You are on page 1of 18

Dungeons & Dragons Strength may be lowered by Magic-Users and Clerics.

Moldvay Basic Edition - Character Cheat Sheet


Intelligence may be lowered by Fighters, Dwarves, Halflings,
As I found myself creating plenty of characters, over and over
Thieves and Clerics.
again, against the brutal, unforgiving Dungeon Master, John, I
realized that the B/X set was causing me headaches. I had to
Wisdom may be lowered by Magic-Users, Fighters, Dwarves,
flip back and forth, among several tables, seemingly scattered
Elves, Halflings and Thieves.
haphazardly throughout two different books.
This cheat sheet is designed to be a handy reference at
Dexterity may not be lowered, but can be raised (if it is a
the table for anyone playing Moldvay Basic for creating and
prime requisite).
playing characters. You should find all the relevant
information in the places where that information should be
Constitution and Charisma may not be raised or lowered.
and creating a new character, after a tiger beetle with a 2d6
damage attack just one-shotted your brand-new 1st Level
Halfling Adonis, should be a snap. Stat Modifiers
Enjoy! Depending on your stat, you will have modifiers to add to
certain aspects of your character.
Note: this document contains modifications based on house
rules. Strength Modifiers
3 -3 melee hit, damage and open doors
4-5 -2 melee hit, damage and open doors
The Stats 6-8 -1 melee hit, damage and open doors
Roll 3d6 in order to determine stat scores. Adjust as follows: 9-12 None
13-15 +1 melee hit, damage and open doors
• No score may be lowered below 9. 16-17 +2 melee hit, damage and open doors
• You may only raise the prime requisite of the class you 18 +3 melee hit, damage and open doors
intend to play. Successful hits always do at least 1 point of damage.
• For every 2 points you lower a stat, you may increase a
prime requisite by 1 point.
• Not all stats can be adjusted, and there are restrictions
on the stats that can. See below.

1
Intelligence Modifiers Dexterity Modifiers
3 Trouble speaking, cannot read/write 3 -3 missile hit, +3 AC, -2 Initiative
4-5 Cannot read/write 4-5 -2 missile hit, +2 AC, -1 Initiative
6-8 Can write simple words 6-8 -1 missile hit, +1 AC, -1 Initiative
9-12 Reads/writes native languages 9-12 None
13-15 Reads/writes, +1 language 13-15 +1 missile hit, -1 AC, +1 Initiative
16-17 Reads/writes, +2 languages 16-17 +2 missile hit, -2 AC, +1 Initiative
18 Reads/writes, +3 languages 18 +3 missile hit, -3 AC, +2 Initiative
Humans begin with Common and Alignment language. Demi- Dexterity modifiers do not apply to missile damage.
humans begin with native languages in class description.
Constitution Modifiers
Wisdom Modifiers 3 -3 hit points per hit die
3 -3 magic-based saving throws 4-5 -2 hit points per hit die
4-5 -2 magic-based saving throws 6-8 -1 hit points per hit die
6-8 -1 magic-based saving throws 9-12 None
9-12 None 13-15 +1 hit points per hit die
13-15 +1 magic-based saving throws 16-17 +2 hit points per hit die
16-17 +2 magic-based saving throws 18 +3 hit points per hit die
18 +3 magic-based saving throws Characters earn a minimum of 1 hit point per die.
Magic-based modifiers only apply to magical effects. Dragon
Breath is not magical. Charisma Modifiers
3 -2 reaction, 1 retainer, 4 morale
4-5 -1 reaction, 2 retainers, 5 morale
6-8 -1 reaction, 3 retainers, 6 morale
9-12 +0 reaction, 4 retainers, 7 morale
13-15 +1 reaction, 5 retainers, 8 morale
16-17 +1 reaction, 6 retainers, 9 morale
18 +2 reaction, 7 retainers, 10 morale
Reactions may help or hinder first impressions when talking
with NPCs.

