorite kind of weather - when angry or in battle.


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War horses melee. The other characteristics of horses (and mules) are:

Type Max Load
in GP
Light horse 3000
Medium horse 3750
Heavy horse 4500
Draft horse 4500
Mules 3500

Horses and mules are panic-striken by raging fire and strange smells, although those trained for battle are not nearly so likely to be affected. Only mules are agile enough to be taken in dungeons.


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There are only 4 kinds of lycanthropes with varying armor class, movement, and hit dice.

Type Armor
Movement Damage Alignment
Wererat 7 12 1 1D3 bite, 1 weapon Neutral
Werewolf 5 15 1 2D4 bite Neutral/Chaos
Wereboar 4 12 1 2D6 bite Neutral/Chaos
Weretiger 3 12 2 1D4 claws, 1 1D10 bite Neutral/Chaos
Werebear 2 8 2 1D3 claws, 1 2D4 bite* Law/Neutral

*A werebear will hug on a score of 18 or better causing 2D8 points of additional damage.

Wererats are extremely intelligent and whenever possible they will capture and hold persons for ransom. They commonly employ all forms of weapons. They can assume the shape of a normal man in order to dupe persons, but they prefer to maintain a rat-like shape, although nearly man-sized. They move very quietly (as a 7th level thief). They can control rats as a Vampire does.

Groups of lycanthropes are either packs or family packs. Packs are from 2-4. Family packs are from 5-8. Groups of 8-20 are more likely to be packs (66%) than several family packs (33%).

<local> Packs rolled on a D6 are called "six packs". </local>

A family pack will consist of 2 adults and the balance young of varying age (½ to 90% grown). If the young are attacked the female adult will fight at triple value for 4 melee rounds, but thereafter drop to ½ value. If an adult female is attacked its mate in the family pack will fight at double value thereafter. When adults are killed all young under 90% grown will be subdued, those of 90% growth will fight until dead.

Anyone seriously wounded by lycanthropes (assume 50% of total possible damage) will be infected and himself become a similar lycanthrope with 2-24 (2D12) days unless they are given a Cure Disease spell by a cleric.


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There are several categories of men.


Although bandits are normal men, they will have leaders who are supernormal fighters, magical types, or clerical types. For every 30 bandits there will be 1 4th level fighter; for every 50 bandits there will be an addition 1 5th or 6th (50% chance of either level); for every 100 bandits there will be in addition one 8th or 9th level fighter (again 50% change of either level). If there are over 200 bandits there will be a 50% chance for a magic-user (50% of either a 10th or 11th level) and a 25% chance for an 8th level cleric. If there are exactly 300 bandits, there will absolutely be a magic-user, and the chance for a cleric goes up to 50%. There is also a chance that there will be magical accouterments with the super-normal types:

Type Roll For
5% chance for fighters, for each level Armor Shield Sword
5% chance for magic-users, for each level Wand/Staff Ring Misc Magic
5% chance for clerics, for each level Armor Shield Misc. Weapon*

*If you roll an edged weapon, go to the wand/staff table and roll again, but if the result is not usable by a cleric there is no item in this category.

For example, assume 183 bandits are encountered. There will be the following super-normal types with them:

Using percentile dice a score of 20% or less would indicate that the 4th level fighters had magical armor, shield, and/or sword (check for each fighter by category); a roll of 25% or 30% (or less) would indicate the same for the 5th or 6th level fighters; and a score of 40% or 50% (or less) would indicate the same for the 8th or 9th level fighter.

40% of the bandits will be light foot. 25% will be short bow or light crossbow; 25% will be light Horse; and 10% will be medium horse. All super-normal individuals with the force will be riding heavy, barded horses.

<local> According to the rules, if you're really desperate, you can go back to Chainmail and use the categories just presented to derive armor class and movement. </local>

There will be 1 hit die per bandit. 50% chance of neutral, 50% chaos.


Berserkers are simply men mad with battle-lust. They will have only fighters with them as explained in the paragraphs about bandits. They never check morale. When fighting normal men, they add +2 to their dice score when rolling due to their ferocity.

Use leather armor to determine armor class. They can move 120' per turn. They have 1D6+1 per man. They are neutral alignment.


Brigands are the same as bandits except +1 morale and a chaotic alignment.


Dervishes are fanatically religious nomads who fight as berserkers, never checking morale, with +1 on hit dice, and otherwise as nomads, except that they will always be led by an 8th-10th level cleric and are lawful in alignment.


These raiders of the deserts or steppes are similar to bandits as far as super-normal types and most other characteristics go:

Desert nomads consist of 50% light horse lancers, 20% light horse bowmen, and 30% medium horse lancers.

Steppes nomads consist of 20% light horse lancers, 50% light horse bowmen, 10% medium horse lancers, and 20% medium horse bowmen.


Buccaneers are water-going bandits in all respects except for the composition of their force. They consist of 60% light foot, 30% light crossbow, and 10% heavy crossbow.


Pirates are the same as buccaneers except that they are aligned with chaos.


Cavemen fight as 2nd fighters armed with weapons equal to morning stars. They have no armor but get 2 hit dice. They have -1 morale. Their alignment is always neutral.


Mermen are similar to berserkers in most respects, but they fight at -1 on land. They are armed with tridents and darts (50/50). Armor class is equal to leather armor.

See also Men under the Races section.


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If you've read Tolkien, you'll remember that not only are orcs tribal, but the tribes don't like each other. The number of different tribes of Orcs can be as varied as desired, basing the decision on Tolkien or random chance. Once decided upon, simply generate a random number whenever Orcs are encountered, the number generated telling which tribe they belong to. When found in their "lair" (roll 1D6) it will be either a cave complex (1-4) or a village (5-6). The cave complex will be guarded by sentries. A village will be protected by a ditch and a palisade defense, 1 light catapult per 50 orcs, and a high central tower of some kind. Both lairs will possibly have strong leader/protector types.

Leader Cave Village
7th-9th level fighter --- 25% per 100 orcs
11th level magic-user --- 10% per 100 orcs
Balrog 25% per 100 orcs ---
Dragon 10% per 100 orcs ---
1-6 Ogres 10% per 50 orcs 15% per 50 orcs
1-4 Trolls 10% per 100 orcs ---

Orcs will defend their lair without morale checks until they are outnumbered 3 to 1.

If orcs are found outside of their lair, there is a 50% chance that they may be escorting a wagon train of from 1-8 wagons. Each wagon will be carrying from 200-1200 GP (2D6 * 100). Wagon trains will have additional orcs guarding them, 10 per wagon, and will be lead by either a fighter or magic-user (50% chance). Roll 1D6 to determine the class of the leader:

1-3 = fighter, 4-6 = magic-user

Then roll 1D6 to find the level of the leader:

if a fighter: 1 = 7th level, 2-4 = 8th level, 5-6 = 9th level
if a magic-user: 1 = 9th level, 2-4 = 10th level, 5-6 = 11th level

If orcs are encountered in an area which is part of a regular campaign map, their location and tribal affiliation should be recorded. Other orcs located in the same general area will likely be of the same tribe.

Orcs do not like full daylight, reacting as Goblins do. They attack orcs of a different tribe on sight unless they are under the command of a stronger monster and can score better than 50% on an obedience check (4-6 on 1D6).


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This section is here for your convenience to summarize the various types of undead monsters. They include: ghouls, mummies, skeletons, spectres, vampires, wights, wraiths, and zombies.

Wandering Monsters

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At the end of every turn the referee will roll 1D6 to see if a "wandering monster" has been encountered. A roll of 6 indicates a wandering monster has appeared. The direction of appearance is determined by random number generation considering the number of possible entries. Distance and surprise are decided in the usual manner. The kind of monster is determined on the table below. Note that that there are 2 sets of tables: one for underground and another set for above ground.

Underground Wandering Monsters

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  Consult Level Tables Below
1 2 3 4 5 6
1 1-2 3-4 5 6 - -
2 1 2 3-4 5 6 -
3 - 1 2 3-4 5 6
4-5 - - 1 2-3 4-5 6
6-7 - - - 1 2-4 5-6
8-9 - - - - 1-2 3-6
10-12 - - - - 1 2-6
13+ - - - - - 1-6

Level 1

This is the revised table from Greyhawk.

1D12 Monster
1 Kobolds
2 Goblins
3 Orcs
4 Skeletons
5 Giant Rats
6 Centipedes
7 Bandits/Berserkers
8 Spiders
9 Stirges
10 Footpads
11 Dwarves/Elves
12 Gelatinous Cube

Level 2

This is the revised table from Greyhawk.

1D12 Monster
1 Hobgoblins
2 Gnolls
3 Zombies
4 Ghouls
5 Warriors
6 Conjurers
7 Robbers
8 Theurgists
9 Burglars
10 Giant Toads/Ants
11 Bugbears
12 Carrion Crawler

Level 3

This is the revised table from Greyhawk.

1D12 Monster
1 Wights
2 Heroes
3 Swashbucklers
4 Thaumaturgists
5 Magicians
6 Cutpurses
7 Sharpers
8 Harpies
9 Wererats
10 Giant Snakes/Spiders
11 Giant Weasels/Hogs
12 Ochre Jelly

Level 4

This is the revised table from Greyhawk.

1D20 Monster
1 Dopplegangers
2 Wraiths
3 Gargoyles
4 Ogres
5 Evil Priests
6 Myrmidons
7 Enchanters
8 Pilferers
9 Shadows
10 Giant Beetles
11 Giant Scorpions
12 Lycanthropes
13 Carnivorous Apes
14 Owl Bears
15 Displacer Beasts
16 Blink Dogs
17 Phase Spiders
18 Giant Ticks
19 Will O'Wisps
20 Rust Monsters

Level 5

This is the revised table from Greyhawk.

1D20 Monster
1 Trolls
2 Ogre Magi
3 Superheroes
4 Wyverns
5 Spectres
6 Mummies
7 Druids
8 Hell Hounds
9 Invisible Stalkers
10 Minotaurs
11 Manticoras
12 Lammasu
13 Cockatrices
14 Sorcerers/Necromancers
15 Thieves
16 Salamanders
17 Hydras (6-8 heads)
18 Umber Hulks
19 Rust Monsters
20 Giant Slug

Level 6

This is the revised table from Greyhawk.

1D20 Monster
1 Giants
2 Titans
3 Hydras (9 or more heads)
4 Dragons
5 Golems
6 Basilisks
7 Gorgons
8 Hydras (fire-breathing)
9 Chimeras
10 Vampires
11 Hell Hounds
12 Lords/Paladins
13 Balrogs
14 Beholders
15 Evil High Priests
16 Wizards
17 Master Thieves
18 Liches
19 Purple Worms
20 Rust Monsters

If the level beneath the surface roughly corresponds to the level of the monster, then the number of monsters will be based on a single creature, modified by type (orcs would appear in groups), and the number of adventurers in the party. Assume the basic number of creatures for every 1-3 characters in the party. For example, if you're dealing with creature that doesn't appear in groups, yet have a party of 9 characters, then 3 of the creatures would appear.

Monsters will automatically attack and/or pursue any characters they see with the exception of monsters intelligent enough to avoid an obviously superior force.

There is a 25% chance that any character surprized by a monster will drop some item. If so, roll for the possibilities remembering that only those items held could be so dropped.

Burning oil will deter many monsters from continuing pursuit. Edible items will have a small likelihood (10%) of distracting intelligent monsters from pursuit. Semi-intelligent monsters will be distracted 50% of the time. Non-intelligent monsters will be distracted 90% of the time by food. Treasure will have the opposite effect, being more likely to stop intelligent monsters.

Above Ground Wandering Monsters>

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1D6 Clear Woods River Swamp Mountains Desert City
Party Gets Lost 1 1-2 1 1-3 1-2 1-3  
Wandering Monster 6 5-6 5-6 4-6 4-6 5-6  

Type of Encounter

1D8 Clear Woods River Swamp Mountains Desert City
1 Men Men Men Men Men Men Men
2 Flyer Flyer Flyer Flyer Flyer Flyer Undead
3 Giant Giant Giant Giant Giant Giant Undead
4 Lycanthrope Lycanthrope Lycanthrope Lycanthrope Lycanthrope Men Men
5 Animals Lycanthrope Swimmer Swimmer Animals Animals  
6 Men Men Swimmer Undead Giants Dragon  
7 Animals Animals Animals Undead Dragon    
8 Dragon Dragon Dragon Dragon Dragon    


1D12 Typical Mountain Desert (Mars) Water
1 Bandits Bandits Nomads Buccaneers
2 Brigands Berserkers Dervishes Pirates
3 Necromancer Brigands Nomads Buccaneers
4 Wizard Wizard Lord Pirates
5 Bandits Wizard Wizard Buccaneers
6 Berserkers Superhero Nomads Mermen
7 Lord Cavemen (Red Martians)  
8 Superhero Necromancer (Tharks)  
9 Brigands Evil High Priest (Black Martians)  
10 Bandits Cavemen (Yellow Martians)  
11 Evil High Priest Patriarch (Tharks)  
12 Patriarch Berserkers (White Martians)  

Flyers, Undead, and Giants

1D12 Flyers Undead Giants
1 Pegasi Skeletons Kobolds
2 Rocs Zombies Goblins
3 Chimerae Ghouls Orcs
4 Hippogriffs Wights Hobgoblins
5 Griffons Wraiths Gnolls
6 Manticores Mummies Ogres
7 Rocs Spectres Trolls
8 Wyverns Vampires Giants
9 Dragons   Gnomes
10 Pegasi   Dwarves
11 Hippogriffs   Elves
12 Balrogs   Ents

Lycanthropes, Swimmers, and Dragons

1D12 Lycanthropes Swimmers Dragons
1 Werewolves Giant Crabs Black Dragons
2 Wereboars Nixies White Dragons
3 Weretigers Giant Octopi Green Dragons
4 Werebears Giant Squid Blue Dragons
5   Sea Monster Red Dragons
6   Giant Snakes Gold Dragons
7   Crocodiles Cockatrices
8   Giant Leeches Basilisks
9   Mermen Wyverns
10   Nixies Balrogs
11   Giant Fish Chimerae
12   Dragon Turtle Hydra (7-12 heads)

There's an additional optional table on page 19 of the Underworld & Wilderness Adventures book.

Animals will generally be of the giant variety, although the referee might prefer to have small spiders attack the party while they are asleep.


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<local> Livre dou Tresor (It., "Book of Treasure"). </local>

Type 1000's of
1000's of
1000's of
Gems and
Maps or
A - Land1 1D6:25% 1D6:30% 2D6:35% 6D6:50% any 3:40%
A - Desert2 1D4:20% 1D4:25% 1D6:30% 1D4*10:50% any 3:60%
A - Water3 --- --- 5D6:60% 1D6*10:60% 1 map:50%
B 1D8:50% 1D6:25% 1D5/2:25% 1D6:25% weapon, armor or misc. weapon:10%
C 1D12:20% 1D4:30% --- 1D4:25% any 2:10%
D 1D8:10% 1D12:15% 1D6:60% 1D8:30% any 2 + 1 potion:20%
E 1D10:5% 1D12:30% 1D8:25% 1D10:10% any 3 + 1 scroll:30%
F --- 2D10:10% 1D12:45% 2D12:20%
no weapons, any other 3 + 1 potion and 1 scroll:35%
G --- --- 1D4*10:75% 3D6:25%
any 4 + 1 scroll:40%
H 3D8:25% 1D100:50% 1D6*10:75% 1D100:50%
any 4 + 1 potion and 1 scroll:20%
I --- --- --- 2D8:50% any 1:20%

*Roll for each category (gems, then jewelry), probability shown if different for either category.
1Brigands will have only very important prisoners, 1 for every 20 brigands, while Bandits will have prisoners at a ratio of 1 prisoner for every 10 bandits. Both classes will carry silver pieces on their person, 2-20 each. Berserkers have neither. Cavemen have no treasure.
2Nomads will have prisoners at a rate of 1 prisoner for every 25 nomads. They will have from 5-30 silver pieces each. Dervishes have neither.
3Pirates will have prisoners as bandits do, and the same holds true for the buccaneer/bandit relationship. Pirates and buccaneers will carry from 2-12 GP each. Mermen have treasure only underwater in their "lair".

All treasure is found only in those cases where the encounter takes place in the "lair".

Magic & Maps Determination

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Use the following tables for each item found.

D100 Item(s) D100 Item(s)
1-75 Magic Items 1-20 Swords
21-35 Armor
36-40 Misc. weapons
41-65 Potions
66-85 Scrolls
86-90 Rings
91-95 Wands/Staves
96-00 Misc. Magic (multiple tables)
76-00 Maps 1-60 Treasure map
61-90 Magic map
91-00 Magic & Treasure map

In the tables below, if a Classes column is specified, "F" means fighter, "M" means magic-user, "C" means cleric, "T" means thief, and "All" means any class may use the item.


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This is the revised table from Greyhawk.

D100 Item(s) ...against lawful (chaotic) Description
1-30 Sword +1  
31-35 Sword +1, +2 against lycanthropes  
36-40 Sword +1, +2 against magic-users and enchanted monsters  
41-45 Sword +1, locating objects ability  
46-50 Sword +1, +3 against trolls (clerics)  
51-55 Flaming Sword +1, +2 against trolls (pegasi, hippogriffs, rocs), +3 against undead (ents)  
56-60 Sword +1, with 2D4 wishes  
61-65 Sword +1, +3 against dragons  
66-68 Sword +2  
69-70 Sword +2, charm person ability  
71-72 Sword +3  
73 Sword, 1 life energy draining ability  
74 Sword +2, 9 steps draining ability The 9 Steps Draining Ability sword appears to be a typical +2 sword, but it also drains energy in progressive steps from 1 to 9 on any hit of 20. Thus, the first time a 20 is scored it will drain 1 energy level, the next time it will drain 2 energy levels, and so on until on the 9th 20 it will drain 9 levels. It thereafter reverts to a normal +2 sword and can never be made anything else.
75 Sword +4  
76 Holy Sword +5 The Holy Sword will display its true worth only in the hands of a Paladin. Wielded thus it negates all spells (including wands and staves and the like) in a radius of 10', thus making the Paladin virtually magic proof.
77-78 Sword of Cold +3, +5 against fire using/dwelling creatures The Sword of Cold, in addition to the bonus shown against creatures of fiery origin, scores triple damage whenever a 20 is rolled. It is able to dispel a Wall of Fire and give its user the same protection as a Ring of Fire Resistance.
79-82 Dragon Slaying Sword +2 The Dragon Slaying Sword scores its +2 bonus against all types of dragons, but does 4D10 points of damage against the specific kind of dragon is was designed to slay (referee determines this).
83 Sword +1 (cursed) Cursed Swords, once grasped, will never willingly leave the holders' hand and will immediately force him to seek battle with as many monsters as possible. A Remove Curse or a Wish (including Limited Wishes) will remove the influence.
84-97 Sword -2 (cursed)
98 Dancing Sword The Dancing Sword is a truly marvelous weapon. It has a basic bonus of +3 and, in addition, after being used in melee for 3 rounds, it will leave the hand and fight on its own. When the sword is "dancing", it cannot be hit, and it fights just as if its owner were wielding it, i.e., if he is a 6th level fighter, it will fight as a 6th level fighter. The sword will so "dance" for 3 more melee rounds, during which time its owner can employ some other weapon or possible step out of combat. After each 3 rounds of dancing, it will return to its owner for 3 rounds.
99 Sword of Sharpness The Sword of Sharpness is another Holy Sword and although it only has a +1 bonus hit probability any attack employing it which scores 20% (4 or better) over the required number, or a 19 or 20 in any event, indicates that it has severed a limb or neck. In the case of multiple possibilities, roll the dice to determine the result. Like the Holy Sword +5, it performs this function as well as the function of anti-magic only in the hands of a Paladin.
00 Vorpal Blade The Vorpal Blade differs from a Sword of Sharpness in several ways:
  • its bonus hit probability is +2
  • it needs only 10% over the required score to hit, or an 18 or highter to sever, and it will always sever the neck
  • it will perform in the hands of any Lawful fighter, although it requires a Paladin in order to act in its anti-magic capacity

The swords all receive bonuses as far as the probability of hitting an opponent is concerned, but some also gain a damage bonus when they do hit. These swords are +2 or +3 against specific creatures, but not those with a general bonus of +2 or +3.

