Swords & Wizardry Complete Reference

Roll Attribute Scores

Roll 3d6 for each of six attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Characters are intentionally flawed, not superhuman. Referees may allow adjustments for long-term campaigns.

Strength

Measures muscle power. Prime Attribute for Fighters, Paladins, Rangers, and Assassins (one of). Affects to-hit/damage for Fighters, opening doors, and carrying capacity.

Score To-Hit Damage Open Doors Carry Modifier
3–4 –2 –1 1 –10
5–6 –1 +0 1 –5
7–8 +0 +0 1–2 +0
9–12 +0 +0 1–2 +5
13–15 +1 +0 1–2 +10
16 +1 +1 1–3 +15
17 +2 +2 1–4 +30
18 +2 +3 1–5 +50

Dexterity

Measures agility and reflexes. Prime Attribute for Thieves and Assassins (one of). Affects missile accuracy, AC, and parrying.

Score Missile Bonus Effect on Armor Class
3–8 –1 Worse by 1 point
9–12 +0 None
13–18 +1 Better by 1 point

Constitution

Measures health and stamina. Affects hit points and survival checks.

Score Hit Point Modifier Raise Dead Survival
3–8 –1 50%
9–12 +0 75%
13–18 +1 100%

Intelligence

Measures memory and reasoning. Prime Attribute for Magic-Users and Assassins (one of). Affects languages and spells.

Score Max Languages Max Spell Level Understand New Spell Min/Max Basic Spells
3–7 0 4 30% 2/4
8 1 5 40% 3/5
9 1 5 45% 3/5
10 2 5 50% 4/6
11 2 6 50% 4/6
12 3 6 55% 4/6
13 3 7 65% 5/8
14 4 7 65% 5/8
15 4 8 75% 6/10
16 5 8 75% 6/10
17 5 9 85% 7/All
18 6 9 95% 8/All

Wisdom

Measures willpower and intuition. Prime Attribute for Clerics, Monks, and Druids. Wisdom 13+ gives +5% XP bonus. Clerics with 15+ gain a bonus 1st-level spell.

Charisma

Measures personality and leadership. Affects hirelings and morale.

Score Max Special Hirelings Retainer Morale
3–4 1 –4
5–6 2 –2
7–8 3 –1
9–12 4 0
13–15 5 +1
16–17 6 +2
18 7 +4

Character Classes

Assassin

Rare sub-class of Thieves trained as secret operatives. Neutral or Chaotic only. Humans only.

Cleric

Armored warrior-priests serving Law or Chaos. Half-Elves and Humans.

Druid

Mysterious nature priests. Neutral only. Humans only.

Fighter

Trained warriors, best at combat. Any alignment. Any ancestry.

Why Play a Fighter? Only Fighters get Strength to-hit/damage bonuses, multiple attacks vs weak foes, and parry ability. Paladins and Rangers do NOT gain these Fighter-specific abilities despite being fighter-types.

Fighter Parrying Ability

Dexterity ScorePenalty to Enemy Attacks
14-1
15-2
16-3
17-4
18-5

Magic-User

Scholars of arcane magic. Any alignment. Elves, Half-Elves, and Humans.

Monk

Ascetic martial artists seeking enlightenment. Any alignment (most Lawful). Humans only.

Monk Advancement

LevelAC [Asc]Unarmed DamageMoveWeapon Bonus (WIS 15+)
19 [10]1d412+0
28 [11]1d613+1
37 [12]1d613+1
46 [13]1d815+2
55 [14]1d1016+2
64 [15]1d1217+3
73 [16]2d818+3
82 [17]2d8+119+4
91 [18]2d8+220+4
101 [18]2d8+421+5

Paladin

Lawful champions against evil. Lawful only (reverts to Fighter if alignment lost). Humans only.

Ranger

Protectors of the wilderness. Lawful only (reverts to Fighter if alignment lost). Humans only.

Thief

Experts in stealth and dungeoneering. Neutral or Chaotic only. Any ancestry.

Thieving Skills

LevelClimb WallsDelicate TasksHear SoundsHideMove SilentOpen Locks
187%15%3 in 610%20%10%
288%20%3 in 615%25%15%
389%25%4 in 620%30%20%
490%30%4 in 625%35%25%
591%35%4 in 630%40%30%
692%40%4 in 635%45%35%
793%45%5 in 640%50%40%
894%50%5 in 655%60%55%
995%60%5 in 665%70%65%
1096%70%5 in 675%80%75%

Non-Human Thief Bonuses

AncestryClimbTasks/TrapsHearHideSilentLocks
Dwarf+15 (traps only)+5+5+5
Elf+15+10
Half-Elf
Halfling+5+10+10+10

Multi-Classing and Dual-Classing

Multi-Classing (Non-Humans)

Dwarves, Elves, and Half-Elves may have more than one class at a time. Halflings and Humans may only have a single class.

Multi-Class Rules

Dual-Classing (Humans)

Single-classed Fighters, Magic-Users, Clerics, and Thieves can switch class. Requires 16+ in the new Prime Attribute. MU cannot become Cleric and vice versa. XP may be divided by the level at which the switch was made.

