Professional Documents
Culture Documents
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*
Item
Scroll Spells
9 or less
13 -15
16 -17
18
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
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
Enchanting 20 Arrows
Enchanting Armor to +1
Wand of Cold
MORALE
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
Surrender
Continued Retreat
Retreat and Regroup
Retreat, Contact Other Monsters
Ranged Attacks
Stand and Fight
SIEGE WEAPONRY
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
DUNGEON DESIGN
2 Octagonal
3 Cave about 50 x 75
3 Stairs/Wood
2 Spiral/Stone
4 Spiral/Iron
6 Magic Spell
2 Luminescent Lichen
7 Large Brazier
3 Torch
4 Lantern
5 Fireplace
9 Floor Candle
10 No Light
09-10 Cauldron
11-12 Cabinet
13-14 Shackles
19-20 Fountain
21-22 Barrels
75-76 Well
77-78 Rubbish
25-26 Bow
27-28 Shield
29-30 Sword
33-34 Chest
35-36 Pillar
37-38 Stairs*table V
CLERICS
ELVES
Level
1
Experience
Points
0
1,500
2d6
3,000
3d6
6,000
5
6
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
Hit Dice
1d6
MAGIC-USERS
Experience
Level Points
1
0
2d8
2,500
2d4
5,000
3d4
2, 1
2,000
Hit Dice
1d4
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
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
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
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
Cleric
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
MAGIC-USER SPELLS
Book of Third Level Spells:
Clairaudience
Invisibility, 10 Radius
Clairvoyance
Lightning Bolt
Dispel Magic
Monster Summoning I
Explosive Runes
Fire Ball
Fly
Rope Trick
Haste Spell
Slow Spell
Hold Person
Suggestion
Infravision
Water Breathing
Polymorph Self
Dimension Door
Massmorph
Extension I
Monster Summoning II
Fear
Remove Curse
Growth of Plants
Wall of Fire
Ice Storm
Wizard Eye
Pass-Wall
Conjure Elemental
Telekenesis
Extension II
Teleport
Growth of Animals
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
Kobold
46-60
Skeleton
16-25
Goblin
61-75
Rat, giant
26-45
Orc
76-00
Centipede, giant
Centipede, giant
46-60
Stirge
16-25
Devil, Lemure
61-75
Toad, giant
26-45
Gnoll
76-00
Troglodyte
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
01- 07
Ape, carnivorous
51-58
Lycanthrope, werewolf
08-15
16-25
59-67
68-76
Owlbear
Shadow
Neutralize Poison
26-35
Gray ooze
77-86
36-42
43-50
Hell hound
Hydra, 5 heads
87-93
94-00
Dispel Evil
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.
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
REFERENCE TABLES
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