Among magic weapons, swords alone possess certain human (and super-human) attributes. Swords have an alignment, an intelligence factor, an egoism rating, as well as an optional determination of origin and/or purpose.

For alignment roll a percentile die: 1-65 = lawful, 66-90 = neutral, and 91-00 = chaotic. The percentages are reversed if the sword has the ability to drain one life energy level. If a sword is lawful (e.g., the Sword +1, +3 against trolls) it is +3 against trolls; if it is chaotic, it is +3 against clerics.

If a character picks up a sword that is not the same alignment that he is, then if he is lawful and the sword is chaotic (or vice versa), then the character takes 2D6 of damage. If one is neutral and the other lawful or chaotic, then the character takes 1D6 of damage. If an NPC is directed to take up the sword, then only Ā½ of the damage is taken because the NPC is not acting as a free agent. Additionally, the sword might cause the one how took it up to be freed from a spell, change alignment, or otherwise gain powers which would remove them from the service of their former master.

In addition, if the intelligence/egoism of the sword is 6 or more points higher than that of the character who picks it up, the sword will control the person, even causing him to become aligned as the sword is, and he will immediately act accordingly. For example, this could mean that a hireling of a lawful character ordered to pick up a neutral sword and taken over by it would deliberately lie about its powers, while if the sword were chaotic, he would attack.

After determining the alignment, check the sword's intelligence. There are 2 factors considered under intelligence, mental power and communicative ability. These factors are both determined by a single die roll.

Sword Intelligence

1-6 None None*
7 1 primary power Empathy
8 2 primary powers Empathy
9 3 primary powers Empathy
10 3 primary powers and the ability to use languages** Speech
11 As 10 plus Reads Magic Speech
12 As 11 plus 1 Extraordinary Ability Speech

*Although the sword cannot communicate it will endow its user with the powers it has, but these will have to be discovered by the user.
**The number of languages, in addition to the language of the alignment of the sword, is determined by a dice roll.

Sword Primary Powers

D100 Primary Power
1-15 Note shifting walls & rooms
16-30 Detect sloping passages
31-40 Locate secret doors
41-50 Detect traps
51-60 See invisible objects
61-70 Detect evil and/or gold
71-80 Detect metal & what kind
81-90 Detect magic
91-95 Detect gems (Nbr & size)
96-99 Take 2 rolls ignoring scores over 95 except for a roll of 00
00 Roll on the Extraordinary Abilities table instead of this one

Sword Languages

D100 Nbr of Languages
1-50 1 language
51-70 2 languages
71-85 3 languages
86-95 4 languages
96-99 5 languages
00 Take 2 rolls ignoring 00 if rolled again

Sword Extraordinary Abilities

D100 Ability
1-10 Clairaudience
11-20 Clairvoyance
21-30 ESP
31-40 Telepathy
41-50 Telekinesis
51-59 Teleportation
60-68 X-Ray Vision
69-77 Illusion Generation
78-82 Levitation
83-87 Flying
88-92 Healing (1 point per 6 turns or 6 points per day)
93-97 1D4 times normal strength for 1D10 turns once per day
98-99 Take 2 rolls ignoring scores over 97
00 Take 3 rolls ignoring scores over 97

All primary and extraordinary abilities are passed onto the sword user. Rolling the same ability twice indicates that it is twice normal strength, range, accuracy, etc.

Only swords with an intelligence of 7 or more will have an egoism rating. Egoism ranges from 1-12 with the higher the number the greater then ego of the sword. The ego of the sword will cause it to do the following:

Whenever any situation arises where any of the above possibilities exist, the egoism of the sword comes into play. It is always exerted in its relationship with its user, although true rapport may be gained if the alignment and aims of the character/user conicide with the origin and purpose of the sword. The determination of each of these factors is as follows:

The referee adds the intelligence and egoism of the sword (from 8-24 factors), and adds an extra 1 for every extraordinary ability (from 1-4 if applicable). This total (8-28) is compared to the total of the character's intelligence and strength (6-36) modified by the physical state of the user. If the character is fresh and relatively free from damage (less than 10% damaged) from 1-6 points are added to his total (from 7-42 then possible). If mentally and/or physically fatigued, or if damage between 10% and 50% has been sustained, from 1-4 points are deducted (from 2-35 then possible). If damage over 50% has been sustained, or the character has been under a sever mental strain from some form of magic, from 2-8 points are deducted (from 0-34 then possible).

If there's a difference of 6 or more between the sword's score and the character's score, the higher score prevails. If the difference between the scores is 2-5, then there's a 75% chance that the higher score will prevail. If the difference is 0-1, then its 50% either way.

In a continuing relationship, the determination is quite simple being only a matter of comparing the egoism of the sword (1-12) with the level of the fighter using it. Use the method described in the previous paragraph.

Naturally, the origin of each sword is either law, neutrality, or chaos, but some of these weapons are forged by more powerful forces for an express purpose. To determine if any sword has such a purpose roll percentile dice, and a score of 91 or higher indicates the sword has a special mission. Swords with special purposes automatically have intelligence and ego categories of the maximum scores and they will gain an additional ability. Lawful swords can paralyze chaotic opponents. Neutral swords add +1 to all saving throws. Chaotic swords can disintegrate lawful opponents.

The special ability will only apply to those whom the sword has been endowed to destroy, or those serving such a creature. Purposes:

Thus a lawfully endowed sword for the purpose of slaying (chaotic) magic-users would paralize magical types and their minions, but it would not be effective on some wandering giant. The general purpose swords, however, would use their poowers to defeat any opponent of lawful/chaotic nature. Neutral special swords will act against law or chaos equally.

Special purpose swords will always be at their task, and any attempts by their users to go counter to them will cause an immediate influce check to be made.


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This is the revised table from Greyhawk.

D100 Item(s) Description
1-20 Shield +1  
21-40 Armor +1  
41-50 Armor & Shield +1  
51-57 Shield +2  
58-64 Armor +2  
65-70 Armor & Shield +2  
71-73 Shield +3  
74-76 Armor +3  
77-78 Armor & Shield +3  
79-80 Shield +4 The Armor and Shield +4 are magical in nature and made of mithril.
81-82 Armor +4
83 Armor & Shield +4
84-85 Shield +5 The Armor and Shield +5 are also magical in nature and made of a strange allow known as adamantite.
86 Armor +5
87 Armor & Shield +5
88-93 Shield of Missile Attraction -1 The Shield of Missile Attraction will appear to be a perfectly genuine +1 to +5 shield until missiles from true enemies are shot at its user in anger. It will attract such missiles and reduce the person's armor class by 5% (-1).
94-99 Armor of Vulnerability Armor of Vulnerability seems to be genuine magic armor with a protection factor of +1 to +4, but it is actually -1 to -4. The vulnerability of such armor will not be revealed until an enemy strikes a blow in anger at its wearer.
00 Armor of Etherealness Armor of Etherealness is the most magical form of armor. This suit of plate allows the wearer to take either of 2 options: he can wear it as normal +3 armor or he can decide to beome ethereal. In the latter case, he can move through solid objects and is subject to attack only by those creatures which are alble to also become out of phase. Spells such as Phase Door will negate the etherealness of the armor. Attacks while ethereal are not possible. The armor can be made ethereal a total of 49 times, and then it becomes merely +3 armor. It can never be either recharged or restored.

Armor proper subtracts its bonus from the hit dice of the opponents of its wearer. If the shield's bonus is greater than that of the armor there is a one-third chance that the blow will be caught by the shield, thus giving the additional subtraction.

Misc. Weapons

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This is the revised table from Greyhawk.

D100 Item(s) Description
1-15 10 Magic Arrows Magic arrows have a +1 chance of hitting their target and do additional damage to their target unless specified otherwise due to the type of monster being shot. Thus, a magic arrow normally does 1D6+1 points of damage when it hits.
16-25 3D10 Magic Arrows +1
26-29 2D6 Magic Arrows +2
30 1D8 Magic Arrows +3
31 Arrow of Slaying These are special magical arrows which are specifically enchanted to slay monsters with a single hit. The referee may distinguish them by basic types if he wishes (e.g. giants, undead, flying monsters, enchanted monsters like invisible stalkers, elementals golems, aerial servants, etc.) or they may slay any monster.
32-34 2D8 Magic Crossbow Bolts +2  
35-45 Dagger +1 against man-sized opponents, +2 against Goblins and Kobolds  
46-50 Dagger +2 against man-sized opponents, +3 against Orcs, Goblins, and Kobolds  
51-55 Magic Bow Magic bows give all arrows a +1 of hitting the target, but they confer no damage bonus. A magic arrow show from a magic bow has a +2 chance of hitting.
56-57 Crossbow of Accuracy +3  
58-59 Crossbow of Speed When employing this weapon the user can get his missile shot away from the crossbow despite surprise. It otherwise allows +3 on initiative dice. If fires as quickly as a bow, for it cocks itself.
60-61 Crossbow of Distance A magical weapon which has double the range of a normal light crossbow, thus its short range is 120'.
62-66 Axe +1 Axes can be utilized as a hand weapon or thrown 30' with the +1 bonus. Treat all targets as at medium range, i.e., there is neither short nor long range for this weapon.
67 Axe +2
68 Axe +3
69-80 Mace +2  
81 Mace of Disruption A mace which appears to be nothing more than a +1 mace, but when it strkes any undead creature it will disrupt its molecular structure unless the creature is able to save on the clerics vs. undead monsters table as if attacked by a patriarch. For example, a vampire must roll 7 or better, a spector must roll 9 or better, while a mummy must roll 11 or better, and all other undead are automatically disrupted.
82-86 War Hammer +1 War hammers of +1 and +2 can be hurled in the same manner as axes. The hammer +3 has double range (60') only if being used by a dwarf, and the same is true regarding its automatic return. Any other user of a +3 hammer will throw it as if it were a +1 or +2 weapon as far as range is concerned (30'), and it will not fly back to them. When used by a dwarf, it does 2D6 damage, and when striking a giant gains a damage bonus of +3 (2D6+3 damage points when a hit is scored). Otherwise it gains no damage bonus when striking, for it already does 2D6 points of damage.
87-89 War Hammer +2
90 War Hammer +3, 60' throwing range with return
91-95 Spear +1 Spears like axes and hammers can be hurled and receive a damage bonus of from 1-3 points. Additionally, if something impales itself upon the spear, damage will be double or even treble if the force is sufficient.
96 Spear +2
97 Spear +3
98-00 Cursed Spear of Backbiting This weapons appears to be a +1 through +3 magic spear until it is used in anger in melee against an enemy. At that time if it is thrown it will curve and strike at its thrower's back; if thrust it will curl in an arc and stab at its user.

Those weapons with bonuses of +1, +2, or +3 gain a bonus of equal merit on damage scored, except as noted above in the Descriptions.


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This is the revised table from Greyhawk.

D100 Item(s) Classes Description
1-3 Growth All Will cause anyone to reach 30' in height if all is drunk, and other growth is proportionate, depending on how much is drunk.
4-6 Diminution All Will cause the characters size to shrink to .5' if the full potion is drunk.
7-10 Giant Strength F Gives the recipient full giant prowess, including 2D6 of damage when his scores a hit.
11-13 Invisibility All See the Invisibility spell.
14-16 Gaseous Form All Allows the user to retain cohesion over his new gaseous body, and he may penetrate any place which isn't air tight. Of course, his arms, armor, and so on will remain behind.
17-19 Polymorph (Self) All See the Polymorph Self spell.
20-23 Speed F Doubles the normal speed attainable by the user, thus allowing an encumbered man to move at 60' per turn, a plate armored man to move at 120' per turn, etc.
24-26 Levitation All See the Levitate spell.
27-29 Flying All See the Fly spell.
30-32 ESP All See the ESP spell.
33-35 Delusion All Will make the user believe that the potion is whatever he desires, and each potion looks like some other type of potion.
36-39 Healing All Repairs 1D6+1 points of damage, just like a Cure Light Wounds spell.
40-42 Longevity All Will reduce 10 game years from the game age of the character drinking it. Note that this will counter the effect of aging caused by a Staff of Withering.
43-45 Extra-healing All A Healing potion which cures 3D6 points of damage.
46-49 Oil of Slipperiness All Rather than being used as a potion, this must be rubbed over the body. When so anointed, a person will not be subject to webs, strands, tied knots, hugs, or the like. The oil takes 24 hours to wear off, or it can be removed with wine at will.
50-52 Clairvoyance All See the Clairvoyance spell.
53-55 Clairaudience All See the Clairaudience spell.
56-58 Animal Control All Will allow the recipient to control 3D6 small animals or 2D8 medium-sized animals, or 1D6 large animals one turn after the potion is consumed.
59-63 Undead Control All Performs the same as animal control but effects 2D4 undead with less then 4 hit dice, and 1D4 undead with 4 or more hit dice.
64-66 Plant Control All Allows the imbiber to control plants, including fungoid types, up to 1D6 in a 10' by 10' area where ground covering plants are considered. The control extends for 60' in any direction.
67-69 Human Control All Has the same general effect as a Charm Person spell, but it can effect 2D6 persons with 3 or less hit dice, 2D4 persons with 406 hit dice, 1D4 persons with 7-9 hit dice, or only a single person with 10 or more hit dice. Saving throws are applicable.
70-72 Giant Control All Is essentially a Charm Monster spell which can effect 1D4 giants. The giants are allowed saving throws.
73-75 Dragon Control All As giant control, but will effect 1D3 dragons. Referee will determine which of the 6 types of dragons will be controlled.
76-79 Poison All Referee will mislead by naming any of the other Potions, but if carefully questioned should give it a singular feature.
80-83 Invulnerability F This potion add +2 to defensive capabilities and saving throws. However, more than 1 dose of this potion during any 1 week will have a reverse effect.
84-87 Fire Resistance F Normal fires will not have any effect on a person who has gained fire resistance through drinking this potion. The Wall of Fire spell will not effect such a person. It gives +2 for saving throws against Fire Balls and Dragon Fire and it takes -1 away from damage caused by these and from balrog immolation.
88-90 Treasure Finding All A potion which allows the imbiber to be able to locate the direction and distance of treasure, treasure being defined as a considerable body of precious metal (5000+ pieces of copper, silver, or gold) or 50+ gems. It is effective upto 360' regardless of intervening substances.
91-94 Heroism F

A dual action potion which makes a normal man act like a hero in all respects, including morale and combat.

<local> Add 2 levels to the fighter for the duration of the potion. </local>

95-97 Super-heroism F A potion which resembles Heroism except that it increases 1st through 3rd level fighters by 4 levels, 4th through 7th level fighters by 3 levels, and 8th through 11th level fighters by 2 levels.
98-00 Oil of Etherealness All When anointed with this substance the user is able to go through solid substances at will as if he wore Armor of Etherealness. Note than when so anointed the user is not able to handle normal objects as his hands simply pass through them.

All potions come in a quantity sufficient to perform whatever their end is, although a small sample can be taken without affecting the whole. For those with limited effect the time will be 1D6+6 turns. Some potions will not be detailed here as they duplicate magic already explained or are self-explanatory.


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D100 Item(s) Description
1-20 1 spell See below.
21-35 2 spells See below.
36-45 3 spells See below.
46-50 7 spells See below.
51-60 1 curse* See below.
61-70 Protection from lycanthropes The spell will protect the person and those around him in a 10' radius from 2D6 lycanthropes. Duration: 6 turns.
71-80 Protection from undead As with the Protection from Lycanthropes but it effects the Undead according to their hit dice: 1-3 hit dice, 2D12 are effected, 4-5 hit dice, 2D6 are effected, 6+ hit dice, 1D6 are effected. Duration: 6 turns.
81-90 Protection from elementals As with the Protection from Lycanthropes but it protects from but 1 elemental. Duration: 4 turns.
91-00 Protection from Magic A super anti-magic spell which extends in a 10' radius around the user and prevents all magical function, in or out. The circle is mobile, i.e., it will move with the user. Duration: 8 turns.

*The referee must take extreme care in handling scrolls with an eye towards duping the players when a cursed scroll is found. The curse takes effect immediately upon reading the scroll. Thereafter having non-curse scrolls disappear on occasion if not identified will help to force reading of curse scrolls. To determine the type of curse, use the table below.

D8 Curse (30' range)
1-2 Any monster of the referee's choice
3-4 Disease, fatal in 3 turns unless cured
5-6 Polymorph to insect of referee's choice
7 Transportation to 1000 miles, random direction
8 Transportation to another planet

All scrolls are spells for magic-users, and regardless of the level of the spell they can be used by any magic-user capable of reading them. All "Protection" spells can be used by any character who is able to read. Scroll spells are of the 6th level unless necessarily higher, in which case they are the minimum level necessary to generate such a spell.

To determine what spells are on a scroll of 1-7 spells, simply roll 1D6 for each spell thereon, the number rolled being the level of the spell. Thereafter, simply count the total number of spells for the level in question and roll dice accordingly to find which of the possibilities it is.


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This is the revised table from Greyhawk.

D100 Item(s) Classes Description
1-5 Invisibility All See the spell or potion.
6-10 Mammal Control All Allows the wearer to control 3D6 small mammals or 1D8 large mammals. This does not include any creatures listed on the Monster Reference Table. Control is complete, even to having the controlled mammals attack the others with it which are not controlled. Range: 60'.
11-15 Human Control All See the spell or potion.
16-30 Weakness All Once on the hand, this ring cannot be removed without the application of a Remove Curse spell from a cleric. The ring immediately beings to drain energy from the wearer, making him weaker at a rate of 10% per turn until a maximum of 50% is attained. This weakness is reflected in both attack and defence capabilities.
31-35 Protection +1 All This ring serves as +1 armor would, giving this bonus to defensive capabilities and to saving throws.
36 Protection +3 All  
37-40 3 Wishes All As with any wishes, the wishes granted by the ring must be of limited power in order to maintain balance in the game. This requires the utmost discretion on the part of the referee. Typically, greedy characters will request more wishes, for example, as one of their wishes. The referee should then put that character into an endless closed time loop, moving him back to the time he first obtained the wish ring. Again, a wish for some powerful item could be fulfilled without benefit to the one wishing ("I wish for a Mirror of Life Trapping!", and the referee then places the character inside one which is all his own!). Wishes that unfortunate adventures had never happened should be granted. Clues can be given when wishes for powerful items or great treasure are made.
41-60 Delusion All Makes the wearer see whatever he desires, i.e., a bummer thrown in to foil the players.
61-65 Water Walking All See the spell or potion.
66-70 Fire Resistance All See the spell or potion. TYPO (there is no corresponding spell.)
71-72 Protection +2, 50' radius All See the spell or potion.
73-74 Regeneration All The wearer will recover from damage at the rate of 1 point per turn. Even if he is killed he will regenerate and live again unless treated as a troll and destroyed.
75-76 Djinn Summoning All The Djinni "Servant of the Ring" is a permanent servant of the wearer. The Djinni appears immediately when called.
77-78 Shooting Stars All This ring functions only during the hours of darkness when the wearer is under the open sky. It will cast Light spells for a distance of 240', throw a fireball of 12 points damage, or hurl a solid missile of 12 points damage.
79-80 X-Ray Vision All The wearer of this ring can see through up to 10' of rock or 6" of iron for a total distance of 30' beyond. Lead prevents its functioning, as will gold. The user will note hidden doors and traps when X-Raying areas they are in. A 10' by 10' section can be viewed per turn.
81-82 Telekinesis All Bestows upon the wearer telekenetic ability equal to that of a 10th level magic-user.
83-95 Contrariness All When this ring is put on it cannot be removed without a Remove Curse spell and the wearer will not wish to remove the ring. It makes the wearer absolutely contrary, and he will act the opposite fashion of normal/requested.
96-97 Spell Turning All The spells turned by this ring include those of dragons and clerics, but excludes the "Finger of Death" used by clerics. Any spell aimed directly at the wearer of the ring will be partially turned. Roll percentile dice. The number rolled is the percentage of the spell which returns to affect the character casting the spell; the remainder is the part of the spell which affects the wearer of the ring. Note the ring does not function against wands or staves, only against spoken spells aimed at the ring wearer.
98-99 Spell Storing All A ring containing 1D6 spells of from the 1st through the 6th levels. Upon placing it on the finger and thinking of spells, the wearer will know telepathically what spells are housed in the ring. The ring is usuable by any type of character, but the spells within it are restorable only by a magic-user or a cleric. There is a 20% chance that the ring has clerical spells, and if that is the case, there is a 50% chance the spells therein are chaotic in nature.
00 4D6 ("Many") Wishes All Extrapolate from the Ring of 3 Wishes.

