7/27/2019 Sw Core Rules PDF
1/118
7/27/2019 Sw Core Rules PDF
2/118
7/27/2019 Sw Core Rules PDF
3/118
>MYHMERE GAMES
www.swordsandwizardry.com
Copyrig Maew J. Fic
Swor & Wiarry, S&W, a Mymere Game are e raemark o Maew J. Fic
By Maew J. Fic
Coribuor: Marv Breig, Jao Coe, Alle . Groe, Jr., a Jerry Mape
Cover Ar: Pee Mulle
Eiig: Jame Maliewki, Rob Raga, a Jee Roacer
Ierior Ar: Ewar M. Ka, Pee Mulle, Je Preo, Micael Sore, a Ca ToroLayou: Rob Raga (r priig) a Jee Roacer (eco priig)
Aiioal prooreaig a uggeio: Jim Bobb, Eric Norre, a e Swor & Wiarry orum
Origial Syem a Rule Auor: Dave Areo a Gary Gygax
Syem Reerece Auor: Joaa wee, Moe Cook, Skip William, Ric Baker, Ay Colli,
Davi Nooa, Ric Rema, Bruce R. Corell, Jo D. Raeli, Toma Rei, a Jame Wya
Deicae o E. Gary Gygax (-)
a o Jerry Mape, or i coribuio o ol-cool gamig
Wi pecial ak o: e Kig a Kave Aleoue
Second Prin Ediion Marc
7/27/2019 Sw Core Rules PDF
4/118
"Imagination will oen carry us to worlds that never were. But without it, we go nowhere."
Carl Saga
7/27/2019 Sw Core Rules PDF
5/118
Table of ConTenTs
Iroucio iv
Caper : Geing Sared
Te Dice Creaig a Caracer
Seig Up Your Caracer See Roll Abiliy Score
Caper : Caracer Classes
Cooe a Caracer Cla Cleric Figig-ma (Figer) Te Magic-uer
Cooe a Caracer Race Dwarve Elve
Halig Cooe a Aligme
Caper : Iems and Equipmen
Buy Equipme Sarig Gol
Calculaig Armor Cla How Muc You Ca Carry Moveme
Caper : Playing e Game
How o Play Gaiig Experiece ime Savig Trow Comba
Surprie Declare Spell Declare Iiiaive Fir Iiiaive Pae Te Aack Roll Specic Siuaio
urig e Uea Damage a Dea Healig Morale Aceig AC Comba
Avice or Avace Play Hirig Aia Higer Level Aveurig
Magical Reearc Gameplay Example
Caper : Spells
Cleric Spell Li
Magic-uer Spell Li
Caper : Running e Game
Reeree Iormaio Deigig a Aveure Creaig a Campaig Experiece Poi
Caper : Monsers
Moer Creaig Moer
Callege Level Aveure Deig How Do Callege Level Work?
Moer Li
Caper : reasure
reaure "raig" GP Value or reaure Magic Poio Decripio Proecio Scroll Decripio Uuual Armor Decripio
Uuual Weapo Decripio Wa Rig Sa Mic. Magical Iem Decripio Cure Iem
Caper : Publising and License Inormaion
Publiig Your Ow Maerial Ope Game Coe
7/27/2019 Sw Core Rules PDF
6/118
v
IntroductIonI 9, Gary Gygax (98-2008) a Dave Areo wroe e worl r aay role-
playig game, a imple a very exible e o rule a lauce a eirely ew gere o
gamig. I 9, e r uppleme o ee rule wa publie, wi Rob Ku a Mr.
Gygax co-auor. May year laer, i e year 2000, Wiar o e Coa allowe e ue
o mo o e maerial rom a game uer a licee calle e Ope Game Licee. Wayoure reaig i a approximae re-creaio o e Gygax-Areo origial aay role-
playig game, creae uig e Ope Game Licee. Te re-creaio i exaci o al-
lowe o be, a we ave reae e origial copyrig wi umo repec. Bu wile e
laguage i i book may be a lile bi le magical a i e origial, we believe e rule
a yem are cloe eoug o reprouce e ligig i a bole o a origial eiio
(oe calle e). I ac, we ik SWORDS & WIzARDRY i acually a bi beer orga-
ie a eaier o lear a e origial. Sice e origial rule were upplemee wi
everal laer book, i impoible o ail ow ay cao e o rule or e. Ti i our
ierpreaio o e game, uig rule a yem rom oly e origial e o rulebook
a ome elece rule-maerial rom e laer uppleme.
SWORDS & WIzARDRY i a aay role-playig game. Te rule are exremely or,
compare o e muli-page rule-librarie require o play mo moer role-playig
game. Ye i game coai wii iel all e ee a oul o myic aay, e buil-
ig block o va complexiy, e kilig o woer. Te game i o powerul becaue i
ecapulae i a mall ormula, like a geie kep imprioe i e mall compa o a u-
remarkable lamp. I alo, or a maer, e ulimae ool or e exper Reeree wo cu-
omie i worl wi varia rule a o-olkieeque viio o e Sword & Sorcery
gere. Te cuomiabiliy o a mall yem i very powerul.
Becaue e rule a yem o e wa e ouaio or may laer aay role-playig
game, you will a SWORDS & WIzARDRY i more a ju a imulacrum o e. Ii alo eige o be compaible wi a umber o oer aay game, bo i eir origi-
al orm or creae uig e Ope Game Licee. You will a i game i compa-
ible wi Fir Eiio (Gary Gygax), Seco Eiio, Baic (Molvay), Baic (Holme),
OSRIC, Labyri Lor, a oer. Moule creae or ee game will be uable (o a
greaer or leer egree) wi SWORDS & WIzARDRY, a SWORDS & WIzARDRY
moule are playable uig e rule or ay o ee oer game.
Alo, you ca publi your ow aveure, oue rule, a oer maerial or i game.
Guielie a requireme are i e back o e book rig beore e Ope Game
Licee.
Ejoy!
Ma Fic
7/27/2019 Sw Core Rules PDF
7/118
Chapter 1: geTTing sTarTed
1
tHe dIceSWORDS & WIzARDRY ue everal iere ki
o ice, a we abbreviae em accorig o ow
may ie ey ave. So, e our-ie ie i calle
a 4, a i were ellig you o roll 3 o em, we ay
o roll 34. Te ix-ie ie i a 6, e eig-ieie i a , e e-ie ie i a 1, e welve-ie
ie i a 1, a e wey-ie ie i a . Tere i
o ie wi 1 iewa you o o roll a 1 i
o roll wo e-ie ice, reaig e r roll a e
e a e eco roll a e oe. So, i you were
o roll a 7 a e a 3, a woul mea a 73. A roll o
a mea a reul o 1.
creatIng a cHaracterUle youre goig o be e Reeree, you ar by crea-
ig a caracer. Youll roll ome ice o eermie yourcaracer reg a oer baic aribue, pick a
caracer cla, ue e caracer game moey o buy
equipme, a e ar o play. I youre e Reeree,
youve go a bi more preparaio o oa covere
laer i a ecio epecially or you.
Setting Up Your Character SheetIormaio abou your caracer goe o a caracer
ee, wic ca be a imple a a iex car. Te carmig look like i, wi your equipme (a maybe
pell) joe ow o e back:
StrengthRoll 36 or your Sreg core, a wrie i o your
caracer ee. A ig Sreg give your caracer
boue we aackig wi a wor or oer a-
el weapo (calle a melee weapo). Te able
below ow you e eec o your Sreg core
For coveiece, you may wa o wrie ow ee
Roll Ability ScoresTe baic aribue o a caracer are umber rep-
reeig Sreg, Dexeriy (quicke a coori-
aio), Coiuio (geeral eal a arie)
Ielligece (eucaio a IQ), Wiom (commo
ee), a Carima (leaerip). Te r ep
eee o creae a caracer i o roll ice or ee
ix abiliy core.
7/27/2019 Sw Core Rules PDF
8/118
swords & wizardry: Core rules
2
ConstitutionRoll 36 or your Coiuio core. A ig
Coiuio give your caracer exra i poi.
Table 3: Constitution
Score Hit Point Modier
8 -2 +
8 +
IntelligenceRoll 36 or your Ielligece core. A ig Ielligece
i e Prime Aribue or Magic-uer caracer, a
oly Magic-uer wi ig Ielligece are able o
Table 4: Intelligence
Score Max. AdditionalLanguages
Max. Spell Level
7
8
2
2
2
7
4 4 7
4 8
87
8
WisdomRoll 36 or your Wiom core. Wiom i e
Prime Aribue or Cleric caracer, a ay car-
acer wi a Wiom core o 13 or iger gai a 5%
bou o all experiece poi awar. I a Cleric a a
Wiom core o 15 or greaer, e gai a aiioal
r level pell.
CharismaRoll 36 or your Carima core. A igly carima-
ic caracer a a beer cace o i way ou o rou-
ble, a ca lea more ollower a caracer wi
a low Carima. Ay caracer wi a Carima core
o 13 or iger receive a bou o 5% o all experiece
poi awar.
Table 5: Charisma
Score Max. Hirelings4
2
78
2 4
7
8 7
Table 2: Dexterity
Score Hit Modiers AC Adjustment
8 + [-]2 + +
8 + - [+]
lear e ige-level pell. Toe Magic-uer wi
a Ielligece over 15 ear a exra r level pell.
Important Note: Your Reeree will decide whether your
game is using the Descending armor class system where
a lower AC is harder to hit, or the Ascending AC sys-
tem, where a higher AC is harder to hit. Numbers or the
Ascending AC system are set o in brackets.
DexterityRoll 36 or your Dexeriy core. A ig Dexeriy
core give your caracer boue we aackig
wi a bow or oer miile weapo (uually calle a
rage weapo), a improve your armor cla,
makig you arer o i.
Table 1: Strength
Score Hit Modiers Damage Bonus
8 - -
2 + +
8 + +
boue o your caracer ee ex o e Sreg
core. Sreg i e Prime Aribue or e Figig-
ma cla.
7/27/2019 Sw Core Rules PDF
9/118
Chapter 2: CharaCTer Classes
3
Prime Attribute: Wisdom, 13+ (5% experience)
Hit Dice: 1d6+1/level (Gains hp/level ater 9th.)
Armor/Shield Permitted: Any.
Weapons Permitted: Blunt weapons only (club, ail,
hammer, mace, sta, etc.). No missile weapons,
other than oil or slings (Reeree permitting).
cHooSe a cHaracter claSSOce youve rolle up your abiliy core, e ex ep
i o cooe a caracer cla. Tere are ree carac-
er clae: Figig-ma, Cleric, a Magic-uer. Your
Reeree may alo ave ivee oer caracer cla-
e, or may be allowig opioal caracer clae romome oer aay game. Aer cooig your car-
acer cla, make ure o wrie ow your experiece
poi (XP) bou. I bae o your Wiom (poible
+5%), your Carima (poible +5%), a e Prime
Aribue or e caracer cla you cooe (poible
+5%), wi a oal poible +15%.
ClericCleric are armore prie wo erve Law/Goo or
Cao/Evil. Mo Cleric ave a paro eiy or erve
a paricular religio. Feel ree o make up e eail,i your Reeree oe ue a paricular myology
or e campaig youre playig i. Regarle o e
eail, you are a campio o your ai a moral
aligme. You mig be a iier wic-
uer, a exorci o emo, or a i-
ig kig o e ai. Becaue mo o
a Cleric abiliie are oriee owar
ealig a proecig, Cleric e o
play a uppor role urig comba, backig
up e ro lie, bu able o a ouler
o ouler wi e pary Figig-me
i ee bea lea or a wile. A a Cleric
grow i power a repuaio, e mig e-abli a rogol or i ai: a orie moa-
ery, a oarig caeral i e wilere, or waev-
er rike im a e be way o proec a erve i
ock o acolye a peaa ollower.
