DUNGEONS & DRAGONS









Dedicated to all the fantasy wargamers who have enthusiatically played and expanded upon the CHAINMAIL Fantasy Rules,
with thanks and gratitude.
Here is something better!
Special thanks to the Midwest Military Simulation Association,
the Lake Geneva Tactical Studies Association,
Rob Kuntz and Tom Keogh (in memorium).
 

    ONCE UPON A TIME, long, long ago there was a little group known as the Castle and Crusade Society.
Their fantasy rules were published, and to this writer's knowledge, brought about much of the current interest in fantasy wargaming.
For a time, the group grew and prospered, and Dave Arneson decided to begin a medieval fantasy campaign game for his active Twin Cities club.
From the map of the "land" of the "Great Kingdom" and environs -- the territory of the C&C Society --
Dave located a nice bog wherein to nest the weird enclave of "Blackmoor", a spot between the "Great Kingdom" and the fearsome "Egg of Coot".
From the CHAINMAIL fantasy rules he drew ideas for a far more complex and exciting game, and thus began a campaign which still thrives as of this writing!
In due course the news reached my ears, and the result is what you have in your hands at this moment.
While the C & C Society is no longer, its spirit lives on, and we believe that all wargamers who are interested in the medieval period, not just fantasy buffs, will enjoy playing DUNGEONS and DRAGONS.
Its possibilities go far beyond any previous offerings anywhere!

    While it is possible to play a single game, unrelated to any other game events past or future, it is the campaign for which these rules are designed.
It is relatively simple to set up a fantasy campaign, and better still, it will cost almost nothing.
In fact you will not even need miniature figures, although their occasional employment is recommended for real spectacle when battles are fought.
A quick glance at the Equipment section of this booklet will reveal just how little is required.
The most extensive requirement is time.
The campaign referee will have to have sufficient time to meet the demands of his players,
he will have to devote a number of hours to laying out the maps of his "dungeons" and upper terrain before the affair begins.
The third booklet of this set will be of great help in this respect,
for a number of helpful suggestions regarding how to accomplish it all have been given in order to help you accomplish the task with a minimum of time and effort.
There should be no want of players, for there is unquestionably a fascination in this fantasy game -- evidenced even by those who could not by any stretch of the imagination be twemed ardent wargamers.
The longevity of existing campaings (notably "Blackmoor" in the Twin Cities and "Greyhawk" in Lake Geneva) and the demand for these rules from people outside these campaigns point to a fantastic future.
Tactical Studies Rules believes that of all forms of wargaming, fantasy will soon become the major contender for first place.
The section of this booklet entitled Scope will provide an idea of just how many possibilities are inherent in DUNGEONS & DRAGONS.

    These rules are strictly fantasy.
Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits,
who feel no thrill upon reading Howard's Conan saga,
who do not enjoy the de Camp & Pratt fantasies or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords against evil sorceries will not be likely to find DUNGEONS and DRAGONS to their taste.
But those whose imaginations know no bounds will find that these rules are the answer to their prayers.
With this last bit of advice we invite you to read on and enjoy a "world" where the fantastic is fact and magic really works!

E. Gary Gygax
Tactical Studies Rules Editor
1 November 1973
Lake Geneva, Wisconsin

INTRODUCTION
    These rules are as complete as possible within the limitations imposed by the
space of three booklets. That is, they cover the major aspects of fantasy campaigns
but still remain flexible. As with any other set of miniatures rules they are
guidelines to follow in designing your own fantastic-medieval campaign. They
provide the framework around which you will build a game of simplicity or tremendous
complexity -- your time and imagination are about the only limiting
factors, and the fact that you have purchased these rules tends to indicate that
there is no lack of imagination -- the fascination of the game will tend to make
participants find more and more time. We advise, however, that a campaign be
begun slowly, following the steps outlined herein, so as to avoid becoming too
bogged down with unfamiliar details at first. That way your campaign will build
naturally, at the pace best suited to the referee and players, smoothing the way
for all concerned. New details can be added and old "laws" altered so as to provide
continually new and different situations. In addition, the players themselves
will interact in such a way as to make the campaign variable and unique, and this
is quite desirable.

    If you are a player purchasing DUNGEONS and DRAGONS rules in order
to improve your situation in an existing campaign, you will find that there is a
great advantage in knowing what is herein. If your referee has made changes in the
rules and/or tables, simply note them in pencil (for who knows when some flux
of the cosmos will make things shift once again!), and keep the rules nearby as
you play. A quck check of some rule or table may bring hidden treasure or save
your game "life".

    Men & Magic (Vol. 1) details what characters can be played, potentials, limitations,
and various magical spells. Monsters & Treasure (Vol. II) describes the beasts
and creatures which will be encountered, as well as the kind and amount of treasure
they are likely to guard, including magical items. Finally, The Underworld &
Wilderness Adventures (Vol. III) tells how to set up and actually play the campaign.
It is presented last in order to allow the reader to gain the perspective
necessary -- the understanding o the two preceeding booklets.
Read through the entire work in the order presented before you attempt to play.

SCOPE:
    With the various equippage listed in the following section DUNGEONS and
DRAGONS will provide a basically complete, nearly endless campaing of all levels
of fantastic-medieval wargame play. Actually, the scope need not be restricted to
the medieval; it can stretch from the prehistoric to the imagined future, but such
expansion is recommended only at such time as the possibilities in the medieval
aspect have been thoroughly explored. The use of paper, pencil, and map boards
are standard. Miniature figures can be added if the players have them available
and so desire, but miniatures are not required, only esthetically pleasing; similarly,
unit counters can be employed -- with or without figures -- although by themselves,
the bits of cardboard lack the eye-appeal of the varied and brightly painted
miniature figures.

Age Level: 12 years and up

Number of Players: At least one referee and from four to fifty players can be
handled in any single campaign, but the referee to player ration should be about 1:20 or thereabouts.

RECOMMENDED EQUIPMENT:

Dungeons & Dragons (you have it!)

Outdoor Survival (available from your hobby dealer or directly from Avalon Hill Company, 4517 Harford Road, Baltimore MD 21214)

Dice -- the following different kinds of dice are available from TSR
    1 pair 4-sided dice
    1 pair 8-sided dice
    4 to 20 pairs 6-sided dice
    1 pair 20-sided dice
    1 pair 12-sided dice

Chainmail miniature rules, latest edition (available from your hobby dealer or directly from TSR Hobbies, POB 756, Lake Geneva, Wi. 53147)

    1 3-Ring Notebook (referee and each player)
    Graph Paper (6 lines per inch is best)
    Sheet Protectors (heaviest possible)
    3-Ring Lined Paper
    Drafting Equipment and Colored Pencils
    Scratch Paper and Pencils
    Imagination
    1 Patient Referee
    Players

PREPARATION FOR THE CAMPAIGN:
    The referee bears the entire burden here, but if care and thought are used, the
reward will more than repay him. First, the referee must draw out a minimum of
half a dozen maps of the levels of his "underworld", people them with monsters
of various horrid aspect, distribute treasures accordingly, and note the location
of the latter two on keys, each corresponding to the appropriate level. This
operation will be more fully described in the third volume of these rules.
When this task is completed the participants can them be allowed to make their first
descent into the dungeons beneath the "huge ruined pile, a vast castle built by
generations of mad wizards and insane geniuses". Before they begin, players must
decide what role they will play in the campaign, human or otherwise, fighter,
cleric, or magic-user. Thereafter they will work upwards -- if they survive -- as
they gain "experience". First, however, it is necessary to describe fully the roles possible.

CREATING THE PLAYER CHARACTER
    1. Roll 3d6 for abilities
    2. Choose race
    3. Choose class

    4. Adjust Abilities
Class S I W
Cleric (Wis) 3:1 2:1 -
Fighting-Man (Str) - 2:1 3:1
Magic-User (Int) - - 2:1
    Units so indicated may be used to increase prime requisite total insofar as this does not bring that category below average, i.e. below a score of 9.

    5. Choose alignment (Dwarf = Lawful or Neutral) (Elf = Lawful or Neutral) (Hobbit=Lawful)
    6. 3d6 x 10 = starting gold. Buy Equipment.
 
 

DETERMINATION OF ABILITIES
    Prior to the character selection by players it is necessary for the referee to roll
three six-sided dice in order to rate each as to various abilities, and thus aid them
in selecting a role. Categories of ability are: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
Each player notes his appropriate scores, obtains a similar roll of three dice to determine the number of Gold Pieces (Dice score x 10) he starts with, and then opts for a role.

A sample of the record of a character looks appears like this.
 