Anyone can use a ring.

A ring must be worn to be employed, and only 1 ring may be worn on each hand if the ring is to be operable by the wearer. (The referee should be careful to enforce this in order to maintain some balance in the game.) Rings are useable by any type of character. Those rings which are not specifically noted below function as would a like spell or potion but with an unlimited duration.


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This is the revised table from Greyhawk.

D100 Item(s) Classes Descriptions
1-10 Wand of Metal Detection M When grasped, the wand points towards any large body of metal (equal to save 1000 GP). The reaction from the wand will also tell roughly what form of metal, precious or common such as iron, steel, lead, etc. Range: 20' radius.
11-15 Wand of Enemy Detection M Reveals hidden or invisible enemies within a radius of 60', providing the enemies are aware of the wand user's (or his associates) presence, for it is mental emminations which trigger the detection device.
15-20 Wand of Magic Detection M When grasped and employed, the wand will reveal the operation of any form of magic with a 20' radius. By selectively concentrating on quadrants the weilder will be able to ascertain some general details of the magic used.
21-25 Wand of Secret Doors & Traps Detection M When held, the wand will give warning of either thing when it is brought within 20' of it.
26-30 Wand of Illusion M This wand creates an illusion similar to that of a phantasmal force spell, but the wand wielder canmove while employing the wand to create the illusion.
31-35 Wand of Fear M The wand effects all creatures within a cone-shaped area eminating from it 60' outwards to a base 30' wide. All within it must make their saving throw as against magic or be panicked and flee.
36-39 Wand of Cold M An icy projection of the same dimensions as a fear wand. Creatures take half damage if their saving throw is made.
40-43 Wand of Paralization M A paralization ray of the same dimensions as a fear wand. Creatures take half damage if their saving throw is made.
44-47 Wand of Fire Balls M A wand which project a fire ball exactly like the spell of that name.
48-51 Wand of Lightening Bolts M A wand which projects lightning bolts like the spell of the same name.
52-55 Wand of Polymorph M A wand which project a polymorph spell, either "others" or "self" exactly as the appropriate spell.
56-59 Wand of Negation M Be means of this wand, the effects of other wands or staves, other than actually striking with the latter, are nullified. Of course, staves are basically 8th level, the wand will negate only three-quarters (6 dice) of a staff's effects. It can be employed against only one wand or staff at a time, and the one it is being used against must be stated.
60-63 Staff of Healing C A clerical staff which acts as a spell to cure light wounds (1D6+1 points of damage restored). It can be employed to numerous persons during a day, but only once per day to any one person.
64-67 Staff of Commanding M, C This staff combines the animal, plant, and human control potions.
68-71 Snake Staff C A clerical staff which gives a +1 chance of hitting, and add +1 to damage scored (1D6+1 points). In addition, if the cleric orders it the staff will twine itself about an opponent it hits, rendering him helpless if man-sized, or preventing counter-attack otherwise, for 1-4 turns. Thereafter it will crawl back to the cleric who possesses it.
72-75 Staff of Striking M, C This staff does not add to hit probability, but due to the energy within it, scores 2 dice of damage when a hit is made. This staff requires the use of an energy charge each time it is used.
76-77 Staff of Withering C A staff which adds nothing to hit probability, but when a hit is scored it scores 1 die of damage and ages the creature struck by 10 years. (This is not to say it matures it, but rather it shortens the life span by 10 years.) A man struck 4 times thusly will be doddering, an animal dead of old age, and so on. It will have no aging effect upon the undead, and creatures with very long life spans will also be little harmed.
78 Staff of Power M A staff combining the following powers (wand, staff, or spell): cold, fire balls, lightning bolts, striking, continual light, and telekenesis. If the user wishes he may make a final strike with the staff, breaking it and releasing all power within (8 times the number of charges remaining). This power is distributed as hit points to all creatures within a 30' radius. This staff requires the use of an energy charge each time it is used.
79 Staff of Wizardry M A staff with the capabilities of a staff of power plus several additional features. It gives +1 on hit probabilities. The staff also has these other powers: paralization, invisibility, wall of fire, passwall, whirlwind (as djinni), webs, and elemantals. Web are as the spell. The staff of wizardry has a final strike just as the staff of power. This staff requires the use of an energy charge each time it is used.
80-89 Rod of Cancellation All A staff-like device which functions but once. It is wielded as if it were a Staff of Striking, and if it scores a hit on any magic item it causes the item struck to lose all of its magical properties immediately.
90-91 Rod of Beguiling M, T By using this item all enemies in a radius of 200' are beguiled into believing that its owner is their most trusted friend or respected mentor. Beguilement lasts from 4D4 turns.
92-93 Rod of Absorption M This instrument allows its owner to employ it in a manner so as to absorb hostile spells directed at him. The rod then allows its user to redirect a similar or different spell back at the enemy who originated the spell. Thus, if the rod absorbed a 5th level spell, its user could redirect any spell up to 5th level, so long as he knew the spell to be redirected. The rod will absorb up to 100 spell levels either as 100 1st level spells, 50 2nd level spells, and so on. Once the rod has absorbed 100 spell levels it will no longer function, although it will continue to discharge spells until all spell levels formerly absorbed are used up. It cannot be recharged or reused thereafter.
94-98 Rod of Lordly Might F Although this weapon appears to be some form of staff or rod for magical employment, it is a fighter's arm. When being carried it is a mere 4' in length, but by merely pressing a catch, a 2' blade (glaive-guisarme) springs forth from its end; pushing the catch a second time extends the rod to 15'. When the blade is out, the handle can be shortened to 1' or 2'. A second catch causes the rod to extend up to 50' in length, while three inch long projections sprout from its side at intervals proper for climbing, and the spike of the blade fastens it securely even in granite, so an excellent mode of ascent is provided. The rod also has highly magical properites. At a word of command, it acts as a flaming sword (overall length 3.5'); at another command it becomes the equal of an axe +2 (overall length 2.5'); and when it is extended to 6' or greater length it will function as a spear +3. Furthermore, in any of these capacities it will have the following effect upon enemies: all threantened by it must save vs. paralization, or be paralized; and if they do save they must make a second saving throw vs. fear, or else run away. If both saves are made they need not check again during the encounter.
99 Rod of Rulership All When employed, this device allows its user to command a multitude of creatures, regardless of their intelligence or size. The number of creatures which it will influence is variable, ranging from 200 to 500 levels, i.e., from 400 to 1000 kobolds, 200 to 500 orcs, 100 to 250 gnolls, or even a single creature of 200 or more dice! Its power extends in a radius of 100'. It lasts 10 turns. It has 10 charges only and cannot be recharged.
00 Rod of Resurrection C A rod which allows its user to resurrect just as if he were an appropriately high level cleric.

Wands are only usable by magic-users.

Wands are considered as being endowed with projectiles (or rays) of the 6th level (six dice of damage), staves have 8th level effect. Assume wands to have 100 charges, while staves have 200 charges. Of course, certain wands and staves would not be subject to the above, i.e., metal detection, enemy detection, secret doors & traps detection, healing, snake staff, and the staff of striking.

Misc. Magic

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D100 Table
1-30 I
31-60 II
61-75 III
76-90 IV
91-00 V

Misc. Magic Table I

This is the revised table from Greyhawk.

D100 Item(s) Classes Description
1-5 Crystal Ball M Generally successful operation of these devices will be less likely over great distances, when the subject is not exactly known, when spells are used to prevent such operation, when lead interposes between the viewer and the subject, and so on. Only 3 attempts per days can be made under the above circumstances, without driving the magic-user mad. Long use of a crystal ball during any day requires that the magic-user rest and recuperate the next day. Spells cannot be sent through a crystal ball, but the operator may, for instance, put an infra-vision spell upon himself and then look into the device and see in the dark.
6-9 Crystal Ball with Clairaudience M
10-12 Crystal Ball with ESP M
13-15 Crystal Hypnosis Ball M A trick device indistinguishable from a desirable Crystal Ball. It will hypnotise its user and leave him in such a state for 3D8 turns, unless there is also a Magic Mouth spell place upon the item. In this latter case, the user of the item will carry out the instructions given by the magic mouth immediately, conforming to the limits given for a Suggestion spell.
16-20 Medallion of ESP, 30' range All These devices are usuable by all classes of characters, even dwarves, but the device malfunctions on a roll of 6, so whenever in use, roll a D6 to check it.
21-25 Medallion of ESP, 90' range All
26-30 Medallion of Thought Projection M This item is indistinguishable from an ESP Medallion. It operates in the reverse of the latter, however, projecting the wearer's thoughts to any creatures behind doors or walls within its range. It functions as an ESP Medallion on a roll of 6, as well as when it is tried for the first time.
31-33 Amulet vs. Crystal Balls and ESP All This device prevents the location, sight, or thought waves pick-up by a crystal ball or ESP. It is always effective.
34-35 Amulet of Inescapable Locating All This item is indistinguishable from an Amulet vs. Crystal Balls and ESP. It is the reverse of the latter, however, and its wearer located with ease.
36-40 Scarab of Protection from Evil High Priests All The small scarab acts as a charm which absorbs the "Finger of Death" from evil high priests for up to 12 times before it disintegrates.
41-42 Scarab of Enraging Enemies All This device causes all enemies within a 60' radius of its wearer to become completely enraged when it is uncovered. There is a 50% chance that they will simply attack the nearest creature to them, friend or foe. The effects of this device lasts for 6 turns. Enraged enemies will never check morale and will fight until dead. It contains 24 charges.
43-45 Scarab of Insanity All Similar to the Scarab of Enraging Enemies, this device causes all creatures with a 30' radius to fall into total insanity for 12 turns when the scarab is displayed. All creatures with 10 or more hit dice have a 25% chance of resisting insanity. The device contains 12 charges.
46-47 Scarab of Death M A scarab which apperas to be any of the other types, but when it is held in the hand for a full turn, or when it is placed in a pack, a bag, or some other place near a person's body it turns to a horrible burrowing monster which digs directly to the person's heart and kills him.
48-49 Bag of Holding All A sack-sized magical bag which will contain 10000 GP as if they were only 300 GP. Objects up to 10' in length, 5' in width, and 3' height may be stuff into the bag, but the weight equivalent, regardless of the weight of the object, then becomes 600GP.
50-51 Bag of Tricks All When looked into this bag seems empty, but when a player reaches inside he may pull out any one of the following beasts. However, he may pull out no other until the one has been killed in combat. The animal pulled out will fight for the owner of the bag, and when it is killed it disappears back into the bag, and the very same animal may be pulled forth again:
D6 Animal AC Damage HD
1 Bear 5 1D3/1D3/2D4/hug 6
2 Lion 6 1D4/1D4/1D10 5
3 Bull 6 1D6/1D6 4
4 Ram 7 2D4 3
5 Wolf 7 1D6 2
6 Jackal 8 1D2 Ā½
52-55 Bean Bag All Another apparently empty bag, but when reaching inside its owner will find a number of beans. These must be taken to a patch of soil and planted. There is an 80% chance that all but 1 will bring monsters or various curses, a 90% chance that only 2 are beneficial, and only on a roll of 00 will 3 be beneficial. Maximum number of beans is optional, but 6 is recommended. The referee must decide on what treasures and monsters/curses will be gained when the beans are planted, as space does not permit us to list the many possibilities here.
56-58 Bag of Transmuting All A bag which appears to be a bag of holding, but it turns precious metals to lead. It will hold as much as a bag of holding, but after being loaded it will burst asunder in about 10 turns.
59-61 Bag of Devouring All An empty bag which is actually the extension of an ultra-dimensional monster. Anything placed inside is devoured in 7-12 turns. Its capacity is the same as a bag of holding, and it emanates an aura of magic.
62-63 Censor Controlling Air Elementals M This device calls up the elemental indicated. Only the owner of the item may use it. It is rather bulky and requires 1 turn to setup or store away if it is carried with an expedition. It will summon the elemental in but 1 turn. No spell is required. Elemental strength is 12 hit dice.
64-67 Censor Summoning Hostile Air Elementals M Like the Censor Controlling Air Elementals, except that the user conjures an air elemental which immediately attacks him.
68-69 Stone Controlling Earth Elementals All See Censor Controlling Air Elementals description above.
70-71 Luckstone All A stone resembling a Stone Controlling Earth Elementals which, when carried on his person, adds to its owner's luck from 5% to 20%; so when any rolls for treasure, either determination or division, are made he will gain any more favorable result if it is possible by adding from 5% to 20% to his roll. The most favorable will always be gained.
72-75 Loadstone All A stone which appears to be a Luckstone until the owner is being pursued by hostile enemies/monsters. In this case, the loadstone slows his movement by 50%.
76-77 Brazier Controlling Fire Elementals M See Censor Controlling Air Elementals description above.
78-80 Brazier of Sleep Smoke M Indistinguishable from its cousin which commands fire elementals, this device emits a smoke which causes all in a 10' radius to sleep until a dispel magic is used to awaken them. Note that a magic-user must conjure over it as if he were summoning an elemental.
81-82 Bowl Controlling Water Elementals M See Censor Controlling Air Elementals description above.
83-85 Bowl of Watery Death M This item is exactly like a Bowl Commanding Water Elementals but when it is used to try and summon an elemental its user is shrunk to the size of a snail and plunged into the watery container. Drowning will occur in 2-5 turns unless a Growth/Animal spell is cast at the shruken magic-user or a growth potion is poured into the bowl.
86-88 Elven Boots All Elven boots allow for totally silent movement.
89-92 Boots of Speed All Allow the wearer to travel at the speed of a light horse for up to 1 full day, but he must then rest one day.
93-95 Boots of Levitation All Work as a Levitate spell but with no time limit as to duration of effect.
96-98 Boots of Traveling and Leaping All These boots increase the endurance of the wearer, making him tireless as far as walking is concerned. Thus speed is increased outdoors by 1 hex per day when walking. Below they allow leaps of up to 10' vertically and 30' horizontally.
99-00 Boots of Dancing All These boots appear to be any of the others listed above, and they will continue to so function until their wearer is in a situation where an enemy is in pursuit with intent to kill or some similar situation. When this happens, the boots cause the feet of the wearer to dance a jig, soft shoe, tap, or an occassional Shuffle Off to Buffalo. Naturally, he is then unable to flee or otherwise escape.

Misc. Magic Table II

This is the revised table from Greyhawk.

D100 Item(s) Classes Description
1-2 Efreet Bottle All The efreet will serve only the finder of the bottle, and he will serve but for a thousand and 1 days.
3-8 Flask of Curses All This container looks just like the bottles, jugs, decanters, and beakers. When it opened some form of curse is loosed - the list of curses for scrolls is recommended as a good start for a list of possible curses.
9-10 Jug of Alchemy All A container which when opened will pour forth a stream of whatever liquid is desired. Possible liquids are: water, wine, oil, acid, poison, etc. Only 1 sort of liquid may be poured each day, and such liquid may be poured only 7 times per day. Each pouring expells approximately 10 gallons of water, 5 gallons of wine, 2 gallons of oil, 1 gallon of acid, or 1 quart of poison.
11-15 Decanter of Endless Water All When the stopper of this container is removed a stream of water gushes forth, and it will continue to send out a stream of water until the stopper is replace or the entire area is completed filled with water. Approximate output is 10 gallons per turn.
16-17 Beaker of Plentiful Potions All Thie container contains 1D4+1 possible types of potions, and upon command it will fill itself with the desired potion if it is possible (the referee must determine which potions the container can hold). It will pour forth its potions once per week, but it is possible, for example, that it could contain 5 of the same potion.
18-23 Broom of Flying All This device allows the owner to fly at dragon speed (240' per turn). The user must know the "word of command" to make it function. The broom of flying will come up to 240' when its owner summons it with the command word. It will carry 2 persons but its speed is reduced by Ā¼.
24-29 Animated Broom All A broom which exactly resembles the broom of flying, but when such an attempt is made the broom will attack the user, beating him severely about the head and shoulders with its handle. Only the destruction of the broom will make such abuse cease.
30-34 Helm of Reading Magic and Languages All Wearing this helm allows the person to read any language or magical writing. It does not protect in the same way as Magic Armor, so if it is worn in combat any hit upon its wearer should be given a 10% chance of striking the helm and smashing it.
35-37 Helm of Telepathy All This helm allows the wearer to read the thoughts of any creature within 90'. If his intelligence rating is greater than that of human or humanoid creatures within the range of the helm, the wearer may attempt to control their mind with suggestions implanted telepathically. Such suggestions will have a +2 effect in their likelihood of being carried out. For characters in the game, roll percentile dice adding 10% to the helm's wearer, and if the character fails to beat this score he will follow the suggestion. (The referee must use judgement here, for a sugestion to kill oneself would not be likely to be carried out in any event.) Treat as a non-protective helm if worn into combat.
38-39 Helm of Teleportation M The magic-user employing this helm must have a teleport spell in order to take advantage of this device. Having but one such spell, the magic-user can teleport himself endlessly about the universe, but if he teleports some other person or object the helm does not function and the spell proper is used. Thus the helm is good only to the magic-user himself. Treat as a non-protective helm if worn into combat.
40-41 Helm of Brilliance All When placed upon the head this helm becomes crown-like, set with many fiery-colored gems of 50,000 GP value if the item is immediately sold. Otherwise it will provide the following benefits to its wearer:
  • it acts as a double value ring of fire resistance
  • it creates a wall of fire around its wearer upon command
  • fighters wearing it may command any sword they hold to flame, thus gaining the benefits of a flaming sword in addition to any other magical properties which the sword might posses
  • magic-users wearing it add +1 to each die of fire ball spells cast by them
  • clerics are empowered to cast double the number of light and/or continual light spells they would normally have as well as cause inflammable objects with 30' of them to be set ablaze
  • the helm of brilliance adds +2 to all bargaining dice when dealing with fire-using or dwelling creatures
  • it conversely causes all cold-using or dwelling creatures to become very hostile to its wearer
42-47 Helm of Chaos (Law) All The wearer of such a helm reverses alignment (or becomes lawful or chaotic if formerly neutral). It can only be removed with the application of a spell to dispel magic; of course the person wearing it will make every effort to avoid removal of the helm.
48-49 Flying Carpet All This device carries up to 3 persons at a speed of 180' per turn, while 1 occupant will allow it to move at 300' per turn. It otherwise behaves in all respects like a broom of flying.
50-55 Rug of Smothering All A carpet which exactly resembles a flying carpet, but the owner tries to use it, the item rolls itself around all seated upon it. It will smother and kill them in 1D4+1 turns unless a spell to animate objects is cast upon it.
56-57 Drums of Panic, 240' range All The beating of these kettle drums will cause men and fantastic creatures who fail to make their saving throw vs. magic to flee in rout. Animals with fewer than 5 hit dice will automatically flee, as will those non-carnivorous animals with more than that number. The drums may be struck while moving provided they are mounted upon some form of carriage or steed. They will not effect the area immediately around them (10' radius).
58-60 Drums of Deafness All Drums which seem to every test to be drums of panic until beaten. When so beaten they will deafen the user as well as those with a 60' radius. This condition will last until a remove curse spell is cast upon them.
61-62 Horn of Blasting, 100' range All A horn whose sounding has the effect of a double bombard on non-living materials such as walls, gates, etc. Creatures which are in its path will sustain 2D6 and are deafened for 1 turn if not killed. The path of sound is a cone radiating 10' from the horn and ending in a 20' base.
63-65 Horn of Collapsing All An instrument which seems to be a horn of blasting, but when it is winded it will cause the ceiling immediately above the user to collapse upon him, causing 6D10 points of damage. If blown in the open it causes a rain of 5D6 rocks to fall from the sky upon the person blowing it, each doing 1D3 points of damage.
66-70 Horn of Valhalla, Silver All The various types of this horn summon fighters from Valhalla to fight for the owner of the horn until they are dead or ordered by him to return. All are useable only once per week. Each type summons a progressively stronger type of fighter:
  • Silver: 2D4 Berserk 2nd level fighters
  • Bronze: 2D4 Berserk 3rd level fighters
  • Iron: 2D4 Berserk 4th level fighters

<local> There were rumors of a fabled Lur Horn of Valhalla which summoned 5th level fighters. </local>

71-73 Horn of Valhalla, Bronze F, C
74-75 Horn of Valhalla, Iron F
76-80 Horn of Bubbles All This device looks exactly like a Horn of Valhalla, but when it is sounded it will bring forth a cloud of bubbles which surround its holder, completely obscuring his vision for 4D3 turns.
81-84 Gauntlets of Ogre Power F, C, T These gauntlets give the wearer the ability to strike as an ogre and generally give his hands and arms the strength of an ogre. They do not necessarily increase hit probability however. These gauntlets are only useable by fighters, clerics, and thieves.
85-87 Gauntlets of Swimming and Climbing F, C, T These gauntlets allow the wearer to swim as a Merman and climb like a 9th thief.
88-90 Gauntlets of Dexterity All When worn these add +2 to the dexterity of the wearer.
91-93 Gauntlets of Fumbling All These gauntlets appear to be any of the other types listed above until they are used in a situation where an enemy is attacking, a hostile monster is in pursuit, or life and death is at stake. At this time their true nature manifests itself, causing their wearer to fumble, drop things, lose from 1D4+1 points of dexterity, and so on. They cannot be removed without the use of a remove curse spell.
94 Girdle of Giant Strength All Wearing this device bestows the strength and hit probability (if greater than the wearer's own) of a hill giant.
95-96 Girdle of Femininity/Masculinity All Although this item appears to be a girdle of giant strength, as soon as it is worn it changes the sex of its wearer. It can be removed only with a wish.
97-98 Necklace of Missiles All This appears to be a normal piece of rather low-value jewelry, but when it is placed around the neck its wearer can detach the pendant beads and hurl them as fire balls. The necklace can contain either 5, 7, or 9 missiles. The 5 missile necklace will consist of 1 9D6 fire ball, 2 7D6 fire balls, and 2 5D6 fire balls. If it has 7 missiles, they are of the following strengths: 1 10D6, 2 8D6, 2 6D6, 2 4D6. If it contains 9 missiles they are: 1 11D6, 2 9D6, 2 7D6, 25D6 and 2 3D6.
99-00 Necklace of Strangulation All A device which is identical to the necklase of missiles, but when placed around the neck will strangle and kill its wearer in 1D4+1 turns. It requires a limited wish or wish to remove it.