Cleric Class AbilitiesSpell Casing: Cleric ca ivie pell rom a peci-
ic li, a per e Cleric Avaceme able. Cleric o
pecic go mig ave eirely iere e o pell
a eige by e Reeree. Eac ay, e Cleric pray
or a cerai e o pell, cooig ay pell rom eaar li. Oce a pell i ca, i cao be ca agai
uil e ex ay, ule e Cleric ca prepare e
pell more a oce.
Banising Undead: Cleric ca ur (See urning
Undead, Page 21.) e uea, makig em ee rom
e Cleric olie (or, i e cae o a evil Cleric
brigig em o eel a erva a miio).
Religious Srongold (9th level): A i level, a
Cleric caracer may eabli a rogol a araca boy o loyal (or perap eve aaic) me-a-arm
wo will wear ealy o im.
7/27/2019 Sw Core Rules PDF
10/118
swords & wizardry: Core rules
4
Fighting-man (Fighter)You are a warrior, raie i bale a i e ue o ar-mor a weapo. Perap you are a erociou Vikig
raier, a roamig amurai, or a meieval kig.
Waever ype o Figig-ma you cooe o play, you
will probably e up o e ro lie o your ave-
urig pary, goig oe-o-oe wi rago, gobli,
a evil culi, ackig your way roug em a
akig e bru o eir aack. Te Figig-ma
caracer i be equippe o all e caracer clae
o i ou amage a aborb i, oo. Cleric eal, a
Magic-uer ca pell, bu e ow-a-iry ack
a la work i up o you. Youre goig o erve a e
Prime Attribute: Strength, 13+ (5% experience)
Hit Dice: 1d6+/level (Gains 3 hp/level ater 9th.)
Armor/Shield Permitted: Any.
Weapons Permitted: Any.
Table 6: Cleric Advancement
Spells
Level Experience Hit Dice Saving Throw 1 2 3 4 5 6 7
4
2 , 2 , 2 2
4 , 4 2
4, 2 2
, 2 2
7 , 7 8 2 2 2
8 , 8 7 2 2 2 2 2
, 2 2
22, +2 hp
2, +4 hp 4 4 4 4
2 , + hp 4 4 4 4 4 4
4, +8 hp 4 4 4 4 , + hp 4 2
7, +2 hp 4 2
4, +4 hp 4
7 7, + hp 4 7 7 7
8 78, +8 hp 4 7 7 7 7 7 4
8, +2 hp 4 8 8 8 7 7 4 2
2 2, +22 hp 4 8 8 8 8 8 2
2+ +7, +2 hp/level 4 8 8 8 8 8 2
7/27/2019 Sw Core Rules PDF
11/118
Chapter 2: CharaCTer Classes
5
Table 7: Fighting-man Advancement
Level Experience Hit Dice Saving Throw
2 2, 2
4, 4
4 8, 4
, 2 2,
7 4, 7
8 28, 8
2, 8
, + hp 7
4, + hp
2 , + hp
, +2 hp
4 7, + hp
8, +8 hp
, +2 hp 7 ,, +24 hp
8 ,, +27 hp
,2, + hp
2 ,, + hp
2+ +, + hp/level
The Magic-userTe Magic-uer i a myeriou gure, a ue o
arcae power a pell caig. Uually cloake i
robe wove wi myical ymbol, Magic-uer ca
be evaaig oppoe. However, ey are uually
pyically weaker a oer aveurig clae, aare uraie i e ue o armor a weapo. A
Magic-uer progre i level, ey geerally become
e mo powerul o e caracer clae. Perap oeay, oug, you will rie o uc eig o power a
you ca buil a myically proece ower or your re-
earce, creae abulou magic iem, a cribe ew
ormulae or iero ukow pell. Suc arc-ma-
ge ca way e poliic o kigom, a comma
repec a ear acro e realm.
Prime Attribute: Intelligence, 13+ (5% experience)
Hit Dice: 1d6-1* (Gains 1 hp/level ater 9th level.)
Armor/Shield Permitted: None.
Weapons Permitted: Dagger, sta, and darts.
* Magic-users gain a minimum of one hit point per level.
pary wor a iel, proecig e weaker pary
member a akig ow e eemie beore you.
Perap oe ay ey will ell lege o your bale
prowe, a ollower will ock o your cale rog-
ol were you revel i your ame, rice, a ewly
eare obiliy. Fail, o coure, a youll ie, ju a-oer orgoe warrior i a agerou worl.
Fighting-man Class AbilitiesEsablis Srongold (9th): A i level, a Figig-
ma may eabli a rogol a arac a boy o
loyal me-a-arm wo will wear ealy o im. Mo
likely, e proecio o a cale will arac villager,
a e Figig-ma will become a eual Lor or
eve a Baro.
Muliple Aacks: Agai creaure wi le a oeull i ie, a Figig-ma make oe aack per level
eac rou.
Magic-user Class AbilitiesSpell Casing: Ulike e Cleric, a Magic-uer ow a
book o pell, wic oe o ecearily iclue all o
e pell o e aar li. Reaig rom e booke Magic-uer pree i coe pell ormulae io
i mi, preparig ee pell. Oce a prepare
pell i ca, i iappear rom e Magic-uer abiliy
o ca (uil i i prepare agai). I i poible o pre-
pare a pell muliple ime uig e available lo i
e Magic-uer memory/capabiliy. I e Magic-uer
croll o pell wile aveurig, e ca copy
em io i pell book.
Wizards ower (11th): A 11th level, a Magic-uer gai
e ile o wiar, a ca buil a rogol orimel o oue i librarie a laboraorie. He will
arac a mixe bag o mercearie, rage erva
(ome wi o abiliie a eormiie), a eve a
ew moer, perap. Ti moley crew will wear e-
aly o im a erve im wi waever loyaly e ca
ipire i em.
7/27/2019 Sw Core Rules PDF
12/118
swords & wizardry: Core rules
6
Table 8: Magic-user Advancement
Spells
Level Experience Hit Dice Saving Throw 1 2 3 4 5 6 7 8 9
2 2, 2 4 2
, 2
4 , 4 2 2 2, 4 2
4, 4 2 2
7 , 7 4 2
8 , 8 8 4 2
, 7 4 2
, + hp 4 4 2 2
28, +2 hp 4 4 4
2 8, + hp 4 4 4 4 4
, +4 hp 4 4 2
4 4, + hp 4 4
77, + hp 4 4 2 , +7 hp 2
7 ,, +8 hp 2 2
8 ,, + hp 2 2
,2, + hp 7 7 7 2 2
2 ,42, + hp 7 7 7 7 7 7 2
2+ +, + hp/level 7 7 7 7 7 7 2
7/27/2019 Sw Core Rules PDF
13/118
Chapter 2: CharaCTer Classes
7
cHooSe a cHaracter raceI a aay worl, uma oe are aloe. Elve
may populae e grea ore, Dwarve may carve
eir all a mie io e ear o e ear, a
Halig may reie i e comorable ill-oue o
eir bucolic ire. By cora, ome aay worlepic a iolae uma race pie agai acie
pre-uma evil a e grim, avage wilere o
worl a e aw (or uk) o uma civiliaio i-
el. Some aay worl, a a ir example, acce-
uae e biarre, wi a wie variey o aay race
available o e playeruc worl are lle wi
coic a coraicio, alway wi a ew woer
o be ou beyo e ex corer. Te Reeree eer-
mie wa o-uma race, i ay, you ca cooe
or your caracer. I ac, e Reeree mig permi
race a are covere ere.
Prime Attribute: Strength, 13+ (5% experience)
Hit Dice: 1d6+ (Gains 3 hp/level ater 10th level.)
Armor/Shield Permitted: Any.
Weapons Permitted: Any.
Table 9: Dwarven Warrior Advancement
Level Experience Hit Dice Saving Throw
2 2, 2
4, 4
4 8, 4
, 2 2,
7 , 7
8 22, 8
, 8
44, + hp 7
+ +, + hp/level
Dwarven Warrior Class AbilitiesEsablis Srongold (9th): A i level, a Dwarve
Warrior caracer may eabli a rogol a a-
rac a boy o loyal Dwarve-a-arm wo wil
wear ealy o im.
DwarvesTe player-caracer Dwar a a +4 o avig row
agai ay magic, a eaily ake oe o cerai ea-
ure o oework: lopig corrior, movig wall,
a rap mae o oe (i paricular: allig block,
rigge ceilig, a iy arrow li eige o releae
poio ga or ar). Tere i o eablie ie roll or
rule or uig ee abiliie; exacly wa e Dwar
oe or oe o perceive i up o e Reeree.
Te oly caracer clae available o player-carac-
er Dwarve are oe o Figig-ma or Dwarve
Warrior. Dwarve Figig-me are ormal Figig-
me, bu ey cao progre beyo ix level.
Dwarve a are not player-caracer mig ave
compleely iere limiaio or abiliie a play-
er-caracer Dwarve aveurer, a eermie by
e Reeree.
The Dwarven WarriorDwarve Warrior ca gai level beyo ix, bu
e progreio low ramaically aer ix level. I
e Reeree permi e Dwarve Warrior cla, ere i
o game bee o elecig e more limie Dwarve
gig-ma cla ule e reeree a creae uc
a bee.
7/27/2019 Sw Core Rules PDF
14/118
swords & wizardry: Core rules
8
ElvesReeree ierpre Elve i all ki o iere way.
Are ey e iier aerie-olk o Iri lege, e
Vair o Nore lege, e uma-like Woo Elve or
e powerul a alie Grey Elve o olkie, or ome-
ig ele ee by e Reeree ow imagiaio?A oe poible game-ierpreaio o Elve, ey are
preee ere wi oe poible caracer cla avail-
able oly o elve, calle, or lack o a beer erm, a
Elve Aveurer.
Prime Attribute: Strength or Intelligence, 15+ (5%
experience)
Hit Dice: 1d6+ or Fighter levels (Gains 3 hp/level a-
ter 9th.) and 1d6-1 or Magic-user levels (Gains 1 hp/
level ater 9th.)
Armor/Shield Permitted: Only magical armor
when acting as a Magic-user, and any armor while
acting as a Fighting-man.
Weapons Permitted: Dagger, sta, or darts when
acting as a Magic-user. All weapons are permitted
when the El acts like a Fighting-man.
Elven Adventurer Special AbilitiesClass Versailiy: Te Elve Aveurer may cooe,
o ay give ay (perap we e moo rie)
A oe or Dwarve, oe Elve wo are o play-
er-caracer mig ave abiliie a limiaio com-
pleely iere rom oe o a aveurig El. Te
aure o e elve race a a wole i compleely eprovice o e Reeree, a mig iclue o player
caracer o ay cla.
Te aar SWORDS & WIzARDRY El ca ee
i e ark (arkviio) a a rage o 6 a geeral-
ly a a 4 i 6 cace o ecre oor we earc-
ig (ulike e oer race, wic ave a i 6 cace).
Saar Elve are alo immue o e pell Carm
Person a Sleep.
I Sword & Sorcerycampaig were ere are aciepre-uma race uc a Alaea, Sygia, a e
like, uc race mig be ubiue or Elve uig
e ame parameer provie or e Elve race.
weer o ac a a Magic-uer or a Figig-ma. A
a reul, e Aveurer a wo alerae cla o-i
boue a avig row, epeig upo weer
e oe eel a ay or ummoe up e pow-
er o ca pell. Ay experiece gaie by aveur-
ig o a ay i applie o a cla, Figig-ma orMagic-uer, a e player mu keep rack o e El
experiece poi i e wo eparae clae. We
e caracer gai a level, i poi are rolle a or-
mal or a level. Te caracer i poi o o
cage epeig o e cla e cooe o a give
ay; i i poi are alway e oal o all e ice e
a gaie. However, oce e Elve Aveurer a
i ice rom ay combiaio o cla level, e gai
o more ice a gai oly a +1 o i i poi (or
Magic-uer level) or +3 (or Figig-ma level) wi
eac level beyo. Alo a i poi, aiioal leveli eac cla require 13, experiece poi, regar-
le o e "ormal co" o avaceme or e cla.
