Dungeon doors are large, heavy and even unlocked are hard to open.
Chance to hear noise:
Detecting secret doors:
| Attribute Score | Description | Bonus |
|---|---|---|
| 3-6 | Below Average | -1 (or -5%) |
| 7-14 | Average | None |
| 15-18 | Above Average | +1 (or +5%) |
| 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 |
Trained warriors, best equipped to deal out and absorb damage.
Armored priests serving Law or Chaos. Must be Lawful or Chaotic.
| Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1 | - | - | - | - | - |
| 2 | 1 | - | - | - | - |
| 3 | 2 | - | - | - | - |
| 4 | 2 | 1 | - | - | - |
| 5 | 2 | 2 | 1 | - | - |
| 6 | 2 | 2 | 1 | 1 | - |
| 7 | 2 | 2 | 2 | 1 | 1 |
| 8 | 2 | 2 | 2 | 2 | 2 |
| 9 | 3 | 3 | 3 | 2 | 2 |
| 10 | 3 | 3 | 3 | 3 | 3 |
Students of arcane powers. Devastating at higher levels, vulnerable at lower levels.
| Level | 1st | 2nd | 3rd | 4th | 5th | 6th |
|---|---|---|---|---|---|---|
| 1 | 1 | - | - | - | - | - |
| 2 | 2 | - | - | - | - | - |
| 3 | 3 | 1 | - | - | - | - |
| 4 | 4 | 2 | - | - | - | - |
| 5 | 4 | 2 | 1 | - | - | - |
| 6 | 4 | 2 | 2 | - | - | - |
| 7 | 4 | 3 | 2 | 1 | - | - |
| 8 | 4 | 3 | 3 | 2 | - | - |
| 9 | 4 | 3 | 3 | 2 | 1 | - |
| 10 | 4 | 4 | 3 | 2 | 2 | - |
Experts in guile and stealth, recovering riches through cunning rather than combat.
Roll 1d6; success if result is equal to or lower than the rating.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
|---|---|---|---|---|---|---|---|---|---|---|
| Thievery | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 |
Blend of Fighter and Magic-User with a single advancement track. Max level 8.
| Level | HD | To-Hit | Save | Spells: 1st | 2nd | 3rd |
|---|---|---|---|---|---|---|
| 1 | 1+1 | +0 | 14 | - | - | - |
| 2 | 2 | +1 | 13 | 1 | - | - |
| 3 | 2+1 | +1 | 12 | 2 | - | - |
| 4 | 3 | +1 | 11 | 2 | 1 | - |
| 5 | 3+1 | +2 | 10 | 3 | 2 | - |
| 6 | 4 | +2 | 9 | 4 | 2 | - |
| 7 | 4+1 | +2 | 8 | 4 | 2 | 1 |
| 8 | 5 | +2 | 7 | 4 | 2 | 2 |
Roll d20, meet or exceed the target number. Each class has bonuses against specific threats.
| Level | Fighter | Cleric | MU | Thief |
|---|---|---|---|---|
| 1 | 14 | 15 | 15 | 14 |
| 2 | 13 | 14 | 14 | 13 |
| 3 | 12 | 13 | 13 | 12 |
| 4 | 11 | 12 | 12 | 11 |
| 5 | 10 | 11 | 11 | 10 |
| 6 | 9 | 10 | 10 | 9 |
| 7 | 8 | 9 | 9 | 8 |
| 8 | 7 | 8 | 8 | 7 |
| 9 | 6 | 7 | 7 | 6 |
| 10 | 5 | 6 | 6 | 5 |
| Class | Bonus |
|---|---|
| Fighter | +2 vs death and poison |
| Cleric | +2 vs poison and paralysis |
| Magic-User | +2 vs spells (including wands and staves) |
| Thief | +2 vs traps (magical or mundane) |
| Ancestry | Bonus |
|---|---|
| Dwarf | +4 vs magic |
| Halfling | +4 vs magic |
To-Hit bonus by class. THAC0 = 19 - Attack Bonus. In ascending AC: roll d20 + Attack Bonus >= target's AAC to hit.
