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The Holmes Treasury

Compiled by Delve
This material is an expansion for the John Eric Holmes D&D Basic Set to continue your adventures.
*Special thanks to those who contributed their game experience to put this material together*

TABLE OF BONUS AND PENALTIES TO ABLITIES

Item
Scroll Spells

*tables continued from page 6*


Dexterity
Dexterity
Dexterity
Dexterity

9 or less
13 -15
16 -17
18

fire any missile at -1


fire any missile at +1
fire any missile at +2
fire any missile at +3

Charisma

3-4

Charisma

5-6

Charisma

7-12

Charisma

13 -15

Charisma

16 -17

Charisma

18

maximum # hirelings 1
loyalty base -2
maximum # hirelings 2
loyalty base -1
maximum # hirelings 4
loyalty base
maximum # hirelings 6
loyalty base +1
maximum # hirelings 9
loyalty base +2
maximum # hirelings 12
loyalty base +3

Intelligence
Intelligence
Intelligence
Intelligence
Intelligence

9 or less
10-12
13-14
15-16
17-18

languages 1
languages 3
languages 5
languages 7
languages 8

Constitution 3-6
Constitution
Constitution
Constitution
Constitution

resurrection survival 30% to 40% save


vs. Paralzaytion turned to stone
7-12 resurrection survival 41% to 55% save
vs. Paralzaytion turned to stone
13-14 resurrection survival 56% to 90%
save vs. Paralzaytion turned to stone +1
15-16 resurrection survival 91% to 95%
save vs. Paralzaytion turned to stone +2
17-18 resurrection survival 96% to 98%
save vs. Paralzaytion turned to stone +3

Cost
100 gold pieces x spell level + spell level
x 1 week = the cost and time required to
learn the new spell (5th level spell would
require 500 gold pieces and 5 weeks.)

Potion of Healing

250 gold pieces +1 week

Potion of Giant Strength

1,000 gold pieces +4 weeks

Enchanting 20 Arrows

1,000 gold pieces +4 weeks

Enchanting Armor to +1

12,000 gold pieces +2 months

Wand of Cold

10,000 gold pieces +6 months

X-Ray Vision Ring

50,000 gold pieces +1 year

Clerics When Clerics reach the 8th level (Patriarch) they


may opt to build their own stronghold. 2d10 loyal followers
will come to the castle and will serve at no cost. ** Note that
there is a sharp distinction between 7th level Clerics of Law
or Chaos. If a Patriarch changes alignment, all the benefits
and followers will immediately be removed! Clerics with
castles of their own will have control of a territory similar to
the Barony of Fighting Men, and they will receive tithes
equal to 20 gold pieces/ inhabitant/year.
Thieves At 4th level gain+4 bonus to striking silently from
behind. Optional, double damage. At 10th level and above
they 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, 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
known only after the spell is read.
INFRAVISION

ADDITIONAL CHARACTER CLASS INFORMATION


Fighting Men 9th level Fighting Men and above (Lords)
who build castles are considered Barons, and as such they
may invest in their holdings in order to increase their
income. Base income for a Baron is a tax rate of 10 gold
pieces/inhabitant/year.
Magic-Users At 10th Level they may manufacture for
their own use (or for sale) such items as potions, scrolls, and
just about anything else magical. Costs are equal to the
value of the item, as is the amount of game time required to
enchant it. Examples of costs are:

The ability to see into the infrared spectrum, thus heat


radiation becomes visible and differences in temperature
allow infrared sight. Warm things are bright, cool things
grey, very cold things are black. Unnatural things like the
Undead can be seen as an inanimate object in grey hues.
DMs may ask players to make a roll to see if they have
been detected. All infravision is spoiled if a light source is
shedding illumination upon the creatures possessing the
infrared sight capability.

MORALE

DAMAGE BY WEAPON TYPE (Optional)

When hirelings are taken into service a loyalty check is


made by rolling 3d6. Adjustments are made for charisma
and initial payments for service, and the loyalty of the
hireling(s) noted by the referee. (The player will not have
any knowledge of what it is without some method of
reading minds.)

1d4 Dagger
1d6 Hand Axe, Morning Star, Mace, Arrow, Quarrels
1d8 Flail, Sword, Battle Axe,
1d10 Halberd, Spear
1d12 Two Handed Sword, Pike, Pole Arms, Lance
CONSTRUCTION OF CASTLES & STRONGHOLDS

Loyalty Score
3 or less
4-6
7-8
9-12
13-14
15-18
19+

Morale
Will desert at first opportunity
-2 on morale dice
-1 on morale dice
Average morale dice
+1 on morale dice
+2 on morale dice
Need never check morale

Morale Checks use the hostile friendly reaction table


from pg 11. Roll 2d6 + the morale adjustment. The
Dungeon Master is left to interpret the outcome.
MONSTER MORALE (roll 2d6 + the monsters hit dice)
5 or less
6-7
8-9
10-11
12-13
14+

Surrender
Continued Retreat
Retreat and Regroup
Retreat, Contact Other Monsters
Ranged Attacks
Stand and Fight

Surrender monsters will cease all attacks and lay down


their arms to negotiate, join your party or be captured.
Continued Retreat monsters retreat in an unorganized
manner and lose their desire to attack. The Dungeon Master
may choose to remove them from the game or have them
forced back into battle.
Retreat and Regroup monsters are forced back with backs
to the enemy. An attempt will be made to regroup in
another location.
Retreat and Contact Other Monsters retreating monsters
will attempt to gather or contact another group of monsters
to join in and attack the players.
Ranged Attacks monsters will not engage in close combat,
but attack from a distance with missile weapons. If the
melee gets too close, they will fall back and continue their
ranged attack.
Stand and Fight monsters will hold their ground and
continue fighting.