Misc. Magic Table III

This is the revised table from Greyhawk.

D100 Item(s) Classes Description
1-5 Cloak of Protection +1 M, C, T This item appeared in Greyhawk without any description.
6-9 Cloak of Protection +2 M, C, T This item appeared in Greyhawk without any description.
10-11 Cloak of Protection +3 M, C, T This item appeared in Greyhawk without any description.
12-14 Displacer Cloak All This device warps light waves to make the wearer appear to be up to 10' away from where he is actually standing. It makes it 10% harder to hit its wearer, whether by smiting or wand (add +2 to defence and saving throws).
15-20 Elven Cloak All Wearing the cloak makes a person next to invisible.
21-25 Poisonous Cloak All A cloak indistinguishable from others which are magical. When it is put on it immediately kills its wearer by poison. No saving throw is possible.
26-29 Mirror of Mental Prowess All This skrying device has Clairaudience, Clairvoyance, and ESP. It will answer 1 question per week regarding any image summoned to its surface.
30 Mirror of Life Trapping All A mirror about the size of a buckler, which traps the life-force of any human (including elves, dwarves, and gnomes) who looks into it. The person so trapped then remains within the mirror until released by being called forth by the magic-user possessing the mirror or by breaking the mirror (which releases all trapped therein). The corporeal body of trapped persons disappears/appears upon trapping/release. Undead can be trapped. Trapped persons are held in separate areas of the mirror. They can be conversed with without releasing them. Undead are powerless within the mirror. A mirror of life trapping will hold up to 20 lives. If it is openly displayed there is a 90% chance an unsuspecting creature will look full within it and be trapped. There is only a 10% chance a knowing person will be unable to avoid looking into it. The magic-user cannot do anything while operating the mirror, but the mirror can be set up to operate unattended, such as on a wall. Range is about 10'.
31-35 Mirror of Opposition All When a person views himself in this mirror an exact duplicate will spring forth from the mirror that is the viewer's opposite, and it will immediately attack him.
36-37 Trident of Warning F, C, T A trident which allows its possessor to know the location, depth, type, and number of hostile or hungry sea creatures. Range: 240'.
38-39 Trident of Commanding Water Creatures All This device functions in the same manner as a Staff of Commanding, but it functions only with regard to water-dwellers within a 60' radius of its user. It functions for 12 turns each time it is used, and it has 24 charges. It my not be recharged.
40-41 Trident of Submission F When any creature is struck with this weapon it must save vs. magic or surrender to the wielder of the trident. Submission lasts from 3D4 turns.
42-45 Trident of Yearning All When this trident is picked up its holder immediately conceives an unquenchable longing to immerse himself in as great a depth of water as possible. He cannot loose his hold from the trident without a dispel magic spell. The item cannot be recognized until it is gripped.
46-50 Eyes of Charming All When these lenses are placed over the eyes their user charms as if he were a vampire.
51-55 Eyes of Petrification All When the user of these lenses incidentally indistinguishable from eyes of charming, puts them on he is immediately turned to stone.
56-57 Gem of Brightness All If looked into this stone reduces the looker's hit probabilities by 20% (1D4) permanently. A cure serious wounds spell will remove this blindness. A darkness spell will negate the gem's effectiveness for 1D4 turns, and a continual darkness spell will darken it for 1D4 days. The beam is directional and has a 10' range. Hit probability when directed over a distance is 90% less 5% for each foot behind 10', i.e., at 10' it has a 45% chance of affecting its target.
58-61 Gem of Seeing All This item appeared in Greyhawk without any description.
62-65 Jewel of Attacks upon the Owner All Any person possessing this gem brings double the chances for monsters, and if a monster comes it has a 50% greater probability of pursuit.
66-70 Bracers of Defence, AC 6 All Magical wrist guards which endow their wearer with the various armor classes listed. They do not add to the capabilities of a person wearing any form of armor, but they do work in combination with rings of protection and the like.
71-75 Bracers of Defence, AC 4 All
76-80 Bracers of Defence, AC 2 All
81-85 Bracers of Defencelessness, AC 12 All These wrist guards exactly resemble the above, but when an enemy attacks in anger they immediately lower their wearer's armor class to 12.
86-87 Rope of Entanglement All A magical rope which will entwine itself around 2D4 man-sized opponents (reduce or expand accordingly for other sizes of opponents). It can be hit only on a 20, and it can take 20 hit points before it is destroyed.
88-89 Rope of Climbing All A rope of very thin but very strong material which will climb in any direction upon command and fasten itself or unfasten itself upon command. It is 50' long.
90-91 Rope of Constriction All A rope which resembles exactly either of the 2 ropes above but when commanded to perform it lashes itself firmly about its user, as well as 1D4+1 others nearby, and will crush the life out of them all in 1D4+1 turns unless a dispel magic spell is cast.
92-93 Dust of Appearance All This dust comes in a bag containing a quantity sufficient for 25 usages. When thrown into the air it will cause any invisible or displaced or out of phases or astrally projected figure to become totally and completely visible for 12 turns. Its range is within a 10' radius of its user.
94-95 Disappearance Dust All When this powder is sprinkled it will cause all objects within range of its effects to become totally invisible for 5D6 turns. This invisibility is undetectable by means which detect normal kinds of invisibility. There are sufficient pinches of dust in a bag of this item for 25 usages. Its range is a radius of 10' from its user.
96-97 Dust of Sneezing and Choking All Dust which appears to be either of the 2 sorts listed above, but when it is dispersed it will cause all within a radius of 10' to sneeze and choke and unless they save vs. poison they will die.
98 Talisman of Lawfulness All This small silver device will cause any patriarch to have the ability to sink an evil high priest to the center of the earth forever. It contains 7 such charges. It may never be recharged. If an evil cleric touches it, it will deliver 5D10 points of damage, and any other persons who touch a talisman of lawfulness, other than lawful clerics, take 5D6 points of damage.
99 Talisman of Chaos Supreme All A device which looks exactly like a talisman of lawfulness but functions in exactly the opposite manner and has a total of 6 charges.
00 Talisman of the Sphere M A black, metallic device which adds 20% to the possibility of controlling a sphere of annihilation. If touched by a non-magic user it delivers 3D10 points of damage.

Misc. Magic Table IV

This is the revised table from Greyhawk.

D100 Item(s) Classes Description
1-15 1D4+1 Javelins of Lightning F Javelines which when thrown create a bolt of lightning of 20 points damage. Range is 90', and the stroke of lightning is 5' wide by 30' long.
16-20 Arrow of Direction All This magical device is usuable but 7 times per week. To employ it the user merely states what sort of direction is desired, i.e., the nearest way out of the dungeons, the nearest way down, the closest cave, or whatever. The arrow is then tossed into the air, and when it comes down it points the way. It will continue to so point for 7 turns.
21-25 Saw of Mighty Cutting F A magical saw which will cut through a normal-sized tree in but 6 turns. Consider a normal tree to be approximately 18" in diameter.
26-30 Mattock of the Titans F A great mallet which drives great piles into the ground with but a single blow. It will sunder a standard portal (8' high, 4' wide, 2" thick) with 1 swing. It is too massive to be used in combat by any except Giants, Titans, and the like.
31-35 Spade of Colossal Excavation F This shovel will excavate a hole 1 cubic yard in size in but 1 turn.
36-40 Wings of Flying All These wings may be attached to the back so as to enable their user to fly as if he were a gargoyle. After using the wings for 1 hour the person must rest for a like period of time, however, or he will be overcome with weakness.
41-42 Cube of Force All The device is a small carnelian cube which projects a "force cube", about 1" per side. Three times per day the cube may be pressed causing it to emanante the force field about its possessor. It will enclose an area of 64 cubic feet (a cube 8' per side). It moves at a maximum of 60' per turn. Nothing can pass through the force cube, and only the following will bring it down: flaming oil or fire in mass, fire balls, lightning, phase door, disintegrate, pass-wall, time stop, and 4 blasts from a horn of blasting. The user of the cube may lower the force field at any time he wishes.
43-45 Portable Hole All This is a cloth-like piece of very magical material of generally disc-shape. It is approximately 6' in diameter whcn spread out fully. It creates an extra-dimensional hole 10' deep. The hole can be picked up from the inside or outside, thus either "pulling it in after you" or folding it and storing it like a scarf. There is no oxygen in the extra-dimensional space, so living things can remain in the hole only a short time when it is closed.
46-50 Horseshoes of Speed All When attached to a horse these horseshoes double its movement speed.
51 Sphere of Annihilation M An absolutely black globe of nothingness, 2' in diameter. Anything which comes in contact with it is completely and irrevocably destroyed, wishes not withstanding. Control of this item is based on both intelligence and level of magic-use. Base probabilities are shown below by level, and for every factor of intelligence over 12 add 2%.
Level Chance of Control/
under 8th 25%
8th 30%
9th 35%
10th-11th 45%
12th-13th 55%
14th-16th 65%
17th 70%
above 17th 75%
The sphere moves 30' per turn. When it is not controlled during any turn it moves directly towards the person attempting to control it. If 2 or more persons attempt to control the sphere the probability of either controlling it is reduced 10%, and it will move towards the weaker of the 2 parties. Always check the stronger for control first.
52-58 Chime of Opening All A small chime which causes any locked, stuck, held, or otherwise held door or portal to open. It is silver and jewel encrusted, and if not used it may be sold for 30,000 GP.
59-63 Pipes of the Sewers All Small wooden pipes which when played summon 10D6 giant rats in 1D4 turns. There is a 95% chance of them obeying the pipe unless he is distracted from his tune. For each turn of distraction chance for obedience drops 15%.
64-65 Lyre of Building All When this instrument is strummed it will negate the effects of a horn of blasting for 6 turns. When played to build, treat it as if 100 men had labored for a week. In its first capacity it is playable once per day; in its second it is usable twice per week.
66-70 Figurines of Wondrous Power, Ebony Fly All This is a tiny figurine of a fly which upon command grows to gigantic size. A man may ride on its back and travel at the speed of a dragon (240' per turn). It will shrink back to tiny size upon command also. The fly has an armor class of 5 and 4 hit dice. If it is killed, it is destroyed. It is usable once per week for up to 1 days time.
71-73 Figurines of Wondrous Power, Onyx Dog All This is a small statuette that has the combined power of a hell hound's sensing ability and a robe of eyes. When performing alive and in this capacity it will not stop until it has found what the wielder of the statuette wants. It will perform this duty 12 times then revert to a normal statuette without magical powers. If killed (treat as a regular wolf for attack/defence with 2D4 hit points) all magical properties are lost forever.
74-75 Figurines of Wondrous Power, Marble Elephant All This is a statuette about the size of a person's hand. Upon command it will grow to the size of the largest elephant (10' tall and over 6 tons) and transport the owner and others, or serve as a war elephant or fighter in general, for up to 1 weeks time. It shrinks upon command also. Armor class is 4 and its hit dice are 8. If killed the statuette is destroyed. It can be used once per month.
76-80 Figurines of Wondrous Power, 2 Golden Lions All These are small figurines which when tossed into a melee become real lions and fight for their posessor until slain. In the latter event they return to their original state as figurines and may be picked up as such. They are usable once per week.
81-84 Figurines of Wondrous Power, 3 Ivory Goats All These are 3 separate carvings, each with a different purpose. After use the statuette reverts to a non-magical figurine. The GOAT OF FLEEING grows to a large animal which travels at 480' per turn even with 2 riders upon its back. It will travel until it reaches the haven named or for 1 full day. The GOAT OF FIGHTING grows to a bull-sized animal with an armor class of 2 and 10 hit dice. It gets 4 attacks per turn: 2 for each horn which are capable of 2D8 damage points, and 2 for each front hoof which are capable of 1D8 points of damage. If it charges into battle an additional 5D4 points of damage are given to whatever creature it impacts against, horn damage is added, and hoof attacks are ignored that round. The GOAT OF SLAYING becomes a horse equivalent to a paladin's mount, while the former horns of the statuette become a lance which delivers double damage upon whatever it strikes and a sword which delivers quadruple damage, when a monter is confronted. If either the possessor of the figurine or the monster is slain, the magical weapons and the horse resume goat-like shape and all magical properties are forever lost.
85-88 Wizard's Robe M When garbed in this robe a wizard has a 95% chance of success when casting the following spells: charm, hold, and polymorph. There is a 60% chance the robe will be white (lawful), a 30% chance it will be gray, and a 10% chance it will be black (chaotic).
89-94 Robe of Blending All This garment is an almost perfect camouflage device, for the wearer matches his surroundings when garbed in the robe. Thus, if in a rocky area he resembles a rock, among orcs the orcs believe him to be one of their number, and so on, even to having the correct odor. Creatures at the 11th level, or with the equivalent of 11 hit dice, have a 10% chance/level of detecting a robe of blending, and rechecks must be made every 6 turns if the wearer lingers within the area of such creatures. Friendly members of the wearer's party, if any, can detect him without difficulty.
95-98 Robe of Eyes M Invisibility, disappearance dust, or even a robe of blending are useless against any magic-user cloaked with this garment. He views 240' in all directions as if appearance dust covered wherever his eyes alighted. The hundreds of eyes which adorn the robe make detection unavoidable. He can track enemies to their hiding places if they have passed the spot within 1 days time. Ambush and surprise are not possible when a robe of eyes is worn, for its wearer easily detects hidden enemies.
99-00 Robe of Powerlessness All A garment which resembles any one of the other robes listed above, but when it is slipped on, the wearer becomes weak, stupid, and foolish. Any spells known are forgotten. It requires a remove curse to be able to shed this robe.

Misc. Magic Table V

This is the revised table from Greyhawk.

All of the manuals, books, librams, and tomes listed in the following table are indistinguishable from one another until opened. Their covers are blank and impenetrable by either commune or contact higher plane spells, although a wish will reveal its general contents and a second wish would reveal its exact nature. After being read by 1 individual the work vanishes completely, unless the reader gained no benefit from the contents. In the latter case he cannot rid himself of the item and must hide it away and guard it against use by someone who could gain from it.

D100 Item(s) Classes Description
1-5 Manual of Puissant Skill at Arms F This set of instructions in the arts of fighting is such that any fighter who reads it will go up 1 level immediately after completing such a reading. If a cleric or thief reads it he will incur neither gain nor harm, but if a magic-user peruses even a small section he will lose 10,000 experience points as it is so opposed to his discipline.
6-10 Manual of Gainful Excercise All Any person who reads this treatise will immediately acquire another point in their strength requisite.
11-15 Manual of Bodily Health All Any person who reads this work will immediately gain another point in their constitution score.
16-20 Manual of Stealthy Pilfering T A guide to thievery so learned that any thief who scans its pages will immediately acquire another level of ability. A fighter or magic-user who handles it will merely lose 2,000 and 5,000 experience points respectively. A cleric who glances inside its pages loses 7,000 experience points and suffers 5D6 points of damage.
21-25 Manual of Golems M A study which explains how to build a golem. There is a 60% chance it will tell how to construct a flesh golem, 30% that it will be for the construction of a stone golem, and but 10% that it will instruct the magic-user on the forming of an iron golem. Any fighter or thief who handles this manual will take 5D6 points of damage. A cleric will lose 1 level of experience if he handles this work. It takes 1D3 months to build the golem, and the cost is 1,000 GP per hit point.
26-30 Manual of Quickness of Action All Perusing the pages of this work causes any reader to immediately gain one point in his dexterity score.
31-35 Book of Exalted Deeds C Any lawful cleric who reads this epistle will immediately go up 1 experience level. A neutral cleric will suffer the loss of 1 level of experience. A chaotic cleric will lose 2 levels and there is also a 50% chance that he will repent of his evil ways and forevermore become lawful. If a thief reads it he will take 4D10 points of damage. A fighter suffers no damage when handling it and cannot understand its contents. Magic-users who read it suffer 5D4 points of damage and the loss of 10,000 experience points.
36-40 Book of Vile Darkness C This work is the reverse of the Book of Exalted Deeds, except that a lawful cleric will be driven permanently insane if he reads it, and a neutral cleric stands a 50% chance of becoming permanently chaotic. Thieves who read this unspeakable text have a like chance of becoming permanently chaotic, and take 2D10 points of damage in any event. Lawful fighters who handle it take 5D6 points of damage, and paladins must have a remove curse, dispel evil, and bless spells read over them within 24 hours or else they lose their paladinhood forever.
41-45 Book of Infinite Spells M, C, T Any non-magic-user takes 5D4 points of damage when initially handling this work, but thereafter may handle it unharmed. It has 24 pages, at least 6 of which are blank. 3D6 spells can be contained therein. These spells can be either magical (70%) or clerical (30%). They can be of any level. When a page with a spell upon it is turned to, the possessor of the work is able to cast as many of these spells as he wishes - providing that the spell is one which he could otherwise use, i.e., a magic-user cannot use a clerical spell and vice versa. If the page is turned it can never be turned back. Each time a spell is used from this book there is a 10% (non-cumulative) that the page will turn of its own accord. Of course, wind, accidental turning, and the like can cause the pages to turn also. The possessor need not have the book with him to benefit from this magic.
46-50 Libram of Silver Magic M A monograph on good magic which causes lawful magic-users to gain a full level of experience immediately upon studying it. Neutral magic-users take the risk (50%) of becoming permanently lawful if they should page through it. Chaotic magic-users lose 1 experience level and take 3D10 points of damage from its study. Any others who touch it take 2D10 points of damage.
51-55 Libram of Gainful Conjurations M Neutral magic-users gain a full level of experience from reading this work. Both lawful and chaotic magic-users who glance through it take 5D4 points of damage.
56-60 Libram of Ineffable Damnation M This libram is the reverse of the Libram of Silver Magic.
61-65 Tome of Understanding All Any person who carefully follows the instructions contained in this tome immediately gains 1 point in his wisdom requisite.
66-70 Tome of Clear Thought All Any person who peruses the contents of this work immediately gains 1 point in his intelligence requisite.
71-75 Tome of Leadership and Influence All Any person reading the pages of this study immediately accrues 1 point in his charisma requisite.
76-0 Deck of Many Things All This device is a pack of 18 different cards, 4 each of 4 kinds and 2 jokers. Each of the 4 in each kind is different. One half bring beneficial things, and one half cause hurtful things. The person possessing such a deck may select cards from it 4 times (or more if jokers are drawn) and whatver is revealed by the card selected takes place:
Card Consequence
Ace of Hearts Immediately gain 50,000 experience points
King of Hearts Gain Miscellaneous Magic item from the table of your choice
Queen of Hearts Gain 1D3 wishes to be taken when you like
Jack of Hearts Help from a 8th level fighter with +3 armor, shield, and sword for 1 hour when you call for him
Ace of Diamonds Gain map to richest treasure on any dungeon level immediately
King of Diamonds Gain 5D6 pieces of jewelry immediately
Queen of Diamonds Gain scroll of 7 spells, no 1st level spells on it
Jack of Diamonds Add 1 point to any requisite you wish, i.e., strength, intelligence, wisdom, etc.
Ace of Spades Lose 1 experience level immediately
King of Spades A 9th level fighter with +4 armor, shield, and sword attacks you (all magic items disappear if the attacker is defeated)
Queen of Spades Immediate death, no saving throw
Jack of Spades Monster from the 5th underworld monster table attacks by surprize
Ace of Clubs Change alignment immediately
King of Clubs Lose your most prized magic item immediately
Queen of Clubs Turn to stone, no saving throw
Jack of Clubs Lose 1 point from your prime requisite
JokerClubs Gain 25,000 experience points immediately or select 2 additional cards

Note on the Deck of Many Things that after each draw the card is returned to the pack and it is shuffled again before another draw is made. All 4 draws need not be made, but the moment the possessor of the deck states he has no intention of ever drawing further cards, or after the maximum number of draws in any event, it disappears. The referee may make up his own deck using the guidelines above.