Name: Xylarthen - - - - Class: Magic-User
Strength: 6 Intelligence: 11 Wisdom: 13 Dexterity: 9 Constitution: 12 Charisma: 8
Gold Pieces: 70 - - - - Experience: Nil

    This supposed player would have progressed faster as a cleric, but because of a personal preference for magic opted for that class.
With a strength of only 6 there was no real chance for him to become a fighter.
A dexerity of 9 (low average) means that he will not be particularly fast nor accurate.
His constitutional score indicates good health and the ability to take punishment of most forms.
He is below average in charisma, but not hopelessly so.

1. ABILITIES

Explanation of Abilities:

    The first three categories are the prime requisites for each of the three classes,
Fighting-Men, Magic-Users, and Clerics.
(See the Bonuses and Penalties to Advancement due to Abilities table which appears hereafter.)
 

Strength is the prime requisite for fighters.
Clerics can use strength on a 3 for 1 basis in their prime requisite area (wisdom), for purposes of gaining experience only.
Strength will also aid in opening traps and so on.

Intelligence is the prime requisite for magical types.
Both fighters and Clerics can use it in their prime requisite areas (strength and wisdom respectively) on a 2 for 1 basis.
Intelligence will also affect referees' decisions as to whether or not certain action would be taken, and it allows additional languages to be spoken.

Characters with an Intelligence score above 10 may learn additional languages, one language for every point above 10 intelligence factors.
Thus, a man with an intelligence level of 15 could speak 7 languages, i.e. the commoon tongue, his divisional language, a 5 creature languages.

Wisdom is the prime requisite for Clerics.
It may be used on a 3 for 1 basis by fighters, and on a 2 for 1 basis by Magic-Users, in their respective prime requisite areas.
Wisdom rating will act much as does that for intelligence.

Dexterity applies to both manual speed and conjuration.
It will indicate the chracter's missile ability and speed with actions such as firing first, getting off a spell, etc.
 
3-8 Fire any missile at -1
9-12 -
13-18 Fire any missile at +1

Constitution is a combination of health and endurance.
It will influence such things as the number of hits which can be taken and how well the character can withstand being paralyzed, turned to stone, etc.
 
6 or less Minus 1 from each hit die* 
8 or 7 40% to 50% chance of survival
9 - 12 60% to 90% chance of survival
13 or 14 Will withstand adversity
15 or more Add +1 to each hit die
* minimum score of 1 on any die

Charisma is a combination of appearance, personality, and so forth.
Its primary function is to determine how many hirelings of unusual nature a character can attract.
This is not to say that the cannot hire men-at-arms and employ mercenaries, but the charisma function will affect loyalty of even these men.
Players will, in all probability, seek to hire Fighting-Men, Magic-Users, and/or Clerics in order to strengthen their roles in the campaign.
A player-character can employ only as many as indicated by his charisma score.
 
 
 
Charisma Score Maximum # Hirelings Loyalty Base
3-4 1 -2
5-6 2 -1
7-9 3 --
10-12 4 --
13-15 5 +1
16-17 6 +1
18 12 +4

Bonuses and Penalties to Advancement due to Abilities:
(Low score is 3-8; Average is 9-12; High is 13-18)
 
Prime requisite 15 or more:  Add 10% to earned experience
Prime requisite 13 or 14 Add 5% to earned experience
Prime requisite of 9 - 12 Average, no bonus or penalty
Prime requisite 8 or 7 Minus 10% from earned experience
Prime requisite 6 or less Minus 20% from earned experience

Note: Average scores are 9-12.
Units so indicated may be used to increase prime requisite total insofar as this does not bring that category below average, i.e. below a score of 9.
 
 


 

3. RACES
- Cleric Fighting-Men Magic-User
Human yes yes yes
Dwarf - yes, 6 -
Elf - yes, 4 yes, 8
Hobbit - yes, 4 -

Dwarves:

ALIGNMENT: Lawful, Neutral

Dwarves may opt only for the fighting class, and they may never progress beyond the 6th level (Myrmidon).
Their advantages are:
1) they have a high level of magic resistance, and they thus add four levels when rolling saving throws (a 6th level dwarf equals a 10th level human);
2) they are the only characters able to fully employ the +3 Magic War Hammer (explained in Volume III);
3) they note slanting passages, traps, shifting walls and new construction in underground settings; and
4) they are able to speak the languages of Gnomes, Kobolds and Goblins in addition to the usual tongues (see LANGUAGES in this Volume).

Elves:

ALIGNMENT: Lawful, Neutral

Elves can begin as either Fighting-Men or Magic-Users and freely switch class
whenever they choose, from adventure to adventure, but not during the
course of a single game. Thus, they gain the benefits of both classes and may use
both weaponry and spells. They may use magic armor and still act as Magic-Users.
However, they may not progress beyond 4th level Fighting-Man (Hero) nor 8th
level Magic-User (Warlock). Elves are more able to note secret and hidden doors.
They also gain the advantages noted in CHAINMAIL rules fighting certain fantastic creatures.
Finally, Elves are able to speak the languages of Orcs, Hobgoblins, and Gnolls in addition to their own (Elvish) and other usual tongues.

Hobbits:

ALIGNMENT: Lawful

Should any player wish to be noe, he will be limited to the Fighting-Men
class as a hobbit. Hobbits cannot progress beyond the 4th level (Hero), but they will
have magic-resistance equal to dwarves (add four levels for saving throws), and they
will have deadly accuracy with missiles as detailed in CHAINMAIL.

Other Character Types: There is no reason that players cannot be allowed to play as
virtually anything, provided they begin relatively weak and work up to the top, i.e. a
player wishing to be a Dragon would have to begin as let us say, a "young" one and
progress upwards in the usual manner, steps being predetermined by the campaign
refereee.

3. CLASSES
 
 
Class Weapons Allowed - -
Cleric Any non-edged - -
Fighting-Man Any - -
Magic-User Dagger - -

CHARACTERS:
There are three (3) main classes of characters:
    Fighting-Men
    Magic-Users
    Clerics

Fighting Men includes the characters of elves and dwarves and even hobbits.
Magic-Users includes only men and elves.
Clerics are limited to men only.
All non-human players are restricted in some aspects and gifted in others.
This will be dealt with in the paragraphs pertaining to each non-human type.

Levels:
There is theoretical limit to how high a character may progress, i.e.
20th level Lord, 20th level Wizard, etc. Distinct names have only been included for the base levels, but this does not influence progression.

Levels Above those Listed:
Progressions of Dice for Accumulative Hits, Fighting Capability, and Spells & Levels may not be evident.

An 11th level Lord would get 10 + 3 dice and fight as he did at the 10th level;
but at 12th level, he could get 11+1 dice and fight at Superhero +2.
At 13th level dice would be 11+3 with Fighting Capability at Superhero +2.

A 17th level Wizard would get 9+3 dice and fight as a 16th level,
just as an 18th level Wizard would get dice of 10+1 with no change in Fighting Capabilities --
the change coming at the 19th level, fighting then being done at Wizard +3.

An 11th level Patriarch would get dice of 7+3 with Fighting Capability unchanged;
at 12th level dice would be 8+1 with no change in fighting;
and at 13th level the Patriarch would get 8+2 and fight as a Superhero --
the next change in Fighting Capability coming at the 17th level.

Spell progression for MUs is: 17th level Wizard -- 6, 6, 6, 5, 5, 5, ;
18th level Wizard -- sixes across the board; and aso on.

Spell progression for Clerics is: 11th level Patriarch -- 4, 4, 4, 3, 3;
12 level Patriarch -- fours across the board;
13th level Patriarch -- 5, 5, 5, 4, 4; and so on.

Dice for Accumulative Hits (Hit Dice):
This indicates the number of dice which
are rolled in order to determine how many HP a character can take. Plusses
are merely the number of pips to add to the total of all dice rolled not to each die.
Thus a Super Hero gets 8 dice +2; they are rolled and score 1, 2, 2, 3, 3, 4, 5, 6/
totals 26+2=28, 28 being the number of points of damage teh character
could sustain before death. Whether sustaining accumulative hits will otherwise
affect a character is left to the discretion of the referee.

Fighting Capability:
This is a key to use in conjunction with the CHAINMAIL fantasy rule, as modified in various places herein.
An alternative system will be given later for those who prefer a different method.

Spells & Levels:
The number above each column is the spell level (complexity, a
somewhat subjective determination on the part of your authors). The number in
each column opposite each applicable character indicates the number of spells
each level that can be used (remembered during any single adventure) by that character.
Spells are listed and explained later.
A spell used once may not be re-used in the same day.

Fighting-Men-:

All magical weaponry is usable by fighters, and this in itself is a big advantage.
In addition, they gain the advantage of more "hit dice" (the score of which determines how many points of damage can be taken before a character is killed).
They can use only a very limited amount of magical items of the non-wewaponry variety, however, and they can use no spells.