For purpoe o pell a oer calculaio a ee
o kow a caracer level, e Elve Aveurer oal
i ice are coue, a we e i caig pell e i
reae a avig oly i Magic-uer level.
Elve Aveurer mu ue a pell book o prepare
pell, ju a a Magic-uer, a pell iappear rom
i caig capabiliy oce ey are ca, alo i e
ame way a a Magic-uer o.
7/27/2019 Sw Core Rules PDF
15/118
Chapter 2: CharaCTer Classes
9
cHooSe an alIgnmentTere i o of cial aligme yem or SWORDS &
WIzARDRY. I ome campaig, e ruggle bewee
Law a Cao i e oly uperaural coic, a
Goo a Evil are oig more a peroal preer-
ece el by moral (e Sword & Sorcerymoel). I
oer campaig, i i e ruggle bewee Goo a
Evil a ee were go a moral a i e
gra ceme o eve (e Hig Faay moel).
Some campaig mig coai uperaural ac-
io backig e wole e o Law, Cao, Goo
Evil, Neuraliy, or mixure o e variou aligme
Tee core rule o ry o ell e Reeree ow o
ale aligme; e Reeree i ree o ue ay yem
e cooe. I youre playig e game a you wa a
uof cial eaul, e e player may cooe oe
o ree aligme: Law, Cao, or Neuraliy. Mo
caracer will be eural. Te goo guy are Lawul
e ba guy are Caoic, a ayoe ju ryig o
acieve ame a orue i Neural.
Table 10: Elven Adventurer Advancement1
LevelExperience
(Fighter)
Experience
(Magic-user)
Hit Dice
(Fighter/Magic-user)
Saving Throw
(Fighter/Magic-user)
Spells
1 2 3 4 5
/
2 2, 2, 2 /4 2 4, , 4/ 2
4 8, , 4 /2 2
2, 2, 2/ 4 2
4, 4, / 4 2 2
7 28, , 7 / 4 2
8 2, , 8 /8 4 2
, , 8/7 4 2
+ +, +, + hp/level / + hp/level
1 Advancement past th level is possible for an Elven Adventurer. Experience required to advance a level in either class afte
reaching hit dice is 1, per level. Saving Throws and Spells progress past th level as shown on the Magic-user and Fighte
advancement tables, so this information is omitted here for the sake of brevity.
HalflingsTere are may ype o Halig wic appear i li-
eraure, a i group coul iclue gome, pixie or
airie, mall olk rom e ire-la, or ay oer o
e wee olk wic e Reeree will allow i i cam-
paig. Halig caracer (i wae by player a al-
lowe by e Reeree) may ave e capabiliie o up
o a our level Figig-ma. I e Reeree i uig
a oue-rule yem a iclue a Tie caracer
cla, a i make ee or e Reeree campaig, emig alo cooe o allow Halig Tie caracer.
7/27/2019 Sw Core Rules PDF
16/118
10
The AdvenTuring pArTy
7/27/2019 Sw Core Rules PDF
17/118
Chapter 3: iTems and eQuipmenT
11
buy eQuIpmentEac caracer ar wi ome gol piece a e be-
giig o e game, ue o buy equipme. Oe gol
piece (gp) i wor 1 ilver piece (p) or 1 copper
piece (cp). Price or equipme are lie o e a-
ble below.
Table 11: General Equipment
Item Cost
Backpack ( pound capacity) gpBarrel 2 gp
Bedroll 2 sp
Bell gp
Block and tackle gp
Bottle (wine), glass 2 gp
Candle cp
Canvas (sq. yd) sp
Case (map or scroll) gp
Chain ( t) gp
Chalk, piece cp
Chest 2 gpCrowbar 2 sp
Fishing net (2 sq eet) 4 gp
Flask (leather) cp
Flint & Steel gp
Garlic ( pound) sp
Grappling Hook gp
Hammer sp
Holy Symbol, wooden gp
Holy Symbol, silver 2 gp
Holy Water 2 gp
Ink ( oz) gpLadder ( t) cp
Lamp (bronze) sp
Lantern, bullseye 2 gp
Lantern, hooded 7 gp
Lock 2+ gp
Manacles gp
Item Cost
Mirror (small steel) 2 gp
Musical Instrument gp
Oil (lamp), pint sp
Parchment (sheet) 2 sp
Pole, t 2 spPot, iron sp
Rations, trail (day) sp
Rations, dried (day) gp
Rope, hemp ( t) gp
Rope, silk ( t) gp
Sack ( pounds capacity) gp
Sack ( pounds capacity) 2 gp
Shovel 2 gp
Signal Whistle sp
Spellbook (blank) 2 gp
Spike, iron cpTent gp
Torch cp
Waterskin gp
Wolvesbane sp
Table 12: Transportation
Type Cost
Cart, Hand gp
Galley, Small ( rowers) 2, gpGalley, Large ( rowers) 4, gp
Horse, Riding 4 gp
Horse, War 2 gp
Mule 2gp
Rowboat 2 gp
Wagon gp
Starting GoldRoll 36 a muliply by 1. Ti rep-
ree e umber o gol piece (gp)
a your caracer ge o ave a e
ar o e campaig.
Item Descriptions:orce bur or oe our a creae a 3 raiu
o lig. A pi o oil i a laer bur or 4 our.
Normal laer creae a 3 raiu o lig, a bull-
eye laer creae a beam o lig 6 log bu oly
1 wie.
7/27/2019 Sw Core Rules PDF
18/118
swords & wizardry: Core rules
12
Table 13: Melee Weapons
Weapon Damage Weight Cost
Axe, battle, 2 d8 gp
Axe, hand d gp
Club d4 gpDagger d4 2 2 gp
Hammer, war d4+ gp
Lance 2d4+ gp
Mace, heavy d+ gp
Mace, light d4+ 4 gp
Spear, 2, d gp
Sta d gp
Sword, bastard, 2 d8 2 gp
Sword, long d8 gp
Sword, short d 8 gp
Sword, two-handed d gp Weapon can be used either one or two-handed2 When wielded two-handed, gain + damage bonus3 Can be used as both a melee and a missile weapon
Table 14: Missile Weapons
Weapon Damage Weight Cost
Arrows (2) d 2 gp
Axe, hand d gp
Bolt, heavy (2) d+ 2 gp
Bolt, light (2) d4+ 4 gpBow, long gp
Bow, short gp
Crossbow, heavy 2 gp
Crossbow, light 2 gp
Dart d 2 sp
Javelin d sp
Sling 2 sp
Spear d gp
Stones, sling (2) d4 gp
Table 15: Missile Weapons Rate o Fire and Range
Weapon Rate o Fire Range1
Axe, hand t
Bow, long 2 7 t
Bow, short 2 t
Crossbow, heavy 8 tCrossbow, light t
Dart t
Javelin 2 t
Sling 4 t
Spear 2 t -2 to-hit per increment
7/27/2019 Sw Core Rules PDF
19/118
Chapter 3: iTems and eQuipmenT
13
Table 16: Armor
Armor Type Efect on AC Weight1 Cost
Chain -4 [+4] 7 gp
Leather -2 [+2] 2 gp
Plate - [+] 7 gpRing - [+] 4 gp
Shield - [+] gp Magical armor weighs half normal
calculatIng armor claSS
Important Note: Your Reeree will decide whether your
game is using the Descending armor class system where
a lower AC is harder to hit, or the Ascending AC sys-
tem, where a higher AC is harder to hit. Numbers or the
Ascending AC system are set o in brackets.
Descending AC Sysem: I e Deceig AC Syem,
a uarmore uma i armor cla . Te armor you
buy lower your armor cla, a e lower e armor
cla, e arer you are o i. o calculae your armor
cla, look a e Armor able above, i e Eec o
AC colum. For waever ype o armor you boug,
ubrac e umber ow rom your bae armor
cla o . Ta your ew armor cla.
Ascending AC Sysem: For e Aceig AC yem
a uarmore pero i armor cla [1]. Your armor
a o your AC, o e iger your AC, e arer i
i or eemie o i you. o calculae your armor cla
look a e Armor able above, i e Eec o AC
colum. For waever ype o armor you boug, a
e umber ow i bracke o your bae armor cla
o 1. Ta your ew armor cla.
7/27/2019 Sw Core Rules PDF
20/118
swords & wizardry: Core rules
14
How mucH you can carryWeig i lie i pou. A ormal level o mi-
cellaeou equipme (o icluig armor a weap-
o) i aume o weig 1 pou. reaure i ae
o i, wi eac coi a gem weigig .1 pou.
Tee are big, eavy coi a gem, bu a ju eway o ig i a aay worl. Coi oul clik,
a gem oul be e ie o ice.
movementAll caracer, epeig o wa or o armor eyre
wearig a wa eyre carryig, ave a bae move-
me rae a ollow:
Table 17: Movement Rate
Weight Carried Rate
Up to 7 pounds 2
7 pounds
pounds
pounds ( pound maximum)
Table 18: Indoor/Subterranean/City Movement
Description Speed Results
Careul Base movement rate times t/turn Mapping is permitted, and normal chances or surprise exist
WalkingBase movement rate times 2 t/turn
(x2 per round)No mapping or careul observation is allowed
RunningBase movement rate times 4 t/turn
(x4 per round)
No mapping permitted, characters are automatically
surprised, and have no chance to surprise others. The sound
o their running may attract enemies
Combat
Base movement rate in t/round
(e.g., 2 t/round or an
unencumbered human)
This may also be interpreted as the distance a character can
move in combat without suering ree attacks rom enemies
or consequences a retreating character might incur
Table 19: Outdoor Movement
Description Speed ResultsHiking Base movement rate in miles/day No orced march checks required
Forced March Base movement (x2) in miles/day Forced march checks required (4d vs. Strength)
Combat
Base movement rate in yards/round
(e.g., 2 yds/round or an
unencumbered human)
This may also be interpreted as the distance a character can
move in combat without suering ree attacks rom enemies
or consequences a retreating character might incur
7/27/2019 Sw Core Rules PDF
21/118
Chapter 4: playing The game
15
SavIng tHrowSFrom ime o ime, a pell or ome oer ki o aar
require you o make a avig row. A ucceul av-
ig row mea a e caracer (or moer) avoi
e rea or lee i eec. Eac caracer cla aa Savig Trow arge umber, wic ge lower a
lower a e caracer gai level. o make a avig
row, roll a . I e reul i equal o or iger a
e caracer avig row arge umber, e avig
row uccee. Moer ca alo make avig row
(a moer avig row arge umber i lie i e
moer ecripio).
How to playOce youve go a caracer, e Reeree will ecribe
were e caracer i, a wa e ee. Te game
mig ar i a rural peaa village, i a va a
eemig ciy pike wi ower a miare, i a ca-
le, a aver, or a e gae o a acie ombaup o e Reeree. Bu rom a poi o,you ecribe
wa your caracer oe. Goig ow air, aack-
ig a rago, ig o e people you mee: all o ee
or o ig areyoureciio. Te Reeree ell you
wa appe a a reul: maybe oe air lea ow
o a uge omb, or a rago aack your caracer.
Ta or e Reeree o ecie. Te rule below are
guielie or ow o ale cerai eve: comba,
moveme, ealig, yig, a oer impora par
o e game.
Baically, you a e Reeree work ogeer, wi e
Reeree alig e eail o a agerou aay
worl, a you alig wa your caracer oe i
i. Te epic ory o your caracer rie o greae
(or o i uoruae ea) i your o creae i e
Reeree worl.
gaInIng experIenceCaracer are aware experiece poi (XP) or
killig moer a accumulaig reaure. Moer
ave a e experiece poi value (i e moer e-cripio), a oe gol piece i equal o oe XP. I
may eem o o awar experiece or reaure, bu
keep i mi a every gol piece gaie by e car-
acer i a iex o e player kill. Awarig experi-
ece oly or killig moer ail o rewar a pary o
aveurer a ucceully lure a rago away rom
i oar o a i reaure ca be ole wiou a
g, a i ail o rewar caracer a operae by
ielligece, eal, rickery a miirecio.