Treasure Maps

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D8 Item(s)
1 10000-40000 (1D4 * 10000) SP
2 5000-30000 (1D6 * 5000) GP
3 1 & 2
4 1 above + 2-20 (2D10) gems
5 2 above + 5-30 (1D6 * 5) gems
6 3 above + 1-100 (1D100) gems
7 10-60 (1D6 * 10) gems, 2-20 (2D10) jewelry
8 3 & 7 above

Magic Maps

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D8 Item(s)
1-3 Any 1 item
4-5 Any 2 items
6 3 items, no swords
7 4 items, 1 a potion
8 5 items, 1 a potion and 1 a scroll

Magic & Treasure Maps

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D8 Item(s)
1 Treasure Map 1 and Magic Map 1
2 Treasure Map 2 and Magic Map 1
3 Treasure Map 3 and Magic Map 4
4 Treasure Map 7 and Magic Map 6 (already there)
5 Treasure Map 5 and Magic Map 4
6 Treasure Map 1 and Magic Map 1 (already there)
7 Treasure Map 6 and Magic Map 8
8 Treasure Map 8 and Magic Map 7

All items on maps will be guarded by appropriate monsters. If the referee desires he can simply roll on the Wandering Monster table, 5th or 6th level monsters.

Gold, Gems, & Jewelry

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The exchange rate for precious metals is:

Exchange Rates
1 Platinum = 5 GP
1 Electrum = 2 GP
1 GP = 10 SP
1 SP = 5 CP

The base value for gems is determined by percentile die:

D100 Gem Value (GP)
1-10 10 GP
11-25 50 GP
26-75 100 GP
76-90 500 GP
91-00 1000 GP

Roll a D6 for every gem (or group of 5 or 10 gems where large numbers are involved); each roll of 1 indicates the gem is of the next higher category. Categories above 1000 are: 5000 GP, 10000, 25000, 50000, 100000, and 500000.

The base value of jewelry is also determined by percentile die:

D100 Jewelry Value (GP)
1-20 3D6 * 100 GP
21-80 1D6 * 1000 GP
81-00 1D10 * 1000 GP

Metal is melted to solid lumps by fire or lightning. Fire will not destroy gems (optionally 10% chance of destruction) but lightning will. Both will devalue jewelry by 25%.


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Although not otherwise mentioned, there can be included various powerful items of law or chaos termed Artifacts. These items are super-powerful in comparison to listed magic and must be handled by the referee. Examples of artifacts: teleportation machine; fighter's crown, orb, and scepter; magic-users crown, orb, and scepter; cleric's crown, orb, and scepter; stone crystalization projector, etc. If such items are included very harmful effects should be incurred by any neutral or oppositely aligned character who touches one. For example: instant death, paralysis (until freed by referee designated means), immediate loss of 6 energy levels, immediate loss of 4 energy levels, insanity for 1 month, or take 10 hit dice of damage. If saving throws are allowed they should be very limited and required a high score.

Magic Item Saving Throws

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Magical items will, during the course of play, be struck by various forms of weapons. For the sake of simplicity it is generally easier to assume they survive unharmed if their wearer/user is not killed (exception, Helms). If the wearer is killed, or the items are alone, throw for them on the following table if struck by fire (dragon breath or fire ball) or lightning (dragon breath or lightning bolt). Those items not listed should be assumed to automatically destroyed.

Item Saving Throw
Armor, Shield, or Weapon +1 14
Armor, Shield, or Weapon +2 12
Armor, Shield, or Weapon +3 10
Fire Ball Wand* 14
Lightning Bolt Wand* 14
Ring of Fire Resistance** 10
Ring of Protection 10
Staff of Power 10
Staff of Wizardry 12

*-2 if hit by the opposite weapon it throws (fire-lightning or vice versa), so saving throw becomes 16 or better.
**-2 if hit by lightning so saving throw becomes 12 or better.


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The referee may allow players to designate one relative of his character to inherit his possessions if for any reason the participant unexpectedly disappears, with or without verification of death. After, say, 1 month (game time), the relative would inherit the estate of the character, paying a 10% tax on all goods and monies. The relative would start at the lowest level of the class he starts in but will have the advantage of the inheritance.

If the character returns (and the relative is willing to give up the estate) he (or she) must pay an additional 10% tax in order to regain the estate. Optionally the relative may be allowed to state on as a non-player character in the service of the primary character. With a low loyalty roll (0-6) he would possibly intrigue to regain control.


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Alternative Combat System

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<local> Note that the "Alternative Combat System" were presented in the original D&D rules as an alternative to the Chainmail rules for combat. </local>

This system is based upon the defensive and offensive capabilities of the combatants; such things as speed, ferocity, and weaponry for the monster attacking are subsumed in the matrices. There are two charts, one for men vs. men or monsters, and one for men (including goblins, kobolds, orcs, etc.) vs. men.

This system is expressly aimed at raising fighters and lowering magic-users with regard to hit points which can be sustained. This system functions as follows: for each level attained the character gets 1 die for hit points until the top normal level is reached; thereafter a certain number of hit points will be added for each level above normal that is attained.

Class Die Maximum Add'l Points
Fighters D8 9 +2
Magic-users D4 11 +1
Clerics D6 8 +Ā½
Thieves D4 10 +Ā½

Since instead of additional dice, extra points are added, there will be no accumulations of bonuses for high constitutions scores after the maximum number of dice has been reached. Thus, a fighter with an 18 constitution will get a D8+3 per level until he has reached the 11th level, and thereafter he will gain but +2 per level.

Use of this system is highly recommended, but if it is used all monsters should be based on the D8 die system. Dragons would get the additional 2 points at the 2 oldest ages. Thus, a Kobold would get 1-4 points.

Men vs. Men or Monsters Attack Matrix

    D20 Score To Hit by Level
Description 1-3 4-6 7-9 10-12 13-15 16+
2 Plate Armor & Shield 17 15 12 10 8 5
3 Plate Armor 16 14 11 9 7 4
4 Chain Mail Armor & Shield 15 13 10 8 6 3
5 Chain Mail Armor 14 12 9 7 5 2
6 Leather Armor & Shield 13 11 8 6 4 1
7 Leather Armor 12 10 7 5 3 1
8 Shield Only 11 9 6 4 2 1
9 No Armor or Shield 10 8 5 3 1 1

Note that the levels are for fighters. Magic-users advance in steps based on 5 levels per group (1-5, 6-10, etc.), and clerics in steps based on four level per group (1-4, 5-8, etc.). Normal men are equal to 1st level fighters.

<local> Note that the lower the armor class the better protection it offers. </local>

Monsters vs. Men Attack Matrix

    D20 Score To Hit by Monster's Hit Dice
Description Up to 1 1+1 2-3 3-4 4-6 7-8 9-10 11+
2 Plate Armor & Shield 17 16 15 13 12 11 9 7
3 Plate Armor 16 15 14 12 11 10 8 6
4 Chain Mail Armor & Shield 15 14 13 11 10 9 7 5
5 Chain Mail Armor 14 13 12 10 9 8 6 4
6 Leather Armor & Shield 13 12 11 9 8 7 5 3
7 Leather Armor 12 11 10 8 7 6 4 2
8 Shield Only 11 10 9 7 6 5 3 1
9 No Armor or Shield 10 9 8 6 5 4 2 0

All base scores to hit will be modified by magic armor and weaponry. Missile hits will be scored by using the above tables at long range and decreasing Armor Class by 1 at medium and 1 at short range.

For those who wish to include weapon types in the determination of hig probabilities the following table (drawn from the unmentionable Chainmail) is offered. If this system is used, it is suggested that the separate damage by weapon type and monster type also be employed.

Treat thieves as clerics for purposes of advance in steps - 4 levels per group (1-4, 5-8, etc.). With regard to saving throws treat thieves as magic-users.

Weapon Type
(Maximum Range)
Defender's Armor Class
2 3 4 5 6 7 8 9
Dagger* -3 -3 -1   0 0 +1 +2
Hand Axe -3 -2 -1 -1 0 0 +1 +1
Mace 0 +1 0 0 0 0 0 0
Hammer 0 +1 0 +1 0 0 0 0
Sword* -2 -1 0 0 0 0 0 +1
Military Pick +2 +3 +2 +3 0 0 0 0
Battle Axe -1 0 +1 +1 0 0 0 0
Morning Star 0 0 +1 +2 +1 +1 +2 +2
Flail +2 +2 +1 +2 +1 +1 +1 +1
Spear* -2 -1 -1 -1 0 0 0 0
Pole Arms* -1 0 0 +1 +1 +2 +2 +2
Halberd* 0 +1 +1 +2 +1 0 0 0
Two-handed Sword +1 +2 +3 +3 +2 +2 +2 +2
Mounted Lance 0 0 +1 +2 +3 +3 +3 +3
Pike -1 0 0 0 0 0 0 0
Short Bow (150') -3 -5 -7 -2 -3 -5 0 -1 -2 0 0 -1 +1 0 0 +2 +1 0 +2 +1 0 +2 +1 0
Horse Bow (180') -3 -4 -7 -2 -3 -5 0 -1 -2 0 0 -1 +1 0 0 +2 +1 0 +2 +1 0 +3 +2 +1
Light Crossbow (180') -3 -5 -7 -2 -3 -5 0 -1 -4 0 0 -1 +2 +1 0 +3 +1 0 +2 +1 0 +3 +2 +1
Longbow (210') -2 -3 -5 0 -2 -4 0 0 -1 +2 +1 0 +3 +2 +1 +3 +2 +1 +3 +2 +1 +3 +2 +1
Composite Bow (240') -3 -4 -5 0 -3 -4 0 -1 -2 +2 0 -1 +3 +1 0 +3 +2 +1 +3 +2 +1 +3 +2 +1
Heavy Crossbow (240') -1 -2 -3 0 -1 -3 +1 0 -1 +2 0 0 +3 +1 0 +4 +2 +1 +4 +2 +1 +4 +3 +2
Arquebus (180') 0 -1 -3 +1 0 -1 +2 0 0 +2 +1 0 +3 +2 0 +3 +2 0 +3 +2 0 +3 +2 0

*If opponent is dismounted and prone, use the following chart:

2 +3
3 +2
4 +2
5 +1

For range weapons (bows and crossbows), as the column heading states, the maximum range is specified after the weapon. The first number specifies the modifier for short range (the first 1/3 of the range), medium range (second 1/3 of the range), and long range (last 1/3 of the range).

If varying amounts of damage by according to weapon type used is employed, you can use the following table.

  Die Type by Opponent
Weapon Type vs. Man-sized Larger
Dagger 1D4 1D3
Hand Axe 1D6 1D4
Mace, Military Pick*, Dwarven Hammer 1D6 1D4
Sword 1D8 1D12
Battle Axe* 1D8 1D8
Morning Star** 1D8 1D6
Flail*** 1D8 1D8
Spear (thrown/thrust) 1D6 1D8
Spear (thrust vs. charge) 1D8 2D12
Spear (set vs. charge) 1D10 2D16
Pole Arms**** 1D8 1D12
Halberd*** 1D10 2D12
2-handed Sword*** 1D10 3D6
Mounted Lance 1D8 2D12
Pike**** 1D8 1D12
Arrow or Quarrel 1D6 1D6
Sling Stone 1D4 1D6

* Weapon requires not less than 4' of space on both sides of the wielder.
** Weapon requires not less than 5' of space on both sides of the wielder.
*** Weapon requires not less than 6' of space on both sides of the wielder.
**** This weapon is not usable in dungeons as a general rule due to length.

There was another table on page 15 of Greyhawk that tried to summarize Magical Armor Effects on Armor Class as if you couldn't figure out that you subtract the magical bonuses from the existing armor class. It was not reproduced here.


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Magic-user Spells

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The spells in each level table are now in alphabetical order. All distances have been converted from inches to feet.

1st Level Magic-user Spells

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Spell Description/Duration/Range
Charm Person

This spell applies to all two-legged, generally mammalian creatures near to or less than man-size, excluding all monsters in the "Undead" class but including Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hobgoblins, and Gnolls. If the spell is successful, it will cause the charmed entity to come completely under the control of the magic-user until such time as the "charm" is dispelled (see Dispel Magic). Range: 120'.

Intelligence allows the charmed person to eventually free itself from the charm. A check will be made on the following basis, and if a score equal to a save vs. magic is made, the charm is broken.

Intelligence Check Every
up to 6 month
7-9 3 weeks
10-11 2 weeks
12-15 week
16-17 2 days
18 and above day
Detect Magic A spell to determine if there has been some enchantment laid on a person, place, or thing. It is useful, for example, to discover if some item is magical, a door has been "held" or "wizard locked", etc. Duration: 2 turns. Range: 60'.
Hold Portal A spell to hold a door or gate. It is similar to a locking spell (see Wizard Lock) but it is not permanent. Roll 2 dice to determine the duration of the spell in turns. Dispel Magic will immediately negate it, a strong anti-magical creature will shatter it (e.g., a Balrog) and a Knock spell will open it.
Light A spell to cast light in a circle 30' in diameter, not equal to full daylight. Duration: 6 plus the level of the magic-user casting the spell turns.
Magic Missile This is a conjured missile equivalent to a magic arrow, and it does full damage (1D6+1) to any creature that it strikes. For every 5 levels the magic-user has attainted he may add an additional 2 missiles when employing this spell. So, a 6th level magic-user may cast 3 magic missiles at his target, an 11th level magic-user casts 5, and so on. Range: 150'.
Protection/Evil This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters. It also serves as an armor from various evil attacks, adding a +1 to all saving throws and taking a -1 from hit dice of evil opponents. This spell is not cumulative in effect with magic armor and rings, although it will continue to keep out enchanted monsters. Duration: 6 turns.
Read Languages The means by which directions and the like are read, particularly on treasure maps. It is otherwise like the Read Magic spell.
Read Magic The means by which the incantations on an item or scroll are read. Without such a spell or similar magic device magic is unintelligible to even a Magic-user. The spell is of short duration (one or two readings being the usual limit).
Shield By means of this spell, the user imposes a self-moving magical barrier betwen himself and his enemies. It provides the equivalent of class 2 armor vs. missiles and class 4 armor vs. other attacks. Duration: 2 turns.
Sleep A Sleep spell effects from 2-16 1st level types (hit dice up to 1+1), from 2-12 2nd level types (hit dice up to 2+1), and from 1-6 3rd or 4th level types (up to 4+1 hit dice). The spell always effects up to the number of creatures determined by the dice. If more than the number rolled could be effected, the referee will determine which creatures sleep by random selection. There is no saving throw against this spell. Sleep does not affect undead. Range: 240'.
Ventriliquism As the name implies, this spell allows the user to make the sound of his voice issue form someplace else, including such places as a statue, animal, etc. Duration: 2 turns. Range: 60'.

2nd Level Magic-user Spells

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Spell Description/Duration/Range
Continual Light This spell creates a light wherever the magic-user desires. It sheds a circle of illumination 240' in diameter but does not equal full daylight. It continues to shed light until dispelled. Range: 120'.
Darkness, 5' radius A spell which causes total darkness within the indicated area making even infravision useless. It can be countered by either a Dispel Magic or a Light spell. Duration: 6 turns. Range: 120'.
Detect Evil A spell to detect evil thought or intent in any creature or evilly enchanted object. Note that poison is neither good nor evil. Duration: 2 turns. Range: 60'.
Detect Invisible A spell to find secreted treasure hidden by an Invisibility spell. It will also locate invisible creatures. Duration: 6 turns. Range 10' times the level of the magic-user. For example, an 8th level magic-user would have a range of 80'.
ESP A spell which allows the magic-user to detect the thoughts (if any) of whatever lurks behind doors or in the darkness. It can penetrate solid rock up to about 2' in thickness but a thin coating of lead will prevent its penetration. Duration: 12 turns. Range: 60'.
Invisibility A spell which lasts until it is broken by the user or by some outside force (like the character attacking). It effects only the person or thing upon whom it is cast. Range: 240'.
Knock A spell which opens secret doors, held portals, doors locked by magic, barred or otherwise secured gates, etc. Range: 60'.
Levitate This spell lifts the magic-user vertically. Even though all motion is up (or down), the magic-user could levitate to the ceiling, and then move horizontally using his/her hands. Duration: 6 turns + the level of the magic-user. Range: 20' per level of the magic-user, with upwards motion at 60' per turn.
Locate Object Some knowledge (exact nature, dimensions, coloring, etc.) of the object to be located must be possessed by the magic-user before casting this spell in order for it to be effective. Well known objects such as a flight of stairs leading upwards can be detected with this spell however. The spell gives the magic-user bearing to the object, but not the distance. The desired object must be within the range of the spell. Range: 60' plus 10' for each level of the magic-user.
Magic Mouth A spell which resembles ventriliquism in that the sound issues from a chosen object, but there are differences. A mouth appears, or the mouth of the object moves in accordance with what is being said. The magic mouth can be ordered to speak upon certain conditions, e.g., if anyone comes within 10' of it, if a neutral person comes within 10', if Flubbit the Wizard comes with 10', etc. The spell lasts until the message is given. The message cannot exceed 25 words.
Mirror Image By means of this spell the user creates from 1-4 images of himself. These images are indistinguishable from the magic-user, and do exactly as he does. Any attack upon a mirror image dispels it, but it does not effect any others that might exist. Duration: 6 turns.
Phantasmal Forces This spell creates a vivid illusion of nearly anything the magic-user envisions (a project mental image). As long as the caster concentrates on the spell, the illusion will continue unless touched by some living creature, so there is no limit on duration, per se. Damaged caused to viewers of the Phantasmal Force will be real if the illusion is believed to be real. Range: 24".
Pyrotechnics A multi-purpose spell which requires some form of fire (torch, brazier, bonfire, etc.) to make it work. When employing this spell the magic-user can create either a great display of flashing, fiery lights and colors which resemble fireworks; or he can cause a great amount of smoke which will cover an area of not less then 20 cubic feet. The overall effects of this spell depend on the size of the fire used to cause them, and when the spell is used the fire-source is extinguished. Duration: 6 turns. Range: 240'.
Strength This spell increases a fighter's strength by 2D4 points (roll dice after spell is cast). It will also increase a cleric's strength by 1D6 points or a thief's by 1D4 points. When a fighter's strength reaches 18 or higher due to this spell, an additional determination of strength is to be made as already specified for strength of 18. Duration: 8 game hours.
Web Webs are great sticky masses of strands which are difficult to sever but subject to flame. The staff will generate sufficient webs to cover a 10' by 10' by 20' area in any turn. Giants and similarly powerful creatures can break through them in 2 turns, and lesser creatures will take proportionately longer. A flaming sword will slash through them in 1 turn. Duration: 8 game hours. Range: 30'.
Wizard Lock Similar to a Hold Portal, this spell lasts indefinitely. It can be opened by a Knock without breaking the spell. A Wizard Lock can be passed through without a spell of any kind by a magic-user 3 levels above the one who placed the spell.