2
Prime Requisite
Each class has a prime requisite(s) that earns you bonus destroyed. The DM may give magic items a saving throw equal
experience. to that of the character, with a bonus equal to the items
magical bonus if any (e.g. armor +2 saves at +2).
Clerics | Wisdom
Dwarves | Strength Class Attacks
Elves | Strength and Intelligence* Unless magical or silver attacks are needed to cause damage,
Fighters | Strength a roll of 20 will always hit and a roll of 1 will always miss.
Halflings | Strength and Dexterity**
Magic-Users | Intelligence
Thieves | Dexterity

Prime Requisite Experience Bonus


3-5 -20%
6-8 -10%
9-12 None
13-15 +5%
16-18 +10%
* requires both 13 in Strength and Intelligence for 5% bonus,
and at least 13 in Strength and 16 in Intelligence for 10%
bonus.
** requires 13 in Strength or Dexterity for 5% bonus, and 13 in
Strength and Dexterity for 10% bonus.

Choose a Class
Based on your stats, you should now choose a class and use
the following section to build your character.

Class Saving Throws


If the character is killed by a special attack form (fireball,
dragon breath, etc…), normal equipment is considered

3
Cleric’s Turn Undead
The Cleric Level Skel Zom Gho Wigh Wrai Mum Spec Vamp
Humans dedicated to the service of a god or goddess!
1 7 9 11 - - - - -
2 T 7 9 11 - - - -
Prime Requisite: Wisdom
3 T T 7 9 11 - - -
Required Stats: 9 Wisdom
4 D T T 7 9 11 - -
Level Limit: None!
5 D D T T 7 9 11 -
6 D D D T T 7 9 11
Weapons: Any non-edged weapon
7 D D D D T T 7 9
Armor: Any armor, shields
8 D D D D D T T 7
9 D D D D D D T T
Note: A Cleric should behave in a manner that is pleasing to
10 D D D D D D D T
his or her deity. Should the deity become displeased, the deity
“-“: The undead is unaffected.
may become angered and punish the offender; examples
7, 9 or 11: You affect 2d6 HD of undead on a roll higher than
include giving the Cleric -1 to hit, sending them on a dangerous
the number given for your level.
quest, or refusing the Cleric spells.
T: The undead is automatically turned.
D: The undead is destroyed or disintegrated.
Level Title Experience Points Hit Points (Dice)
1 Acolyte 0 6 (1d6) To Turn Undead roll 2d6 and consult the chart. Weakest
2 Adept 1,500 +1d6 (2d6) undead will be affected first. A successful attempt will always
3 Priest 3,000 +1d6 (3d6) affect at least one undead monster (assuming it’s possible for
4 Vicar 6,000 +1d6 (4d6) the Cleric to turn them), no matter how few hit dice are
5 Curate 12,000 +1d6 (5d6) affected.
6 Elder 25,000 +1d6 (6d6)
7 Bishop 50,000 +1d6 (7d6) Affected undead flee from the area if possible, and will not
8 Lama 100,000 +1d6 (8d6) touch the Cleric.
9 Matriarch 200,000 +1d6 (9d6)
10 Matriarch+ 300,000 +1 (9d6+1)*
*Constitution modifier no longer applies.

Special Abilities
Clerics can turn undead and cast spells.
4
Cleric Spells Per Day
Level 1st 2nd 3rd 4th 5th Cleric Spell List
Acolyte - - - - - 1st Level
Adept 1 - - - - Cure Light Wounds* Protection from Evil
Priest 2 - - - - Detect Evil Purify Food and Water
Vicar 2 1 - - - Detect Magic Remove Fear*
Curate 2 2 - - - Light* Resist Cold
Elder 2 2 1 1 -
Bishop 2 2 2 1 1 2nd Level
Lama 3 3 2 2 1 Bless* Resist Fire
Matriarch 3 3 3 2 2 Find Traps Silence 15’ Radius
Matriarch+ 4 4 3 3 2 Know Alignment Snake Charm
Hold Person Speak with Animal
Cleric Saving Throws
Level Poison Wands Paralysis Breath Spells 3rd Level
1-4 11 12 14 16 15 Continual Light* Locate Object
5-8 9 10 12 14 12 Cure Disease* Remove Curse*
9-12 6 7 9 11 9 Growth of Animals Striking