Fighting-Men
Level Title XP HD THACO Death Ray or 
Poison
All Wands - 
Including 
Polymorph or 
Paralization
Stone Dragon 
Breath
Staves & 
Spells
1 Veteran 0 1+1 19 12 13 14 15 16
2 Warrior 2000 2 19 12 13 14 15 16
3 Swordsman 4000 3 19 12 13 14 15 16
4* Hero 8000 4 17 10 11 12 13 14
5 Swashbuckler 16,000 5+1 17 10 11 12 13 14
6** Myrmidon 32,000 6 17 10 11 12 13 14
7 Champion 64,000 7+1 14 8 9 10 10 12
8 Superhero 120,000 8+2 14 8 9 10 10 12
9 Lord 240,000 9+3 14 8 9 10 10 12
10 Lord, 10th level - - 12 6 7 8 8 10
11 Lord, 11th level - - 12 6 7 8 8 10
12 Lord, 12th level - - 12 6 7 8 8 10
13 Lord, 13th level 10 4 5 5 5 8
* highest level for elf
** highest level for dwarf

Top-level fighters (Lords and above) who build castles are considered "Barons",
and as such they may invest in their holdings in order to increase their income (see the INVESTMENTS section of Volume III).
Base income for a Baron is a tax rate of 10 Gold Pieces/inhabitant of the barony/game year.

Magic-Users-:

Top level magic-users are perhaps the most powerful characters in the game,
but it is a long, hard road to the top, and to begin with they are weak,
so survival is often the question, unless fighters protect the low-level magical types
until they have worked up. The whole plethora of enchanted items lies at the
magic-users beck and call, save the arms and armor of the fighters (see, however Elves);
Magic-Users may arm themselves with daggers only.

<revised as per GH>

Magic-Users
Level Title XP HD THACO Death Ray 
or Poison
All Wands -- 
Including 
Polymorph or 
Paralization
Stone Dragon 
Breath
Staves & 
Spells
1 2 3 4 5 6 7 8 9
1 Medium 0 1 19 13 14 13 16 15 1 - - - - - - - -
2 Seer 2500 1+1 19 13 14 13 16 15 2 - - - - - - - -
3 Conjurer 5000 2 19 13 14 13 16 15 3 1 - - - - - - -
4 Theurgist 10,000 2+1 19 13 14 13 16 15 4 2 - - - - - - -
5 Thaumaturgist 20,000 3 19 13 14 13 16 15 4 2 1 - - - - - -
6 Magician 35,000 3+1 17 11 12 11 14 12 4 2 2 - - - - - -
7 Enchanter 50,000 4 17 11 12 11 14 12 4 3 2 1 - - - - -
8* Warlock 75,000 5 17 11 12 11 14 12 4 3 3 2 - - - - -
9 Sorcerer 100,000 6+1 17 11 12 11 14 12 4 3 3 2 1 - - - -
10 Necromancer 200,000 7 17 11 12 11 14 12 4 4 3 3 2 - - - -
11 Wizard 300,000 8+1 14 8 9 8 11 8 4 4 4 3 3 - - - -
12 Wizard, 11th Level - 8+2 14 8 9 8 11 8 4 4 4 4 4 1 - - -
13 Wizard, 13th Level - 8+3 14 8 9 8 11 8 5 5 5 4 4 2 - - -
14 Wizard, 14th Level - 11+ 3 14 8 9 8 11 8 5 5 5 4 4 3 1 - -
15 Wizard, 15th Level - 11 + 4 14 8 9 8 11 8 5 5 5 4 4 4 2 - -
16 Wizard, 16th Level - 11 + 5 12 5 6 5 8 3 5 5 5 5 5 5 2 1 -
17 Wizard, 17th Level - 11 + 6 12 5 6 5 8 3 6 6 6 5 5 5 2 2 -
18 Wizard, 18th Level - 11 + 7 12 5 6 5 8 3 6 6 6 6 6 6 2 2 1
19 Wizard, 19th Level - 11 + 8 - - - - - - 7 7 7 6 6 6 3 2 2
20 Wizard, 20th Level - 11 + 9 - - - - - - 7 7 7 7 7 7 3 3 2
21 Wizard, 21st Level - 11 + 10 - - - - - - 8 8 8 7 7 7 3 3 3
22 Wizard, 22nd Level - 11 + 11 - - - - - - 8 8 8 8 8 8 4 3 3
* highest level for elf

Wizards and above may manufacture for their own use (or for sale) such items as potions, scrolls, and just about anything else magical.
Costs are commensurate with the value of the item, as is the amount of game time required to enchant it.

Examples of costs are:
 
Item Cost
Scroll of Spells 100 Gold Pieces/Spell/Spell Level/Week (a 5th level spell would require 500 GP and 5 weeks)
Potion of Healing 250 GP + 1 week
Potion of Giant Strength 10,000 GP + 4 weeks
Enchanting 20 Arrows 1000 GP + 4 weeks
Enchanting Armor to +1 2000 GP + 2 months
Wand of Cold 10,000 GP + 6 months
X-Ray Vision Ring 50,000 GP + 1 year

Research by magical types can be done at any level of experience, but the level of
magic involved dicates the possibility of success, as well as the amount of money
necessary to invest. Assume that a Magic-User can use a 4th level spell (explained later),
therefore he could develop a new spell provided it was equal to or less than 4th level.
All this will be explained fully in the section dealing with SPELLS.

Clerics: Clerics gain some of the advantages from both of the other two classes
(Fighting-Men and Magic-Users) in that they have the use of magic armor and all
non-edged magic weapons (no arrows!), plus they have numbers of their own
spells. In addition, they are able to use more of the magical items than are the
Fighting-Men.

<revised as per GH>

Clerics
Level Title XP HD THACO Death Ray 
or Poison
All Wands -- 
Including 
Polymorph or 
Paralization
Stone Dragon 
Breath
Staves & 
Spells
1 2 3 4 5 6 7
1 Acolyte / Evil Acolyte 0 1 19 11 12 14 16 15 - - - - - - -
2 Adept / Evil Adept 1500 2 19 11 12 14 16 15 1 - - - - - -
3 Village Priest / Shaman 3000 3 19 11 12 14 16 15 2 - - - - - -
4 Vicar / Evil Priest 6000 4 17 11 12 14 16 15 2 1 - - - - -
5 Curate / Evil Curate 12,000 4+1 17 9 10 12 14 12 2 2 - - - - -
6 Bishop / Evil Bishop 25,000 5 17 9 10 12 14 12 2 2 1 1 - -
7 Lama / Evil Lama 50,000 6 14 9 10 12 14 12 2 2 2 1 1 - -
8 Patriarch / Evil High Priest 100,000 7 14 9 10 12 14 12 2 2 2 2 2 - -
9 Patriarch, 9th Level - 7+1 14 6 7 9 11 9 3 3 3 2 2 - -
10 Patriarch, 10th Level - 8 + 1 12 6 7 9 11 9 3 3 3 3 3 - -
11 Patriarch, 11th Level - 8 + 1 12 6 7 9 11 9 4 4 4 3 3 - -
12 Patriarch, 12th Level - 8 + 2 12 6 7 9 11 9 4 4 4 4 4 1 -
13 Patriarch, 13th Level - 8 + 2 10 3 5 7 8 7 5 5 5 4 4 1 -
14 Patriarch, 14th Level - 8 + 3 - - - - - - 5 5 5 5 5 2 -
15 Patriarch, 15th Level - 8 + 3 - - - - - - 6 6 6 5 5 2 -
16 Patriarch, 16th Level - 8 + 4 - - - - - - 6 6 6 6 6 3 -
17 Patriarch, 17th Level - 8 + 4 - - - - - - 7 7 7 6 6 3 1
18 Patriarch, 18th Level - 8 + 5 - - - - - - 7 7 7 7 7 4 1
19 Patriarch, 19th Level - 8 + 5 - - - - - - 8 8 8 7 7 4 2
20 Patriarch, 20th Level - 8 + 6 - - - - - - 8 8 8 8 8 5 2

Clerics versus Undead Monsters

Monster
Type 1 Acolyte 2 Adept 3 Village Priest 4 Vicar 5 Curate 6 Bishop 7  Lama 8 Patriarch
Skeleton 7 T T D D D D D
Zombie 9 7 T T D D D D
Ghoul 11 9 7 T T D D D
Wight N 11 9 7 T T D D
Wraith N N 11 9 7 T T D
Mummy N N N 11 9 7 T T
Spectre N N N N 11 9 7 T
Vampire N N N N N 11 9 7

Numbers are the score to match or exceed in order to turn away, rolled with two six-sided dice.
T = Monster turned away, up to two dice in number.
D = Dispelled/dissolved, up to two dice in number.
N = No Effect.