3rd Level Magic-user Spells

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Spell Description/Duration/Range
Clairaudience Same as ESP except that the magic-user can hear rather than merely pick-up thoughts. This is one of the few spells which can be cast through a Crystal Ball (see Volume 2). Duration: 12 turns. Range: 60'.
Clairvoyance Same as ESP except that the magic-user can visualize rather than merely pick-up thoughts. Duration: 12 turns. Range: 60'.
Dispel Magic Unless countered, this spell will be effective in dispelling enchantments of most kinds (referee's option), except those on magical items. This is modified by the following formula. The success of a Dispel Magic is a ratio of the dispelled over the original magic-user. For example, if a 5th level magic-user attempts to dispel the spell of a 10th level magic-user there is a 50% chance of success. Duration: 1 turn. Range: 120'.
Explosive Runes These runes when placed upon a parchment (book, scroll, map, etc.) safeguard it from unauthorized reading. If the reader is not the person who placed the runes upon the parchment they explode, destroying the parchment, and deal 4D6 points of damage to the reader (no saving throws). The runes may be removed by the magic-user whenever he desires, and a magic-user of two or more levels above the one who placed the runes may attempt to remove them (50% chance of detecting them, 75% chance of successfully remove them).
Fire Ball A missile which springs from the finger of the magic-user. It explodes with a burst radius of 20'. In a confined space the Fire Ball will generally conform to the shape of the space (elongated or whatever). The damage caused by the missile will be in proportion to the level of the magic-user. A 6th level magic-user throws a 6-die missile, a 7th level magic-user a 7-die missile, etc. Fire Balls from Scrolls and Wands are 6-die missiles and those from Staves are 8-die missiles. Duration: 1 turn. Range: 240'.

<local> It has a normal volume of 33,510 cu' and would fill a 32' cube. </local>

Fly This spell allows the magic-user to fly at a speed of up to 120' per turn. The spell lasts for 1D6 (rolled secretly by the referee) plus the level of the magic-user.
Haste A broad-area spell which effects up to 24 creatures in a maximum area of 60x120'. Similar to the Slow spell. Note that a Haste spell will counteract a Slow spell. Duration: 3 turns. Range: 240'.
Hold Person This spell is similar to the Charm Person, but which is of both limited duration and greater effect. It will effect 1-4 persons. If it is cast at only a single person it has the effect of reducing the target's saving thrown against magic by -2. Duration: 6 turns plus the level of the magic-user. Range: 120'.
Infravision This spell allows the person upon which it is cast to see infra-red light waves, enabling him to see in total darkness. Duration: 1 day. Range: 40-60'.
Invisibility (10' r.) Like the Invisibility spell with an extended 10' projection about the person or thing upon which it is cast. It lasts until it is broken by the user or by some outside force. Range: 240'.
Lightning Bolt Uttering this spell generates a lightning bolt 60' long and up to 7.5' wide. If the space is not long enough to allow its full extension, the bolt will double back to attain 60', possibly striking its creator. It is otherwise similar to a Fire Ball. The head of the missile may never extend beyond 240'.
Monster Summoning I By employing this spell, the magic-user calls to his aid a monster appearing on the Monster Level Tables, level 1, i.e., kobolds, goblins, skeletons, etc.. If a relatively small monster is indicated by the die roll, the refereee will determine how many appear by rolling a D6; otherwise from 1-3 appear. The monster or monsters so summoned will faithfully serve the magic-user until they depart when the spell ceases to function or until they are killed. Delay: 1 turn. Duration: 6 melee turns. Range: 10'.
Protection/Evil (10' r.) Like the Protection from Evil spell except that it extends for 10' around the magic-user and lasts for 12 turns.
Protection/Normal Missiles The recipient of this spell becomes impervious to normal missiles (i.e.., missiles projected by normal men and weapons). Duration: 12 turns. Range: 30'.
Rope Trick This spell enables the user to cause a length of rope (6-24') to stand upright by itself, and when he (and up to 3 others) climbs to its summit, disappears into another dimension. The rope is simply tossed into the air and climbed. If undisturbed, the rope remains in place for the duration of the spell, but it can be removed, and if it is, the persons coming back from the other dimension will fall the distance they climbed to the top of the rope. Duration: 6 turns plus the level of the magic-user employing it.
Slow A broad-area spell which effects up to 24 creatures in a maximum area of 60x120'. Similar to the Haste spell. Note that a Slow spell will counteract a Haste spell. Duration: 3 turns. Range: 240'.
Suggestion A spell which works on the principle of hypnosis. If the creature which it is thrown at fails to make its saving throw vs. magic it will carry out the suggestion, immediately or deferred according to the wish of the magic-user. Self-destruction is 99% unlikely, but carefully worded suggestions can, at the referee's option, alter this probability. Suggestions must be simple and relatively short, i.e., a sentence or two. Duration: 1 game week.
Water Breathing A spell whereby it is possible to breath under water without harm or difficulty. Duration: 12 turns. Range: 30'.

4th Level Magic-user Spells

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Spell Description/Duration/Range
Charm Monster The counterpart of a Charm Person spell which is employable against all monsters. If animals or creatures with 3 or less hit dice are involved, determine how many are effected by the spell by rolling 3D6. It is otherwise identical to the Charm Person spell. If the spell is successful, it will cause the charmed creatures to come completely under the control of the magic-user until such time as the "charm" is dispelled (see Dispel Magic) or the creature breaks free. The number of hit dice possessed by the charmed monster allow it progressively greater possibilities of breaking free of the spell. A check must be made weekly. For hit dice under 2, there is a 5% chance of breaking the charm, for 2 to 4 hit dice, 10%, for 5 to 7 hit dice, 20%, for 8 to 10 hit dice, 40%, for 11 hit dice and higher, 80%. Range: 120'.
Confusion This spell will immediately effect creatures with 2 or less hit dice. For creatures above 2 hit dice the following formula is used to determine when the spell takes effect: the delay = 1D12 less the level of the magic-user where a positive result means a delay and a zero or negative result means an immediate effect. Creatures with 4 or more hit dice will have saving throws against magic and on those turns they make their saving throws they are not confused; but this check must be made each turn the spell lasts and failure means that they are confused. The spell will effect as many creatures as are indicated by rolling 2D6 plus 1 for each level the magic-user is above 8th level. Confused creatures will (roll 2D6): (2-5) attack the magic-user's party, (6-8) stand around doing nothing, or (9-12) attack each other. Roll each turn. Duration: 12 turns. Range: 120'.
Dimension Door A limited Teleport spell which allows the object to be instantaneously transported up to 360' in any direction (including up or down). There is no chance of misjudging when using a Dimension Door, so the user always arrives exactly where he/she calls (e.g., "120' up", "32' east", etc.). Range: 10'.
Extension I A spell to increase the duration of 1st through 3rd level spells by 50%. Range: as spell to be extended.
Fear This spells operates as if the user were employing a Fear Wand. All those not savings vs. fear react as follows: they immediately attempt to flee or get as far away from the user as possible, with a 50% chance that they will drop any weapons they had in hand when struck by the Fear spell. Duration: 6 turns (movement or melee as applicable). Range: 240'.
Growth/Plant This spell causes normal brush or woods to become thickly overgrown and entangled with creepers, vines, thorns, briars, and so on, so as to make the area virtually impassable. It will effect an area of up to 300 sq', the dimensions decided by the magic-user. Duration: until the spell is negated by a Dispel Magic.
Hallucinatory Terrain By means of this spell terrain features can either be hidden or created. It is an illusion which effects a large area. Thus a swamp, hill, ridge, woods, or the like can be concealed or made to appear. The spell is broken when the magic'd area is contacted by an opponent. Range: 240'.
Ice Storm When cast, this spell creates a cubic storm area of 30' per side. Great hailstones descend causing 3D10 points of damage to those within its confines (saving throws are not possible). Duration: 1 turn. Range: 120'.
Massmorph This spell is used to conceal up to 100 men (or creatures of near man size) as a woods or orchard. The concealed figures may be moved through without being detected as anything other than trees, and it will not effect the spell. It will be negated by a command from the magic-user or by means of a Dispel Magic spell. Range: 240'.
Monster Summoning II This spell is identical to Monster Summoning I except that 1-2 2nd level monsters will appear.
Polymorph Others Unlike the spell Polymorph Self, this spell lasts until it is dispelled. The spell gives all of the characteristics of the form of the creature, so that a creature polymorphed into a dragon acquires all of the dragon's abilities -- not necessarily the dragon's mentality though. Likewise, a troll polymorphed into a snail would have innate resistance to being stepped on and crushed by a normal man.

<local> Our local RPG culture played this spell with the same limitations as the Polymorph Self. This spell redistributes existing mass, it does not add to nor take away from the mass of the person the spell is cast onto. </local>

Polymorph Self A spell that allows the magic-user to take the shape of anything he/she desires. Note that the magic-user will not acquire the combat capabilities of the thing they've polymorphed themselves to resemble. While the magic-user may turn themselves into a dragon of some type, they will not gain the ability to fight and breath, but they will be able to fly.

<local> Our local RPG culture played this spell with the same limitations as the Polymorph Self. This spell redistributes existing mass, it does not add to nor take away from the mass of the person the spell is cast onto. </local>

Remove Curse This spell will remove one curse or evil sending. Note that using this spell on a a "cursed sword" would make the weapon an ordinary sword, not some form of enchanted blade. Range: adjacent to the object.
Wall of Fire This spell will create a wall of fire which lasts until the magic-user no longer concentrates to maintain it. The fire wall is opaque. It prevents creatures with under 4 hit dice from entering/passing through it. Undead will take 2 dice of damage (2D6) and other creatures 1 die (1D6) when breaking through the fire. The shape of the wall can be either a plane of up to 60' width and 20' in height or it can be cast in a circle of 30' diameter and 20' in height. Range: 60'.
Wall of Ice This spell will create a wall of ice which lasts until the magic-user no longer concentrates to maintain it. The ice wall is 6" thick. The shape of the wall can be either a plane of up to 60' width and 20' in height or it can be cast in a circle of 30' diameter and 20' in height. It negates the effects of creatures employing fire and/or fire spells. It may be broken through by creatures with 4 or more hit dice, with damage equal to 1 die (1D6) for non-fire employing creatures and double that for fire-users. Range: 60'.
Wizard Eye A spell which allows the magic-user to send a "visual sensor" up to 240' away in order to observe the scene without being physically present. The "eye" is invisible. It moves 120' per turn. Duration: 6 turns.

5th Level Magic-user Spells

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Spell Description/Duration/Range
Animate Dead This spell will create animated skeletons or zombies. It in no way brings a creature back to life. For the number of animated creatures, 1D6 for every level of the magic-user. Note that the skeletons or dead bodies must be available in order to animate them. The spell lasts until dispelled or the animated dead are done away with.
Cloudkill This spell creates a moving, poisonous cloud of vapor which is deadly to all creatures with less than 5 hit dice. Movement: 60' per turn according to the wind direction, or directly away from the magic-user if there is no wind. Dimensions: 30' diameter. Duration: 6 turns, but the cloud is dispelled by unusually strong winds or trees. Note that the cloud is heavier than air, so it will sink to the lowest possible level.
Conjure Elemental A spell to conjure an Air, Water, Fire, or Earth elemental. Only one of each time can be conjured by a magic-user during any one day. The elemental will remain until dispelled, but the magic-user must concentrate on control or the elemental will turn upon its conjurer and attack him. Conjured elementals are the strongest with 16 hit dice as explained in Volume II. Range: 240'.
Contact Higher Plane This spell allows the magic-user to seek advice from creatures inhabiting higher planes of existence (the referee). Of course, the higher the plane contacted, the greater the number of questions that can be asked, the greater the chance that the information will be known, and the higher the probability that the question will be answered truthfully. Only questions which can be answered "yes" or "no" are permitted. Use the table (below this spell table) to determine these factors as well as the probability of the magic-user going insane. If a magic-user goes insane he will remain so for a number of weeks equal to the number of the plane he was attempting to contact, the strain making him totally in capacitated until the time has elapsed. For each level above 11th, the magic-user should have a 5% better chance of retaining their sanity. The spell is usable only once every game week (referee's option).
Extension II Same as Extension I except it also applies to 4th level spells.
Feeblemind This spell is only usable against magic-users and causes the recipient to become feeble-minded until the spell is countered with a Dispel Magic. Because of its specialized nature, the Feeblemind spell has a 20% better chance of success, i.e., lowers the recipient's saving throw against magic by 4. For example, if the target's saving throw against magic was a 12 or better, they would need a 16 or better against this spell. Range: 240'.
Growth/Animal A spell which will cause from 1-6 normal-sized creatures (not merely mammals) to grown to giant size with proportionate attack capabilities. Duration: 12 turns. Range: 120'.
Hold Monster This spell is the same as Hold Person but applicable to monsters. Like Hold Person, it is similar to the Charm Person, but is of both limited duration and greater effect. It will effect 1-4 creatures. If it is cast at only a single creature it has the effect of reducing the target's saving thrown against magic by -2. Duration: 6 turns plus the level of the magic-user. Range: 120'.
Magic Jar By means of this spell, the magic-user houses his life force in some inanimate object (even a rock) and attempts to possess the body of any other creature within 120' of his Magic Jar. The container for his life force must be within 30' of his body at the time the spell is pronounced. Possession of another body takes place when the creature in question fails to make its saving throw against magic. If the possessed body is destroyed, the spirit of the magic-user returns to the Magic Jar, and from thence it may attempt another possession or return to the magic-user's body. The spirit of the magic-user can return to the Magic Jar at any time he/she so desires. Note that if the body of the magic-user is destroyed the life force must remain in the possessed body or the Magic Jar. If the Magic Jar is destroyed the magic-user is totally annihilated.
Monster Summoning III This spell is identical to Monster Summoning II except that 1-2 3rd level monsters will appear.
Pass-Wall A spell which opens a hole in a solid rock wall, man-sized and up to 10' in length. Duration: 3 turns. Range: 30'.
Telekenesis Objects may be moved by mental force when using this spell. Weight limits are calculated by multiplying the level of the magic-user by 200 GP. Therefore, a 10th level magic user would be able to move a 2000 GP weight. Duration: 6 turns. Range: 120'.
Teleport This spell will transport the recipient from place to place, regardless of the distance, provided that he/she knows where they are going (the topography of the arrival area). Without certain knowledge of the destination, teleportation is 75% uncertain, so a score of less than 75% results in death. If the user is aware of the general topography of his destination but has not carefully studied it, there is an uncertainty factor of 10% low and 10% high (roll percentile die). A low score (1-10%) means death if solid material is contacted. A high score (91-100%) indicates a fall of from 10-100' possibly resulting in death. If a careful study of the destination has been previously made, then the magic-user has only a 1% change of teleporting low and a 4% change of arriving too high (10-40').
Transmute Rock-Mud This spell takes effect in 1 turn, turning earth, sand, rock into mud. The area affected is up to 300 sq'. Creatures moving into the mud will become mired, possibly sinking if heavy enough, or losing 90% of movement otherwise, unless able to fly or levitate. The spell can only be countered by reversing the incantation (i.e., a Transmute Rock to Mud spell) or by normal evaporation (3-18 days, roll 3D6). Range: 120'.
Wall of Iron This spell creates an iron wall 3' thick with a maximum length and height equaling 50 sq'. Duration: 12 turns. Range: 60'.
Wall of Stone This spell creates a stone wall 2' thick with a maximum length and height equaling 100 sq'. The wall will last until dispelled, broken down, or battered through as a usual stone wall. Range: 60'.

Contact Higher Plane

Plane Nbr of
Chance of
Truthfulness Insanity
3rd 3 25% 30% none
4th 4 30% 40% 10%
5th 5 35% 50% 20%
6th 6 40% 60% 30%
7th 7 50% 70% 40%
8th 8 60% 75% 50%
9th 9 70% 80% 60%
10th 10 80% 85% 70%
11th 11 90% 90% 80%
12th 12 95% 100% 90%

6th Level Magic-user Spells

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Spell Description/Duration/Range
Anti-magic Shell A field which surrounds the magic-user and makes him totally impervious to all spells. It also prevents any spells from being sent through the shell by the magic-user who conjured it. Duration: 12 turns.
Control Weather The magic-user can perform any one of the following weather control operations with this spell: Rain, Stop Rain, Cold Wave, Heat Wave, Tornado, Stop Tornado, Deep Clouds, and Clear Sky.
Death Spell A spell which kills from 2-16 creatures with fewer than 7 hit dice. The creatures must be within an area of 60'x60' to come under the spell. Range: 240'.
Disintegrate This spell will cause material of any kind (other than that of a magical nature) to Disintegrate. It will blast a tree, dragon (if it fails to make its saving throw against magic), wall section, etc. Range: 60'.
Geas A spell which forces the recipient to perform some task (as desired by the magic-user casting the Geas). Any attempt to deviate from the performance of the task will result in weakness. Ignoring the Geas entirely brings death. The referee must carefully judge the casting and subsequent performance of the geased individual when this spell is used. Duration: until the task is completed. Range: 30'.
Invisible Stalker The conjuration of an extra-dimensional monster which can be controlled with merely a word from the magic-user who conjured him. The Invisible Stalker will continue on its mission until it is accomplished, regardless of time or distance. They cannot be dispelled once conjured, except through attack. See Volume II.
Legend Lore By means of this spell the magic-user seeks to gain knowledge of some legendary item, place, or person. [It is necessary for the referee to decide if the sought-after thing is in fact legendary in the scope of his campaign.] Such a spell requires great conjuration, so the time necessary can range from days to weeks (roll 1D100 where the score is the number of days). Often times the information gained through the spell will come in the form of a riddle or a poem.
Lower Water This spell will cause the water level in a river or similar body of water to drop 50% of its depth. Duration: 10 turns. Range: 240'.
Monster Summoning IV This spell is identical to Monster Summoning III except that a 4th level monster will appear.
Move Earth When above ground the magic-user may utilize this spell to move prominences such as hills or ridges to move. The spell takes one turn to go into effect. The terrain affected will move at the rate of 60' per turn. Duration: 6 turns. Range: 240'.
Part Water This will will part water up to 10' deep. Duration: 6 turns. Range: 120'.
Projected Image By means of this spell the magic-user projects an image of himself up to 240' away and all subsequent spells and the like appear to originate from the Project Image. Duration: 6 turns. Range: 240'.
Reincarnation A spell to bring a dead character back to life in some other form. To determine what creature the character comes back as, roll 1D20 and count through the Character Alignment table (wrap around to the beginning if necessary). Whatever the result is, the reincarnated character becomes that creature and must continue play as that creature. If he comes back as a man, determine which class, and roll a 1D6 to determine which level in that class. Do the same for reincarnation as an elf or dwarf.
Repulsion A spell which enables the user to cause objects or entities to move in a course opposite from their intended course towards him. Duration: 6 turns. Range: 120'.
Stone-Flesh This spell turns stone to flesh and it is reversible so as to turn flesh to stone. It is particularly useful in reviving characters who have been "stoned" by some monster. It is permanent unless a reversed spell is used. Range: 120'.

7th Level Magic-user Spells

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Note that these spells have no saving throw unless otherwise indicated!