Cleric Attacks
4th Level
Level 9 8 7 6 5 4 3 2 1 0 -1 -2
Create Water Protection/Evil 10’ Radius
1-4 10 11 12 13 14 15 16 17 18 19 20 20 Cure Serious Wounds* Speak with Plants
5-8 8 9 10 11 12 13 14 15 16 17 18 19 Neutralize Poison Sticks to Snakes
9-12 5 6 7 8 9 10 11 12 13 14 15 16
5th Level
Commune Insect Plague
Create Food Quest*
Dispel Evil Raise Dead*
*This spell may be reversed.

5
Miners: Dwarves can detect slanting passages, traps, shifting
The Dwarf walls, and new construction one-third of the time (1 or 2 on a
Stout, hardy badasses of about four feet tall! d6).

Prime Requisite: Strength +Tongues: All dwarves speak Dwarvish and the language of
Required Stats: 9 Constitution gnomes, kobolds and goblins in addition to Common and their
Level Limit: 12th Level Alignment tongue.

Weapons: Any except longbows or two-handed swords Dwarf Saving Throws


Armor: Any armor, shields Level Poison Wands Paralysis Breath Spells
1-3 10 11 10 13 12
Level Title Experience Points Hit Points (Dice) 4-6 8 9 8 11 10
1 Veteran 0 8 (1d8) 7-9 6 7 6 9 8
2 Warrior 2,200 +1d8 (2d8) 10-12 4 5 4 7 6
3 Swordmaster 4,400 +1d8 (3d8)
4 Hero 8,800 +1d8 (4d8) Dwarf Attacks
5 Swashbuckler 17,000 +1d8 (5d8) Level 9 8 7 6 5 4 3 2 1 0 -1 -2
6 Myrmidon 35,000 +1d8 (6d8) 1-3 10 11 12 13 14 15 16 17 18 19 20 20
7 Champion 70,000 +1d8 (7d8) 4-6 8 9 10 11 12 13 14 15 16 17 18 19
8 Superhero 140,000 +1d8 (8d8) 7-9 5 6 7 8 9 10 11 12 13 14 15 16
9 Lord 270,000 +1d8 (9d8) 10 3 4 5 6 7 8 9 10 11 12 13 14
10 Lord+ 400,000 +3 (9d8+3)*
*Constitution modifier no longer applies.

Dwarf Special Abilities


Dwarves have Infravision and are expert miners. All dwarves
speak the languages of the underground dwellers.

Infravision: This is heat-sensing sight that allows you to see


up to 60 feet in the dark.

6
Infravision: This is heat-sensing sight that allows you to see
The Elf up to 60 feet in the dark.
Slender, graceful warrior-magicians who live in the woods!
Senses: Elves can detect secret or hidden doors when
Prime Requisite: Strength and Intelligence searching one-third of the time (1 or 2 on a d6).
Required Stats: 9 Intelligence
Level Limit: 10th Level Immunity: Elves are immune to ghoul’s paralysis.