Eac caracer cla a a Prime Aribue lie i ecaracer cla ecripio. I i Prime Aribue i 13
or iger, all experiece poi awar o e caracer
are icreae by 5%. Aiioally, i e caracer a a
carima core o 13 or more, experiece poi awar
are icreae by 5%. Fially, i e caracer a a wi-
om core o 13+, e caracer gai a ir 5% bou.
I i poible or a caracer o gai a may a ree 5%
boue o experiece poi awar.
We your caracer a accumulae eoug experi-
ece poi o reac a ew level, you will roll aoer
i ie a gai ew pell i youre a magic-uer orcleric. Your comba kill may alo icreae. I oer
wor, youve become more powerul a ca purue
greaer callege!
tImeSomeime e Reeree will rule a a our pae,
or eve, a mo pae, i e lie o our irepi
aveurer, bu wo impora ime meaureme
ee a quick explaaio. Tee are e ur, a e
comba rou. A ur repree e miue, a a
comba rou i 1 miue.
ur are ue o meaure ormal moveme we e
aveurer are i a agerou place; comba rou
are ue o meaure ime we e pary i i comba.
7/27/2019 Sw Core Rules PDF
22/118
swords & wizardry: Core rules
16
The Attack RollTe mo impora rule o uera abou comba
i e aack roll.
o aack wi a weapo, e player roll a a a
ay boue o e reul. Tee o-i boue may
iclue a reg bou (or aack wi a elweapo), a exeriy bou (or aack wi miile
weapo), a ay boue or magic weapo. Te
player e ubrac ay o-i pealie ey mig
ave rom eir roll.
Te aack roll i e compare o a able o ee i e
aack i. I e aack roll i equal o or iger a
e umber o e able, e aack i. I you are u-
ig e Aceig AC yem, raer a reer o
ee able, ere i a quick ormula preee a e
e o i caper a you ca ue (See AscendingAC Comba, Page 22). Your Reeree will eermie
weer or o your game will ue Deceig AC or
Aceig AC.
I a aack i, i iic amage (a umber o i
poi). Te amage i ubrace rom e eeer
i poi oal (See Damage and Dea, Page 22).
SurpriseTe Reeree eermie i oe ie ge a ree iiia-ive pae beore e r iiiaive roll. Ti i eier
roug commo ee (aveurer or moer are
o aler), or i ca be a rage o probabiliy (e.g., a par-
icular ambu a oly a 5% cace o ucceeig
we e vicim are aler a wacul).
Declare SpellsAy player woe caracer i goig o ca a pell mu
ay o beore e iiiaive roll. Spell caig begi a
e begiig o e rou. Tu, i e eemie wi
e iiiaive roll a amage e pell caer, e pellcaig may be iurbe.
Declare InitiativeA e begiig o a comba rou, eac ie roll ii-
iaive o a 6. Te wiig ie ac r: movig, a-
ackig, a caig pell. Te oer ie ake amage
a caualie, a e ge i ur.
Iiiaive roll may reul i a ie. We i appe,
bo ie are coiere o be acig imulaeouly
ule e Reeree ecie o allow aoer ie roll o
break e ie. We bo ie are acig imulae-
ouly, i i poible or wo combaa o kill eac o-
er i e ame rou!
First Initiative PhaseWier o e iiiaive roll ake eir acio, iclu-
ig movig, aackig, a ayig ele uc a climb-
ig oo able, wigig rom rope, puig bouler
o cli, ec. Caracer ca move a aack i e
ame rou.
combatWe e pary o aveurer come io coac wi
eemie, e orer o eve i a ollow:
Te Reeree eermie i oe ie or e oer1.
i eile o a ree aack or move a a reul ourpriei i eier a jugme or a ie roll o
ome ki, epeig o e circumace.
Declare Spell..
Deermie Iiiaive (6, ige reul i e wi-3.
er). Oe roll i mae or eac ie, o or eac
iiviual.
Pary wi Iiiaive ac r (caig pell, a-4.
ackig, ec.), a reul ake eec.
Pary a lo iiiaive ac; reul ake eec.5.
Ayoe wo el iiiaive ac, a reul ake6.
eec (bo ie imulaeouly).
Te rou i complee; roll iiiaive or e ex7.
rou i e bale a o bee reolve.
7/27/2019 Sw Core Rules PDF
23/118
17
7/27/2019 Sw Core Rules PDF
24/118
swords & wizardry: Core rules
18
Table 19: Fighting-man Attack Rolls1
Target Armor Class [Ascending Armor Class]9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
[10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] [26] [27] [28]
Level Attack Roll (d20) Required to hit Opponents Armor Class
2 2 4 7 8 2 2 22 2 24 2 2 27 28
2 4 7 8 2 2 22 2 24 2 2 27
4 8 2 4 7 8 2 2 22 2 24 2 2
7 8 2 4 7 8 2 2 22 2 24 2
7 7 8 2 4 7 8 2 2 22 2 24
8 7 8 2 4 7 8 2 2 22 2
4 7 8 2 4 7 8 2 2 22
4 7 8 2 4 7 8 2 22 2 4 7 8 2 4 7 8 2
4 2 4 7 8 2 4 7 8
2 4 7 8 2 4 7 8
2 4 7 8 2 4 7
78 2 4 7 8 2 4
2 2 4 7 8 2 4 1 This attack table is also used by Dwarven Warriors, and by Elves who are in their Fighting-man mode
Table 18: Clerical Attack Rolls
Target Armor Class [Ascending Armor Class]
9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
[10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] [26] [27] [28]
Level Attack Roll (d20) Required to hit Opponents Armor Class2 2 4 7 8 2 2 22 2 24 2 2 27 28
4 2 4 7 8 2 2 22 2 24 2 2 27
8 2 4 7 8 2 2 22 2 24 2 2
78 7 8 2 4 7 8 2 2 22 2 24 2
7 8 2 4 7 8 2 2 22 2 24
7 8 2 4 7 8 2 2 22 2
2 4 7 8 2 4 7 8 2 2 22
4 4 7 8 2 4 7 8 2 2
2 4 7 8 2 4 7 8 2
7 2 4 7 8 2 4 7 8
8 2 4 7 8 2 4 7 82 2 4 7 8 2 4 7
7/27/2019 Sw Core Rules PDF
25/118
Chapter 4: playing The game
19
Table 20: Magic-user Attack Rolls1
Target Armor Class [Ascending Armor Class]
9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9
[10] [11] [12] [13] [14] [15] [16] [17] [18] [19] [20] [21] [22] [23] [24] [25] [26] [27] [28]
Level Attack Roll (d20) Required to hit Opponents Armor Class 2 4 7 8 2 2 22 2 24 2 2 27 28
4 2 4 7 8 2 2 22 2 24 2 2 27
7 8 2 4 7 8 2 2 22 2 24 2 2
8 7 8 2 4 7 8 2 2 22 2 24 2
7 8 2 4 7 8 2 2 22 2 24
7 8 2 4 7 8 2 2 22 2
4 4 7 8 2 4 7 8 2 2 22
4 7 8 2 4 7 8 2 2
22 2 4 7 8 2 4 7 8 21 This attack table is also used by Elves who are in their Magic-user mode
Specic SituationsTe ollowig are a compilaio o guielie a i-
rucio or alig cerai, pecic iuaio a
mig arie urig comba.
Backstabbing and FlankingTe Reeree will probably aig a bou o i or ay
aack mae rom bei (perap +), or aig a
maller bou (perap +1) o all aacker wo ma-
age o place emelve o oppoie ie o a igle
eeer. Ti i a ofcial rule eier way, bu icommo o gamig group uig oe meo or
e oer.
Critical Hits and FumblesTere i o ofcial yem or alig criical i or
umble, bu may Reeree ave rule a ae a a
aural roll o i a auomaic i or a i iic
ouble amage, a/or a a aural roll o 1 i a au-
omaic mi a may reul i e aacker roppig
eir weapo or uerig ome oer ki o problem.
A raie mucle mig give a -1 pealy o amageroll or e re o a comba, or a elme kocke
awry mig cover a caracer eye uil a rou i
ake o x i. Ti i up o e Reeree.
House RulesMay gamig group ecie upo (a omeime
wrie ow or reerece) a pecic oue rule. Ti
i omeime oe o eure coie rulig o e
reul o commoly employe acic, bu i oul
overrie e Reeree abiliy o ecie a a paricular
iuaio i uuual eoug o require a iere bo-
u, pealy, or rulig. Oe example o a oue rule i
e eciio abou ow o ale backabbig/ak-
ig, or eeig oppoe.
Invisible OpponentsAack agai a iviible oppoe ave a -4 pe-
aly. Powerul magical moer, or oe wi morea 11 i ice, will uually be able o ee iviible
creaure ormally.
Melee AttacksA melee aack i a aack wi a-el weapo
uc a a wor, pear, or agger. Aack i geeral
are ecribe above (See Te Aack Roll, Page 16). I
aiio o all oer boue, a caracer reg bo-
ue o i a o amage (See Sreng, Page 1) are
ae o melee aack. I oly poible o make a me-
lee aack we e wo combaa are wii 1 eeo eac oer. wo combaa wii e ee o eac
oer are coiere o be i comba.
Missile AttacksMiile aack are aack wi rage weapo uc a
a crobow, lig, or row axe. A caracer exer-
iy bou or miile aack i ae o e o-i rol
7/27/2019 Sw Core Rules PDF
26/118
swords & wizardry: Core rules
20
Movement within MeleeA eeer eecively block a area abou ree ee
o eier ie, a eemie cao move roug i
area. Aleraively, e Reeree mig allow uc move-
me bu gra a ree aack o e eeer() wo
cover ee area.
Negotiation and DiplomacySome comba ca be avere wi a ew well-coe
wor (icluig lie). I e pary i ou mace, or
e moer o eem o be carryig muc i e
way o loo, e pary mig elec o brae eir wayroug, i a aemp o avoi combaor a lea e-
lay i uil coiio ge more avorable. Srikig bar-
gai, peruaig moer or o-player caracer
o o ig, a geig ou o rouble by uig your
wi are a impora par o e game. Do replace
em wi ie roll. Uig ice o eermie a mo-
er iiial reacio beore egoiaio ar i e,
bu ue player kill (or lack ereo) o ecie ow ar
e player ca improve a moer iiial reacio.
Ti i a maer o my caracer oug o be really
peruaivei i oe o e place were e playerkill, o e caracer, i ee.
RetreatingI i up o e Reeree o ecie i ere will be ay pe-
cial rule or rereaig away rom a melee comba.
Mo Reeree allow e eemy a ree aack i e car-
acer (or moer) move away by more a i com-
ba moveme o bae moveme rae i ee.
SpacingBecaue mo moveme a comba icreme areiviible by ree, i i eaie o aume a a caracer
occupie a area abou ree ee acro or purpoe
o marcig a gig.
Spears and PolearmsSpear a polearm i e eco rak o a bale or-
SpellsSpell caig begi a e begiig o e rou. I i
poible o ca a pell wile wii melee rage o aoppoe (1 ), bu i e pell caer uer amage
wile caig a pell, e pell i lo. Ule e pell
ecripio ae oerwie, e pell ake eec i e
caer iiiaive pae.
Subdual DamageA weapo may be ue o bea ow, raer a kill,
a oppoe. We e player eire, amage iic-
e ca be compoe o al real amage a al
ubual amage a oe o kill, a uc poi
are recovere a a rae o 1 p per our. I e oppo-e i poi, icluig e ubual amage, all o
ero, e oppoe i kocke ucociou raer a
kille (ule e real amage acually reuce real i
poi o ero, i wic cae e oppoe i accie-
ally kille).