Upon reaching the appropriate level player characters may


select a portion of land (or a city lot) upon which to build
their castle, tower, or whatever. The costs shown are for the
raw materials such as quarried stone, timber and labor. All
costs are stated in gold pieces. The DM should take into
consideration the amount of time it will take to build these
constructs as well as any extra costs accumulated. An extra
set of plans should be drawn up for the Dungeon Master
who may be planning surprises, sieges and so on, which
can take place.
Tower, Square/Round 2,000 gold pieces/floor
+ 300 gold pieces for Roofed Tower Cap
Great Keep, 2 floors with attic and cellar 2,500 gold pieces
Gate House, 2 floors with cellar 4,500 gold pieces
Stone House, 1 floor with cellar 1,700 gold pieces
Wood Cottage, 1 floor 1,000 gold pieces
Stable, 1 floor 500 gold pieces
Tlan elven tree home, 1 floor 800 gold pieces
Smial halfling home, 1 underground level 900 gold pieces
Ditch/Moat 40 by 20 feet, 10 feet deep 1,000 gold pieces
Stone Wall, 10 by 90 feet 2,000 gold pieces
Curtain Wall, 10 by 90 feet 3,500 gold pieces
Bridge, Wood 200 gold pieces/20 feet
Bridge, Stone 400 gold pieces/20 feet
Door, Wood, single 10 gold pieces, double 15 gold pieces
Door, Iron, single 50 gold pieces double 75 gold pieces
Drawbridge/Portcullis, 2,000 gold pieces
Tunnels, Earth 10 gold pieces/20 feet
Tunnels, Stone Reinforced 40 gold pieces/20 feet
** Note cost of strongholds will increase as the players
designs become more elaborate and larger than what is
listed above.
Baronies An advantage to those who build their
strongholds in the wilderness is that they will gain control
over the surrounding countryside. Clearing the countryside
of monsters is the first requirement. Territory up to 20 miles
distance from a stronghold may be kept clear of monsters

and once cleared, the inhabitation of the stronghold being


considered sufficient to maintain the monster-free status.
Within each territory there will be 2-8 villages of 100-400
inhabitants each. This populace will bring in annual tax
revenue equal to 10 gold pieces each. The referee may also
allow various investments in the territory, adjudicating
revenue according to investment and area potential. Some
possible investments are: Upkeep, Road Building, Armories
& Defense, Ship Building, Canals, Animal Breeding, Sea
Trade, Inns, Farming Land, Trade, Hunting, Fishing,
Trapping, Religion, Exploration and Tourism.

Ladders ladders ranging in 10-15 feet in length used to


scale high walls. Cost: 20 gold pieces

Angry Villager Rule Anyone who has viewed a horror


movie is aware how dangerous angry villagers
are. Whenever the referee finds that some player has
committed an unforgiveable outrage this rule can be
invoked to harass the offender into line. Within the realm of
angry villagers are thieves from the thieves' quarter, city
watches and militia, etc. Also possible is the insertion of
some character like Conan to bring matters into line. This
rule may also apply to Barons who overtax and mistreat the
inhabitants in their Baronies. They may rise up and revolt or
abandon their lands seeking refuge elsewhere.

Siege Towers the siege tower is designed to provide


maximum protection for its occupants until the moment of
assault. It is always constructed to be higher than the walls
being attacked, sometimes ranging three stories in height.
The lowest level harbor troops that push the huge, wheeled
tower into position. Assault troops wait in the second level
for the lowering of the drawbridge. The top story holds
archers, whose role is to sweep the defenders from the area
of the wall attacked. Cost: 1500 gold pieces

SIEGE WEAPONRY

Table I. Chambers & Rooms, Shape & Size


1-2 Square, 10 x 10
7-9 Rectangular, 20 x 30

Catapults the framework is built of heavy timber with a


pivoting beam in the middle that has a spoon like cup at the
end. That is attached to a crank which allows the operator
to change the distance the missile is to be fired. Catapults
are either set in place upon battlements defending the
stronghold or have wheels for hauling them long distances
to battle. Missiles hurled from catapults range from heavy
rocks (3d6 damage) to whatever is within the area to be
hurled at opponents.

3-4 Square, 20 x 20

10 Rectangular, 30 x 50

5 Square, 30 x 30

11 Rectangular, 40 x 60

6 Square, 40 x 40

12 Unusual Shape

Light Catapult Range: 150-300 feet, Cost: 600 gold pieces


Heavy Catapult Range: 240-480 feet, Cost: 900 gold pieces

Ballistas resembles a giant crossbow placed upon a


tripod which can fire spear like missiles at a great range.
Range: 150-300 feet, Damage: 2d6, Cost: 400 gold pieces
Boiled Oil large cauldrons of boiling oil are poured
down upon invaders. The flaming oil will form a pool up to
20 feet in circumference. Anyone caught in the downpour
or in the flames will receive 2d8 damage. The fire will take
3 turns to burn out. Cost: 50 gold pieces

Battering Rams made from heavy timbers, frequently cut


from the largest tree available. The head is fitted with a
metal knob or point. The timber hangs from large chains or
ropes anchored into the roof. The roof is made of wood,
covered with hides, called a penthouse, designed to protect
its users from arrows, stones and boiling oil. The hides can
be kept wet, lessening the chance of fire damage. Cost: 400
gold pieces