A full explanation of each spell follows.
Note that under lined Clerical spells are reversed by evil Clerics.
Also, note the Clerics versus Undead Monsters table,
indicating the strong effect of the various clerical levels upon the undead;
however, evil Clerics do not have this effect, the entire effect being lost.

When clerics reach the top level (Patriarch) they may opt to build
their own stronghold, and when doing so receive help from "above".
Thus, if they spend 100,000 Gold Pieces in castle construction, they may build a
fortress of double that cost.
Finally, "faithful" men will come to such as castle, being fanatically loyal, and they will serve at no cost.
There will be from 10-60 heavy cavalry,
10-60 horsed crossbowmen ("Turcopole type"),
and 30-180 heavy foot.

    Note that Clerics of 7th level and greater are either "Law" or Chaos", and
there is a sharp distinction between them. If a Patriarch receiving the above
benefits changes sides, all the benefits will immediately be removed!

Clerics with castles of their own will have control of a territory similar to the
"Barony" of fighters, and they will receive "tithes" equal to 20 Gold Pieces/Inhabitant/year.

Note: There are Anti-Clerics (listed below) who have similar powers to Clerics.
Those Clerical spells underlined on the table for Cleric Spells have a reverse effect, all others functioning as noted.
The chief exception is the Raise Dead spell which becomes: The Finger of Death.

Anti-Clerics: Evil Acolyte, Evil Adept, Shaman, Evil Priest, Evil Curate, Evil Bishop, Evil Lama, Evil High Priest.

Changing Character Class: While changing class (for other than elves) is not recommended,
the following rule should be applied: In order for men to change
class they must have a score of 16 or better in the prime requisite (see below) of
the class they wish to change to, and this score must be unmodified. A Cleric
with a "strength" of 15, for example, could not become a Fighting-Man. In any
event Magic-Users cannot becoem Clerics and vice-versa.
 

4. ALIGNMENT

Character Alignment, Including Various Monsters and Creatures: Before the game
begins it is not only neccessary to select a role, but it is also necessary to determine
what stance the character will take - Law, Neutrality, or Chaos.

Character types are limited as follows by this alignment:
 
 
Law Neutrality Chaos
Men* Men* Men*
Hobbits Nixies Evil High Priests
Patriarchs Pixies Goblins/Kobolds
Treants Dryads Hobgoblins/Gnolls
Unicorns Griffons Giants
Pegasi Animals Orcs
Hippogriffs Elves* Ogres
Elves* Rocs* Trolls
Lycanthropes* Dwarves/Gnomes* Wights
Rocs* Lycanthropes* Lycanthropes
Dwarves/Gnomes* Orcs Wraiths
Centaurs* Ogres Mummies
- Dragons Spectres
- Wyverns Vampires
- Centaurs* Medusae
- Hydrae Manticores
- Purple Worms Gargoyles
- Sea Monsters Gorgons
- Chimerae Minotaurs
- Minotaurs Dragons
- Giants Chimerae

*  An asterisk indicates that the name appears in both the Law and Neutrality columns.
An underline indicates that the name appears in both the Neutrality and Chaos columns.

5. LANGUAGES: The "common tongue" spoken throughout the "continent" is known by most humans.
All other creatures and monsters which can speak have their own language, although some (20%) also know the common one.
Law, Chaos and Neutrality also have common tongues spoken by each respectively.
One can attempt to communicate through the common tongue, language particular to a creature class, or one of the divisional languages (law, etc.).
While not understanding the language, creatures who speak a divisional tonue will recognize a hostile one and attack.
Characters with an Intelligence score above 10 may learn additional languages, one language for every point above 10 intelligence factors.
Thus, a man with an intelligence level of 15 could speak 7 languages, i.e. the commoon tongue, his divisional language, a 5 creature languages.
Of course, MU's spells and some magic items will enable the speaking and communicating of languages.

6. MONEY & EQUIPMENT
3d6 x 10 = starting gold.

BASIC EQUIPMENT AND COSTS:
It will be necessary for players to equip their characters with various basic
items of equipment. Selection of items is strictly up to the players, and GP are
taken away accordingly (players may sell to one another, of course, and then GP would be transferred.
 
 

ARMOR
Item Cost (In GP) Weight (in pounds) AC
Leather Armor 15 25 7
Chain-type Mail 30 50 5
Plate Mail 50 75 3
Helmet 10 5 -
Shield 10 15 -1
Barding (Horse Armor) 150 75 -

 
Armor Class Description
0 -
1 -
2 Plate Armor & Shield
3 Plate Armor
4 Chain Mail & Shield
5 Chain Mail
6 Leather & Shield
7 Leather Armor
8 Shield Only
9 No Armor or Shield

ARMS
Dagger 3 2
Hand Axe 3 5
Mace 5 5
Sword 10 5
Battle Axe 7 10
Morning Star 6 10
Flail 8 10
Spear 1 ?
Pole Arm 7 15
Halberd 7 15
Two-Handed Sword 15 ?
Lance 4 ?
Pike 5 15
Short Bow 25 5*
Long Bow 40 5*
Composite Bow 50 5*
Light Crossbow 15 ?
Heavy Crossbow 25 ?
Quiver of 20 Arrows 10 *
Case with 30 Quarrels 10 ?
20 Arrows / 30 Quarrels 5 *
Silver Tipped Arrow 5 ?
* Subsumed in the weight of a bow.

HERBS
Wolvesbane, bunch 10 ?
Belladona, bunch 10 ?
Garlic, bud 5 ?

LIVESTOCK
Mule 20 -
Draft Horse 30 -
Light Horse 40 -
Warhorse, Medium 100 -
Warhorse, Heavy 200 -

MISCELLANEOUS
50' of Rope 1 *
10' Pole 1 *
12 Iron Spikes 1 *
Small Sack 1 * 5# capacity
Large Sack 2 * 30# capacity
Leather Back Pack 5 * 30# capacity
Water/Wine Skin 1 *
6 Torches 1 *
Lantern 10 *
Flask of Oil 2 *
3 Stakes & Mallet 3 *
Steel Mirror 5 *
Silver Mirror, Small 15 *
* Miscellaneous equipment (rope, spikes, bags, etc.)  = 8#

PROVISIONS
Wine, quart (2 pints) 1 -
Iron Rations (for dungeon expeditions), 1 person, 1 week 15 -
Standard Rations for 1 person, 1 week 5 -

RELIGIOUS ITEMS
Wooden Cross 2 -
Silver Cross 25 -
Holy Water/Vial 25 -

TRANSPORT
Cart 100 -
Wagon 200 -
Raft 40 -
Small Boat 100 -
Small Merchant Ship 5000 -
Large Merchant Ship 20,000 -
Small Galley 10,000 -
Large Galley 30,000 -

Other items cost may be calculated by comparing to similar items listed above.

INN MENU
Hench - - - -

TAVERN MENU
Hench - - - -

(Weight which can be carried)
 
Weight of a man 175
Load in GP Equal to Light Foot Movement (12") 75
Load in GP Equal to Heavy Foot Movement (9") 100
Load in GP Equal to Armd. Foot Movement (6") 150
Maximum Load/Person at half normal movement 300
Miscellaneous equipment (rope, spikes, bags, etc.) 8

WEIGHTS AND EQUIVALENTS
1 Coin (Copper, Silver, or Gold) 0.1
1 Scroll or Piece of Jewelry 2
1 Potion or Wine Skin 3
1 Flagon or Chalice 5
1 Wand with Case 10
1 Staff with Case 30
1 Gem 0.1

Example Employing Encumbrance:
A character equips himself with the following:
 
75 Plate Armor
5 Helmet
15 Shield
10 Flail
5 Bow, Quiver & 20 Arrows
2 Dagger
8 Misc. Equipment
1200 TOTAL

The character would move at the speed of an Armored Footman (6"/turn).
He could pick up an additional 30# weight of treasure and incur no
movement penalty. Weight over 150# would incur the penalty of half-speed
noted above, although equiipment could be discarded in order to avoid this penalty.
 

7. MAGIC
A spell used once may not be re-used in the same day.

MAGICAL RESEARCH
Both magic-users and Clerics may attempt to expand on the spells listed (as
applicable by class). This is a matter of time and investment. The level of the
magic required to operate the spell (determination by referee) dictates the initial
investment. Investment for 1st level is 2,000 GP,
2nd level is 4,000 GP,
3rd level is 8000 GP,
4th level is 16,000 GP,
5th level is 32,000 GP, and
6th level is 64,000 GP.
The time required is 1 week per spell level.
For every amount equal to the basic investment spent there is a 20% chance of success, cumulative.
An investment of 10,000 GP in order develop a new 1st level spell, for example, has a 100% chance of success after 1 game week.

The level of the spell being researched must be consistent with the level of the MU or Cleric involved, i.e. the character must be able to USE spells equal to or above the level of the one he desires to create.