Weapons: Any weapons +Tongues: All elves speak Elvish and the language of orcs,
Armor: Any armor, shields hobgoblins and gnolls in addition to Common and their
Alignment tongue.
Level Title Experience Points Hit Points (Dice)
1 Vet-Med 0 6 (1d6) Elf Spells Per Day
2 Seer-War 4,000 +1d6 (2d6) Level 1st 2nd 3rd 4th 5th
3 Conj-Sword 8,000 +1d6 (3d6) Medium 1 - - - -
4 Magi-Hero 16,000 +1d6 (4d6) Seer 2 - - - -
5 Ench-Swash 32,000 +1d6 (5d6) Conjuror 2 1 - - -
6 War-Myrm 64,000 +1d6 (6d6) Magician 2 2 - - -
7 Sorc-Champ 120,000 +1d6 (7d6)
Enchanter 2 2 1 - -
8 Necro-Super 250,000 +1d6 (8d6)
Warlock 2 2 2 - -
9 Wizard-Lord 400,000 +1d6 (9d6)
Sorceror 3 2 2 1 -
10 Wizard-Lord+ 600,000 +2 (9d6+2)*
Necromancer 3 3 2 2 -
*Constitution modifier no longer applies.
Wizard 3 3 3 2 1
Wizard+ 3 3 3 3 2
Elf Special Abilities
All elves combine the art of magic with battle. As such, elves
Elf Saving Throws
may cast spells and use weapons and armor as a Fighter.
Level Poison Wands Paralysis Breath Spells
In addition, elves have Infravision and have keen senses. Elves 1-3 12 13 13 15 15
are also immune to a ghoul’s paralysis. All elves speak the 4-6 10 11 11 13 12
languages of woodland dwellers. 7-9 8 9 9 10 10
10 6 7 8 8 8

7
Elf Attacks 3rd Level
Level 9 8 7 6 5 4 3 2 1 0 -1 -2 Clairvoyance Infravision
1-3 10 11 12 13 14 15 16 17 18 19 20 20 Dispel Magic Invisibility 10’ Radius
4-6 8 9 10 11 12 13 14 15 16 17 18 19 Fireball Lightning Bolt
7-9 5 6 7 8 9 10 11 12 13 14 15 16 Fly Protection/Evil 10’ Radius
10 3 4 5 6 7 8 9 10 11 12 13 14 Haste Protection/Normal Missiles
Hold Person Water Breathing
Elf Spell List
1st Level 4th Level
Charm Person Protection from Evil Charm Monster Polymorph Others
Detect Magic Read Languages Confusion Polymorph Self
Floating Disc Read Magic Dimension Door Remove Curse*
Hold Portal Shield Growth of Plants Wall of Fire
Light* Sleep Hallucinatory Terrain Wall of Ice
Magic Missile Ventriloquism Massmorph Wizard Eye

2nd Level 5th Level


Continual Light* Levitate Animate Dead Magic Jar
Detect Evil Locate Object Cloudkill Pass-Wall
Detect Invisible Mirror Image Conjure Elemental Telekinesis
ESP Phantasmal Force Contact Higher Plane Teleport
Invisibility Web Feeblemind Transmute Rock to Mud*
Knock Wizard Lock Hold Monster Wall of Stone
*This spell may be reversed.

8
The Fighter Fighter Saving Throws
Humans trained for battle and slaughter! Level Poison Wands Paralysis Breath Spells
1-3 12 13 14 15 16
Prime Requisite: Strength
4-6 10 11 12 13 14
Required Stats: None
7-9 8 9 10 10 12
Level Limit: None!
10-12 6 7 8 8 10
Weapons: Any weapons
Fighter Attacks
Armor: Any armor, shields
Level 9 8 7 6 5 4 3 2 1 0 -1 -2
1-3 10 11 12 13 14 15 16 17 18 19 20 20
Level Title Experience Points Hit Points (Dice)
4-6 8 9 10 11 12 13 14 15 16 17 18 19
1 Veteran 0 8 (1d8) 7-9 5 6 7 8 9 10 11 12 13 14 15 16
2 Warrior 2,000 +1d8 (2d8) 10 3 4 5 6 7 8 9 10 11 12 13 14
3 Swordmaster 4,000 +1d8 (3d8)
4 Hero 8,000 +1d8 (4d8)
5 Swashbuckler 16,000 +1d8 (5d8)
6 Myrmidon 32,000 +1d8 (6d8)
7 Champion 64,000 +1d8 (7d8)
8 Superhero 120,000 +1d8 (8d8)
9 Lord 240,000 +1d8 (9d8)
10 Lord+ 360,000 +2 (9d8+2)*
*Constitution modifier no longer applies.