DUNGEON DESIGN

Table II. Unusual Shape


1 Circular
3 Trapezoidal
2 Hexagonal

2 Octagonal

Table III. Caves & Caverns


1 Cave about 30 x 50 4 Cavern about 95 x 125
2 Cave about 40 x 60

5 Cavern about 120 x 150

3 Cave about 50 x 75

6 Cavern about 150 x 200

Table IV. Doors


1 Door/Wooden
2 Door/Iron
3 Iron Gate
4 Archway no door

5 Entrance has no door


6 Secret Door/Stone
7 Secret Door/Illusion
8 Entrance caved in

Table V. Stairs (1d4) direction 1-2 up 3-4 down


1 Stairs/Stone

3 Stairs/Wood

2 Spiral/Stone

4 Spiral/Iron

Table VI. Light Source


1 Hanging Oil Lamp

6 Magic Spell

2 Luminescent Lichen

7 Large Brazier

3 Torch

8 Clay Oil Lamp

4 Lantern
5 Fireplace

9 Floor Candle
10 No Light

Table VII. Chamber or Room Contents


01-02 Hanging Cage
57-58 Scroll/Spell
03-04 Altar
59-60 Scroll/Map
05-06 Stone Shelf
61-62 Wood Table and Chairs
07-08 Chamber Toilet

63-64 Ornate Floor Rug

09-10 Cauldron

65-66 Large Circular Fire Pit

11-12 Cabinet
13-14 Shackles

67-68 Iron Grate/Drain


69-70 Ladder

15-16 Treasure*table VIII 71-72 Coil of Rope 40


17-18 Statue

73-74 Anvil, Smithy Tools

19-20 Fountain
21-22 Barrels

75-76 Well
77-78 Rubbish

23-24 Secret Door

79-80 Tricks/Traps*table XII

25-26 Bow

81-82 Water Covers Floor

27-28 Shield

83-84 Old Bones

29-30 Sword

85-86 Mallet and Chisel

31-32 Straw on Floor

87-88 Wall Partially Caved in

33-34 Chest

89-90 Hole in Ceiling/Floor

35-36 Pillar

91-92 Tomb, Casket

37-38 Stairs*table V

93-94 Fungi Growth on Floor

39-40 Magic Mouth


95-96 Shovel
41-42 Keys
97-98 Jar of Herbs, Spice
43-44 Magic Item
99-00 Mining Picks
45-46 Mosaic, Wall Carving
47-48 Secret Compartment
49-50 Food Storage, Jars, Sacks
51-52 Ornate Patterned Floor Tiles
53-54 Thick Layer of Dust Covers Floor
55-56 Small Barrel with Arrows
Table VIII. Treasure Without Monster
01-25 1,000 copper pieces x level of dungeon
26-50 1,000 silver pieces x level of dungeon
51-65 750 electrum pieces x level of dungeon
66-80 250 gold pieces x level of dungeon
81-90 100 platinum pieces x level of dungeon
91-94 1-4 gems x leveI of dungeon
95-00 1 piece of jewellery x level of dungeon

Table IX. Treasure Contained In


1 Sacks
5 Metal Urns
2 Small Coffers
6 Stone Containers
3 Chests
7 Iron Trunks
4 Pottery Jars
8 Loose
Table X. Treasure Is Hidden By/In
1 Invisibility
4 Under Loose Stone on Floor
2 Illusion
5 Behind Loose Stone on Wall
3 Secret Compartment
6 In Plain View
Table XI. Treasure is Guarded By
1 Poisoned Needles in Lock, 1d4 damage see pg19
2 Trapdoor, opening in front of container *table XIII
3 Gas,*table XIV
4 Poisonous Insect/Reptile inside container
5 Wizard Lock, see spell for info pg 16
6 Explosive Rune, see spell for damage
Table XII. Tricks/Traps
1 A 10 foot wall slides either in front or behind
blocking the passage for 2d10 turns
2 Floor descends down 1d4 levels and will not return
back up for 30 turns
3 Spear trap, 1-4 spears, 1 in 4 is poisoned
4 Arrow trap, 1-6 arrows, roll for each to see if they hit,
1in 6 is poison.
5 Gas seeps out covering an area of 60 feet *table XIV,
gas will disperse in 8 turns
6 Pit *table XIII
7 Secret Panel, opens releasing monster, Dungeon
Master chooses.
8 Fire Ball trap, see spell for damage
** Note most traps are activated by stepping on a switch or
moving an item
Table XIII. Pits
01-50 Empty Pit, 10 feet, 1d6 damage
51-75 Monster Occupied Pit, Dungeon Master chooses
76-88 Iron Spikes, 1d8 damage
89-00 Corpse, possibility of items, Dungeon Master chooses
Table XIV. Gas
1 Only effect is to obscure vision when passing through.
2 Blinds for 1d6 turns after passing through.
3 Sleep, party sound asleep for 1d10 turns
4 Poison, save vs. Poison 1d6 damage

