Swords & Wizardry WhiteBox Reference

Exploration

Dungeon Doors

Dungeon doors are large, heavy and even unlocked are hard to open.

Opening Doors:

Listening at Doors

Chance to hear noise:

Secret Doors

Detecting secret doors:

Note: Ideally, players will be descriptive enough during a search that they will automatically find a secret door. If they merely state "I search the north wall for secret doors", the Referee can require a die roll.

Traps and Pits

Light

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
3-41-2
5-62-2
7-83-1
9-1240
13-155+1
16-176+2
187+2

Alignment

Clerics must be Lawful or Chaotic. There are no Neutral Clerics unless the Referee decides otherwise.

Character Classes

Fighter

Trained warriors, best equipped to deal out and absorb damage.

Cleric

Armored priests serving Law or Chaos. Must be Lawful or Chaotic.

Cleric Spell Slots

Level1st2nd3rd4th5th
1-----
21----
32----
421---
5221--
62211-
722211
822222
933322
1033333

Magic-User

Students of arcane powers. Devastating at higher levels, vulnerable at lower levels.

Magic-User Spell Slots

Level1st2nd3rd4th5th6th
11-----
22-----
331----
442----
5421---
6422---
74321--
84332--
943321-
1044322-

Thief (Optional)

Experts in guile and stealth, recovering riches through cunning rather than combat.

Thievery Skill

Roll 1d6; success if result is equal to or lower than the rating.

Level12345678910
Thievery2223334445

Elf Variant

Blend of Fighter and Magic-User with a single advancement track. Max level 8.

Elf Variant Advancement

LevelHDTo-HitSaveSpells: 1st2nd3rd
11+1+014---
22+1131--
32+1+1122--
43+11121-
53+1+21032-
64+2942-
74+1+28421
85+27422

Saving Throws

Roll d20, meet or exceed the target number. Each class has bonuses against specific threats.

Base Saving Throws by Class (Levels 1-10)

LevelFighterClericMUThief
114151514
213141413
312131312
411121211
510111110
6910109
78998
87887
96776
105665

Class Saving Throw Bonuses

ClassBonus
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 Saving Throw Bonuses

AncestryBonus
Dwarf+4 vs magic
Halfling+4 vs magic

Attack Tables

To-Hit bonus by class. THAC0 = 19 - Attack Bonus. In ascending AC: roll d20 + Attack Bonus >= target's AAC to hit.

Attack Bonus by Class (Levels 1-10)

LevelFighterCleric/ThiefMUElf 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

Spell Lists

Cleric Spells

Level 1Level 2
Cure (Cause) Light WoundsBless (Curse)
Detect Chaos (Law)Find Traps
Detect MagicHold Person
Light (Dark)Speak with Animals
Protection from Chaos (Law)
Purify (Putrefy) Food and Drink
Level 3Level 4Level 5
Cure (Cause) DiseaseCure (Cause) Serious WoundsCommune
Light (Dark), ContinualNeutralize PoisonCreate Food and Drink
Locate ObjectProtection from Chaos (Law), 10 ft.Dispel Chaos (Law)
Remove CurseSpeak with PlantsInsect Plague
Sticks to SnakesQuest
Raise Dead

Magic-User Spells

Level 1Level 2
Charm PersonDetect Chaos
Detect MagicDetect Invisibility
Hold PortalDetect Thoughts (ESP)
LightInvisibility
Protection from ChaosKnock
Read LanguagesLevitate
Read MagicLight, Continual
SleepLocate Object
Phantasmal Force
Web
Wizard Lock
Level 3Level 4
Alter TimeCharm Monster
Crystal BallConfusion
DarkvisionDimension Portal
Dispel MagicHallucinatory Terrain
FireballMassmorph
FlyPlant Growth
Hold PersonPolymorph
Invisibility, 10 ft. radiusRemove Curse
Lightning BoltWall of Fire or Ice
Prot. from Chaos, 10 ft.Wizard Eye
Prot. from Normal Missiles
Water Breathing
Level 5Level 6
Animal GrowthAnti-Magic Shell
Animate DeadControl Weather
CloudkillDeath Spell
Conjure ElementalDisintegrate
Contact Other PlaneInvisible Stalker
FeeblemindMove Earth
Hold MonsterMove Water
Magic JarProject Image
PasswallQuest
TelekinesisReincarnation
TeleportTransform Stone-Flesh
Transform Rock-Mud
Wall of Stone or Iron

Ancestries (Races)

Dwarf

Class Limitations: Fighter (max 6th level) or Thief (max 6th level)

Abilities:

Elf

Class Limitations: Fighter (max 4th level) or Magic-user (max 8th level). Choose which class at start of each adventure.

Abilities:

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 (max 4th level) or Thief (max 6th level)

Abilities:

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
0-75129
76-10096
101-15063
151-30033

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
CarefulHalf of Movement Rate
NormalMovement Rate
RunningDouble Movement Rate
Combat1/3 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

Armor

Armor AC Effect [AAC] Weight (lb.) Cost (gp)
Chain mail-4 [+4]5030
Leather-2 [+2]2515
Plate mail-6 [+6]7550
Shield-1 [+1]1010

Armor Class Systems

Descending AC (traditional):

Ascending AC (modern):

Conversion: AC + AAC = 19 (e.g., AC 7 = AAC [12])

Melee Weapons

Weapon Damage Weight (lb.) Cost (gp) Notes
Axe, battle1d6+1157Two-handed
Axe, hand1d653Throwable
Club1d610
Dagger1d6-123
Flail1d6158
Mace1d6105
Morning Star1d6156
Polearm1d6+1157Two-handed
Spear1d6102One or two-handed; throwable
Staff1d6101Two-handed
Sword, long1d61010
Sword, short1d6-158
Sword, two-handed1d6+11515Two-handed
Warhammer1d6105

Missile Weapons

Weapon Damage Rate of Fire Range Weight (lb.) Cost (gp)
Bow, long1d6270 ft.540
Bow, short1d6-1250 ft.525
Crossbow, heavy1d6+11/280 ft.525
Crossbow, light1d6-1160 ft.515
Sling130 ft.12
Spear (thrown)1d6120 ft.102
Axe, hand (thrown)1d6110 ft.103

Ammunition

Type Weight (lb.) Cost (gp)
Arrows (20)15
Arrow, silver (1)15
Bolts, crossbow (30)55
Stones (20)11
Range Bonuses: +2 to-hit at short range (listed range), +1 at medium range (x2), no bonus/penalty at long range (x3).

Adventuring Gear

Item Cost (gp)
Backpack (30 lb. capacity)5
Bedroll2
Belladonna, bunch10
Bottle (wine), glass1
Case (map or scroll)3
Crowbar5
Flint and Steel5
Garlic (1 lb.)10
Grappling Hook5
Hammer2
Helmet10
Holy Symbol, wooden2
Holy Symbol, silver25
Holy Water, small vial25
Lantern10
Mirror (small), steel5
Oil (lamp), 1 pint2
Pole, 10 ft.1
Rations, trail (day)1
Rations, dried (day)3
Rope (50 ft.), hemp1
Rope (50 ft.), silk5
Sack (15 lb. capacity)1
Sack (30 lb. capacity)2
Shovel5
Spellbook (blank)100
Spikes (12), iron1
Stakes (12), wooden1
Tent20
Thieves' Tools25
Torches (6)1
Waterskin1
Wolfsbane, bunch10