Fighter Special Abilities


Fighters have no need for puny special abilities! Gimme a
break!

9
The Halfling Quick: When rolling for individual initiative, Halflings add +1
Small, good-natured and outgoing treasure hunters! (in addition to any Dexterity modifier) to their roll.

Prime Requisite: Strength and Dexterity Stealthy: Halflings are difficult to spot both outdoors and in
Required Stats: 9 Dexterity and 9 Constitution dungeons. In woods or underbrush, Halflings have a 10%
Level Limit: 8th Level chance of remaining hidden. In dungeons, there is a one-third
chance (1 or 2 on a d6) that a Halfling will not be seen in
Weapons: Any except larger, two-handed weapons and normal light if the Halfling finds cover (such as shadows) and
longbows remains absolutely still and quiet.
Armor: Any small-sized armor, shields
Halfling Saving Throws
Level Title Experience Points Hit Points (Dice) Level Poison Wands Paralysis Breath Spells
1 Veteran 0 6 (1d6) 1-3 10 11 10 13 12
2 Warrior 2,000 +1d6 (2d6) 4-6 8 9 8 11 10
3 Swordmaster 4,000 +1d6 (3d6) 7-9 6 7 6 9 8
4 Hero 8,000 +1d6 (4d6) 10-12 4 5 4 7 6
5 Swashbuckler 16,000 +1d6 (5d6)
6 Myrmidon 32,000 +1d6 (6d6) Halfling Attacks
7 Champion 64,000 +1d6 (7d6) Level 9 8 7 6 5 4 3 2 1 0 -1 -2
8 Sheriff 120,000 +1d6 (8d6) 1-3 10 11 12 13 14 15 16 17 18 19 20 20
4-6 8 9 10 11 12 13 14 15 16 17 18 19
Halfling Special Abilities 7-9 5 6 7 8 9 10 11 12 13 14 15 16
Halflings are accurate at range, small and agile, which grants 10 3 4 5 6 7 8 9 10 11 12 13 14
them various benefits.

Accurate: Halflings get +1 (in addition to any Dexterity


modifiers) to hit with all missile weapons.

Slippery: Halflings have a -2 AC bonus when being attacked by


creatures larger than man-sized.

10
Magic-User Spells Per Day
The Magic-User Level 1st 2nd 3rd 4th 5th
Humans who have learned to cast spells through study and
Medium 1 - - - -
practice!
Seer 2 - - - -
Conjuror 2 1 - - -
Prime Requisite: Intelligence
Magician 2 2 - - -
Required Stats: None
Enchanter 2 2 1 - -
Level Limit: None!
Warlock 2 2 2 - -
Weapons: Daggers only Sorceror 3 2 2 1 -
Armor: None Necromancer 3 3 2 2 -
Wizard 3 3 3 2 1
Wizard+ 3 3 3 3 2
Level Title Experience Points Hit Points (Dice)
1 Medium 0 4 (1d4)
Magic-User Saving Throws
2 Seer 2,500 +1d4 (2d4)
Level Poison Wands Paralysis Breath Spells
3 Conjuror 5,000 +1d4 (3d4)
1-5 13 14 13 16 15
4 Magician 10,000 +1d4 (4d4)
6-10 11 12 11 14 12
5 Enchanter 20,000 +1d4 (5d4)
6 Warlock 40,000 +1d4 (6d4)
7 Sorceror 80,000 +1d4 (7d4) Magic-User Attacks
8 Necromancer 150,000 +1d4 (8d4) Level 9 8 7 6 5 4 3 2 1 0 -1 -2
9 Wizard 300,000 +1d4 (9d4) 1-5 10 11 12 13 14 15 16 17 18 19 20 20
10 Wizard+ 450,000 +1 (9d4+1)* 6-10 8 9 10 11 12 13 14 15 16 17 18 19
*Constitution modifier no longer applies.

Magic-User Special Abilities


Magic-Users have spells. Yeah.