Once a new spell is created the researcher may include it in the list appropriate to its level.
He may inform others of it, thus enabling them to utilize it, or he may keep it to himself.

BOOKS OF SPELLS
    Characters who employ spells are assumed to acquire books containing the spells they can use, one book for each level.
If a duplicate set of such books is desired, the cost will be the same as the initial investment for research as listed above, i.e. 2,000, 4,000, 8,000, etc.
Loss of these books will require replacement at the above expense.

8. EXPERIENCE
Experience Points: XP are awarded to players by the referee with
appropriate bonuses or penalties for prime requisite scores. As characters meet
monsters in mortal combat and defeat them, and when they obtain various forms
of treasure (money, gems, jewelry, magical items, etc.), they gain "experience".
This adds to their XP total, gradually moving them upwards through
the levels.

Gains in XP will be relative; thus an 8th level MU
operating on the 5th dungeon level would be awarded 5/8 experience.
Let us assume he gains 70000 GP for defeating a troll (which is a 7th level monster, as it has over 6 HD).
Had the monster been only a 5th level one experience would be awarded on a 5/8 basis as already stated, but as the monster guarding the
treasure was a 7th level one experience would be awarded on a 7/8 basis thus;
7000 GP + 700 for killing the troll = 7700 divided by 8= 962.5 x 7 = 6037.5.
XP are never awarded above a 1 for 1 basis, so even if a character
defeats a higher level monster he will not receive XP above the total
of treasure combined with the monster's kill value.

It is also recommended
that no more XP be awarded for any single adventure than will suffice
to move the character upwards one level. Thus, a "veteran" (1st level) gains
what would normally be 5000 XP; however, as this would move
him upwards two levels, the referee should award only sufficient points to bring
him to "warrior" (2nd level), say 3999 if the character began with 0 XP.

9. COMBAT

ALTERNATIVE COMBAT SYSTEM
    This system is based upon the defensive and offensive capabilities of the combatants;
such things as speed, ferocity, and weaponry of the monster attacking are subsumed in the matrixes.
There are two charts, one for men versus men or monsters and one for monsters (incl. kobolds, goblins, orcs, etc.) versus men.

ATTACK MATRIX I.: MEN ATTACKING
TARGET                                                                                                                                 20-Sided Die Score to Hit by Level*
Armor Class Description Level 1-3 4-6 7-9 10-12 13-15 16 & + 
0 - 19 17 14 12 10 7
1 - 18 16 13 11 9 6
2 Plate Armor & Shield 17 15 12 10 8 5
3 Plate Armor 16 14 11 9 7 4
4 Chain Mail & Shield 15 13 10 8 6 3
5 Chain Mail 14 12 9 7 5 2
6 Leather & Shield 13 11 8 6 4 1
7 Leather Armor 12 10 7 5 3 1
8 Shield Only 11 9 6 4 2 1
9 No Armor or Shield 10 8 5 3 1 1

* Fighting-Men: Magic-Users advance in steps based on five levels/group (1-5, 6-10, etc.), and
Clerics in steps based on four levels/group (1-4, 5-8, etc.).
Normal men equal 1st level fighters.

ATTACK MATRIX II.: MONSTERS ATTACKING
TARGET:
Armor Class Dice Up to 1 1+1 2 - 3 3+1 - 4 4+1 - 6 6+1 - 8 9-10 11+
0 19 18 17 15 14 13 11 9
1 18 17 16 14 13 12 10 8
2 17 16 15 13 12 11 9 7
3 16 15 14 12 11 10 8 6
4 15 14 13 11 10 9 7 5
5 14 13 12 10 9 8 6 4
6 13 12 11 9 8 7 5 3
7 12 11 10 8 7 6 4 2
8 11 10 9 7 6 5 3 1
9 10 9 8 6 5 4 2 0

All base scores to hit will be modified by magic armor and weaponry.
Missile hits will be scored by using the above tables at long range and decreasing Armor Class by 1 at medium and 2 at short range.
 

SAVING THROW MATRIX:
Class & Level Death Ray or 
Poison
All Wands -- 
Including 
Polymorph or 
Paralization
Stone Dragon 
Breath
Staves & 
Spells
Fighting-Men 1-3 12 13 14 15 16
Magic-User 1-5 13 14 13 16 15
Cleric 1-4 11 12 14 16 15
Fighter 4-6 10 11 12 13 14
Magic-User 6-10 11 12 11 14 12
Cleric 5-8 9 10 12 14 12
Fighter 7-9 8 9 10 10 12
Magic-User 11-15 8 9 8 11 8
Cleric 9-12 6 7 9 11 9
Fighter 10-12 6 7 8 8 10
Magic-User 16+ 5 6 5 8 3
Cleric 13+ 3 5 7 8 7
Fighter 13+ 4 5 5 5 8

Failure to make the total indicated above results in the weapon having full effect, i.e.
you are turned to stone, take full damage from dragon's breath, etc.
Scoring the total indicated above (or scoring higher) means the weapon has no effect (death ray, polymorph, paralization, stone, or spell) or one-half-effect
(poison scoring one-half of the total possible hit damage and dragon's breath
scoring one-half of its full damage). Wands of cold, fire balls, lightning, etc. and
staves are treated as indicated but saving throws being made result in one-half damage.
 

11. ENCOUNTERS
 
TALK FIGHT WAIT ADVANCE FLEE

ENCOUNTERS \ TALK
While not understanding the language, creatures who speak a divisional tongue will recognize a hostile one and attack.

Monsters can be lured into service if they are of the same basic alignment as the PC, or they can be Charmed and thus ordered to serve.

12. NPCs: In all probability the referee will find it beneficial to allow participants in the campaign to "hire into service" one or more characters.
At times this may be nothing more than a band of mercenaries hired to participate in and share the profits from some adventure.
However it is likely that players will be desirous of acquiring a regular entourage of various character types, monsters, and an army of some form.
NPCs can be hired as follows:

Only the lowest level of character types can be hired.
The player wishing to hire a NPC "advertises" by posting notices at inns and taverns,
frequents public places seeking the desired hireling,
or sends messengers to whatever place the desired character type would be found (elf-land, dwarf-land, etc.).
This costs money and takes time, and the referee must determine expenditures.
Once some response has been obtained, the player must make an offer to tempt the desired character type into his service.
As a rule of thumb a minimum offer of
100 GP would be required to tempt a human into service,
dwarves are more interested in gold, MUs and elves desire magical items,
and Clerics want some assurance of having a place of worship in which to house themselves.

Monsters can be lured into service if they are of the same basic alignment as the PC, or they can be Charmed and thus ordered to serve.

Note, however, that the term "monster" includes men found in the dungeons, so in this way some high-level characters can be brought into a character's service, charisma allowing or through a Charm spell.

Some reward must be offered to a monster in order to induce it into service (not just sparing its life, for example). The mosnter
will react, with appropriate plusses or minuses, according to the offer, the referee
rolling 2d6 and adjusting for charisma:
 
Dice Score Reaction
2 Attempts to attack
3-5 Hostile reaction
6-8 Uncertain
9-11 Accepts off
12 Enthusiast, Loyalty +3

An "Uncertain" reaction leaves the door open to additional reward offers, but scores under 6 do not.

Capture of Non-Player Monsters: Morale dice can cause a man or intelligent monster
to attempt to surrender or become subdued. When this happens an offer of service
can be made (assuming that communication is possible) as outlined above.
Subdued monsters will obey for a time without need to check their reactions,
and such monsters are salable (see Volume II).

Loyalty of Non-Player Characters (Including Monsters): Men, dwarves and elves will serve as retainers with relative loyalty so long as they receive their pay regularly,
are treated fairly, and not continually exposed to extra-hazardous duty, and receive bonuses when they are taking part in some dangerous venture.
Judgement of this matter is perforce subjective on the part of the campaign referee, but there is a simple guideline:
When one or more of such characters are taken into service, a loyalty check is made by rolling 3d6.
Adjustments are made for charisma and initial payments for service, and the loyalty of the character(s)
ntoed by the referee. (The player wil not have any knowledge of what it is without some method of reading minds.)
 
Loyalty Score Morale
3 or less Will desert at first opportunity
4-6 -2 on morale dice
7-8 -1 on morale dice
9-12 Average morale dice
13-14 +1 on morale dice
15-18 +2 on morale dice
19 and above Need never check morale

    NPCs and men-at-arms will have to make morale checks
(using the above reaction table or "Chainmail") whenever a highly dangerous or
un-nerving situation arises. Poor morale will mean that those in question will not
perform as expected.

Periodic re-checks of loyalty should be made.
Length of service, rewards, etc. will bring additional plusses.
Poor treatment will bring minuses.
 
