Swords & Wizardry WhiteBox Reference
Exploration
Dungeon Doors
Dungeon doors are large, heavy and even unlocked are hard to open.
Opening Doors:
- Humans and Elves: 1-2 on d6
- Dwarves and Halflings: 1 on d6
- At Referee's option, apply Strength bonus or penalty to this roll
- Most monsters can easily open doors
- Doors shut on their own once opened
Listening at Doors
Chance to hear noise:
- Humans: 1 on d6
- Non-humans (Elves, Dwarves, Halflings): 1-2 on d6
- Success indicates hearing something, but may not know what caused the sound
- At Referee's option, apply Wisdom bonus or penalty to this roll
Secret Doors
Detecting secret doors:
- All characters (when actively searching): 1-2 on d6
- Elves (when actively searching): 1-4 on d6
- Elves (passively, just passing by): 1-2 on d6 to sense something is amiss
- At Referee's option, apply Intelligence bonus or penalty to this roll
Attribute Bonuses
Universal Attribute Bonus (Alternate Rule)
| Attribute Score |
Description |
Bonus |
| 3-6 |
Below Average |
-1 (or -5%) |
| 7-14 |
Average |
None |
| 15-18 |
Above Average |
+1 (or +5%) |
Charisma Table
| Charisma |
Max Hirelings |
Loyalty Modifier |
| 3-4 | 1 | -2 |
| 5-6 | 2 | -2 |
| 7-8 | 3 | -1 |
| 9-12 | 4 | 0 |
| 13-15 | 5 | +1 |
| 16-17 | 6 | +2 |
| 18 | 7 | +2 |
Ancestries (Races)
Dwarf
Class Limitations: Fighter only, max 6th level
Abilities:
- Weapons & Armor: No restrictions (as Fighter)
- Fighting Giants: Takes half damage from giants, ogres, trolls
- Keen Detection: Good at spotting traps, slanting passages, and construction underground
- Saving Throw: +4 vs. magic
- Languages: Can speak with gnomes, goblins, orcs, kobolds
Elf
Class Limitations: Fighter (max 4th level) or Magic-user (max 8th level). Choose which class at start of each adventure.
Abilities:
- Dual Advancement: Uses Fighter or Magic-user advancement, announced at start of adventure
- Weapons & Armor: As Magic-user when acting as Magic-user (except can wear magic armor). As Fighter when acting as Fighter.
- Hereditary Foes: +1 to-hit or damage vs. goblins, orcs, intelligent undead, lycanthropes. Immune to ghoul paralysis.
- Keen Detection: 1-4 on d6 when searching for hidden/concealed doors, 1-2 on d6 if just passing by
- Languages: Can speak with gnolls, goblins, orcs, hobgoblins
Elf Variant: Some Referees allow Elves to blend Fighter/Magic-user abilities simultaneously with separate advancement table and restrictions (can wear chain mail max, no two-handed weapons or shields while casting).
Halfling
Class Limitations: Fighter only, max 4th level
Abilities:
- Weapons & Armor: No restrictions (as Fighter)
- Fighting Giants: Takes half damage from giants, ogres, trolls
- Deadly Accuracy: +2 to-hit with missile weapons
- Near Invisibility: Stealthy when not in combat
- Saving Throw: +4 vs. magic
- Languages: Determined by Referee's campaign
Movement
Base Movement Rate
Base movement rate for all races is calculated on the table below in tens of feet per turn, allowing for two moves per turn.
| Weight Carried (lb.) |
Elf/Human |
Dwarf/Halfling |
| 0-75 | 12 | 9 |
| 76-100 | 9 | 6 |
| 101-150 | 6 | 3 |
| 151-300 | 3 | 3 |
Movement Types
Careful movement is used for exploring, checking for traps and hidden things.
Running movement is used when you are trying to get somewhere fast or get away from something wicked.
Normal movement is pretty much everything else.
| Movement Type |
Adjustment |
| Careful | Half of Movement Rate |
| Normal | Movement Rate |
| Running | Double Movement Rate |
| Combat | 1/3 Movement Rate |
Note: Careful, Normal, and Running movement rates apply to exploration turns (10 minutes) and allow for two moves per turn. Combat movement is per combat round (1 minute) and represents restricted movement during active fighting.
Example: A character with Movement Rate 12 can move 120 feet normally (or 240 feet using both moves in a turn), 60 feet carefully (120 feet with both moves), or 240 feet running (480 feet with both moves). In combat, the same character moves only 40 feet per round.
Equipment Weight: A "normal" level of miscellaneous equipment weighs 10 pounds. Each coin and gem weighs 0.1 pound.
Time
- Turn: 10 minutes (used for tracking actions, movement, and resources in dangerous places)
- Combat Round: 1 minute (used for blow-by-blow combat)
Armor
| Armor |
AC Effect [AAC] |
Weight (lb.) |
Cost (gp) |
| Chain mail | -4 [+4] | 50 | 30 |
| Leather | -2 [+2] | 25 | 15 |
| Plate mail | -6 [+6] | 75 | 50 |
| Shield | -1 [+1] | 10 | 10 |
Armor Class Systems
Descending AC (traditional):
- Unarmored AC: 9
- Lower AC is better
- Subtract armor bonuses from base AC 9
Ascending AC (modern):
- Unarmored AAC: [10]
- Higher AAC is better
- Add armor bonuses to base AAC [10]
Conversion: AC + AAC = 19 (e.g., AC 7 = AAC [12])
Legal Notice: This is an unofficial reference tool and is not affiliated with Matthew J. Finch, Mythmere Games, or Seattle Hill Games.
Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of Matthew J. Finch. Seattle Hill Games is a trademark of Charlie Mason.
This reference uses Open Game Content from:
- Swords & Wizardry WhiteBox Rules © 2008-2011 Matthew J. Finch
- White Box: Fantastic Medieval Adventure Game © 2017 Charlie Mason (Seattle Hill Games)
All content used under the Open Game License v1.0a. All game mechanics are Open Game Content. Product Identity (trademarks and artwork) remain property of their respective owners.