11
Magic-User Spell List 4th Level
1st Level Charm Monster Polymorph Others
Charm Person Protection from Evil Confusion Polymorph Self
Detect Magic Read Languages Dimension Door Remove Curse*
Floating Disc Read Magic Growth of Plants Wall of Fire
Hold Portal Shield Hallucinatory Terrain Wall of Ice
Light* Sleep Massmorph Wizard Eye
Magic Missile Ventriloquism
5th Level
2nd Level Animate Dead Magic Jar
Continual Light* Levitate Cloudkill Pass-Wall
Detect Evil Locate Object Conjure Elemental Telekinesis
Detect Invisible Mirror Image Contact Higher Plane Teleport
ESP Phantasmal Force Feeblemind Transmute Rock to Mud*
Invisibility Web Hold Monster Wall of Stone
Knock Wizard Lock
6th Level
3rd Level Anti-Magic Shell Lower Water
Clairvoyance Infravision Control Weather Move Earth
Dispel Magic Invisibility 10’ Radius Death Spell Part Water
Fireball Lightning Bolt Disintegrate Projected Image
Fly Protection/Evil 10’ Radius Geas* Reincarnation
Haste Protection/Normal Missiles Invisible Stalker Stone to Flesh*
Hold Person Water Breathing *This spell may be reversed.

12
Thief Abilities
The Thief Level Locks Traps Pockets* Silent Climb Hide Hear
Humans trained in the arts of stealing and sneaking!
1 15 10 20 20 87 10 1-2
2 20 15 25 25 88 15 1-2
Prime Requisite: Dexterity
3 25 20 30 30 89 20 1-3
Required Stats: None
4 30 25 35 35 90 25 1-3
Level Limit: None!
5 35 30 40 40 91 30 1-3
6 45 40 45 45 92 36 1-3
Weapons: Any weapons
7 55 50 55 55 93 45 1-4
Armor: Leather only
8 65 60 65 65 94 55 1-4
9 75 70 75 75 95 65 1-4
Level Title Experience Points Hit Points (Dice) 10 85 80 85 85 96 75 1-4
1 Apprentice 0 4 (1d4) *Chance of success is reduced by 5% for every level above 5th
2 Footpad 1,200 +1d4 (2d4) the victim is.
3 Robber 2,400 +1d4 (3d4)
4 Burglar 4,800 +1d4 (4d4) Thief Saving Throws
5 Cutpurse 9,600 +1d4 (5d4) Level Poison Wands Paralysis Breath Spells
6 Sharper 20,000 +1d4 (6d4) 1-4 13 14 13 16 15
7 Pilferer 40,000 +1d4 (7d4) 5-8 12 13 11 14 13
8 Thief 80,000 +1d4 (8d4) 9-12 10 11 9 12 10
9 Master Thief 160,000 +1d4 (9d4)
10 Master Thief* 280,000 +2 (9d4+2)*
Thief Attacks
*Constitution modifier no longer applies.
Level 9 8 7 6 5 4 3 2 1 0 -1 -2
1-4 10 11 12 13 14 15 16 17 18 19 20 20
Thief Special Abilities
5-8 8 9 10 11 12 13 14 15 16 17 18 19
Thieves’ have special training and are also deadly when
9-12 5 6 7 8 9 10 11 12 13 14 15 16
attacking from behind.

Backstab: Thieves gain a +4 bonus to hit and inflict twice the


normal amount of damage when striking unnoticed from
behind.