 

Relatives: The referee may allow players to designate one relative of his character
to inherit his possessions if for any reason the participant unexpectedly disappears,
with or without "death" being positively established, for a period of one
game month, let us sa. At this time the relative would inherit the estate of the
character, paying a 10% tax on all goods and monies. The relative must start at
the lowest level of the class he opts for, but he will have the advantage of the inheritance.

    If the character returns, he takes possession of his estate once more (referee's
option as to willingness of the relative to give it up) but must pay an additional
10% tax in order to regain his own. Optionally the relative may be allowed to stay
on as a NPC in the service of the PC.
Loyalty of the relative in such a circumstance wold be at a penalty of from 0 to -6, and he would possibly intrigue to regain control.

    Characters without a relative will lose all their possessions should they disappear
and not return before whatever period is designated as establishing death.

SPELLS TABLE
Magic-Users

1st Level
1. Detect Magic
2. Hold Portal
3. Read Magic
4. Read Languages
5. Protection/Evil
6. Light
7. Charm Person
8. Sleep

2nd Level
1. Detect Invisible
2. Levitate
3. Phantasmal Forces
4. Locate Object
5. Invisibility
6. Wizard Lock
7. Detect Evil
8. ESP
9. Continual Light
10. Knock

3rd Level
1. Fly
2. Hold Person
3. Dispell Magic
4. Clairvoyance
5. Clairaudience
6. Fire Ball
7. Lightning Bolt
8. Protection/Evil, 10' r.
9. Invisibility, 10' r.
10. Infravision
11. Slow Spell
12. Haste Spell
13. Protection from Normal Missiles
14. Water Breathing

4th Level
Polymorph Others
Polymorph Self
Remove Curse
Wall of Fire
Wall of ICe
Confusion
Charm Monster
Growth/Plant
Dimension Door
Wizard Eye
Massmorph
Hallucinatory Terrain

5th Level
Teleport
Hold Monster
Conjure Elemental
Telekinesis
Transmute Rock-Mud
Wall of Stone
Wall of Iron
Animate Dead
Magic Jar
Contact Higher Plane
Pass-Wall
Cloudkill
Feeblemind
Growth/Animal

6th Level
Stone-Flesh
Reincarnation
Invisible Stalker
Lower Water
Part Water
Projected Image
Anti-Magic Shell
Death Spell
Geas
Disintegrate
Move Earth
Control Weather

SPELLS TABLE
Clerics

1st Level
Cure Light Wounds
Purify Food & Water
Detect Magic
Detect Evil
Protection / Evil
Light

2nd Level
Find Traps
Hold Person
Bless
Speak with Animals

3rd Level
Remove Curse
Cure Disease
Locate Object
Continual Light

4th Level
Cure Serious Wounds
Neutralize Poison
Protection from Evil, 10' r
Turn Sticks to Snakes
Speak with Plants
Create Water

5th Level
Dispell Evil
Raise Dead
Commune
Quest
Insect Plague
Create Food

EXPLANATION OF SPELLS:

Magic-Users:

1st Level

Detect Magic: A spell to determine if there has been some enchantment laid on a person, place or thing.
It has a limited range and short duration.
It is useful, for example, to discover if some item is magical, a door has been "held" or "wizard locked", etc.

Hold Portal: A spell to hold a door, gate or the like.
It is similar to a locking spell (see below) but is not permanent.
Roll two dice to determine the duration of the spell in turns.
Dispell Magic (see below) will immediately negate it, a strong anti-magical creature will shatter it and a Knock (see below) will open it.

Read Magic: The means by which the incantations on an item or scroll are read.
Without such a spell or similar device magic is unintelligible to even a Magic-User.
The spell is of short duration (one or two readings being the usual limit).

Read Languages: The means by which directions and the like are read, particularly on treasure maps.
It is otherwise like the Read Magic spell above.

Protection from Evil: This spell hedges the conjurer round with a magic circle to keep out attacks from enchanted monsters.
It also servesas an "armor" from various evil attacks, adding a +1 to all saving throws and taking a -1 from hit dice of evil opponents.
(Note that this spell is not cumulative in effect with magic armor and rings, although it will continue to keep out enchanted monsters.)
Duration: 6 turns.

Light: A spell to cast light in a circle 3" in diameter, not equal to full daylight.
It lasts for a number of turns equal to 6+ the number of levels of the user;
thus, a 7th level MU would cast the spell for 13 turns.

Charm Person: This spell applies to all two-legged, generally mammalian figures near to or less than man-size, excluding all monsters in the "Undead" class but including
Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hobgoblins, and Gnolls.
If the spell is successful it will cause the charmed entity to come completely under the influence of the MU until such time as the "charm" is dispelled (Dispell Magic).
Range: 12".

Sleep: A Sleep spell affects from 2-16 1st level types (HD of up to 1+1),
from 2-12 2nd level types (HD of up to 2+1),
from 1-6, 3rd level types,
and but 1 4th level type (up to 4+1 HD).
The spell always affects up to the number of creatures determined by the dice.
If more than the number rolled could be affected, determine which "sleep" by random selection.
Range: 24"

2nd Level:

Detect Invisible (Objects): A spell to find secreted treasure hidden by an Invisibility spell (see below).
It will also locate invisible creatures.
Duration: 6 turns.
Range: 1" x the level of the MU casting it, i.e. a "Wizard" would have a range of 11", more if he was above the base value.

Levitate: This spell lifts the caster, all motion being in the vertical plane; however, the user could, for example, levitate to the ceiling, and move horizontally by use of his hands.
Duration: 6 turns + the level of the user.
Range (of levitation): 2"/level of MU, with upwards motion at 6" / turn.

Phantasmal Forces: The creation of vivid illusions of nearly anything the user envisions (a projected mental image so to speak).
As long as the caster concentrates on the spell, the illusion will continuee unless touched by some living creature, so there is no limit on duration, per se.
Damage caused to viewers of a Phantasmal Force will be real if the illusion is believed to be real.
Range: 24".

Locate Object: In order for this spell to be effective it must be cast with certain knowledge of what is to be located.
Thus, the exact nature, dimensions, coloring, etc. of some magical item would have to be known in order for the spell to work.
Well known objects such as a flight of stairs leading upwards can be detected with this spell however.
The spell gives the user the direction of the object desired but not the distance.
The desired object must be within range.
Range: 6" + 1"/level of the MU employing the spell, i.e. a "Necromancer" has a 16" range.

Invisibility: A spell which lasts until it is broken by the user or by some outside force (remember that as in CHAINMAIL, a character cannot remain invisible and attack).
It affects only the person or thing upon whom or which it is cast.

Wizard Lock: Similar to a hold portal, this spell lasts indefinitely.
It can be opened by a Knock without breaking the spell.
A Wizard Lock can be passed through without a spell of any kind by a MU three levels above the one who placed the spell.

Detect Evil: A spell to detect evil thought or intent in any creature or evilly enchanted objects.
Note that poison, for example, is neither good nor evil.
Duration: 2 turns.
Range: 6".

ESP: A spell which allows the user to detect the thoughts (if any) of whatever lurks behind doors or in the darkness.
It can penetrate solid rock up to about 2' in thickness, but a thin coating of lead will prevent its penetration.
Duration: 12 turns.
Range: 6".

Continual Light: This spell creates a light wherever the caster desires.
It sheds a circle of illumination 24" in diameter, but does not equal full daylight.
It continues to shed light until dispelled.
Range: 12".

Knock: A spell which opens secret doors, held portals, doors locked by magic, barred or otherwise secured gates, etc.
Range: 6".
 

3rd Level:

Fly: By means of this spell the user is able to fly at a speed of up to 12" / turn.
The spell lasts for the number of turns equal to the level of the MU plus the number of pips on a six-sided die which is secretly determined by the referee.

Hold Person: A spell similar to a Charm Person, but which is of both limited duration and greater effect.
It will effect from 1-4 persons.
If it is cast at only a single person it has the effect of reducing the target's save against Magic by -2.
Duration: 6 turns + level of the caster.
Range: 12".

Dispell Magic: Unless countered, this spell will be effective in dispelling enchantments of most kinds (referee's option), except those on magical items and the like.
This is modified by the following formula.
The success of a Dispell Magic spell is a ratio of the dispeller over the original spell caster, so if a 5th level MU attempts to dispell the spell of a 10th level MU there is a 50% chance of success.
Duration: 1 turn.
Range: 12".

Clairvoyance: Same as ESP spell except the spell user can visualize rather than merely pick up thought.

Clairaudience: Same as Clairvoyance except it allows hearing rather than visualization.
This is one of the few spells whicih can be cast through a Crystal Ball (see Volume II).