Spell Description/Duration/Range
Charm Plants This spell charms the equivalent of: 1 large oak, 6 medium sized bushes, 12 small shrubs, or 24 little plants. These charmed plants will do anything the caster demands as long as it is within their ability to comply. For example, combined with several Magic Mouth spells, the plants could act as a warning system. Duration: until dispelled. Range: 120'.
Delayed Blast Fire Ball As the name implies, this spell is a Fire Ball spell which can be thrown and timed with regard to its blast. In all respects it acts as a normal Fire Ball, but the blast can be delayed up up to 10 melee turns (or 1 movement turn).
Extension III Same as Extension II except it also applies to 5th level spells and increases duration 100%.
Limited Wish A spell which alters reality past, present, or future, but only within limited bounds. It cannot create or bring any form of treasure, for example, and only a portion of a wish might actually occur. See also the Ring of 3 Wishes.
Mass Invisibitility This spell is similar to Invisibility except that it affects as many as 6 dragon-sized objects or from 100-300 men and horses. Duration: until dispelled. Range: 240'.
Monster Summoning V This spell is identical to Monster Summoning IV except that a 5th level monster will appear.
Phase Door A spell which causes an invisible door to open for the caster. This door is exactly similar to a Pass-Wall except that it is invisible and only the magic-user who cast the spell can use the door. It lasts for 7 uses and then vanishes. It may be dispelled with Dispel Magic only if such spells are cast by a combined level of magic which is at least than twice the level of the caster of the Phase Door. Range: 10'.
Power Word: Stun When this word is spoken at any creature up to 35 hit points it will stun it for 2D6 turns. If the creature has between 36 and 70 hit points, the stun lasts 1D6 turns. It has no effect on creatures over 70 hit points. Range: 120'.
Reverse Gravity This spell effects a cubic area of 30' on a side, causing gravity within that area to reverse itself. Those within the area fall upwards with the force of a normal fall. (Note the consequences when the spell is negated.) Duration: 1 melee turn. Range: 90'.
Simulacrum A spell which creates the duplicate (form only) of any person the magic-user desires to duplicate. In order to make a complete simulacrum several other spells are necessary. If snow is not available the magic-user must cause an Ice Storm from which to fashion the form. When the form is completed he must then use a spell to Animate it. Finally, a Limited Wish must be used to give the form a personality and knowledge similar to the real person which it imitates. In no event will the simulacrum have the full abilities (knowledge, level, etc.) of what it imitates, but it will range from 30% to 60% of them. It is possible to detect a simulacrum with a Detect Magic spell, close association, and so forth. If the real person confronts the simulacrum the real person will be easily identifiable. If, however, the real person is dead, the simulacrum will slowly gain the abilities of the former person (1% per week) until it reaches 90% similarity in all respects; beyond this it cannot go. At all times it remains the thing of its creator and whatever its creator tells it to do it will comply.

8th Level Magic-user Spells

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Spell Description/Duration/Range
Clone The process by which a small piece of living flesh was taken and from it is grown an exact duplicate of the person from whom the flesh was taken. The duplicate, or clone, produced is exactly as the person whom it duplicates at the time the flesh was taken, i.e., 8th level, 9th level, or whatever, and it knows only what the original person knew at that time. If a clone is created while the person from whom it was grown is still in existance the close will either attempt to do away with the original in order to assert its reality or both the original and the clone will become insane. The major usefulness of this spell is that it allows a clone to be made if the originator is destroyed, providing the flesh and spell, along with the proper instructions, are left behind.
Mass Charm A Charm (Person or Monster) spell which affects up to 30 levels, i.e., 30 level 1 creatures, 15 level 2 creatures, 10 level 3 creatures, and so on in any combination which is less than or equal to 30 levels. Saving throws are applicable, but the power of the spell causes the chance of saving to be -2. Range: 120'.
Mind Blank By casting this spell on any person the magic-user prevents any form of detection by ESP, Clairvoyance, Clairaudience, Crystal Ball gazing, Wishing Commune, Contact Higher Plane, or any other form of skrying. Duration: 1 game day. Range: 10'.
Monster Summoning VI This spell is identical to Monster Summoning V except that a 6th level monster will appear.
Permanent Spell By means of this spell certain other spells can be caused to function permanently rather than for a limited duration, i.e., Detect Magic, Read Magic, Levitate, Detect Evil, etc. It is of the utmost importance that the referee place strict limits on which spells may be made permanent as well as how many may be permanently placed on a creature or object. It is recommended that permanence be limited to once per object and twice per creature, so a magic-user may cast one which affects his head (e.g., Read Magic) and one which affects his body (e.g., Haste or Fly or Water Breathing). A permanent spell placed on a wish would make the wish repeat itself endlessly once it was uttered, so don't try to bend things! Dispel Magic which are at least twice the level of the caster of the Permanent spell will negate it, so 3 warlocks could negate the spell of a 12th level wizard (assuming he read it from a scroll, as he could not otherwise use such a spell).
Polymorph Any Object This spell allows the polymorphing of any object to any other shape, but its duration will be in direct relationship to the similarity of the object polymorphed to what it has been altered to become. Thus, there are 3 major classes: animal, vegetable, and mineral. There are similar forms: man-like, rock-like, many limbed, and so on. There are similarities of relationships: bird-to-feather, tree-to-leaf, drop of water-to-puddle, flame-to-fire ball, etc. It is possible to change a wall of stone to sand, a mighty tree into a sapling, a feather into a bird, or an ape into a man; such changes will be lasting. A piece of rock changed to a man will last but a few turns. The farther from the above guidelines the polymorph becomes the less likely is its permanency. It is the function of the referee to decide what limits to place on the use of this spell. Size, intelligence, and class relationships, form similarity, and basic relationship affect the spells duration. Polymorphed objects will emanate an aura of magic. Duration: until dispelled. Range: 240'.
Power Word: Blind A spell like Power Word: Stun except that its full-effects work up to 40 hit points, and it does not affect creatures with over 80 hit points. Also, the effect lasta either from 1D4 days or from 1D4 days.

An inscribed rune which if passed over, touched, or read by a crature of a different alignment from (or of hostile intent to) the inscriber the Symble will take effect. The various runes and their powers are:

Symbol Effect
Death 75 level points are killed
Discord Unlimited - disharmony among all who pass
Fear Unlimited - as Fear spell
Insanity 100 level points become insane and may be restored only by a Remove Curse
Sleep Unlimited - A double strength Sleep spell
Stunning 150 level points as Power Word: Stun spell

A symbol may be negated only by a magic-user not less than 1 level above the one who placed it.

9th Level Magic-user Spells

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Spell Description/Duration/Range
Astral Spell A spell which allows the magic-user to send his astral form, undetectable to all but others on the astral plane, from his body to other places. Note that a Power Word: Blind would not prevent this spell and would not blind the astral form. The magic-user may employ spells while in his astral body, but there is a 5% chance per spell level that the spell will fail. In failing the spell there is also a 2% change per spell level that he will then be forced to return to his body. Example: an 18th level magic-user in astral form attempts to cast a 6th level spell. There is a 30% chance that the spell will fail, and if it does fail there is a 12% chance that he will have to return to his body. If, while the magic-user has left his body and is in the astral plane, his body is moved beyond the spell range or destroyed the magic-user's astral form is immediately send to jibber and shriek on the floor of the lowest hell. Duration: 12 turns (subterranean), 8 game hours (outdoors). Range: 240' (subterranean), 100 miles/level from the 18th upwards (outdoors). Movement of the astral body: 120'/turn (subterranean), 100 miles per game hour/level from 18th upwards.
Gate Using this spell opens a cosmic portal and allows an ultra-powerful being (such as Odin, Crom, Set, Cthulhu, the Shining One, a demi-god, or whatever) to come to this plane. It is recommended that the user of this spell have a highly valid reason for summoning such aid. The name of the being desried must be called when the spell is cast. There is a 95% chance that the called being will come, 5% chance for some other being coming instead. There is also a 5% chance that whoever shows up will simply return immediately after observing the situation.
Maze The use of this spell puts its victim in an extra-dimensional maze for 2D4 melee turns. After the determined time has elapsed the creature will reappear at the spot where it was "mazed-out" (or amazed). Creatures with an intelligence of 12 or better will require Ā½ the number of turns to escape (1D4), while those with an intelligence under 6 will require from double to triple the amount of time to escape. Range: 60'.
Meteor Swarm A blast of 4 fire balls, thrown in whatever pattern the magic-user desires, each 10D6 points of damage or 8 fire balls of Ā½ normal diameter and 5D6 damage. Range: 240'.
Monster Summoning VII This spell is identical to Monster Summoning VI except that a 7th level monster will appear. These monsters are found only on referee's special tables and including the monsters the referee loves best. Some suggestions are: stone golems, hell hounds, displacer beast packs, iron golems, umber hulks, lichs, 10-headed hydras, etc.
Power Word: Kill A spell like Power Word: Blind except it will kill instantaneously any creature up to 50 hit points.
Prismatic Wall

When this spell is invoked a whirling, scintillating globe of multi-colors springs into existance around the magic-user. The sphere is 20' in diameter. Any creature below 8 hit dice which looks at the prismatic wall will be blinded for 1D6 turns. The colors of the wall indicate its powers and they must be destroyed in order to negate the spell:

Order Color To Negate Use & Effect
1 Red Ice Storm prevents magic missiles; causes 12 points of damage when passed through
2 Orange Lightning prevents non-magical missiles; causes 24 points of damage when passed through
3 Yellow Magic Missile prevents all breath weapons; causes 48 points of damage when passed through
4 Green Passwall prevents all location/detection spells; save vs. poison when passed through or death
5 Blue Disintigrate prevents all clerical spells; save vs. stone when passed through or death
6 Indigo Dispel Magic general-purpose force field; save vs. cold (as a wand) when passed through or crystalized, death, and irrecoverable
7 Violet Continual Light prevents all magic-user spells; save vs. spell when passed through or permanently insane

Referees may wish to change the order, negating spell, and/or use & effect of the various colors in order to make it more difficult for their players to break through a prismatic wall. The caster of the spell may pass through it without harm. This spell is one whih applies itself well to permanency. Duration: 1 game hour.

Shape Change A spell used by a magic-user upon himself which has the effect of a Polymorph Others spell, i.e., the user may wish to become a golden dragon and will have the latter's abilities if he chooses to so change his shape. Furthermore, it may be altered at will - a magic-user changes to a roc and flies off; he changes in flight to a huge red dragon in order to attck an army beneath, is pursued by magic-users so changes to a stone and plummets into a lake wherein he alters shape and becomes a fish. Duration: 10-15 turns, plus a number of turns equal to the level of the magic-user.
Time Stop This spell "freezes" time in a 30' cubic area surrounding the magic-user. The magic-user may move freely, but any other creatures within the area, or which subsequently enter it, will be stopped in time with regard to the magic-user. The magic-user casting the spell should not be aware of how long the spell will last. Duration: 2-5 melee turns.
Wish The same spell as found in a Ring of Wishes. Using a Wish spell however requires so great a conjuration that the user will be unable to do anything further magically for 1D4 days.

Cleric Spells

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In the following table, spells marked as such are reversed by evil clerics.

See the Clerics section for information about dispelling Undead.

1st Level Cleric Spells

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Spell Description/Duration/Range
Cure Light Wounds During the course of 1 full turn this spell will remove hits from a wounded character (including elves, dwarves, etc.). 1D6+1 is rolled and the result is subtracted from the hit points the character has taken. Thus, from 2-7 hit points of damage can be removed.
Detect Evil This spell is the same as the magic-user Detect Evil spell except that it has a duration of 6 turns and a range of 120'.
Detect Magic This spell is the same as the magic-user Detect Magic spell.
Light This spell is the same as the magic-user Light spell except that it has a duration of 12 turns.
Protection/Evil This spell is the same as the magic-user Protection/Evil spell except that it has a duration of 12 turns.
Purify Food/Water This spell will make spoiled or poisoned food and water usable. The quantity subject to a single spell is approximately that which would serve 12 people.

2nd Level Cleric Spells

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Spell Description/Duration/Range
Bless This spell may only cast by the cleric on a character who is not in active combat. A blessing raises morale by +1 and also adds +1 to attack dice. Duration: 6 turns.
Find Traps This spell will allow the cleric to locate any mechanical or magical traps within a radius of 30'. Duration: 2 turns.
Hold Person This spell is the same as the magic-user Hold Person spell except that it has a duration of 9 turns and a range of 180'.
Silence, 15' radius This spell allows the caster to either cast silence upon himself and his party so as to move with no sound or to cast the spell upon some object or thing to silence it. Duration: 12 turns. Range: 180'.
Snake Charm This spell is of variable strength depending on the level of the cleric. For each level the user has attained 1 level (1D6 hit points) of snakes may be charmed. This, a 6th level cleric could snake charm 6 normal snakes or a very large one, and at the 12th level the cleric would be exactly twice as effective. Duration: 1D6+6 melee turns or 1D4+2 turns. Range: 60'.
Speak with Animals This spells allows the cleric to speak with any form of animal life, understanding what they say in reply. There is a possibility that the animal(s) spoken with will perform services for the cleric, and they will never attack the party the cleric is with. (See the next volume for how to handle the previously described probabilities.) Duration: 6 turns.

3rd Level Cleric Spells

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Spell Description/Duration/Range
Continual Light This spell is the same as the magic-user Continual Light spell except that it is equal to full daylight.
Cure Disease This spell cures any form of disease. The spell is the only method to rid a character of a disease, for example, from a curse or the touch of a mummy.
Locate Object This spell is the same as the magic-user Locate Object spell except that it has a range of 90'.
Prayer By means of this spell, the cleric lowers the saving throw of his opponents. The prayer effects an area of 20' square. It lowers the saving throws of those within the area by 5% (1 point) plus 5% for every 10 levels the cleric has gained, e.g., an 11th level cleric lowers the saving throws by 10% while a 21st level cleric would lower them 15%. Duration: the turn of melee following the spell. Range: 30'.
Remove Curse This spell is the same as the magic-user Remove Curse spell.
Speak with Dead A spell which allows the cleric to ask 3 questions of a dead body. Note that the length of time the creature has been dead will be a consideration. Up to 7th level clerics can only converse with recent dead (1D4 days); up to 14th level clerics can converse with creatures dead 1D4 months; above 20th level clerics have no limitations as to time. The referee will answer the 3 questions asked in any reasonable form he desires, riddles being recommended!

4th Level Cleric Spells

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Spell Description/Duration/Range
Create Water This spell will allow the cleric to create a supply of drinkable water sufficient for a party of 12 men and horses for 1 game day. The quantity doubles for every level above 8th level that the cleric attains.
Cure Serious Wounds This spell is like the Cure Light Wounds but the effects are double, so that you roll 2D6+2. Therefore, from 4-14 hit points will be removed by this spell.
Neutralize Poison This spell will counter the harmful effects of poison. It will not aid a character killed by poison. It will affect only one object. Duration: 1 turn.
Protection/Evil (10' r.) This spell is the same as the magic-user Protection/Evil (10') spell.
Speak with Plants This spell will allow the cleric to speak with all forms of plant life, understanding what they say in reply. Plants so spoken to will obey the commands of the cleric, such as part to allow a passage and so on. This spell does not give the cleric the power to command trees as Ents do. Duration: 6 turns. Range: 30'.
Turn Sticks to Snakes Anytime that sticks are nearby, a cleric can turn them into snakes with a 50% chance that they will be poisonous. From (2D8) 2-16 snakes can be conjured. He can command these conjured snakes to perform as he orders. Duration: 6 turns. Range: 120'.

5th Level Cleric Spells

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Spell Description/Duration/Range
Commune A spell which puts the cleric in touch with the power "above" and ask for help in the form of answers to 3 questions. Communing is allowed but once each game week (referee's option). Veracity and knowledge should be near total. Once per year a special communing should be allowed wherein the cleric can ask double the number of questions.
Create Food This spell will allow the cleric to create sustinence sufficient for a party of 12 men 1 game day. The quantity doubles for every level above 8th level that the cleric attains.
Dispel Evil Similar to a Dispel Magic, this allows the cleric to dispel any evil sending or spell within a 30' radius. It functions immediately. Duration: 1 turn.
Finger of Death This spell creates a "death ray" which will kill any creature unless a saving throw is made (where applicable). A cleric may use this spell in a life-or-death situation but misuse will immediately turn him into an anti-cleric. The cleric version of this spell is the Raise Dead. Range: 120'.
Insect Plague This spell will allow the cleric to call to him a vast cloud of insects and sends them where he will, within the spell range. They will obscure vision and drive creatures with less then 3 hit dice off in a rout. This spell is only effective above ground. The dimensions of the Insect Plague are 360 sq'. Duration: 1 game day. Range: 480'.
Quest This spell is similar to the Geas spell except that the character sent upon a Quest by the cleric is not killed by failure to carry out the mission. However, the cleric may curse him with whatever he desires for failure and the referee should decide if such a curse will take effect if the character ignores the Quest basing the effectiveness of the curse on the phrasing of it and the alignment and actions of the character so cursed.
Raise Dead The cleric simply points his finger, utters the prayer, and the dead person is raised. This spell only works with men, elves, and dwarves. For each level the cleric has progressed beyond 8th level, the time limit for resurrection extends another 4 days. Thus, an 8th level cleric can raise a body dead up to 4 days, a 9th level cleric can raise a body dead up to 8 days, etc. Naturally, if the character's Constitution was weak, the spell will not bring him back to life. If any event, raised characters must spend 2 game weeks time recuperating from the ordeal. The anti-cleric version of this spell is the Finger of Death.

6th Level Cleric Spells

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Spell Description/Duration/Range
Animate Objects A spell by which objects are animated for the purpose of attack or defence. For example, stone statues may be animated, furniture may be animated, and so forth. The heavier the object, the slower will be its movement, but the more deadly will be its blows. An animated statue would move 30' per turn, attack only every other melee round, have an armor value of 1, and do double damage (2D8 points), striking as an 8th level creature, assuming the statue was at least man-sized. A chair would do small damage, but it would move more rapidly on its 4 legs; a rug would trip and smother; a tapestry would blind and smother. One large object (approximately twice as big as a man), 2 man-sized objects, or several small objects can be animated. Duration: 6 turns. Range: 60'.
Blade Barrier When uttered this spell creates a barrier up to 30' in diameter, its whirling blades doing 7D10 points of damage to anyone or thing which attempts to pass through it. Duration: 12 turns. Range: 60'.
Conjure Animals This spell allows the cleric to conjure 1 large animal (elephant, hippo, rhino, etc.), 3 medium-sized animals (lions, tigers, bears, etc.), or 6 small ones (wolves, wild dogs, lynx, etc.). The animals so brought will obey the cleric. Duration: 10 turns. Range: 30'.
Find the Path By means of this spell the fastest and safest way out of a trap, maze, or wilderness can be found. It will, for example, allow the user to free himself from a maze spell in a single turn after employing the spell, and if a subsequent maze spell was cast at him it would not have any effect. Duration: 6 turns plus the level of the cleric or 1 day outdoors.
Speak with Monsters This spell allows the user to speak with any monster, although whether or not the monster will desire to converse is another matter entirely. Duration: 3D4 questions.
Word of Recall Before this spell is used the cleric must designate the sanctuary to which he will be recalled when the spell is uttered. The recall acts similarly to a teleport spell, but there is no chance of failure, and it takes only the cleric back, and only to his sanctuary. Note that the sanctuary may not be changed at will, but if circumstances force a change it can be allowed.

7th Level Cleric Spells

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Spell Description/Duration/Range
Aerial Servant This spell summons a creature somewhat like an Invisible Stalker, although it is more powerful. The aerial servant has but one purpose: to bring to the cleric any creature or thing the cleric desires. The aerial servant will not fight, but it is very fast and strong, and it will attempt to simply take its object by force and carry it back to the cleric. It can carry weight up to about 500 pounds. It moves at twice the speed of an air elemental. It will surprise on a 1-4. Only an 18 strength will allow any chance of escape - for every percentage point allow a like chance of escape, so an 18/50% has a 50% chance for escape. If frustrated from its purpose, the aerial servant becomes insane and will return to its sender, attacking and defending as a double-strength invisible stalker.
Astral Spell Same as employed by magic-users, except chance for failure/return are only 50% those of the magic-user.
Control Weather Same as the magic-user spell.
Earthquake This spell allows the user to create a tremor of limited proportions. When spoken the spell will tumble a small dwelling (even of sturdy stone construction), a wooden palisade, an earth rampart, a portion of a cliff, or whatever. Cracks and crevasses will appear in the earth, and 1 creature in 6 in the area affected will fall in (dice for all, 6's indicating the fall). Earthquake area 60' by 60' plus 10' additional to both dimensions for each 3 levels over 17th the cleric has attained. For example, at 20th level the area is 70' square, at 23rd level it is 80' square, etc. Duration: 1 turn.
Holy Word The pronouncement of a holy word will affect creatures through the 12th level: 9th - 12th level are deafened for 1D6 turns, 5th - 8th level are stunned for 2D10 turns, under 5th level are killed. 40' by 40' square surrounding the cleric.
Part Water Same spell as that for magic-users except that it is double-strength, and for every level the cleric gains above 17th he may add 50% of the base limits to the depth and duration, i.e., at 18th level the cleric could part water 30' deep for 18 turns, and at 19th level it would be 40' and 24 turns.
Raise Dead Fully This spell is simple a Raise Dead spell which also restores full strength to the person so raised, and no rest or recuperation is required after. The reverse of this spell disallows a saving throw, automatically killing its target unless the object is protected by a device to counter such spells.
Restoration When this spell is employed it will restore 1 full level of energy to any person whom has lost such a level to the "undead". It will not restore levels of energy lost in other manners, not will it add levels not lost. The reverse of this spell causes an automatic loss of 1 energy level. The use of this spell will incapacitate the cleric for 2D10 days, so NPC clerics cannot usually be hired to cast it. Note that its reverse will not cause any incapacitation.
Symbol Same as the spell employed by magic-users except all spells which cause permanent harm to creatures affected are not possible to the cleric.
Wind Walk When uttered this spell causes the cleric and his immediate surroundings to become insubstantial and cloud-like. In this form the cleric can travel at great speed (480' per turn) and wherever he likes. He can transport 1 other person in this fashion, provided that person is in close proximity (touching) the cleric. Duration: until dispelled or 1 day maximum.