No all moer may be ubue. Geerally oly u-
maoi a pecial creaure uc a rago will be
ubjec o uc aack.
Terrain FeaturesCaracer a moer will ie bei ig,
a o ig, lie proe, g rom iger grou,
oo arrow rom wii cocealig mi or ree
brace, a ake every poible avaage o e
comba errai. Te Reeree will aig boue a
pealie or errai eaure. Mo uc boue will
oly be a +/-1 or , epeig o e egree o cover
or e bee o iger grou. ryig o i ome-
oe roug a arrow li i a cale wall mig ave a
pealy o -3. Remember, owever, a e pealy o
i a iviible oppoe i oly -4, o a +/- 4 i aboue ouie limi or errai ajume o e o-i
roll.
Two-weapon FightingUig wo weapo, oe i eac a, oe o gra
a aiioal aack roll; you gai +1 o i o your a-
we e caracer i uig miile weapo. We u-
ig miile o aack io a melee, i uually i po-
ible o cooe wic oppoe (or rie) will receive
e aack.
maio ca aack by reacig roug e r rak o
Figig-me.
7/27/2019 Sw Core Rules PDF
27/118
Chapter 4: playing The game
21
(i ay). I e amage rom e aack iic more
a al o e eeer remaiig i poi, e e-
eer i ue. Ayoe wo i alreay ue will
be kocke ucociou by e ex ucceul aack
or 14 rou.
Example: A st deals 3 hit points o damage, and the de-
ender has 4 hit points. Te deender is stunned and su-
ers the penalties or being stunned. I the blow had only
inficted 2 points o damage (exactly hal), the deenderwould not be stunned. I the stunned character is hit a
second time, he will be knocked unconscious.
I uarme comba i a impora par o e Reeree
game, e i ecourage o creae more complicae
rule o reec uarme comba.
Aemp o wrele a oppoe o e grou a
pi im ow, or aemp o ma io a oppoe
a pu im backwar, will be eermie by e
Turning the Undead
Cleric ave e abiliy o ur uea, cauig emo ee or eve ourig eroyig em. We a ur-
ig aemp i mae, a oul be rolle a e
urning Undead able coule or e reul.
I e number o e ie i equal o or greaer a
e umber ow o e able, all uea crea-
ure o e argee ype are ure a will ee
or 36 rou, or will cower elplely i ey ca-
o ee.
I e able iicae , all uea creaure oe argee ype are auomaically ure a wil
ee or 36 rou, or cower elplely i ey ca-
o ee.
For Lawul or Goo cleric, i e able iicae
D, e uea creaure i auomaically e-
roye a will crumble o u. For Caoic or
Evil cleric, a reul o D iicae a e u-
ea are orce io e cleric comma or a pe-
rio o 4 our.
Table 21: Turning Undead
Undead HD ExamplesClerical Level
1 2 3 4 5 6 7 8 913 1418 19+
Skeleton 7 4 T T D D D D D D
2 Zombie 7 T T D D D D D D
Ghoul 4 T T D D D D D
4 Shadow 7 4 T T D D D D
Wight 2 7 4 T T D D D
Ghast 2 7 4 T T D D
7 Wraith 2 7 4 T D D8 Mummy 7 4 T D
Spectre 2 7 T T
Vampire 2 4 4
Ghost 2 7 4
2 Lich 2 7
Demon 2 1Vampires cannot be turned automatically
ack roll. Te o-a weapo mu be a agger, a
e amage i e average o e wo weapo ue.
Unarmed CombatBrawlig aack, uc a oe couce wi , oo
or agger pommel, will ormally iic 1 poi oamage, plu e aacker Sreg bou o amage
Reeree commo ee (rago are eaily wrele
o e grou, ulike gobli). A goo rule o umb i
o require a ucceul aack roll.
7/27/2019 Sw Core Rules PDF
28/118
swords & wizardry: Core rules
22
Damage and DeathWe a caracer (or creaure) i i, e amou o
amage i euce rom i i poi. We i
poi reac , e caracer i ucociou. Te car-
acer acually ie i e reace egaive i poi equal
o i level. I oer wor, a level caracer olyacually ie a -5 i poi.
HealingI aiio o e variou magical mea o reor-
ig i poi, a caracer recover 1 i poi per ay
a e ake uierrupe re. Four week o re will
reur a caracer o ull i poi regarle o ow
may i poi e caracer lo.
MoraleCerai moer, uc a mile or uea crea-
ure, are earle a alway g o e ea. Te
majoriy, owever, will o coiue o g a opele
bale, eekig o rerea, urreer or ee. Te Reeree
ecie we moer abao e bale a rerea,
bae o e iuaio a e moer ielligece.
Keep i mi a e pary ow NPC allie mig
ecie o ee i eir propec o urvival look grim.
Ascending AC CombatI youre uig e Aceig AC yem, i may be ea-
ier o calculae your o-i roll accorig o a imple
ormula. Te umber are e ame a e Deceig
AC ablei i ju a iere way o calculaig e
reul. Here ow i oe: eac caracer cla gai
a base o-i bonus a eir level icreae. A i
bou o your aack roll, a i e reul i equal o or
greaer a e oppoe AC, e aack i.
Note: Te same bonuses apply to the Descending ACsystem, but they dont quite match up to the descending
armor classes, so this quick system only works or the as-
cending AC system.
I orer o ue i yem, youll ee o wrie ow
your bae o i bou, a aju i a you gai lev-
el, bu aer oig a, you wo ave o ceck e
able o ee i you core a i.
Table 22: Ascending AC Combat
Level1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Class Base to-hit Bonus
Cleric + + + + +2 +2 + + +4 + + + +7 +7 +8 +8 + + + +
Fighting-man + + + +2 +2 + +4 + + +7 +7 +8 + + + + +2 +2 + +
Magic-user2 + + + + + +2 +2 + + +4 + + + + + +7 +7 +7 +7 +81 This attack table is also used by Dwarven Warriors, and by Elves who are in their Fighting-man mode This attack table is also used by Elves who are in their Magic-user mode
7/27/2019 Sw Core Rules PDF
29/118
Chapter 4: playing The game
23
Hiring AssistantsWe e aveurer are ju arig ou, ey will
i very beecial o brig alog a ew ireligi
ey ca ayoe willig o rik lie a limb i eor o place aveurer go. A e caracer gai
level, aloug i may o loger be o impora o
brig alog me-a-arm or orcbearer (wo like-
ly woul urvive i e eeper level o ugeo),
ey may begi rouiely employig pie, erva,
a guar wile ouie o e ugeo, a a iger
level ye ey may emelve eeig e ervic-
e o mall armie o ailor, olier, a erva or
eir ip, carava, or cale.
AlchemistUpkeep Cos: 1, gp/mo
Wage: 5 gp/mo i e alcemi maiai i
ow laboraory. Hal a co i e caracer pro-
vie oe or e alcemi.
Iniial Equipmen: Fully equippe lab co 1, gp.
Animal TrainerUpkeep Cos: 5 gp/mo
Wage: No co i e i a par o e caracer rog-
ol reiue; gp/mo oerwie.
Iniial Equipmen: Ti epe o e aimal.
ArmorerUpkeep Cos: 1 gp/mo
Wage: Noe, i e armorer i a ollower o a caracer
wi a rogol. I o, wage are 1 gp/moover a above e co o upkeep.
Iniial Equipmen: A ully equippe orge co
arou 1 gp.
AssassinUpkeep Cos: N/A
Wage: , per miio
Iniial Equipmen: Noe.
Blacksmith
Upkeep Cos: 5 gp/moWage: 1 gp/mo
Iniial Equipmen: A ully equippe orge co
arou 1 gp.
Man-at-Arms (Battles/War)Upkeep Cos: 1 gp/mo i camp or cale. Saar
co o raio i operaig i e el (reuce
o 1 gp/mo i e caracer i elig a army
wi aequae wago o purcae i bulk).
Wage: I e ma-a-arm i a par o e caracer
rogol reiue, e co oig. Mercearyiary co arou gp/mo, arcer 4 gp/
mo, a calvary co gp/mo. Sergea
(oe require or every 1 me-a-arm) co wice
a ormal. Lieuea (require or every ), co
ree ime a ormal, a Capai (require or
every 6), co our ime a ormal.
Iniial Equipmen: Deermie rom equipme li.
advIce for advanced play
A a geeral rule, e upkeep or a igle pero i a
rural commuiy uc a a cale or village i abou 1gp
per mo a perap wice a i a ciy. Ti up-
keep cover oo a icieal, a oe o iclue
logig, wage, or e purcae o equipme. Noe
a or ome proeio e icieal co ca be
quie ig: blackmi ue up a quaiy o upplie
ju o keep a orge ruig. Te co o logig (a-
umig e caracer oe o ow a rogol were
e ca oue i erva a ollower a o co) iup o e reeree, bu ayig i a i, eve i a able,
will co a lea 1 p per ig. Purcae o equipme
oul be calculae uig e equipme able, a i
e irelig require a grea eal o iiial equipme
uc a a orge or a library, e Reeree will aju e
co a eee. Wage epe upo e ype o er-
vice beig oug.
7/27/2019 Sw Core Rules PDF
30/118
swords & wizardry: Core rules
24
SageUpkeep Cos: , gp/mo
Wage: N/A
Iniial Equipmen: Small library co , gp.
SailorUpkeep Cos: 1 gp/mo
Wage: gp/mo
Iniial Equipmen: Noe.
Servant (Domestic)
Upkeep Cos: 1 gp/moWage: 5 gp/mo
Iniial Equipmen: Noe.
Siege or Construction EngineerUpkeep Cos: 75 gp/mo
Wage: 5 gp/mo
Iniial Equipmen: Noe.
SpyUpkeep Cos: 1 gp/mo
Wage: 5 gp per miio
Iniial Equipmen: Noe.
Torchbearer/Other Non-combatant
Upkeep Cos: Co o raio.Wage: 1 gp/ay
Iniial Equipmen: Deermie rom equipme li.
Man-at-Arms (Dungeon Adventuring)Upkeep Cos: Co o raio.
Wage: gp/ay or upwar o 5 gp/ay
Iniial Equipmen: Deermie rom equipme li.
Ship CaptainUpkeep Cos: 5 gp/mo
Wage: 5 gp/mo
Iniial Equipmen: A ip.
7/27/2019 Sw Core Rules PDF
31/118
Chapter 4: playing The game
25
Higher Level AdventuringSWORDS & WIzARDRY uually i playe ju oce
or a igle aveurei i uually a weekly or mo-
ly erie o eio i wic e caracer coiue o
aveure, gaiig experiece a power. Eveually,
e more powerul caracer will begi o make a marko e game worl iel; ey may ake corol o a ca-
le, buil armie, a eve, i e game goe o log
eoug a e group ecie o o reire e carac-
er, ame kigom aer emelve or veure io
oer worl, realm, or imeio. Perap ey will
o bale wi emo price, maybe ey will orge
ariac o grea powereve uie grea empire be-
ea eir baer o e el o war or roug i-
plomacy i gra cour. Laer geeraio o car-
acer mig eve be ervig a ecme or e ol,
reire grea o e game!
Te r everal level o playig e game are mai-
ly evoe o e caracer becomig more power-
ul, brigig back reaure o buy beer equipme,
ig magic iem, learig pell, a geig more
i poi a ey gai level. Oe ee aveure
are expeiio io a uergrou ugeo com-
plex, bu mig alo be a erie o voyage o a ip or
ay umber o oer aveurewaever e play-
er ecie o embark upo. A e game reace ig-
er level, e player will mo likely begi projec aare pecically covere by e rule. Perap e
Magic-uer wa o buil a army o magically ai-
mae iro warrior, bu ee o gure ou ow o o
i. Maybe e Figig-ma wa o eabli a mall,
orie maor i e wilere ill, bu ee
o ire ome roop a clear ou e area. Ti ie
o e game i oly limie by your collecive imagi-
aio. O coure, a e caracer become beer
kow (or more ooriou), ey will be peiioe by
all maer o people rom kig o peaa or elp,
a ey will ear o myeriou place a rumor arbeyo e ormal are o le reowe aveurer.