Fire Ball: A missile which springs from the finger of the MU.
It explodes with a burst radius of 2" (slightly larger than specified in CHAINMAIL).
In a confined space the Fire Ball will generally conform to the shape of the space (elongate or whatever).
The damage caused by the missile will be in proportion to the level of its user.
A 6th level MU throws a 6-die missile,
a 7th a 7-die missile,
and so on.
(Note that Fire Balls from Scrolls (see Volume II) and Wand are 6-die missiles and those from Staves are 8-die missiles).
Duration: 1 turn.
Range: 24".

Lightning Bolt: Utterance of this spell generates a lightning bolt 6" long and up to 3/4" inches wide.
If the space is not long enough to allow full extension, the missile will double back to attain 6", possibly striking its creator.
It is otherwise similar to a Fire Ball, but as stated in CHAINMAIL the head of the missile may never extend beyond the 24" range.

Protection from Evil, 10' Radius: A Protection from Evil spell which extends to include a circle around the MU and also lasts for 12 rather than 6 turns.

Invisibility, 10' Radius: An Invisibility spell with an extended projection but otherwise no different from the former spell.

Infravision: This spell allows the recipient to see infra-red light waves, thus enabling him to see in total darkness.
Duration: 1 day.
Range of infravision: 40-60'.

Slow Spell: A broad-area spell which effects up to 24 creatures in a maximum area of 6" x 12".
Duration: 3 turns.
Range: 24".

Haste Spell: This is exactly the opposite of a Slow Spell in effect, but otherwise like it.
Note that it will counter its opposite and vice-versa.

Protection from Normal Missiles: The recipient of this charm becomes impervious to normal missiles.
This implies only those missiles projected by normal (not above normal) men and/or weapons.
Duration: 12 turns.
Range: 3".

Water Breathing: A spell whereby it is possible to breathe under water without harm or difficulty.
Duration: 12 turns.
Range: 3".

4th Level:
Polymorph Self: A spell allowing the user to take the shape of anything he desires,
but he will not gain thereby acquire the combat statistics of the thing he has polymorphed himself to resemble.
That is, while the user may turn himself into a dragon of some type, he will not gaint the ability to fight and breathe, but he will be able to fly.
Duration: 6 turns + the level of the MU employing it.

Polymorph Others: Unlike the spell Polymorph Self, this spell lasts until it is dispelled.
The spell gives all characteristics of the form of the creature, so a creature polymorphed into a dragon acquires all of the dragon's ability -- not necesarily mentality, however.
Likewise, a troll polymorphed into a snail would have innate resistance to being stepped on and crushed by a normal man.
Range: 6".

Remove Curse: A spell to remove any one curse or evil sending.
Note that using this spell on a "cursed sword", for example, would make the weapon an ordinary sword, not some form of enchanted blade.
Range: adjacent to the object.

Wall of Fire: The spell will create a wall of fire which lasts until the MU no longer concentrates to maintain it.
The fire wall is opaque.
It prevents creatures with under four hit dice from entering/passing through.
Undead will take two dice of damage (2-12) and other creatures one die (1-6) when breaking through the fire.
The shape of the wall can be either a plane of up to 6" width and 2" in height, or it can be cast in a circle of 3" diameter and 2" in height.
Range: 6".

Wall of Ice: A spell to create a wall of ice six inches thick, in dimensions like that of a Wall of Fire.
It negates the effects of creatures employing fire and/or fire spells.
It may be broken through by creatures with four or more HD, with damage equal to one die (1-6) for non-fire employing creatures and double that for fire-users.
Range: 12".

Confusion: This spell will immediately effect creatures with 2 or fewer HD.
For creatures above 2 HD the following formula is used to determine when the spell takes effect:
score of a d12 roll less the level of the MU casting the spell = delay in effect, i.e. a positive difference means a turn delay, while a zero or negative difference means immediate effect.
Creatures with 4 or more HD will have saves against Magic, and on those turns they make their saves they are not confused;
but this check must be made each turn the spell lasts, and failure means they are confused.
The spell will effect as many creatures as indicated by the score rolled on 2d6 with the addition of +1 for each level above the 8th that the MU casting the spell has attained.
Confused creatures will attack the MUs party (dice score 2-5), stand around doing nothing (6-8), or attack each other (9-12).
Roll each turn.
Duration: 12 turns.
Range: 12".

Charm Monster: The counterpart of a Charm Person spell which is employable against all creatures.
If animals or creatures with 3 or fewer HD are involved determine how many are affected by the spell by rolling 3d6.
It is otherwise identical to the Charm Person spell.

Growth of Plants: This spell causes normal brush or woords to become thickly overgrown, and entangled with creepers, vines, thorns, briars and so on, so as to make the area virtually impassable.
It will affect an AREA of up to 30 square inches, the dimensions decided by the caster of the spell.
Duration: until the spell is negated by a Dispell Magic.
Range: 12".

Dimension Door: A limited Teleport spell which allows the object to be instantaneously transported up to 36" in any direction (including up or down).
There is no chance of misjudging when using a Dimension Door, so the user always arrives exactlywhere he calls, i.e. 12" upwards, 32" east, etc.
Range: 1"

Wizard Eye: A spell which allows the user to send a visual sensor up to 24" away in order to observe the scene without himself moving.
The "eye" is invisible.
It moves 12"/turn.
Duration: 6 turns.

Massmorph: This spell is used to conceal up to 100 men (or creatures of near man size) as a woods or orchards.
The concealed figures may be moved through without being detected as anything other than trees, and it will not effect the spell.
It will be negated by a comand for the caster or by means of a Dispell Magic spell.
Range: 24".

Hallucinatory Terrain: By means of this spell terrain features can either be hidden or created -- an illusion which effects a large AREA.
Thus, a swamp, hill, ridge, woods, or the like can be concealed or made to appear.
The spell is broken when the magicked AREA is contacted by an opponent.

5th Level:
Teleport: Instantaneous transportation from place to place, regardless of the distance involved, provided the user knows where he is goining (the topography of the arrival AREA).
Without certain knowledge of the destination teleportation is 75% uncertain, so a score of less than 75% of the percentile dice results in death.
If the user is aware of the general topography of his destination, but has not carefully studied it, there is an uncertainty factor of 10% low and 10% high.
A low score (1-10%) means death if solid material is contacted.
A high score (91-100%) indicates a fall from 10-100 feet, also possibly resulting in death.
If a careful study of the destination has been previously made, then the MU has only a 1% chance of teleporting low and a 4% chance of coming in high (10-40 feet).

Hold Monster: Same as Hold Personbut applicable to Monsters.

Conjure Elemental: A spelll to conjure an Air, Water, Fire, or Earth Elemental.
Only one of each type can be conjured by a MU during any one day.
The Elemental will remain until dispelled, but the MU must concentrate on control or the elemental will turn upon its conjurer and attack him (see CHAINMAIL).
Conjured elementals are the strongest, with 16 HD as is explained in Volume II, MONSTERS & TREASURE.
Range: 24".

Telekinesis: By means of this spell objects may be moved by mental force. Weight limits are calculated by multiplying the level of the MU by 20#.
Thus, a "Necromancer" is able to MOVE a weight equal to 200#.
Duration: 6 turns.
Range: 12".

Transmute Rock to Mud: The spell takes effect in one turn, turning earth, sand, and of course, rock to mud.
The AREA affected is up to 30 square inches.
Creatures moving into the mud will become mired, possibly sinking if heavy enough or losing 90% of movement otherwise, unless able to fly or levitate.
The spell can only be countered by reversing the incantation (requiring a Transmute Rock to Mud Spell) or by normal process of evaporation.
(3-18 days as determined by rolling 3d6).
Range: 12".

Wall of Stone: The creation of a stone wall 2 feet thick with a max. length & height equalling 10 square inches.
The wall will last until dispelled, broken down or battered through as a usual stone wall.
Range: 6".

Wall of Iron: Like a Wall of Stone, but the thickness of the wall is 3 inches and its max. AREA 5 square inches.
Duration: 12 turns.
Range: 6".

Animate Dead: The creation of skeletons or zombies.
It in no way brings a creature back to life.
For the number of dead animated simply roll one die for every level above the 8th the MU is, thus a "Sorcerer" gets one die or from 1-6 animated dead.
Note that the skeletons or dead bodies must be available in order to animate them.
The spell lasts until dispelled or the animated dead are done away with.

Magic Jar: By means of this device the MU houses his life force in some inanimate object (even a rock) and attempts to possess the body of any other creature within 12" of his Magic Jar.
The container for his life force must be within 3" of his body at the time the spell is pronounced.
Possession of another body takes place when the creature in question fails to make its save vs. Magic.
If the possessed body is destroyed, the spirit of the MU returns to the Magic Jar, and from thence it may attempt another possession or return to the MU's body.
The spirit of the MU can return to the Magic Jar at anytime he so desires.
Note that if the body of the MU is destroyed the life force must remain in a possessed body or the Magic Jar.
If a Magic Jar is destroyed the MU is totally annhilated.