Magical Research

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Both magic-users and clerics may attempt to expand on the spells listed (as applicable by class). This is a matter of time and investment. The level of magic required to operate the spell (determined by the referee) dictates the initial investment. Investment for spells is as follows:

Level Investment
1st 2000
2nd 4000
3rd 8000
4th 16000
5th 32000
6th 64000

The time required to research a new spell is 1 week per spell level.

For every amount equal to the basic investment spent there is a 20% chance of success, cumulative. For example, an investment of 10000GP is order to develop a new 1st level spell has a 100% chance of success after one game week.

The level of the spell researched must be consistent with the level of the magic-user or cleric involved. The character must be able to use spells equal to or above the level of the one he desires to create. For example, a 5th level magic-user can cast up to 3rd level spells. Therefore he can research spells 3rd level or less.

Once a new spell is created the researcher may include it in the list appropriate to its level. He may inform others of it, enabling them to use it, or he may keep it for himself.

Spell Books

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Characters who employ spells are assumed to acquire books containing the spells they use, one book per level. If a duplicate set of such books is desired, the cost will be the same as the initial investment for research as listed in the table. Loss of these books will require replacement at the above expense.

Saving Throws

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To roll a saving throw, roll 1D20 and compare it to the value in the table below.

Class/Levels Death Ray
Wands Stone Dragon
Fighters 1-3 12 13 14 15 16
Fighters 4-6 10 11 12 13 14
Fighters 7-9 8 9 10 10 12
Fighters 10-12 6 7 8 8 10
Fighters 13+ 4 5 5 5 8
Magic-users 1-5 13 14 13 16 15
Magic-users 6-10 11 12 11 14 12
Magic-users 11-15 8 9 8 11 8
Magic-users 16+ 5 6 5 8 3
Clerics 1-4 11 12 14 16 15
Clerics 5-8 9 10 12 14 12
Clerics 9-12 6 7 9 11 9
Clerics 13+ 3 5 7 8 7

If you score the value in the table (or greater) the weapon has no effect (poison or dragon breath have 1/2 effect). If the die score is less than the value in the table, the weapon has full effect.


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The following section contains helpful information mostly from the 3rd book of the original rule set.


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In the underground world, all distances are in feet, so when distances are give in inches, convert them to tens of feet.

        1" = 10' (underground)
        1" = 10 yards (above ground)

<local> An attempt has been made to perform this conversion for you already in this web page. </local>

Movement is in segments called turns. Each turn is 10 minutes long where movement on foot is no more than 120' (limited by encumbrance). When flight or pursuit is involved, the moves/turns are double (and no mapping is allowed). Therefore there would be 6 turns per hour.

        1 turn = 10 minutes 
        6 turns = 1 hour

Time must be taken to rest, so one turn every hour must be spent motionless. Double the rest period after a flight/pursuit.

Time spent searching for anything (secret passages, hidden treasure, etc.), loading treasure, listening, ESP'ing, hiding, will be determined by the referee as to how many turns are involved. Typically ESP'ing will take a quarter turn. Searching a 10' section of wall for secret passages will require a full turn.

Melee is fast and furious. There are 10 rounds of combat per turn.

        1 minute = 1 round of combat
        1 turn = 10 rounds of comabt

The following table defines movement based on encumbrance:

Type Distance Max
Normal 120' 750 GP
  90' 1000 GP
  60' 1500 GP
  30' 3000 GP

3000GP is the maximum encumbrance.

<local> I'm surprised that this is not modified at all by the strength requisite. </local>

Below Ground

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Secret passages will be located 33% of the time (roll 1 or 2 on 1D6) by men, dwarves, or hobbits. Elves will be able to locate them 66% of the time. At the referee's option, elves may be allowed the chance to sense any secret door they pass 33% of the time (ie., they sense that "something is there").

Generally doors will not open by turning the handle or by a push. Doors must be forced open by strength (rolling 1 or 2 on 1D6) although smaller, lighter chreatures have half that chance. There can be up to 3 characters attempting to force open a door, but this will disallow them rapid reaction to anything waiting for them on the other side. Most doors will automatically close, despite the difficulty in opening them. Doors will automatically open for monsters, unless they are held shut against them by characters. Doors can be wedged open with iron spikes, but there is a 33% chance (roll 1 or 2 on 1D6) that the spike will slip and the door will close.

Traps are have a 33% chance of being sprung (roll 1 or 2 on 1D6) when any character passes over or by them. Pits will open in the same manner.

When characters come to a door they may listen to detect any sound within. The undead will never make a sound. Elves, dwarves, and hobbits have a 33% chance (roll 1 or 2 on 1D6) of detecting a sound (if there is anything to hear) while humans have half that chance. A good referee will have noisy corridors and rooms from whence come shuffling or muttering noises.

Underground some light source or an infravision spell must be used. Torches, lanterns, and magic swords may illuminate the way, but they also allow monsters to see the characters so that monsters will never by surprized by a lighted party unless they are just coming through a door. Torches can be blown out by a strong gust of wind. Monsters below ground are assumed to have permanent infravision as long as they are not serving some character.

While some referees allow fire balls and lightning bolts to be cast in confied spaces so that the stone where the missile impacts is destroyed or absorbs the energy, it is suggested that the confined space cause these missiles to bounce as a beam of light, possibly back towards the sender.

Players will see monsters a 20-80' (2D4*10) unless they are surprized by the monsters.

<local> Don't forget the range of the infravision spell. </local>

Surprize exists when one or both parties are unaware of the presence of the other. Such things as ESP'ing, light, and/or noise will negate surprize. If the possibility of surprize exists, rolling a 1 or 2 on 1D6 for each party indicates that that party was surprized. Distance is then 10-30 feet. Surprize gives the advantage of 1 free turn to move, flee, cast a spell, or engage in combat.

When underground, the referee will roll at the end of each turn for a random encounter with a wandering monster. When above ground, the referee checks once per day. Rolling a 1 on 1D6 indicates that such an encounter has happened.

Above Ground

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Example of a Dungeon Expedition

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The players, equipped and ready, are assumed to have located a set of stairs descending to the first level beneath the ground. The referee's part will be indicated "Ref", that of the "Caller" for the players being shown as "Cal".

Note that the geometry of the dungeon presented in the example is more complex than any dungeon the author of this web page has ever played in and, IMHO, would get in the way of the story.

Steps down to the east.
We're going down.
10', 20', 30' -- a 10' square landing - steps down to the north and curving down southeast.
Take those to the southeast.
10' and the steps curve more to the south; 20' and the steps end and you are on a 10' wide passage which runs east, southeast, and west. There is a door to your left across the passage on a northwest wall.
Three of us will listen at the door (specifying which three).
(After rolling 3 dice) You hear nothing. (At this time a check for wandering monsters is also made.)
Ignore the door and proceed along the corridor southeastwards.
10', 20', 30', 40', 50'. There's a 4-way intersection: northwest, northeast, south, and southwest - the south passage is 20' wide.
Go south.
10' ... 70': passage continues, doors east and west.
Listen at the east door.
(After the appropriate check) You hear shuffling.
Two of us (specifying which two) will throw our weight against the door to open it. All of the party will be ready for combat.
(After rolling 2 dice) the door opens! You can't be surprized, but the monsters - you see half-a-dozen gnolls - can be. (Here a check for surprize is made, melee conducted, and so on.)
Okay, what does the room look like - we're examing the walls, ceiling, floor, and the contents of the room itself.
(After checking to see if dwarves and/or elves are in the party) the room is a truncated pyramid. The east wall is the truncated part, directly opposite the door you entered. It is 10' long with another door in it. The walls connecting it to the west wall, the place you entered, are each about 35' long. The west wall, which is where you entered is 30' long with a door in the middle of the wall. The elf has noted that there seems to be a hollow spot near the east end of the southeast wall. The floor and ceiling seems to have nothing unusual. The room contains the bodies of the gnolls, a pile of refuse in the north corner of the west wall, and 2 trunks along the wall opposite the one which sounds hollow.
The elf will check out the hollow sound, one of us (specifying exactly who this is) will sort through the refuse, each trunk will be opened by one of us (again specifying who), and the remaining 2 (specifying who) will each guard a door, listening to get an advance warning if anything approaches.
Another check on the hollow sound reveals a secret door which opens onto a flight of stairs down to the south. The refuse is nothing but sticks, bones, offal, and old clothes. One chest is empty; the other had a poison needle on the lock. (Here a check is made to see if the character opening it makes his saving throw for poison.) The chest with the poison needle is full of copper pieces - appears to be about 2,000 of them.
Empty out all of the copper pieces and check the trunk for secret drawers or a false bottom, and do the same with the empty one. Also, do there seem to be any old boots or cloaks among the old clothes in the rubbish pile?
(Cursing the thoroughness of the caller) The seemingly empty trunk has a false bottom ... in it you have found an onyx case with a jeweled necklace therein. The case appears to be worth about 1,000 GP and the necklace about 5,000 GP. Amidst the litter the search has located a pair of old boots, but there is nothing like a cloak there.
The boots will be tried on now to see if they allow silent movement - we can use a set of Elven Boots! I will secure the case and necklace in my back pack, while the others will try, by turn, to fill their packs with coppers.
This will require 4 turns. (He checks for monsters wandering in, and on the fourth try one is indicated. However, as there was a listener at the door it is approaching, he also checks to see if it is detected, allowing a good probability that it will be heard.) As you complete your loading the dwarf at the west door detects heavy footsteps approaching. The boots, by the way, are Elven-type...
Excellent! Our magic-user will cast a Hold Portal on the west door while the elf opens the secret one. We will then all beat a hasty retreat down the stairs to the south. Onward, friends, to more and bigger loot!

With appropriate variations for ability to detect and/or see what is around them, the adventure will continue in this manner until the party leaves the dungeons or are killed therein.

Trap Ideas

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The following ideas are from the The Underground & Wilderness Adventures book, volume 3.

False stairs, either up or down.

Steps which lead to a slanting passage, so the player may actually stay on the same level, descend 2 levels, or ascend 2 levels.

Trap steps which lead up a short distance, but then go downwards for a least 2 levels, with the return passage blocked by bars or a 1-way door.

Intra-level teleportation areas, so that a player will be transported to a similar (or dissimilar) area on the same level, possible activated by touching some item (such as a gem, door, or the like).

Sinking rooms, including rooms which seem to sink, while the doors remain shut fast for a period of several turns.

Illusion, mind control, or geas rooms.

Sections which dead-end so as to trap players being pursued by monsters.

Door which are openable from 1 side only, which resist opening from 1 side, or which appear at random intervals.

Natural passages and caverns which have varying width and direction, so that it is virtually impossible to accurately map such areas.

Space distortion corridors or stairs which seem longer or shorter than they actually are.

The following ideas are from the Greyhawk book, Supplement 1.

Giant bubbles which foalt about in the corridors and rooms of the dungeons. The slightest touch will explode them, causing 1-10D6 points of damage depending on the level they are on. The bubbles might contain a gem (1 chance in 6).

Statues which have 1D4, 1D6, or 1D8 different actions they perform when approached within 20'. Options are: do nothing, point in a random direction, point towards the nearest treasure, recite a meaningless poem, give a rhyming clue to a treasure, emit a loud screaming noise, pursue and attack, offer a real or false map, etc.

A box of animal crackers which will spring to life when grasped; for example, a bear might dump a bowl of porridge on the player's head, a giant fox might demand a bunch of grapes or else he'll attack, a lion will attack unless a thorn in his paw is removed, and so on. At least one of the animals will give some treasure or aid of some sort.

Rooms which emit rays or gases which cause unexpected reactions or force players entering to do things they do not necessarily desire to do, i.e., a room which causes all who enter to wish to attack each other, a room of greed, a geas room, a room which causes a sex to change, a curse room, etc.

Devices which have a number of levers, buttons, dials, or whatever; and the movement of each will cause a different thing to happen. Typical examples of results: 1) damage to mover, 2) change alignment, 3) become another class, 4) become a monster, 5) lose a level, 6) teleported elsewhere, 7) release various missiles which come out or down within a certain area, 8) open pits or slides, 9) give various treasures, 10) give a magic item, 11) give some bonus to experience or abilities.

Various doors: doors which will open only for a certain class of player or alignment, doors which open only for monsters, doors which will open to allow traffic into an area but not out of it, doors which have intelligence (and which are usually malign), etc.

A lengthy corridor 20' wide, at the end of which is a 20' square room which, upon being entered, slides backward with an imperceptible motion, so that when it is left from its opposite side the party is actually traversing a section of the same 20' corridor again. This process can be repeated with 1 or more additional rooms in series.

A passage which slants down 1 level to a set of stairs which lead to a door to an elevator room which goes down 1 or 2 levels. The exit from the elevator room is another down-slanting passage at the base of which is a slide down. In this way no less than 5 levels will be descended while the party believes that only 2 have been descended.

Vegetation which holds (grass is fine for this), entwines (vines or brambles), moves, flails branches (shrubs and trees), shouts warnings, hurls missiles (fruit, nuts, thorns), or emits perfumes which cause death, forgetfulness, sleep or the like (flowers or fruits).

Furniture which is animated to trip, confine, and smother (rugs and carpets) or move about and hug and kick (stools, chairs, divans) or blinds and throws down (tapestries and wall hangings). (Ours is known as the "Living Room".)

Room complexes which are all parts of a monster, the first room being the mouth, the next the stomach, and so forth.

Lice or other parasites which turn to germs or burrowing killers if removed from the body of a recently kiled monster.

A pit which is also a trasporter, sending anyone who falls into it into an exactly similar pit (or elsewhere).

A slide at the bottom of a pit which leads to a monster.

A great bas-relief face which if looked upon will either bestow some worthwhile knowledge or increase to the beholder or else cause him to save vs. magic or else be turned into a wart on its face or something similar. [See A. Merritt's Face in the Abyss for a good example.]

A wishing well which gives fulfillment of wishes according to the value of the item tossed within it. Of course, some wells are inhabited by a horrible monster who hoards treasure.

Treasures which are hidden as part of the monster: fur that is of great value, gem eyes or claws, horns of precious material, creatures whose hard shells are actually shields of magical value, magical teeth and fangs, gizzards full of gems, hollow horns with magical items inside, spikes which are platinum, and so on. [Checking this all out requires a lot of time...]

Chests and cases with false bottoms and hidden compartments, so the entire treasure is difficult to find. For example, a wand might contain a secret compartment with a highly value magic ring.

Statues with a small piece missing: if the missing portion is found and replaced, the statue turns back to its original form and serves the person. A cyclops with a missing eye, for example, which is a very large diamond held by a nearby monster. If the eye is found and replaced, the cyclops will serve for a limited period of time. Of course, some such statues are stone golems which attack when made whole.

Have an area where magical items are forged and constructed, run by next-to-unbeatable creatures. For an exorbitant price these items can be purchased, but there is no guarantee that they will actually work. Examples of prices are: trades for a number of other items greater in overall value than the desired item: the entirety of a Red Dragon's horde; some item in the possession of an evil high priest, wizard, or demi-god.

A hall of gambling where there are some great items to be won, but where the stakes are large amounts of money or magic items and the games are fixed. [Teach the players that you can't expect to get something for nothing!]

Items such as rings, apparel, weapons, etc. which cause bickering and discord, thus bringing more monsters to the sound of the loud arguing.

Items which cause their wearer to immediately shrink to a minimus, requiring a growth potion to restore normal size once again.

Items which cause warning devices to fail and alertness to wane, thus ESP doesn't work, secret doors are missed, slanting passages go undetected, and so forth.

Treasures protected by force fields. The force fields will give damage if touched, but levers and buttons nearby will have a chance of lowering the field. Naturally, most of the switches will cause bad things to happen.

Animals which appear to be perfectly harmless but are deadly: oxen which are cross-bred with gorgons, small lizards which are able to breath fire, creatures which grow to huge size if they are approached too closely, or animals which turn to some horrid monster if touched are typical examples.

A giant with faces or multiple heads which can never be surprized, and with 4 additional eyes is able to see invisible and hidden objects and co-ordinate no less than 2 attackes per melee round.

Giants known as "rock giants" which so closely resemble stone that they can seldom be detected (1 in 12 is a good probability).

Fire-resistant mummies. Many players will get used to frying these monsters with oil, but watch the fun when they run into one of these critters!

Skeletons who are able to hurl their finger joints as if they were magic arrows.

Monsters which are in endless supply due to a magical point of origin. "Greyhawk" had a fountain on its second level which issues endless numbers of snakes.

Containers which are filled with a gas or liquid which turns into a monster if the gas or liquid is dispensed.

Similar types of monsters who dwell and act together such as: a medusa riding a gorgon, or one hwo has a pet basilisk and a pet cockatrice, a balrog riding a red dragon, or a balrog with salamanders as servants, a balrog with a ped fire-breathing hydra, or a frost giant riding a white dragon.

Dissimilar monsters who still act in combination: a troll with a magic spear riding a purple worm, a 9th level fighter with magical arms and armor riding a wyvern, an ogre-mage mounted upon a manticore, an evil high priest riding a chimera, an elven 4th level fighter/8th magic-user mounted upon a lammasu, thieves with bugbear guards, a cloud giant riding a tyrannosaurus rex, an 11th level wizard with a pack of hell hounds, or Mars mounted upon Talos' shoulders.

Monsters which appear to be something other than what they actually are: an ochre jelly monster which appears to be a mere ogre, a snake which is actually gray ooze, a giant spider-like black pudding, a symbiotic dragon which spits ochre jelly, black pudding, etc, or a seeming golden dragon which is actually mobile yellow mold.

The possibilities here are numerous and very deadly, and these combinations should be used sparingly or very deep in the dungeons.


Go to House Rules or the Table of Contents.

This section will define commonly used abbreviations.

Copper Pieces
'n' 'p'-sided dice. For example, 2D6 would mean "roll 2 6-sided die".
Experience Points
Hit Points
Gold Pieces
In My Humble Opinion (from NetNews and the Internet)
Silver Pieces

House Rules

See the parallel House Rules document.

Go to the Table of Contents.

References and Legal Stuff

Go to House Rules or the Table of Contents.

pointless imp thief
  • Dungeons & Dragons®, Men & Magic, Volume 1, Gary Gygax & Dave Arneson, © 1975, Third Printing - April 1975
  • Dungeons & Dragons®, Monsters & Treasure, Volume 2, Gary Gygax & Dave Arneson, © 1975, Third Printing - April 1975
  • Dungeons & Dragons®, The Underground & Wilderness Adventure, Volume 3, Gary Gygax & Dave Arneson, © 1975, Third Printing - April 1975
  • Dungeons & Dragons®, Greyhawk, Supplement 1, Gary Gygax and Rob Kuntz, © 1975, Second Printing - July 1975
  • The NetNews group

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All textual content directly taken from the Dungeons & Dragons® books is copyrighted by the Wizards of the Coast and Hasbro. Note that the content copyrighted by Wizards of the Coast and Hasbro has not been released under any special license and remains protected by their copyrights. This web page has not been endorsed by Wizards of the Coast, Inc.

<local> All of the local content is Copyright (c) 2000 Bruce W. Mohler and should be distributed under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. </local>

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This document was last modified on 30th October 2000.

1D12 Typical Mountain Desert (Mars) Water
1 Bandits Bandits Nomads Buccaneers
2 Brigands Berserkers Dervishes Pirates
3 Necromancer Brigands Nomads Buccaneers
4 Wizard Wizard Lord Pirates
5 Bandits Wizard Wizard Buccaneers
6 Berserkers Superhero Nomads Mermen