StrongholdsSrogol a (omeime) poliic begi o om-
iae e game aer e caracer reac ame
levelaumig a e player o reire eir car
acer a i poi, wic mo o. Aveurer ca
ar builig rogol beore ey ave reace
ame level, o coure, bu ey o ge e ollow-
er (or ecearily e recogiio o oer oble i
e area) uil reacig a level were eir reow ieoug o arac villager a roop o eir proec-
io. Oce e game reace i level, e caracer
will ave o clear e area arou e rogol o
ay moer, a ca e aely begi builig or-
icaio a axig peaa a ey ock (or rick-
le) o e caracer baer. I i poible a i poi
a acual bale mig be oug, eier o la or a
ea, a e caracer ee i e or eek o expa
i. Tere are may e o rule or i wargamig
ie o e game available or e player a Reeree
o cooe rom. Oe very imple rule o umb i pro-vie below, i cae your group wa o avoi oo
muc eail.
Mass CombatUnis o roops: For ma comba, e olier are
lumpe ogeer io ui o ve or e (epeig o
e cale o e comba). All roop i e ui oul
ave e ame ype o armor. For e ui, a up e
i poi o all e olier i e ui a rea e
ui a i i i a igle creaure. Sroger creaure, uc
a gia or rago, o o ee o be groupe ioui (aloug ey are reae a a eparae ui or
comba purpoe), a player caracer oul o be
groupe ogeer eier.
Iniiaive and Comba Rounds: Comba rou are ve
miue log i roop are groupe io ve-ma ui
a e miue log i ey are groupe io e-ma
ui. A e begiig o e bale, roll or iiiaive
Wicever ie wi e iiiaive ca cooe o move
r or la, a ca alo cooe weer o aack r
or la. For example, a e begiig o e Bale oAure Woo, were Garkel e Wiar orce are
oppoig a ivaig gobli army, i Garkel wi
e iiiaive e mig cooe o move r a aack
r, o move r bu aack la, o move a aack
la, or o move la bu aack r.
7/27/2019 Sw Core Rules PDF
32/118
swords & wizardry: Core rules
26
Order o Bale (Mass Comba):
Miile aack a pell are reolve beore ay-1.
ig ele appe. I arcer ave a rae-o-re o
, oly e r o i reolve a i poi; e
eco o i reolve a e e o e rou.Bo ie reolve eir miile aack a pell,
i e orer coe by e ie wi e iiiaive.
Moveme i reolve i e orer coe by e.
ie wi iiiaive. I olier are cargig a
make eir impac or e r ime, e reul o
e carge are eermie immeiaely urig e
moveme pae (eeer wi log weapo
will ge a r aack, a e e cargig ol-
ier ge a aack).
Melee comba i reolve (ee below) i e orer3.
eermie by e ie wi iiiaive.
Broke ui may aemp o rally (ee below).4.
Ay al miile re rom arcer wi a rae-o-5.
re o i reolve, i e orer eermie by e
ie wi iiiaive.
Iiiaive i rolle or e ex rou, a e ew6.
rou begi.
Missile and Melee Comba: We a ui make i
aack, i make a igle aack roll agai e armor
cla o e oppoig ui; i melee comba, e aack
ca oly be mae agai a ui irecly i ro o e
aackig ui. A ui o ve olier wi 1 HD eac
make i aack roll a a 1 HD creaure, o a a 5 HD
creaure. Te r i iice agai a ui iic
o amage. Aer a ui a bee i oce, laer i
are reolve a ollow: amage i iice by rollig
oce (or waever ype o weapo e ui i uig),a muliplyig e reul by e umber o people i
e aackig ui. I a ui i aackig a igle arge
(uc a a gia or a loe player caracer), e amage
i reuce by al. Keep i mi a moer reai
eir abiliie; a moer a ca be amage by o-
magical weapo wo be ur a all by ormal arrow
rom a ui o regular logbowme. Tere i oe pe-
cial rule ere: i a moer, caracer, or ui cao be
i becaue o a goo armor cla or errai moier
(explaie laer), ere i ill a cace a a ui ca
iic ome amage. I e ui roll a aural o i,
i will iic amage, bu oly oe-quarer o e am-age i woul ormally iic. Hi poi iice o a
ui o acually kill ayoe uil e ui make a
morale ceck (ee below). We a ui i ow o al
i origial i poi, a ay ime i i i aer loig
al i i poi, e ui mu make a morale ceck.
Te morale ceck i mae o a 6:
1: Four ou o ve o e olier i e ui are
ea. Te ui i remove rom e boar a
e 1 or urvivor are eeig.
: Te ui a o caualie, bu i orce back
oe al o i move (e aacker ca alo
move up eir roop by e ame amou i
ey cooe o o o). Te ui i broke.
3: Te ui remai i place, bu i broke.
46: Morale ceck uccee, a e ui re-
mai i e comba ormally.
I a ui loe all i i poi, all e olier i eui are coiere ea.
Broken Unis: I a ui i broke, i mea a e
ui i row io couio or rig, or a ey are
imply o baere a ey cao ucio uil ey
rally emelve. A broke ui cao aack, bu a-
er e melee pae o comba ey may aemp o ral-
ly. A broke ui ca move backwar ou o comba,
bu cao avace owar e eemy. A well-raie
or experiece ui o regular roop (o mercear-
ie) a a 75% cace o rally. Well-raie mercear-ie ave a 5% cace o rally. Levee a miliia ave
a 5% cace o rally. I e ui rallie, i i o lo-
ger coiere o be broke a ca aack ormally
agai we e ime come.
7/27/2019 Sw Core Rules PDF
33/118
Chapter 4: playing The game
27
Modiers: Large-cale comba epe grealy upo
e errai, a gaiig uperior errai i a impor-
a par o uc comba. Figig ow a lope or
rom iger grou i a major acor; perap e mo
impora acor. Do orge, oug: eve i a ui
cao be i, we e aacker roll a aural i illiic oe-quarer o i ormal amage.
A ui gig rom e iger grou a a coice1.
o make eac rou; i ca gai a +4 o i aack
roll or i ca orce all aacker o ake a -4 o aack
roll agai e ui urig a rou.
Ui gig iie a ore are immue o mi-.
ile re ule ey are lie up a e ege, u-
ig ree a cover, i wic cae all eemy aack
are mae a -4 (icluig melee aackolige ege o a ree lie i a avaage eve i cloe
comba).
Deeig rom bei a wall caue eemy aack3.
o be mae a -4. Oe poi abou i, oug: a
wall a e ege o a ree lie oe ge bo moi-
er rom e wall a e ree; oly oe -4 will be
applie o eemy aack. Tu, i a ui i o op o
a cale wall, eeig agai arcer rig rom
below, e aack agai em will be mae a -
(-4 or e iger grou, a -4 or e wall).
I a ui i akig aoer ui (aackig rom4.
e ie) i gai +4 o i.
I e ui i aackig aoer ui rom e rear,5.
i aack a -4 a alo iic ouble ormal
amage.
Movemen Rule: A ui cao ur a move i e
ame rou ule i i a moue cavalry ui.
Tee rule oul be eoug o ale mo iua-
io, aloug ere are eail or aval comba,
iege weapory, or may o e oer circumac-
e a mig be ecouere i a large-cale bale.
Keep i mi alo a ee are of cial rule, ju
a quick oulie o oe way o play ou e or o ba-
le i wic e caracer mig emelve a
Magical Research
Magical reearc i aoer area i wic iger-lev-el caracer will begi o grow beyo e cope o
e rule. Eve airly low-level Magic-uer may wa
o evelop ew pell, a iger-level Magic-uer
mig become ivolve i all ki o reearc rom
poio ormulae o creaig magical iem, o crea-
ig golem, o breeig moer. I geeral, e e-
ail o uc projec are le o e Reeree; ey will
ceraily be expeive, a will probably ivolve -
ig book o lo lore (yup, i ugeo, aloug per-
ap e Wiar a ecme o rerieve em by
i poi) a rage compoe ragig rom eyeo ew up o e ear o a rago. Special laborao-
rie mig be require, a mig e ervice o a ire
alcemi or age. Remember a ew pell oul be
careully reviewe o make ure ey are oo pow-
erule pell level oul reec e pell power
I a pell ur ou o be uexpecely powerul o e
poi were i eager e game, i i alway e re-
eree prerogaive o proec e game by ajuig e
level o e ew pell.
commaer or paricipa. Te player a Reeree
are compleely ree o ue aoer e o rule o ui
eir purpoe.
7/27/2019 Sw Core Rules PDF
34/118
swords & wizardry: Core rules
28
rememberSWORDS & WIZARDRY is a ree-orm roleplaying
game, meaning that there arent very many rules. The
Reeree is responsible or handling situations that
arent covered by the rules, making air evaluations owhat the characters do and deciding what happens
as a result. This is not a game in which the players are
against the Reeree, even though the Reeree is re-
sponsible or creating tricky traps, dangerous situa-
tions, and running the monsters and other oes the
PCs will encounter during the game. In act, the play-
ers and the Reeree cooperate with each other to cre-
ate a antasy epic, with the Reeree creating the set-
ting and the players developing the story o the he-
roes. I they arent skillul and smart, the epic might be
very short. But its not the Reerees job to deeat theplayersits his job to provide interesting (and dan-
gerous) challenges, and then guide the story airly.
gameplay exampleA Figer,Arnold the Lion, i gig ree gobli i a
ark alley o e Glierig Ciy o Semoulia. We eave-
rop ju a e ecouer begi:
Arnolds player: I raw myel up o ull eig aiorm em a Im a capai o e guar. My
olier are rig bei me, a ee vermi
beer ipere or Ill ave em broug i or
ierrogaio.
Reeree: Um, o. Teyre o buyig i. Youre covere
i l rom a garbage pi, remember?
Arnolds player: O, yea. I orgo a.
Reeree: Roll iiiaive. (Secrely roll a 6 a ge a
reul o 6.)
Arnolds player: I rolle a .
Reeree: Te gobli aack r. Teyre all more a
e ee rom you, a ey move orwar wi
eir club a e reay.
Arnolds player: Tey o carge?
Reeree: Nope.
Arnolds player: Tey o ge a aack becaue ey
cloe i. I my ur o aack, rig?
Reeree: Ye.
Arnolds player: (Roll a .) 16wee! Aig my
bae o-i bou a Sreg bou give me a
oal o-i roll o 1!
Reeree: (Noe a gobli ave a armor cla o 14,uig e aceig AC rule.) You wig your
wor io e leaig gobli. Roll or amage.
Arnolds player: (Roll a 6.) poi, bu Ive go a +1
amage bou, o a 3.
Reeree: (Tats enough to kill it. Te goblin had only
2 hit points.) Okay, o a i movig orwar, e
gobli lip a lile bi i a pule o e oe o
e arrow alley were youre gig, a ki
rig oo your wor. A you yak ou e blae,e gobli all ea o e grou. Te oer wo
are ill aackig, bu ey look ervou owob-
viouly arig o recoier i wole ig.
7/27/2019 Sw Core Rules PDF
35/118
Chapter 5: spells
29
clerIc Spell lISt
Level 1Cure Lig Wou1.
Deec Evil.
Deec Magic3.Lig4.
Proecio rom Evil5.
Puriy Foo a Drik6.
Level 2Ble1.
Fi rap.
Hol Pero3.
Silece, 15 Raiu4.
Sake Carm5.
Speak wi Aimal6.
Level 3Coiual Lig1.
Cure Dieae.
Locae Objec3.
Prayer4.
Remove Cure5.
Speak wi Dea6.
Level 4
Creae Waer1.Cure Seriou Wou.
Neuralie Poio3.