CLERICS

ELVES

Level
1

Experience
Points
0

1,500

2d6

3,000

3d6

6,000

5
6

Spells Usable by Level


1 2 3 4 5
0

Level
1

Experience
Points
0

4,500

2d6

9,000

3d6

2, 1

4d6

2, 1

18,000

4d6

3, 2

12,000

5d6

3, 2

36,000

5d6

4, 2, 1

24,000

6d6

3, 2, 1

72,000

6d6

4, 2, 2

48,000

7d6

3, 3, 1

144,000

7d6

4 3, 2, 1

96,000

8d6

3, 3, 2, 1

288,000

8d6

4, 3, 3, 2

192,000

9d6

3, 3, 3, 2

576,000

9d6

4, 3, 3, 2, 1

10

384,000

10d6

3, 3, 3, 3, 3

10

1,152,000

10d6

4, 4, 3, 2, 2

11

768,000

11d6

4, 4, 4, 3, 3

12

1,536,000

12d6

4, 4, 4, 4, 4

Hit Dice
1d6

Spells Usable by Level


1 2 3 4 5
1

Hit Dice
1d6

FIGHTING MEN, HALFLINGS AND DWARVES


Experience
Level Points
Hit Dice
1
0
1d8

MAGIC-USERS
Experience
Level Points
1
0

2d8

2,500

2d4

5,000

3d4

2, 1

2,000

Hit Dice
1d4

Spells Usable by Level


1 2 3 4 5 6
1

4,000

3d8

8,000

4d8

10,000

4d4

3, 2

16,000

5d8

20,000

5d4

4, 2, 1

32,000

6d8

40,000

6d4

4, 2, 2

64,000

7d8

80,000

7d4

4, 3, 2, 1

128,000 *

8d8

160,000

8d4

4, 3, 3, 2

256,000

9d8

320,000

9d4

4, 3, 3, 2, 1

640,000

10d4

4, 4, 3, 2, 2

10

512,000 **

10d8

10

11

1,024,000

11d8

11

1,280,000

11d4

4, 4, 4, 3, 3

12

2,048,000

12d8

12

2,560,000

12d4

4, 4, 4, 4, 4, 1

* Halflings level limit, ** Dwarves level limit


THIEVES
Level
1

Experience
Points
0

climb sheer
surfaces
87%

hide in
shadows
10%

1,200

2d4

20%

15%

25%

25%

88%

15%

roll of 1-2

2,400

3d4

25%

20%

4,800

4d4

30%

25%

30%

30%

89%

20%

roll of 1-3

35%

35%

90%

25%

roll of 1-3

9,600

5d4

35%

19,200

6d4

40%

30%

40%

40%

91%

30%

roll of 1-3

35%

45%

45%

92%

35%

roll of 1-3

38,400

7d4

45%

40%

50%

50%

93%

40%

roll of 1-4

76,800

8d4

153,600

9d4

50%

45%

55%

55%

94%

45%

roll of 1-4

55%

50%

60%

60%

95%

50%

roll of 1-4

10

307,200

11

614,400

10d4

60%

55%

65%

65%

96%

55%

roll of 1-4

11d4

65%

60%

70%

70%

97%

60%

roll of 1-5

12

1,228,800

12d4

70%

65%

75%

75%

98%

65%

roll of 1-5

Hit Dice
1d4
A

open remove
lock
trap
15%
10%

pick
move
pocket silently
20%
20%

hear noise
roll of 1-2

DIE ROLL FOR CHARACTER TO SCORE A HIT,


BY OPPENENTS ARMOR CLASS
(use 1d20)

FIGHTING MEN, DWARVES, ELVES, HALFLINGS


Armor
Class

9
No
Armor

Normal Man

8
Shield

7
Leather
Armor

6
Leather
& Shield

5
Chain
Mail

4
Chain Mail
& Shield

3
Plate
Mail

2
Plate &
Shield

11

12

13

14

15

16

17

18

Level 1-3

10

11

12

13

14

15

16

17

Level 4-6

10

11

12

13

14

15

Level 7-9

10

11

12

Level 10-12

10

CLERICS, THIEVES
Armor
Class

9
No
Armor

Level 1-4

8
Shield

7
Leather
Armor

6
Leather
& Shield

5
Chain
Mail

4
Chain Mail
& Shield

3
Plate
Mail

2
Plate &
Shield

10

11

12

13

14

15

16

17

Level 5-8

10

11

12

13

14

15

Level 9-12

10

11

12

8
Shield

7
Leather
Armor

6
Leather
& Shield

5
Chain
Mail

MAGIC-USERS
Armor
Class

9
No
Armor

4
Chain Mail
& Shield

3
Plate
Mail

2
Plate &
Shield

Level 1-5

10

11

12

13

14

15

16

17

Level 6-10

10

11

12

13

14

15

Level 11-12

10

11

12

SAVING THROW TABLE --- Levels 1 to 12


(Use a 20-sided die)
Spell of
Magic Staff

Paralyzation
Magic Wand

Death Ray
or Poison

Turned
to Stone

Dragon
Breath

17

14

13

15

16

1-3

16

13

12

14

15

4-6

14

11

10

12

13

7-9

12

10

10

10-12

10

1-5

15

14

13

13

16

6-10

12

12

11

11

14

11-12

11

1-4

15

12

11

14

16

5-8

12

10

12

14

9-12

1-3

14

11

10

12

14

4-6

12

10

10

7-9

10

Class
Normal Human, Kobold
Goblin, etc.
Fighting Men & Thieves

Magic-Users & Elves

Cleric

Dwarves & Halflings

10-12

Monster Saving Throws Most monsters use the same table as players, using whichever class
applies to them best. Count each Hit Dice as one level, further info on pg 14.
CLERICS VS. UNDEAD TABLE
(use 2d6)
Cleric
Level
1

Skeleton
7

Zombie
9

Ghoul
11

Wight
no effect

Wraith
no effect

Mummy
no effect

Spectre
no effect

Vampire
no effect

no effect

no effect

no effect

no effect

11

11

no effect

no effect

no effect

11

no effect

no effect

11

no effect

11

10

11+

T means the monsters are automatically turned away. D means the monsters are dispersed or dissolved

further info on pg 12.

MAGIC-USER SPELLS
Book of Third Level Spells:
Clairaudience
Invisibility, 10 Radius
Clairvoyance

Lightning Bolt

Dispel Magic

Monster Summoning I

Explosive Runes

Protection from Evil, 10 Radius

Fire Ball

Protection from Normal Missiles

Fly

Rope Trick

Haste Spell

Slow Spell

Hold Person

Suggestion

Infravision

Water Breathing

Book of Fourth Level Spells:


Charm Monster
Polymorph Others
Confusion

Polymorph Self

Dimension Door

Massmorph

Extension I

Monster Summoning II

Fear

Remove Curse

Growth of Plants

Wall of Fire

Ice Storm

Wizard Eye

Book of Fifth Level Spells:


Animate Dead
Monster Summoning III
Cloudkill

Pass-Wall

Conjure Elemental

Telekenesis

Extension II

Teleport

Growth of Animals

Transmute rock to Mud

Hold Monster

Wall of Iron

Feeblemind

Wall of Stone

Magic Jar
Book of Sixth Level Spells:
Anti-Magic Shell
Lower Water
Control Weather

Monster Summoning IV

Death Spell

Move Earth

Disintegrate

Part Water

Geas

Projected Image

Invisible Stalker

Reincarnation

Legend Lore

Repulsion

THIRD LEVEL SPELLS


Clairaudience Same as Clairvoyance except it allows
hearing rather than visualization. This is one of the few spells
which can be cast through a Crystal Ball.