| Level | Fighter | Cleric/Thief | MU | Elf Variant |
|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +0 |
| 2 | +1 | +0 | +0 | +1 |
| 3 | +2 | +0 | +0 | +1 |
| 4 | +2 | +1 | +0 | +1 |
| 5 | +3 | +1 | +1 | +2 |
| 6 | +4 | +2 | +1 | +2 |
| 7 | +4 | +2 | +2 | +2 |
| 8 | +5 | +3 | +2 | +2 |
| 9 | +6 | +4 | +3 | — |
| 10 | +6 | +5 | +3 | — |
| Level 1 | Level 2 |
|---|---|
| Cure (Cause) Light Wounds | Bless (Curse) |
| Detect Chaos (Law) | Find Traps |
| Detect Magic | Hold Person |
| Light (Dark) | Speak with Animals |
| Protection from Chaos (Law) | |
| Purify (Putrefy) Food and Drink |
| Level 3 | Level 4 | Level 5 |
|---|---|---|
| Cure (Cause) Disease | Cure (Cause) Serious Wounds | Commune |
| Light (Dark), Continual | Neutralize Poison | Create Food and Drink |
| Locate Object | Protection from Chaos (Law), 10 ft. | Dispel Chaos (Law) |
| Remove Curse | Speak with Plants | Insect Plague |
| Sticks to Snakes | Quest | |
| Raise Dead |
| Level 1 | Level 2 |
|---|---|
| Charm Person | Detect Chaos |
| Detect Magic | Detect Invisibility |
| Hold Portal | Detect Thoughts (ESP) |
| Light | Invisibility |
| Protection from Chaos | Knock |
| Read Languages | Levitate |
| Read Magic | Light, Continual |
| Sleep | Locate Object |
| Phantasmal Force | |
| Web | |
| Wizard Lock |
| Level 3 | Level 4 |
|---|---|
| Alter Time | Charm Monster |
| Crystal Ball | Confusion |
| Darkvision | Dimension Portal |
| Dispel Magic | Hallucinatory Terrain |
| Fireball | Massmorph |
| Fly | Plant Growth |
| Hold Person | Polymorph |
| Invisibility, 10 ft. radius | Remove Curse |
| Lightning Bolt | Wall of Fire or Ice |
| Prot. from Chaos, 10 ft. | Wizard Eye |
| Prot. from Normal Missiles | |
| Water Breathing |
| Level 5 | Level 6 |
|---|---|
| Animal Growth | Anti-Magic Shell |
| Animate Dead | Control Weather |
| Cloudkill | Death Spell |
| Conjure Elemental | Disintegrate |
| Contact Other Plane | Invisible Stalker |
| Feeblemind | Move Earth |
| Hold Monster | Move Water |
| Magic Jar | Project Image |
| Passwall | Quest |
| Telekinesis | Reincarnation |
| Teleport | Transform Stone-Flesh |
| Transform Rock-Mud | |
| Wall of Stone or Iron |
Class Limitations: Fighter (max 6th level) or Thief (max 6th level)
Abilities:
Class Limitations: Fighter (max 4th level) or Magic-user (max 8th level). Choose which class at start of each adventure.
Abilities:
Class Limitations: Fighter (max 4th level) or Thief (max 6th level)
Abilities:
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 |
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.
| 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 |
Descending AC (traditional):
Ascending AC (modern):
| Weapon | Damage | Weight (lb.) | Cost (gp) | Notes |
|---|---|---|---|---|
| Axe, battle | 1d6+1 | 15 | 7 | Two-handed |
| Axe, hand | 1d6 | 5 | 3 | Throwable |
| Club | 1d6 | 10 | – | |
| Dagger | 1d6-1 | 2 | 3 | |
| Flail | 1d6 | 15 | 8 | |
| Mace | 1d6 | 10 | 5 | |
| Morning Star | 1d6 | 15 | 6 | |
| Polearm | 1d6+1 | 15 | 7 | Two-handed |
| Spear | 1d6 | 10 | 2 | One or two-handed; throwable |
| Staff | 1d6 | 10 | 1 | Two-handed |
| Sword, long | 1d6 | 10 | 10 | |
| Sword, short | 1d6-1 | 5 | 8 | |
| Sword, two-handed | 1d6+1 | 15 | 15 | Two-handed |
| Warhammer | 1d6 | 10 | 5 |
| Weapon | Damage | Rate of Fire | Range | Weight (lb.) | Cost (gp) |
|---|---|---|---|---|---|
| Bow, long | 1d6 | 2 | 70 ft. | 5 | 40 |
| Bow, short | 1d6-1 | 2 | 50 ft. | 5 | 25 |
| Crossbow, heavy | 1d6+1 | 1/2 | 80 ft. | 5 | 25 |
| Crossbow, light | 1d6-1 | 1 | 60 ft. | 5 | 15 |
| Sling | – | 1 | 30 ft. | 1 | 2 |
| Spear (thrown) | 1d6 | 1 | 20 ft. | 10 | 2 |
| Axe, hand (thrown) | 1d6 | 1 | 10 ft. | 10 | 3 |
| Type | Weight (lb.) | Cost (gp) |
|---|---|---|
| Arrows (20) | 1 | 5 |
| Arrow, silver (1) | 1 | 5 |
| Bolts, crossbow (30) | 5 | 5 |
| Stones (20) | 1 | 1 |
| Item | Cost (gp) |
|---|---|
| Backpack (30 lb. capacity) | 5 |
| Bedroll | 2 |
| Belladonna, bunch | 10 |
| Bottle (wine), glass | 1 |
| Case (map or scroll) | 3 |
| Crowbar | 5 |
| Flint and Steel | 5 |
| Garlic (1 lb.) | 10 |
| Grappling Hook | 5 |
| Hammer | 2 |
| Helmet | 10 |
| Holy Symbol, wooden | 2 |
| Holy Symbol, silver | 25 |
| Holy Water, small vial | 25 |
| Lantern | 10 |
| Mirror (small), steel | 5 |
| Oil (lamp), 1 pint | 2 |
| Pole, 10 ft. | 1 |
| Rations, trail (day) | 1 |
| Rations, dried (day) | 3 |
| Rope (50 ft.), hemp | 1 |
| Rope (50 ft.), silk | 5 |
| Sack (15 lb. capacity) | 1 |
| Sack (30 lb. capacity) | 2 |
| Shovel | 5 |
| Spellbook (blank) | 100 |
| Spikes (12), iron | 1 |
| Stakes (12), wooden | 1 |
| Tent | 20 |
| Thieves' Tools | 25 |
| Torches (6) | 1 |
| Waterskin | 1 |
| Wolfsbane, bunch | 10 |
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:
All content used under the Open Game License v1.0a. All game mechanics are Open Game Content. Product Identity (trademarks, logos, and artwork) remain property of their respective owners.