Proecio rom Evil, 1 Raiu4.
Speak wi Pla5.
Sick o Sake6.
Level 5Commue1.
Creae Foo.
Dipel Evil3.
Figer o Dea4.
Iec Plague5.Que6.
Raie Dea7.
Level 6Aimae Objec1.
Blae Barrier.
Cojure Aimal3.
Fi e Pa4.
Speak wi Moer5.
Wor o Recall6.
Level 7Aerial Serva1.
Aral Spell.
Corol Weaer3.
Earquake4.
Holy Wor5.
Par Waer6.
Reoraio7.
Reurrecio.
Symbol.
Wi Walk1.
7/27/2019 Sw Core Rules PDF
36/118
swords & wizardry: Core rules
30
magIc-uSerSpell lISt
Level 1Carm Pero1.
Deec Magic.Hol Poral3.
Lig4.
Magic Miile5.
Proecio rom6.
Evil
Rea Laguage7.
Rea Magic.
Siel.
Sleep1.
Level 2Coiual Lig1.
Darke, 15 .
Raiu
Deec Evil3.
Deec Iviibiliy4.
ESP5.
Iviibiliy6.
Kock7.
Leviae.
Locae Objec.
Magic Mou1.Mirror Image11.
Paamal Force1.
Pyroecic13.
Sikig Clou14.
Sreg15.
Web16.
Wiar Lock17.
Level 3Clairauiece1.
Clairvoyace.Darkviio3.
Dipel Magic4.
Exploive Rue5.
Fireball6.
Fly7.
Hae.
Hol Pero.
Iviibiliy, 1 1.
Raiu
Ligig Bol11.
Moer1.
Summoig I
Proecio rom13.Evil, 1 Raiu
Proecio rom14.
Normal Miile
Rope rick15.
Slow16.
Suggeio17.
Waer Breaig1.
Level 4Carm Moer1.
Couio.Dimeio Door3.
Exeio I4.
Fear5.
Halluciaory6.
errai
Ice Sorm7.
Mamorp.
Moer.
Summoig II
Pla Grow1.
Polymorp Oer11.Polymorp Sel1.
Remove Cure13.
Wall o Fire14.
Wall o Ice15.
Wiar Eye16.
Level 5Aimal Grow1.
Aimae Dea.
Cloukill3.Cojure Elemeal4.
Coac Oer5.
Plae
Exeio II6.
Feeblemi7.
Hol Moer.
Magic Jar.
Moer1.
Summoig III
Pawall11.
elekiei1.
elepor13.
ramue Rock o14.Mu
Wall o Iro15.
Wall o Soe16.
Level 6Ai-Magic Sell1.
Corol Weaer.
Dea Spell3.
Diiegrae4.
Eca Iem5.
Gea6.Iviible Salker7.
Lege Lore.
Lower Waer.
Moer1.
Summoig IV
Move Ear11.
Par Waer1.
Projec Image13.
Reicaraio14.
Repulio15.
Soe o Fle16.
Level 7Cacoemo1.
Carm Pla.
Delaye Bla3.
Fireball
Exeio III4.
Limie Wi5.
Ma Iviibiliy6.
Moer7.
Summoig VPae Door.
Power Wor, Su.
Revere Graviy1.
Simulacrum11.
Level 8Cloe1.
Ma Carm.
Mi Blak3.
Moer4.
Summoig VIPermaecy5.
Polymorp Objec6.
Power Wor, Bli7.
Symbol.
Level 9Aral Spell1.
Mae.
Gae3.
Meeor Swarm4.
Moer5.Summoig VII
Power Wor, Kill6.
Primaic Spere7.
Sape Cage.
ime Sop.
Wi1.
7/27/2019 Sw Core Rules PDF
37/118
Chapter 5: spells
31
Spell deScrIptIonSCoaie erei are all o e Cleric a Magic-uer
pell preee i alpabeical orer.
Aerial Servant
Spell Level: Cleric, 7th LevelRange: N/A
Duraion: Uil complee or iaiy
Ti pell ummo a powerul creaure rom e el-
emeal plae o air, o ec a reur oe ig (or
creaure) o e caer. Oly a creaure wi a Sreg
o 1 ca g i way rom e erva grap, a eve
e e cace i o likely o be greaer a 5%.
Te erva ca carry up o 5 pou i weig. A
aerial erva a e ollowig aribue: HD 16, AC
3 [16], Ak Bonus +17, Ak1 (44), Move 4 . I eerva i rurae i i eor o brig e eire
objec o e caer, i will become iae, reurig
a aackig im.
Animal GrowthSpell Level: Magic-uer, 5th Level
Range: 1
Duraion: our
Ti pell caue 16 ormal creaure o grow immei-
aely o gia ie. Wile e pell la, e aece crea-ure ca aack a per a gia verio o emelve.
Animate DeadSpell Level: Magic-uer, 5th Level
Range: Reeree Dicreio
Duraion: Permae
Ti pell aimae keleo or ombie rom ea
boie. 16 uea are aimae per level o e caer
above th. Te corpe remai aimae uil lai.
Animate ObjectSpell Level: Cleric, 6th Level
Range: 6
Duraion: 1 our
Te Cleric brig o lie iaimae objec uc a
aue, cair, carpe, a able. Te objec ollow
e cleric comma, aackig i oe or perorm-
ig oer acio o i beal. Te Reeree mu e-
ermie e comba aribue o e objec, uc a
armor cla, pee, i ice, a o-i boue o e
pur o e mome. A oe aue, a a baic example
mig ave AC o 1 [1], aack a a creaure wi 7HD, a iic poi o amage. Wooe uri-
ure woul be coierably le agerou.
Anti-magic ShellSpell Level: Magic-uer, 6th Level
Range: Caer
Duraion: our
A iviible bubble o orce urrou e caer, im-
peerable o magic. Spell a oer magical eec
cao pa io or ou o e ell.
Astral SpellSpell Level: Magic-uer, th Level
Range: 1 mile (above grou), 1 yar (below)
Duraion: our
Te caer projec i aral orm io oer place; e
aral orm i iviible o all creaure bu oe alo
ravelig e aral plae o exiece. Te pell a a
uraio o wo our. I e caer pyical boy i
move more a 1 mile rom i origial locaiowile e aral orm i away, e lik i uere a
e caer oul become lo i e beyo; a i e
caer boy i uergrou, i ee oly be move
1 yar beore e coecio i broke.
Te aral orm i capable o caig pell, bu ere
i a 5% cace per pell level a e pell will ail
Aiioally, ere i a % cace per pell level o e
aempe pell a e aral pell iel will aler a
a reul o e pell caig, a e aral orm wil
reur o e pyical boy. We ravelig i araorm upo e ear, e aral orm may ravel a a
a 1 mile per our per level above 1th. I e orm
i ravelig uergrou, i op pee i muc low-
er: 1 per 1-miue ur. We ravelig io e
eeper regio beyo e ear, pee a iace
are obviouly o meaure i mile.
7/27/2019 Sw Core Rules PDF
38/118
swords & wizardry: Core rules
32
Blade BarrierSpell Level: Cleric, 6th Level
Range: 6
Duraion: 1 ur
Myical blae, wirlig a ruig, orm a lealcircle arou e pell recipie, a a raiu o 15 .
Te barrier iic 71 poi o amage o ayoe
ryig o pa roug.
BlessSpell Level: Cleric, nd Level
Range: Oly upo a caracer o i comba.
Duraion: 1 our (6 ur)
Ti pell gra i recipie a +1 o aack roll (a
improve morale, i e recipie i o a player car-acer). Te recipie cao alreay be i comba we
e pell i ca.
CacodemonSpell Level: Magic-uer, 7th Level
Range: 1
Duraion: Reeree icreio
Ti pell ummo a emo or oer e (uc a
a evil) rom e lower plae o exiece. Te pell
provie o proecio waoever agai e wrao e ummoe creaure, a e magic uer oul
be vere i e lore o peacle a oer magical
mea o egig ou emo. Gaiig e emo
aiace i beyo e pell power, comig ow o
a maer o egoiaio a rea bewee e caer
a e e.
Charm MonsterSpell Level: Magic-uer, 4th Level
Range: 6
Duraion: See below
Ti pell operae i e ame maer a Carm
Person, bu ca aec ay oe livig creaure, iclu-
ig powerul moer. For moer o ewer a 3
i ice, up o 36 ca be aece. Moer ca break
ree o e carm, (oe cace per week) bae o eir
i ice (a ow o e ollowig able).
Table 23: Charm Monster
Hit Dice Chance to Break Charm1
Fewer than 2 %
24 %
7 2%8 4%
+ 8%1 Per week
Charm PersonSpell Level: Magic-uer, 1st Level
Range: 1
Duraion: Uil ipelle
Ti pell aec livig bipe o uma ie or maller,
uc a gobli or rya. I e pell uccee (avigrow allowe), e uoruae creaure all uer
e caer iuece.
Charm PlantsSpell Level: Magic-uer, 7th Level
Range: 1
Duraion: Uil ipelle
I e pla ail a avig row (a i ee o be
iellige), i will obey e caer o e exe o i
abiliy. Te pell aec oe large ree, ix ma-iepla, welve pla ree ee all, or wey-our
ower-ie pla.
ClairaudienceSpell Level: Magic-uer, 3d Level
Range: 6
Duraion: our
Clairauiece allow e caer o ear roug oli
oe (limiig rage o or o) a oer obacle,
ay ou wii a rage o 6 . Te pell eeccao pa roug eve a i eeig o lea, ow-
ever, or i meal block i uerly. Te pell ca be
ca roug a cryal ball.
7/27/2019 Sw Core Rules PDF
39/118
Chapter 5: spells
33
ClairvoyanceSpell Level: Magic-uer, 3d Level
Range: 6
Duraion: our
Clairvoyace allow e caer o ee roug olioe (limiig rage o or o) a oer obacle,
ay ou wii a rage o 6 . Te pell eec
cao pa roug eve a i eeig o lea, ow-
ever, or i meal block i compleely.
CloneSpell Level: Magic-uer, th Level
Range: Cloe
Duraion: Permae
By i eerie a iurbig pell, a piece o e, ak-e rom a livig pero, i grow io a exac upli-
cae o e pero a e ime e e wa remove
(weer i require a laboraory a ow muc ime
i require o regrow e cloe epe upo e pell
ormula a e Reeree icreio). I a cloe i cre-
ae wile i pare-creaure ill live, e cloe will
eek o kill i origial. I i ail o acieve i goal,
bo e cloe a e origial will become iae.
Cloudkill
Spell Level: Magic-uer, 5th LevelRange: Move 6 per miue
Duraion: 1 our
Foul a poioou vapor boil rom e i air, orm-
ig a clou 15 i raiu. Te clou move irecly
orwar a a rae o 6 per miue ule i irecio
or pee i aece by wi. Uuually rog gu
ca iipae a eroy i. Poio-lae, e orri
mi i eavier a air, a u ik ow ay pi
or air i i pa. Eve oucig e clou (muc le
breaig i) require a avig row o avoi immei-ae ea.
CommuneSpell Level: Cleric, 5th Level
Range: Caer
Duraion: 3 queio
Higer power gra a awer o ree queio ecaer poe o em. Higer power o like co-
aly beig ierrogae by mere moral, o e
pell oul be limie o oce per week or o by e
Reeree.
ConusionSpell Level: Magic-uer, 4th Level
Range: 1
Duraion: our
Ti pell coue people a moer, makig emac raomly. O a roll o 6, e creaure will o e
ollowig:
Table 24: Conusion
Die Roll Reaction
2 Attack caster & his allies
8 Stand baed and inactive
2 Attack each other
Te eec o e couio may i every e mi-ue or o, a e ice are oce agai rolle.