Clairvoyance Range: 60 feet; Duration: 12 turns


This spell allows the user to detect the thoughts (if any) of
whatever lurks behind doors or in the darkness. It can penetrate
solid rock up to about 20 feet, but a thin coating of lead will
prevent its penetration.
Dispel Magic Range: 120; Duration: 1turn
Unless countered, this spell will be effective in dispelling
enchantments of most kinds (referee's option), except those on
magical items and the like. This is modified by the following
formula. The success of a Dispel Magic spell is a ratio of the
dispeller over the original spell caster, so if a 5th level MagicUser attempts to dispel the spell of a 10th level Magic-User
there is a 50% chance of success.
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 4-24 points of damage to the reader
(no saving throw). The runes may be removed by the MagicUser 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 removing them).
Fire Ball Range: 240 feet; Duration: 1 turn
A missile which springs from the finger of the Magic-User. It
explodes with a burst radius of 20 feet. In a confined space the
Fire Ball will generally conform to the shape of the space
(elongate or whatever). The damage caused by the missile will
be in proportion to the level of its user. A 6th level Magic-User
rolls six 6-sided dice for damage. (Note that Fire Balls from
Scrolls and Wands are 6-die missiles and those from Staves
are 8-die missiles.
Fly The spell allows the user to fly at a speed of up to 120
feet per turn. The spell lasts for the number of turns equal to the
level of the Magic-User plus one six sided die which is secretly
determined by the referee.
Haste Spell This is exactly the opposite of a Slow Spell in
effect, but otherwise like it. ** Note that it will counter its
opposite and vice-versa.
Hold Person Range: 120 feet; Duration: 6 turns + level of
the caster
A spell similar to a Charm Person but which is of both limited
duration and greater effect. It will affect from 1-4 persons. If it
is cast at only a single person it has the effect of reducing the
target's saving throw against magic by -2.
Infravision Range: 40-60 feet; Duration: 1 day
This spell allows the recipient to see infra-red light waves, thus
enabling him to see in total darkness.

Invisibility, 10 Radius An Invisibility spell with an


extended projection but otherwise no different from the former
spell.
Lightning Bolt Range: 240 feet; Duration: 1 turn
Utterance of this spell generates a lightning bolt 60 foot long
and up to 40 feet wide. If the space is not long enough to allow
its full extension, the missile will double back to attain 60 feet,
possibly striking its creator. It is otherwise similar to a Fire Ball
using 1d6 per level of Magic-User for damage.
Monster Summoning I Range: 10 feet Duration: 6 turns
This spell gives the Magic-User the ability to call a monster to
his aid from the table below, level 1, i.e. kobolds, goblins,
skeletons, etc. If a relatively small monster is rolled then the
referee will determine how many appear by rolling a six-sided
die. The monster or monsters summoned will faithfully serve the
Magic-User until the spell ceases to function or they are killed.
01-15

Kobold

46-60

Skeleton

16-25

Goblin

61-75

Rat, giant

26-45

Orc

76-00

Centipede, giant

Protection from Evil, 10' Radius A Protection from Evil


spell which extends to include a circle around the Magic-User
that lasts for 12 turns.
Protection from Normal Missiles Range: 30 feet;
Duration: 12 turns
The recipient of this charm is impervious to non-magical
missiles fired/thrown by those of 3rd level (Hit Dice) or less.
This spell does not provide protection against large missiles,
such as those hurled by giants, siege engines, etc.
Rope Trick Duration: 6 turns + the level of the Magic-User
employing it
This spell enables the user to cause a length of rope (6-24 feet)
to stand upright by itself, and when he (and up to three others)
climbs to its top, the climbers 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.
Slow Spell Range: 240 feet; Duration: 3 turns
A broad-area spell which affects up to 24 creatures in a
maximum area of 60 x 120 feet.
Suggestion Duration: 1 game week
A spell which works on the principle of hypnosis. If the creature
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.
Water Breathing Range: 30 feet; Duration: 12 turns
A spell whereby it is possible to breathe under water without
harm or difficulty.
FOURTH LEVEL SPELLS
Charm Monster Range: 120 feet
The counterpart of a Charm Person spell which is employable
against all creatures. If animals or creatures with three or fewer
hit dice are involved determine how many are affected by the
spell by rolling three six-sided dice. It is otherwise identical to
the Charm Person spell. The number of hit dice possessed by
the charmed monster allows it a greater possibility of breaking
free of the spell. A check must be made weekly.
Hit Dice
1
2-4
5-7
8-10
11+

Chance of Breaking Charm


5%
10%
20%
40%
80%

Confusion Range: 120 feet; Duration: 12 turns


This spell will immediately affect creatures with two or fewer hit
dice. For creatures above two hit dice the following formula is
used to determine when the spell takes effect: score of a twelvesided die roll less the level of the Magic-User casting the spell =
delay in effect, i.e. a positive difference means a turn delay,
while a zero or negative difference means immediate effect.
Creatures with four or more hit dice will have saving throws
against magic, and on those turns they make their saving throw
they are not confused; but this check must be made each turn
the spell lasts, and failure means they are confused. The spell
will affect as many creatures as indicated by the score rolled on
two six-sided dice with the addition of + 1 for each level above
the 8th that the Magic-User casting the spell has attained.
Confused creatures will attack the Magic-User's party (dice
score 2-5), stand around doing nothing (6-8), or attack each
other (9-12). Roll each turn.
Dimension Door Range: 10 feet
A limited Teleport spell allows the object to be instantaneously
transported up to 360 feet 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
calls, i.e. 120 feet upwards, 320 feet east, etc.
Extension I A spell to increase the duration of 1st through
3rd level spells by 50%. Range: as spell to
be extended.
Fear Range: 240 feet; Duration: 6 turns (movement or melee
as applicable)

This spell operates as if the user were employing a Fear Wand.