13
Longsword 1d8 10
Alignment Great Sword (two-handed) 1d10 15
Choose from one of the three alignments: Other weapons:
Mace* 1d6 5
Lawful represents respect for rules, and willingness to put the Club* 1d4 3
benefit of the group ahead of the benefit of individuals. Javelin 1d4 1
Respect for fairness and justice. Lance 1d6 5
Pole Arm (two-handed) 1d10 7
Chaotic is the opposite of law and respects no laws or rules. Sling * - 2
Cannot be trusted and is selfish. Sack with 30 stones 1d4 -
Spear 1d6 3
Neutrality is concerned with personal survival. Will do Staff (two-handed)* 1d4 2
whatever is in their best interest with little regard for others. Warhammer* 1d6 5
Siege weapons:
Adventuring Gear Catapult, light - 100
Roll 3d6 and multiply by 10 to determine starting gold. Catapult Shot 3d6 5
Catapult Shot, pitch 3d6+1d6 fire 25
Weapons Damage Cost *These weapons may be used by a Cleric.
Axes: Notes: Silver weapons cost 10 times the price of a normal
Battle Axe (two-handed) 1d10 7 weapon. Two-handed weapons may strike once per round, but
Hand Axe 1d6 4 strike last in the round, regardless of initiative.
Bows:
Crossbow - 30 Armor Armor Class Cost
Case with 30 quarrels 1d6 10 Leather 7 20
Longbow - 40 Chain Mail 5 40
Shortbow - 25 Plate Mail 3 60
Quiver with 20 arrows 1d6 5 Shield (-1)* 10
Silver-tipped Arrow 1d6 5 Barding (for horses) 5 150
Swords and Daggers: *Shields deduct 1 from Armor Class if used.
Dagger 1d4 3
Shortsword 1d6 7

14
Equipment Cost Rope can support about 3 fully-loaded men at a time. Oil may
Backpack 5 be burned to create fire. Tinderboxes require one round to use
Crowbar 10 and light a fire on a 1 or 2 on a d6. Wolfsbane may drive off
Flask of Oil (burns 4 hours) 2 werewolves if used to hit in combat.
Garlic 5
Grappling Hook 25 Land Transport Cost
Hammer (small) 2 Camel 100
Holy Symbol* 25 Cart (2-wheeled) 100
Holy Water (vial) 25 Horses:
Iron Spikes (12) 1 Draft 40
Lantern 10 Riding 75
Mirror (hand-sized, steel) 5 War 250
Pole (wooden, 10’) 1 Mule 30
Rations: - Saddle and Bridle 25
Iron (preserved, 1/week) 15 Saddle Bags 5
Standard (1/week) 5 Wagon (4-wheeled) 200
Rope (50’) 1
Sacks: - Water Transport Cost
Small 1 Boat, river 4,000
Large 2 Boat, sailing 2,000
Stakes (3) / Mallet 3 Canoe 50
Thieves’ Tools** 25 Galleys:
Tinder Box (flint/steel) 3 Large 30,000
Torches (6, burns 1 hour) 1 Small 10,000
Water/Wine skin 1 War 60,000
Wine (quart) 1 Lifeboat, ship’s 1,000
Wolfsbane (bunch) 10 Longship 15,000
*Clerics must have a holy symbol. **Thieves must have tools in Raft 1 gp/sq. ft.
order to use the “Open Locks” ability. Sailing Ships:
Notes: Both lanterns and torches cast light in a 30’ radius. Large 20,000
Small 5,000

15
spell would cost 4,000 gp and take four weeks to completely
Spells replace. During this time, the Magic-User or Elf must remain
Clerics, Magic-Users and Elves can all use spells. out of the campaign.