Te pell aec 6 creaure, plu a aiioal crea-
ure or every caer level above th. Creaure o 3 i
ice or ewer are auomaically aece by e pell
a i ake eec ialy. Creaure o 4 i ice or
more auomaically overcome e couio eec a
i buil up o i ull power (11 miue, miu e
caer level), a oly e are ey permie a av-
ig row. Eveually, ee creaure are likely o uc-
cumb o e couio, or ey mu coiue o makeaoer avig row every 1 miue uil e pell
wo-our uraio a ru i coure.
33
7/27/2019 Sw Core Rules PDF
40/118
swords & wizardry: Core rules
34
Conjure AnimalsSpell Level: Cleric, 6th Level
Range: 3
Duraion: 1 our
Te cleric cojure up ormal aimal o erve a i al-lie: 1 creaure larger a a ma (uc a a elepa),
3 aimal e ie o a ma or ore (uc a a lio), or
6 aimal maller a a ma (uc a a wol). Te ai-
mal obey e caer comma.
Conjure ElementalSpell Level: Magic-uer, 5th Level
Range: 4
Duraion: Uil ipelle
Te caer ummo a 16 HD elemeal (ay ki)rom e elemeal plae o exiece, a bi i o
i comma. Te elemeal obey e caer oly or
a log a e caer cocerae o i; a we e
caer ceae o cocerae, eve or a mome, e el-
emeal i releae a will aack im.
Contact Other PlaneSpell Level: Magic-uer, 5th Level
Range: Noe
Duraion: Number o Ye/No queio
Te caer creae a meal coac wi e plae,
orce, power, a geomerie o e beyo, i orer
o gai af rmaive or egaive awer o e queio
e coemplae. Te pell eec epe upo ow
eeply io e caer que io e variou plae o
exiece. Te caer mu ecie ow ar io e
plae o exiece e wie o make coac. Te
umber o plae i ep a e cooe will a-
ec e umber o ye or o queio e ca ak, ecace a e kowlege i available a a level, e
cace o receivig a wrog awer, a e cace
a e will become emporarily iae rom e ex-
periece. emporary iaiy la or a may week
a e umber o e plae were e caer aiy
aile (or wa eliberaely remove).
Table 25: Contact Other Plane
Plane o Existence Max. # Questions Available Knowledge Wrong Result Temporary Insanity1
rd 2 7% %
4th 4 % %
th 4 % 2%
th 4% %7th 7 % 4%
8th 8 7 2% 4%
th 8 2% %
th 8 % %
th % 7%
2th 2 % 8%1This is reduced by % for every level above 11th
Continual LightSpell Level: Magic-uer, nd Level
Range: 1
Duraion: Permae uil ipelle
Te argee pero or objec prouce lig a brig
a ulig (a wi e ame eec a ulig), o a
raiu o 1 .
7/27/2019 Sw Core Rules PDF
41/118
Chapter 5: spells
35
Control WeatherSpell Level: Magic-uer, 6th Level; Cleric, 7th Level
Range: Reeree icreio
Duraion: Reeree icreio
Te caer ca ummo or op raiall, creae uuu-ally ig or low emperaure, ummo or ipere a
orao, clear e ky o clou, or ummo clou
io beig.
Create WaterSpell Level: Cleric, 4th Level
Range: Cloe
Duraion: Immeiae
Ti pell creae a oe-ay upply o rikig waer
or 4 me (or, or game purpoe, ore). A th level,e amou o waer ouble, a ouble agai a ev-
ery level ereaer.
Create FoodSpell Level: Cleric, 5th Level
Range: Cloe
Duraion: Immeiae
Ti pell creae a oe-ay upply o oo or 4 u-
ma (or e like). A th level, e amou o waer
ouble, a ouble agai a every level ereaer.
Cure DiseaseSpell Level: Cleric, 3r Level
Range: ouc
Duraion: Immeiae
Cure e pell recipie o ay ieae, icluig
magically iice oe. A evil reveral o i pell
allow a evil Cleric o caue ieae.
Cure Light WoundsSpell Level: Cleric, 1st Level
Range: ouc
Duraion: Immeiae
Cure 16+1 i poi o amage. A evil reveral o
i pell allow a evil Cleric o caue lig wou.
Cure Serious WoundsSpell Level: Cleric, 4th Level
Range: ouc
Duraion: Immeiae
Cure 6+ i poi o amage. A evil reveral oi pell allow a evil Cleric o caue eriou wou
Darkness 15 t RadiusSpell Level: Magic-uer, nd Level
Range: 1
Duraion: 1 our
Darke all wii e pell raiu, impeerable
eve o arkviio. A Lig pell or Dispel Magic ca
be ue o couerac e arke.
DarkvisionSpell Level: Magic-uer, 3d Level
Range: 4
Duraion: 1 ay
Te recipie o e pell ca ee i oal arke or
e leg o e pell uraio.
Death SpellSpell Level: Magic-uer, 6th Level
Range: 4 Duraion: Caue ormal ea
Wii a 6 raiu, up o creaure wi ewer
a 7 i ice peri.
Delayed Blast FireballSpell Level: Magic-uer, 7th Level
Range: 4
Duraion: Coe by caer (up o 1 miue)
Ti pell creae a ormal reball, bu e bla cabe elaye or a perio o up o 1 miue. Te bur
raiu, per a ormal reball, i , a amage i
16 per level o e caer. Te bla ape iel o e
available volume (33, cubic ee), llig 33 e-by-
e-by-e cubical area.
7/27/2019 Sw Core Rules PDF
42/118
7/27/2019 Sw Core Rules PDF
43/118
7/27/2019 Sw Core Rules PDF
44/118
swords & wizardry: Core rules
38
FearSpell Level: Magic-uer, 4th Level
Range: 4
Duraion: 1 our
Ti pell caue e creaure i i coe-ape pao ee i orror (i ey ail e avig row). Tere i a
6% cace a ey will rop waever ey are ol-
ig. Te coe exe 4 o a bae 1 acro.
FeeblemindSpell Level: Magic-uer, 5th Level
Range: 4
Duraion: Permae uil ipelle
Feeblemi i a pell a aec oly Magic-uer. Te
avig row agai e pell i mae a a -4 pealy,a i e avig row ail, e argee Magic-uer
become eeble o mi uil e magic i ipelle.
Find the PathSpell Level: Cleric, 6th Level
Range: Caer
Duraion: 1 our (+1 miue/level), 1 ay ouoor
Te caer perceive e ae way ou o a area, eve
i e area i eige o be if cul o avigae (uc
a a labyri). I e ouoor, e pell a greaerpower, laig a ull ay.
Find TrapsSpell Level: Cleric, nd Level
Range: 3
Duraion: miue ( ur)
Te caer ca perceive bo magical a o-magical
rap a a iace o 3 .
Finger o DeathSpell Level: Cleric, 5th Level
Range: 1
Duraion: Immeiae
Ti pell kill a igle creaure (avig row applie).Miuig e pell i a evil ac a will likely ivoke
ivie reribuio o ome ki.
FireballSpell Level: Magic-uer, 3d Level
Range: 4
Duraion: Iaaeou
A bea-like miile oo rom e caer ger, o
exploe, a e argee locaio, i a urace-like bla
o re. Te bur raiu i , a amage i 16 perlevel o e caer. Te bla ape iel o e avail-
able volume (33, cubic ee), llig 33 e-by-e-
by-e cubical area. A ucceul avig row mea
a e arge oly ake al amage.
FlySpell Level: Magic-uer, 3d Level
Range: ouc
Duraion: 16 ur (+1 ur/level)
Ti pell imbue e Magic-uer wi e power oig, wi a moveme rae o 1 per rou. Te
Reeree ecrely roll e 16 aiioal ur; e play-
er oe o kow exacly ow log e power o ig
will la.
GateSpell Level: Magic-uer, th Level
Range: Near e caer
Duraion: See below
A gae pell creae a opeig o aoer plae o ex-iece, a ummo or a pecie, remeouly
powerul beig rom e oer plae, icluig go
a emi-go. Te caer mu kow e ame o e
creaure e i aempig o ummo, or e pell will
ail. Tere i a 5% cace a e wrog beig may be
ummoe, a (regarle weer e ummoe
beig i e rig oe or o) ere i a 5% cace a i
7/27/2019 Sw Core Rules PDF
45/118
Chapter 5: spells
39
will lack iere i e iuaio a reur roug e
gae. Te ummoe beig i o ecearily riely
o e caer, a may eve be exremely aoye.
Geas
Spell Level: Magic-uer, 6th LevelRange: 3
Duraion: Uil ak i complee
I e pell uccee (avig row), e caer may e
a ak or e pell vicim. I e vicim oe o ili-
gely work a perormig e ak, e will uer weak-
e (5% reucio i reg), a ryig o igore
e gea caue ea.
Hallucinatory Terrain
Spell Level: Magic-uer. 4th LevelRange: 4
Duraion: Uil ouce (oer a by ally) or
ipelle
Ti pell cage e appearace o e errai io
e emblace o wa e caer eire. A ill ca be
mae o iappear, or coul be replace wi a illu-
ory ore, or example.
Haste
Spell Level: Magic-uer, 3d LevelRange: 4
Duraion: 3 miue
I a area o raiu o 6 arou e poi were e
pell i argee, a may a 4 creaure become able
o move a aack a ouble ormal pee.
Hold MonsterSpell Level: Magic-uer, 5th Level
Range: 1
Duraion: 1 our (+1 miue/level)
Te caer arge 14 creaure, wic are complee-
ly immobilie (avig row applie). Te caer may
alo arge a igle creaure, i wic cae e avig
row i mae wi a pealy o -.
Hold PersonSpell Level: Cleric, nd Level
Range: 1
Duraion: ur
Te caer arge 14 pero (e ame parameer ae Carm Person pell), wo are compleely immo-
bilie (avig row applie). Te caer may alo ar
ge a igle pero, i wic cae e avig row i
mae wi a pealy o -.
Hold PortalSpell Level: Magic-uer, 1st Level
Range: Reeree Dicreio
Duraion: 6 ur
Ti pell ol a oor cloe or e pell uraio(or uil ipelle). Creaure wi magic reiace
ca aer e pell wiou eor.
Holy WordSpell Level: Cleric, 7th Level
Range: 4 raiu
Duraion: Immeiae
Te peakig o a oly wor ramaically aec al
oe wii e rage o i ivie power. Creaure o
ewer a 5 i ice are lai, creaure o 5 o i iceare ue or 1 ur, a creaure wi 1 i
ice are eaee or 16 ur. Creaure wi 13+ i
ice are uaece bu probably impree.
Hold PersonSpell Level: Magic-uer, 3d Level
Range: 1
Duraion: 1 our (+1 miue/level)
Te caer arge 14 pero (e ame parameer ae Carm Person pell), wo are compleely immo-
bilie (avig row applie). Te caer may alo ar
ge a igle pero, i wic cae e avig row i
mae wi a pealy o -.
7/27/2019 Sw Core Rules PDF
46/118
swords & wizardry: Core rules
40
Insect PlagueSpell Level: Cleric, 5th Level
Range: 4
Duraion: 1 ay
Ti pell oly work ouoor. A orm o iec
gaer, a goe werever e caer irec. Teclou i approximaely 4 q. ee ( by , wi
rougly correpoig eig). Ay creaure o HD
or ewer a i expoe o e clou o iec ee i
error (o avig row).
InvisibilitySpell Level: Magic-uer, Level
Range: 4
Duraion: Uil ipelle or a aack i mae
Te objec o i pell, weer a pero or a ig,become iviible (o bo ormal viio a o ark-
viio). I e Reeree i uig e iviibiliy rule u-
cage, e reul i a a iviible creaure cao
be aacke ule i approximae locaio i kow,
a all aack are mae a -4 o i. I e iviible crea-
ure make a aack, e pell i broke. Oerwie, i
la uil ipelle or remove by e caer.
Invisibility 10 t RadiusSpell Level: Magic-uer, 3d LevelRange: 4
Duraion: Uil ipelle or a aack i mae
Like e Invisibiliy pell, Iviibiliy 1 Raiu