All those not saving 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.

Remove Curse Range: Adjacent to the object


A spell to remove any one curse or evil sending. ** Note that
using this spell on a "cursed sword", for example, would make
the weapon an ordinary sword, not some form of enchanted
blade.

Growth of Plants Range: 120 feet; Duration: until the spell


is negated by a Dispel Magic
The 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
affect an area of up to 300 square feet, the dimensions
decided by the caster of the spell.

Wall of Fire Range: 60 feet


The spell will create a Wall of Fire which lasts until the MagicUser no longer concentrates to maintain it. The fire wall is
opaque. It prevents creatures with under four hit dice from
entering/passing through. Undead will take two dice of
damage (2-12) and other creatures one die (1-6) when
breaking through the fire. The shape of the wall can be either a
straight wall of up to 60 feet width, 20 feet in height and 20
feet in length, or it can be cast in a circle of 30 feet diameter
and 20 feet in height.

Ice Storm Range: 120 feet; Duration: 1 turn


When cast this spell creates a cubic storm area of 30 feet per
side. Great hailstones descend causing 3-30 points of damage
to those within its confines (saving throws are
not possible).
Polymorph Others Range: 60 feet
Unlike the spell to Polymorph Self, this spell lasts until it is
dispelled. The spell gives all characteristics of the form
assumed, so a creature polymorphed into a dragon acquires
all of the dragon's ability not necessarily mentality, however.
Likewise, a troll polymorphed into a snail would have innate
resistance to being stepped on and crushed by
a normal man.
Polymorph Self Duration: 6 turns + the level of the MagicUser employing it
This spell allows the user to take the shape of anything he
desires but he will not thereby acquire the combat abilities of
the shape he has assumed. That is, while the user may turn
himself into a dragon of some type, he will not gain the ability
to fight and breathe, but he will be able to fly.
Massmorph Range: 240 feet
This spell is used to conceal up to 100 men (or creatures of
near man size) as a woods or orchards. The concealed figures
may be moved through without being detected as anything
other than trees, and it will not affect the spell. It will be
negated by a command from the caster or by means
of a Dispel Magic spell.
Monster Summoning II This spell is identical to Monster
Summoning I except that either 1 or 2 2nd level monsters will
appear.
01-15

Centipede, giant

46-60

Stirge

16-25

Devil, Lemure

61-75

Toad, giant

26-45

Gnoll

76-00

Troglodyte

Wall of Ice Range: 120 feet


A spell to create a wall of ice 6 inches thick, in dimensions like
that of a Wall of Fire. It negates the effects of creatures
employing fire and/or fire spells. It may be broken through by
creatures with four or more hit dice, with damage equal to one
die (1-6) for non-fire employing creatures and double that for
fire-users.
Wizard Eye Duration: 6 turns
A spell that allows the user to send a visual sensor up to 240
feet away in order to observe the scene without himself moving.
The eye is invisible. It moves 120 feet/turn.
FIFTH LEVEL SPELLS
Animate Dead The creation of animated skeletons or
zombies. It in no way brings a creature back to life. For the
number of dead animated simply roll one die for every level
above the 8th the Magic-User gets one die or from 1-6
animated dead. ** 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 Duration: 6 turns
This spell creates a moving, poisonous cloud of vapor
which is deadly to all creatures with less than five hit dice.
Movement: 60 feet/turn according to wind direction, or directly
away from the spell caster if there is no wind. Dimensions: 30
feet diameter and 10 feet in height. The cloud can be dispelled
by unusually strong wind or trees.
** Note that the cloud is heavier than air, so it will sink to the
lowest possible level.
Conjure Elemental Range: 240 feet
A spell to conjure an Air, Water, Fire or Earth Elemental. Only
one of each type 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.
Extension II Same as Extension I except it also applies to 4th
level spells.
Growth of Animals Range 120 feet; Duration: 12 turns
A spell which will cause 1-6 normal-sized animals (not merely
mammals) to grow to giant-size with proportionate attack
capabilities.
Hold Monster Same as Hold Person but applicable
to Monsters.
Feeblemind Range: 240 feet
A spell usable only against Magic-Users, it 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 MagicUsers saving throw against magic by 4, so that if normally a
12 or better were required to save against magic, a 16 would
be required againsta Feeblemind.
Magic Jar This spell allows the Magic-User to house his life
force in some inanimate object (even a rock) and attempt to
possess the body of any other creature within 120 feet of his
Magic Jar. The container for his life force must be within 30
feet 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-Users body. The spirit of the Magic-User
can return to the Magic Jar at any time he so desires. Note that
if the body of the Magic-User is destroyed the life force must
remain in a possessed body or the Magic Jar. If the Magic-Jar
is destroyed the Magic-User is totally annihilated.
Monster Summoning III Same as Monster Summoning II
except that 1 or 2, 3rd level monsters appear.
01-07

Beetle, boring

48-57

Ochre jelly

08-17
18-25

Bugbear
Gelatinous Cube

58-67
68-75

Orge
Spider, huge

26-32

Ghoul

76-85

Spider, large

33-40

Lizard, giant

86-95

Tick, giant

41-47

Lycanthrope, Wererat

96-00

Weasel, giant

Pass-Wall Range: 30 feet; Duration: 3 turns


A spell which opens a hole in a solid rock wall, man-sized and
up to 10 feet in length.
Telekenesis Range 120 feet; Duration: 6 turns
The spells gives the ability to move objects by mental force.
Weight limits are calculated by multiplying the level of the