Casting Spells New Spells


The caster must be able to talk and use proper hand motions Clerics receive new spells directly from the power they serve,
to cast a spell. A bound and gagged character may not cast a so they will be able to learn any spell on the Clerical spell list
spell. The caster can do nothing else in the round they cast a once they gain enough experience to cast spells of that level.
spell.
Magic-Users and Elves must be taught their new spells. Most
Interruption characters are assumed to be members of the local Guild or
The caster must inform the DM that a spell is being cast and apprenticed to a higher level NPC. When a character gains a
which spell will be cast before the initiative is rolled. If the level, they will return to their masters and be out of play for
caster loses initiative and takes damage or fails a saving throw, one “game-week” while they are learning their new spells.
the spell is interrupted and lost. Either the player or the DM may choose any new spells.
Magic-Users and Elves are limited to the number of spells they
Targeting may know, and their books will contain spells equal to the
The caster must be able to see the creature or area the spell is number and level of spells the caster can use in a single day.
to be cast on.
Reversed Spells
Memorizing Spells Certain spells can be cast to give a result opposite the normal
The caster must be well-rested (about one night’s sleep) and effect (Cure Light Wounds becomes Cause Light Wounds,
have about an hour of uninterrupted “game time” to study etc…). The effects of a reversed spell are detailed in their spell
(Magic-User or Elf) or pray (Cleric). Magic-Users and Elves description.
must also have their spellbooks with them to regain spells.
Clerics can reverse a spell simply by reversing the required
Spellbooks words and hand gestures. However, using the reversed spells
A Magic-User or Elf whose spellbook is lost or destroyed is looked upon with disfavor by the powers the Cleric serves
cannot regain spells until these are replaced. It takes 1,000 gp and may result in penalties (or alignment change) if overused.
and 1 week of study per spell level to replace a spell in a new Lawful Clerics use the normal form of the spell and should
book. Thus, a book with two 1st Levels spells and one 2nd Level only reverse the spell in life or death situations. Chaotic Clerics

16
normally use the reversed forms and will only use the normal Cleric Spells
forms to benefit those of the same alignment or those directly Clerics may prepare spells from the following lists.
serving the same power. Neutral Clerics will have either the
normal or the reversed form available, depending on the 1st Level
nature of the power they serve. No Cleric should have both Cure Light Wounds* Protection from Evil
forms available. Detect Evil Purify Food and Water
Detect Magic Remove Fear*
It is up to the DM whether reversed spells may be used by a Light* Resist Cold
Cleric.
2nd Level
Magic-Users and Elves must memorize a spell “backwards”
Bless* Resist Fire
from their spellbook. The caster selects what form of the spell
Find Traps Silence 15’ Radius
is taken when the spell is memorized for the day. It is possible
Know Alignment Snake Charm
for the Magic-User or Elf to memorize both the normal and
Hold Person Speak with Animal
reversed form of the same spell if more than one spell of that
level can be memorized.
3rd Level
Continual Light* Locate Object
Spell “Stacking”
Cure Disease* Remove Curse*
Spells that affect the same ability will not combine, in general.
Growth of Animals Striking
However, spells will usually combine with magic items.

4th Level
Create Water Protection/Evil 10’ Radius
Cure Serious Wounds* Speak with Plants
Neutralize Poison Sticks to Snakes

5th Level
Commune Insect Plague
Create Food Quest*
Dispel Evil Raise Dead*
*This spell may be reversed.

17
Magic-User and Elf Spells 4th Level
Magic-Users and Elves may add the following spells to their Charm Monster Polymorph Others
spellbooks. Confusion Polymorph Self
Dimension Door Remove Curse*
1st Level Growth of Plants Wall of Fire
Charm Person Protection from Evil Hallucinatory Terrain Wall of Ice
Detect Magic Read Languages Massmorph Wizard Eye
Floating Disc Read Magic
Hold Portal Shield 5th Level
Light* Sleep Animate Dead Magic Jar
Magic Missile Ventriloquism Cloudkill Pass-Wall
Conjure Elemental Telekinesis
2nd Level Contact Higher Plane Teleport
Continual Light* Levitate Feeblemind Transmute Rock to Mud*
Detect Evil Locate Object Hold Monster Wall of Stone
Detect Invisible Mirror Image
ESP Phantasmal Force 6th Level
Invisibility Web Anti-Magic Shell Lower Water
Knock Wizard Lock Control Weather Move Earth
Death Spell Part Water
3rd Level Disintegrate Projected Image
Clairvoyance Infravision Geas* Reincarnation
Dispel Magic Invisibility 10’ Radius Invisible Stalker Stone to Flesh*
Fireball Lightning Bolt *This spell may be reversed.
Fly Protection/Evil 10’ Radius
Haste Protection/Normal Missiles
Hold Person Water Breathing

18

You might also like