Taking the Vows of a Paladin

A Lawful Fighter with CHA 17+ may take Paladin vows at any time.

Alignment

Class Alignment Requirements

ClassRequired Alignment
AssassinNeutral or Chaotic
ClericAny (Law or Chaos affects abilities)
DruidNeutral only
FighterAny
Magic-UserAny
MonkAny (most are Lawful)
PaladinLawful only (loses all abilities if broken)
RangerLawful only (loses abilities if broken)
ThiefNeutral or Chaotic

Saving Throws

A single saving throw number, rolled on d20, must be met or exceeded. Each class has bonuses against specific threats.

Base Saving Throws by Class (Levels 1-10)

LevelFighterClericMUThiefAssassinMonkDruidPaladinRanger
1151515151515151214
2141414141414141113
3131313131313131012
412121312121212911
511111311111111810
61010121010101079
79912999968
88812888857
97711777746
106611666635

Class Saving Throw Bonuses

ClassBonus
Fighter+1 on all saves except spells
Cleric+2 vs paralysis and poison
Magic-User+2 vs spells (including wands and staffs)
Thief+2 vs devices (traps, wands, staffs, magical devices)
Druid+2 vs fire
Monk+2 vs paralysis and poison (requires WIS 12+)
PaladinDivine Favor (already reflected in superior base save)
Assassin, RangerNone

Ancestry Saving Throw Bonuses

AncestryBonus
Dwarf+4 vs magic
Halfling+4 vs magic

Ancestries

Non-humans cannot be Assassins, Druids, Monks, Paladins, or Rangers.

Human

Hardy and adaptable. No special abilities or restrictions. Can be any class with no level limits.

Dwarf

Short, stocky, dwelling in mountains.

Elf

Long-lived, magical affinity.

Half-Elf

Blend of human and elven traits.

Halfling

Small folk, peace-loving but surprisingly hardy.

Equipment

Starting Gold

Roll 3d6 × 10 gp.

Weapons

Weapon Damage Weight Cost
Axe, Battle 1d8 15 5 gp
Axe, Hand 1d6 5 1 gp
Dagger 1d4 2 2 gp
Flail 1d8 10 8 gp
Mace 1d6 10 10 gp
Spear 1d6 10 1 gp
Sword, Long 1d8 10 15 gp
Sword, Short 1d6 5 8 gp
Sword, Two-Handed 1d10 15 30 gp
Bow, Long 1d6 5 60 gp
Bow, Short 1d6 5 15 gp

Armor

Type AC (Descending) AC (Ascending) Cost
Shield -1 +1 15 gp
Leather 7 12 5 gp
Ring Mail 6 13 30 gp
Chain Mail 5 14 75 gp
Plate Mail 3 16 100 gp

Movement & Weight

Weight is listed in pounds. A "normal" level of miscellaneous equipment (not including armor and weapons) is assumed to weigh 10 pounds. Treasure is added to this, with each coin and gem weighing one-tenth of a pound.

Base Movement Rate

Weight Carried* Base Movement Rate
Up to 75 pounds 12
76–100 pounds 9
101–150 pounds 6
151–300 pounds (300-pound max) 3

* Carry Modifier (from Strength) is added to the total weight capacity before dropping movement categories.

Movement Rate Quick Reference

Movement Rate 6 9 12
Walking Underground 120 ft./turn 180 ft./turn 240 ft./turn
Running Underground 240 ft./turn 360 ft./turn 480 ft./turn
Combat Underground 60 ft./round 90 ft./round 120 ft./round
Hiking (Wilderness) 6 miles/day 9 miles/day 12 miles/day
Forced March (Wilderness) 12 miles/day 18 miles/day 24 miles/day
Combat (Wilderness) 60 yards (180 ft.)/round 90 yards (270 ft.)/round 120 yards (360 ft.)/round

Indoor, Underground, and City Movement

A turn represents 10 minutes, and a round represents 1 minute of combat.

Description Speed Results
Walking Base movement rate × 20 feet/turn Mapping and careful observation possible.
Running Base movement rate × 40 feet/turn No mapping. Successfully surprised; no chance to surprise others. Noise may attract enemies.
Combat Base movement rate × 10 feet/round Battling foes or fleeing. Faster than ordinary running, incurs all running disadvantages.

Outdoor Movement

Description Speed Results
Hiking Base movement rate in miles/day No forced march checks required.
Forced March Double base movement rate in miles/day Check required once per day (4d6 vs Strength) to continue.
Combat Base movement rate × 10 yards (30 ft)/round Battling foes or fleeing.

Exploration

Secret Doors

Listening at Doors

Opening Stuck Doors

Many dungeon doors are stuck closed and require force to open. The chance to force open is based on Strength:

STR Open Doors (d6)
3–61
7–151–2
161–3
171–4
181–5

Up to three characters can attempt to force a door simultaneously, each rolling separately. However, they spill into the room and automatically lose initiative if monsters are within.

Traps and Pits