Magic-User by 200 Gold Pieces weight. Thus, a 10th level


Magic-User is able to move a weight equal to 2,000 Gold
Pieces.
Teleport Instantaneous transportation from place to place,
regardless of the distance involved, provided the user knows
where he is going (the topography of the arrival area). Without
certain knowledge of the destination teleportation is 75%
uncertain, so a score of less than 75% of the percentile dice
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. A low score (110%) means death if solid material is contacted. A high score
(91-100%) indicates a fall of from 10 to 100 feet, also possibly
resulting in death. If a careful study of the destination has been
previously made, then the Magic-User has only a 1% chance of
teleporting low and a 4% chance of coming in high (10-40
feet).
Transmute Rock to Mud Range: 120 feet
The spell takes effect in one turn, turning earth, sand, and
of course, rock to mud. The area affected is up to 30 square
feet. 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 (requiring a Transmute
Rock to Mud spell) or by normal process of evaporation (3-18
days as determined by rolling three
six-sided dice).
Wall of Iron Range: 60 feet; Duration: 12 turns
Like a Wall of Stone, but the wall is 3 feet thick and its
maximum length and height equaling 10 feet.
Wall of Stone Range: 60 feet
The creation of a stone wall two feet thick with a maximum
length and height equaling 10 feet. The wall will last until
dispelled, broken down or battered through.
SIXTH LEVEL SPELLS
Anti-Magic Shell Duration: 12 turns
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.
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, Clear Sky.
Death Spell Range: 240 feet
An incantation which kills from 2-16 creatures with fewer than
seven hit dice. The creatures must be within an area of 60 x 60
feet to come under the spell.

Disintegrate Range: 60 feet


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, or
whatever.
Geas Range: 30 feet; Duration: until the task
is completed
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, and ignoring the Geas entirely brings death. The
referee must carefully adjudicate the casting and subsequent
performance of the geased individual when this spell is used.
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.
Move: 120 feet
Damage: 6-16

Hit Dice: 8 Armor Class: 3


Attacks: 1 Treasure Type: Nil

Legend Lore The spell gives the Magic-User the ability to


seek and 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 percentile dice, 01 = 1 day
00 = 100 days). Often times the information gained through
the spell will come in the form of a riddle or a poem.
Lower Water Range: 240 feet
Utterance of this spell causes the water level in a river or similar
body of liquid to drop 50% of its depth for ten turns.
Monster Summoning IV Same as Monster Summoning III
except that but a single monster of the 4th level appears.

Part Water Range: 120 feet


A spell which will part water up to 10 feet deep for a maximum
of six turns.
Projected Image Range: 240 feet; Duration: 6 turns
This spell gives the Magic-User the ability to project an image
of himself up to 240 feet away, and all spells and the like used
thereafter appear to originate from the Projected Image.
Reincarnation A spell to bring a dead character back to life
in some other form. The form in which the character is
reincarnated is dependent upon his former alignment (Law,
Neutrality or Chaos) using the diagram on pg 8 as an
example. Or the Dungeon Master may determine the outcome
by his own means. The reincarnated character must play as the
creature and its alignment. If he comes back as a man,
determine which class, and roll a six-sided die to determine
which level in that class and similarly check level for
reincarnation as an elf, dwarf or halfling.
Repulsion Range: 120 feet; Duration: 6 turns
A spell which enables the user to cause objects or entities to
move in a course opposite from their intended course towards
him.
Stone to Flesh Range: 120 feet
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.
CLERICAL SPELLS
Book of Third Level Spells:
Continual Light
Prayer
Cure Disease
Remove Curse
Locate Object

Speak with Dead

Book of Fourth Level Spells:


Create Water
Protection from Evil, 10 Radius

01- 07

Ape, carnivorous

51-58

Lycanthrope, werewolf

Cure Serious Wounds

Speak with Plants

08-15
16-25

Gargoyle/ blink dog


Ghast

59-67
68-76

Owlbear
Shadow

Neutralize Poison

Turn Sticks to Snakes

26-35

Gray ooze

77-86

36-42
43-50

Hell hound
Hydra, 5 heads

87-93
94-00

Snake, giant constrictor Book of Fifth Level Spells:


Toad, ice
Commune
Quest
Toad, poison
Create Food
Raise Dead

Move Earth Range 240 feet; Duration: 6 turns


When above ground the Magic-User may utilize this spell to
move prominences such as hills or ridges. The spell takes one
turn to take effect. The terrain affected will move at a rate of 60
feet per turn.

Dispel Evil

The Finger of Death

Insect Plague
THIRD LEVEL CLERIC SPELLS
Continual Light This spell is the same as that for MagicUsers, except that the light shed is equal to full daylight.

Cure Disease A spell which cures any form of disease. The


spell is the only method to rid a character of a disease from a
curse.

From 2-16 snakes can be conjured (roll two eight-sided dice).


He can command these conjured snakes to perform
as he orders.

Locate Object This spell is the same as that for Magic-Users,


except that the base range is 90 feet.

FIFTH LEVEL CLERIC SPELLS

Prayer Range: 30 feet; Duration: 1 turn


This spell allows the Cleric lower the saving throws of his
opponents. The prayer affects an area of 20 square feet. It
lowers the saving throws of those within the area by 5% (1
point) plus 5% for every ten levels the Cleric has gained, i.e. an
11th level Cleric lowers the saving throws by 10%.
Remove Curse This spell is the same as that for MagicUsers.
Speak with Dead A spell which allows the user to converse
with a dead body, the Cleric being able to ask three questions.
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 (within 1-4 days). Up to 12th level Clerics can
converse with creatures dead (within 1month). The referee will
answer the three questions asked in any reasonable form he
desires, riddles being recommended!
FOURTH LEVEL CLERIC SPELLS
Create Water This spell gives the Cleric the ability to create
a supply of drinkable water sufficient for a party of a dozen
men and horses for one day. The quantity doubles for every
level above the 8th the Cleric has attained.
Cure Serious Wounds This spell is similar to the Cure Light
Wounds spell, but the effects are double, two dice are rolled
and one is added to each die; the result is the number of hit
points restored.
Neutralize Poison Duration: 1 turn
A spell to counter the harmful effects of poison. ** Note that it
will not aid a character killed by poison, however. It will affect
only one object.
Protection from Evil, 10' radius This spell is the same as
that for Magic-Users.
Speak with Plants Range: 30 feet; Duration: 6 turns.
This spell allows the Cleric to speak with all forms of plant life,
understanding what they say in reply. Plants spoken to will
obey the Clerics commands such as Part! in order to allow
passage through and so on.
Turn Sticks to Snakes Range 120 feet; Duration: 6 turns.
Anytime there are sticks nearby, a Cleric can turn them into
snakes, with a 50% chance that they will be poisonous.

Commune A spell which puts the Cleric in touch with the


powers above and asks for help in the form of answers to three
questions. Communing is allowed but once each week
maximum; referee's option as to making less frequent. 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 A spell with which the Cleric creates sustenance
sufficient for a party of a dozen for one game day. The
quantity doubles for every level above the 8th the Cleric has
attained.
Dispel Evil Duration: 1 turn
Similar to a Dispel Magic spell, this allows a Cleric to dispel
any evil sending or spell within a 30 foot radius. It functions
immediately.
Insect Plague Range: 480 feet; Duration:1 game day
By means of this spell the Cleric calls 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 than three
hit dice off in rout. The dimensions of the Insect Plague are 36
square feet. ** Note this spell is effective only above ground.
Quest This is similar to the Geas, except that the character
sent upon a Quest by the Cleric is not killed by failure to carry
out the service. 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
incantation, and the dead person is raised. This spell works
with men, elves, halflings and dwarves only. For each level the
Cleric has progressed beyond the 8th, the time limit for
resurrection extends another four days. Thus, an 8th level Cleric
can raise a dead body up to four days, a 9th level Cleric can
raise a dead body up to eight days, and so on. Naturally, if the
character's Constitution was weak, the spell will not bring him
back to life.
The Finger of Death Range: 120 feet
Instead of raising the dead, this spell creates a death ray which
will kill any creature unless a saving throw is made (where
applicable). (A Cleric-type may use this spell in a life-or-death
situation, but misuse will immediately turn him into an AntiCleric.)

MAGIC-USER SPELLS
Book of First Level Spells:
Charm Person
Protection from Evil
Dancing Lights
Read Languages
Detect Magic
Read Magic
Enlargements
Shield
Hold Portal
Sleep
Light
Tenser's Floating Disc
Magic Missile
Ventriloquism
Book of Second Level Spells:
Audible Glamer
Locate Object
Continual Light
Magic Mouth
Darkness
Mirror Image
Detect Evil
Phantasmal Forces
Detect Invisible
Pyrotechnics
ESP
Ray of Enfeeblement
Invisibility
Strength
Knock
Web
Levitate
Wizard Lock
Book of Third Level Spells:
Clairaudience
Invisibility, 10 Radius
Clairvoyance
Lightning Bolt
Dispel Magic
Monster Summoning I
Explosive Runes
Protection from Evil, 10 Radius
Fire Ball
Protection from Normal Missiles
Fly
Rope Trick
Haste Spell
Slow Spell
Hold Person
Suggestion
Infravision
Water Breathing
Book of Fourth Level Spells:
Charm Monster
Ice Storm
Confusion
Polymorph Others
Dimension Door
Polymorph Self
Massmorph
Monster Summoning II
Extension I
Remove Curse
Fear
Wall of Fire
Growth of Plants
Wizard Eye

Book of Fifth Level Spells:


Animate Dead
Magic Jar
Cloudkill
Monster Summoning III
Conjure
Pass-Wall
Elemental
Telekenesis
Extension II
Teleport
Hold Monster
Transmute Rock to Mud
Feeblemind
Wall of Iron
Growth of Animals
Wall of Stone

Book of Sixth Level Spells:


Anti-Magic Shell
Lower Water
Control Weather
Monster Summoning IV
Death Spell
Move Earth
Disintegrate
Part Water
Geas
Projected Image
Invisible Stalker
Reincarnation
Legend Lore
Repulsion
Clerics of the first level cannot cast any spells. When they reach
the second level, however, they are capable of one spell per
game day. Since clerical spells are divinely given, they do not
have to be studied to master them. A second level cleric can
call on any first level spell he wants to use, thus the entire
gamut of spells is available to him for selection prior to the
adventure. However, only that spell or spells selected can be
used during the course of the adventure.
CLERICAL SPELLS
Book of First Level Spells:
Cure Light Wounds
Protection from Evil
Detect Evil
Purify Food and Water
Detect Magic
Remove Fear
Light
Resist Cold
Book of Second Level Spells:
Bless
Resist Fire
Find Traps
Silence: 15' Radius
Hold Person
Snake Charm
Know Alignment
Speak with Animals
Book of Third Level Spells:
Continual Light
Prayer
Cure Disease
Remove Curse
Locate Object
Speak with Dead
Book of Fourth Level Spells:
Create Water
Protection from Evil, 10 Radius
Cure Serious Wounds
Speak with Plants
Neutralize Poison
Turn Sticks to Snakes
Book of Fifth Level Spells:
Commune
Quest
Create Food
Raise Dead
Dispel Evil
The Finger of Death
Insect Plague

REFERENCE TABLES
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