Contact Higher Plane: This spell allows the magical-type to seek advice and gain knowledge from creatures inhabiting higher planes of existence (the referee).
Of course, the higher the plane contacted, the greater the nnumber of questions that
can be asked, the greater the chance that the info will be known, and the
higher the probability that the question will be answered truthfully.
USE the table below to determine these factors, as well as the probability of the MU going insane.
Only questions which can be answered "yes" or "no" are permitted.
 
Plane # of Questions Chance of Knowing Veracity Insanity
3rd 3 25% 30% nil
4th 4 30% 40% 10%
5th 5 35% 50% 20%
6th 6 40% 60% 30%
7th 7 50% 70% 40%
8th 8 60% 75% 50%
9th 9 70% 80% 60%
10th 10 80% 85% 70%
11th 11 90% 90% 80%
12th 12 95% 100% 90%

If a MU goes insane, he will remain so for a number of weeks equal to the
number of the plane he was attempting to contact, the strain making him totally
incapacitated until the time has elapsed.
For each level above the 11th, MUs should have a 5% better chance of retaining their sanity.
The spell is usable only once every game week (referee's option).

Pass-Wall: A spell which opens a hole in a solid rock wall, man-sized and up to 10' in length.
Duration: 3 turns.
Range: 3".

Cloudkill: This spell creates a moving, poisonous cloud of vapor which is deadly to all creatures with less than 5 HD.
Movement: 6"/turn according to wind direction, or directly away from the spell caster if there is no wind.
Dimensions: 3" diameter.
Duration: 6 turns, but the cloud is dispelled by unusually strong winds or trees.
Note that the cloud is heavier than air, so it will sink to the lowest possible level.

Feeblemind: A spell usable only against MUs, it causes the recipient to become feeble-minded until the spell is countered with a Dispell Magic.
Because of its specialized nature the Feeblemind spell has a 20% better chance of success, i.e. lowers the MU's save vs. Magic by 4,
so that if normally a 12 or better were required to save against magic, a 16 would be required against a Feeblemind.
Range: 24".

Growth of Animals: A spell which will cause from 1-6 normal sized animals (not merely mammals) to grow to giant-size with proportionate attack capabilities.
Duration: 12 turns.
Range: 12".

6th Level:
 

Stone to Flesh: This spell turns stone to flesh, and it is reversable, so as to turn flesh to stone.
It is particularly useful in reviving characters who have been "stoned" by some monster.
It is permanent unless a reversed spell is used.
Range: 12".

Reincarnation: A spell to bring a dead character back to life in some other form.
The form in which the character is Reincarnated is dependent upon his former alignment (Law, Neutrality or Chaos).
USE a random determination on the Character Alignment table, and whatever the result is, the reincarnated character is that creature and must play as it.
If he comes back as a man, determine which class, and roll a d6 to determine which level in that class, and similarly check level for reincarnation as an elf or dwarf.

Invisible Stalker: The conjuration of an extra-dimensional monster which can be controlled with merely a word from the MU who conjured him.
The Invisible Stalker will continue on its mission until it is accomplished, regardless of time or distance.
They cannot be dispelled once conjured, except through attack.
Details of the Invisible Stalker itself will be found in the next volume.

Lower Water: Utterance of this spell causes the water level in a river or similar body of liquid to drop 50% of its depth for ten turns.
Range: 24".

Part Water: A spell which will part water up to 10' deep for a maximum of six turns.
Range: 12".

Projected Image: By means of this spell the MU project an image of himself up to 24" away, and all spells and the like used thereafter appear to originate from the Projected Image.
Duration: 6 turns.
Range: 24".

Anti-Magic Shell: A field which surrounds the MU and makes him totally impervious to all spells.
It also prevents any spells from being sent through the shell by the MU who conjured it.
Duration: 12 turns.

Death Spell: An incantation which kills from 2-16 creatures with fewer than 7 HD.
The creatures must be within an AREA of 6" x 6" to come under the spell.
Range: 24".

Geas: A spell which forces the recipient to perform some task (as desired by the MU casting the Geas).
Any attempt to deviate from the performance of the task will result in weakness, and ignoring the Geas entirely brings death.
The referee must carefully adjudicate the casting and subsequent performance of the geased individual when this spell is used.
Duration: Until the task is completed.
Range: 3".

Disintegrate: This spell will cause material of any kind -- other than that of a magical nature -- to Disintegrate.
It will blast a tree, dragon (if it fails to make its saving throw against magic), wall section, or whatever.
Range: 6".

Move Earth: When above ground the MU may utilize this spell to move prominences such as hills or ridges.
The spell takes one turn to go into effect.
The terrain affected will move at the rate of 6" per turn.
Duration: 6 turns.
Range: 24".

Control Weather: The MU can perform any one of the following weather control operations with this spell: Rain, Stop Rain, Cold Wave, Heat Wave, Tornado, Stop Tornado, Deep Clouds, Clear Sky.

Clerics:

1st Level:

Cure Light Wounds: During the course of one full turn this spell will remove hits from a wounded character (including elves, dwarves, etc.).
A die is rolled, one pip added, and the resultant total subtracted from the hits points the character has taken.
Thus from 2-7 HP of damage can be removed.

Purify Food & Water: This spell will make spoiled or poisonous food and water usable.
The quantity subject to a single spell is approximately that which would serve a dozen people.

Detect Magic: This spell is the same as that for MUs.

Detect Evil: This spell is the same as that for MUs except that it has a duration of 6 turns and a range of 12".

Protection from Evil: This spell is the same as that for MUs except that it lasts for 12 turns.

Light: This spell is the same as that for MUs, except that it has a basic duration of 12 turns.

2nd Level:

Find Traps: By means of this spell the Cleric will locate any mechanical or magical traps within a radius of 3".
The spell lasts 2 turns.

Hold Person: This spell is the same as that for MUs except that its duration is 9 turns and its range 18".

Bless: During any turn the prospective recipients of a Bless spell are not in combat the Cleric may give them this benison.
A blessing raises morale by +1 and also adds +1 to attack dice.
The spell lasts six turns.

Speak with Animals: This spell allows the Cleric to speak with any form of animal life, understanding what they say in reply.
There is a possibility that the animal spoken with will perform services for the Cleric, and they will never attack the party the Cleric is with.
(The manner of handling the probabilities of action by animals is discussed in the next volume).
Duration: 6 turns.
Range: 3".

3rd Level:

Remove Curse: This spell is the same as that for MUs.

Cure Disease: A spell which cures any form of disease.
The spell is the only method to rid a character of a disease from a curse, for example.

Locate Object: This spell is the same as that for MUs, except that the base range is 9".

Continual Light: This spell is the same as that for MUs, except that the light shed is equal to full daylight.

4th Level:

Neutralize Poison: A spell to counter the harmful effects of poison.
Note that it will not aid a character killed by poison, however.
It will affect only one object.
Duration: 1 turn.

Cure Serious Wounds: This spell is like a Light Wound spell, but the effects are double, so two dice are rolled and one pip is added to each die.
Therefore, from 4 to 14 HP will be removed by this spell.

Protection from Evil, 10' Radius: This spell is the same as that for MUs.

Turn Sticks to Snakes: Anytime there are sticks nearby a Cleric can turn them into snakes, with a 50% chance that they will be poisonous.
From 2-16 snakes can be conjured (roll two eight-sided dice).
He can command these conjured snakes to perform as he orders.
Duration: 6 turns.
Range: 12".

Speak with Plants: This spell allows the Cleric to speak with all forms of plant life, understanding what they say in reply.
Plants so spoken to will obey commands of the Cleric, such as part to allow a passage and so on.
This spell does not give the Cleric the power to command trees as Ents do.
Duration: 6 turns.
Range: 3".

Create Water: By means of this spell the Cleric can create a supply of drinking water sufficient for a party of a dozen men and horses for one day.
The quantity doubles for every level above the 8th the Cleric has attained.

5th Level:
Dispell Evil: Similar to a Dispell Magic spell, this allows a Cleric to dispell any evil sending or spell within a 3" radius. It functions immediately.
Duration: 1 turn.

Raise Dead: The Cleric simply points his finger, utters the incantation, and the dead person is raised.
This spell works with men, elves, and dwarves only.
For each level the Cleric has progressed beyond the 8th, the time limit for resurrection extends another 4 days.
Thus, an 8th level Cleric can raise a body dead up to 4 days, a 9th level Cleric can raise a body dead up to 8 days, and so on.
Naturally, if the character's Constitution was weak, the spell will not bring him back to life.
In any event raised characters must spend 2 game weeks time recovering from the ordeal.

The Finger of Death: Instead of raising the dead, this spell creates a "death ray" which will kill any creature unless a saving throw is made (where applicable).
Range: 12".
(A Cleric-type may use this spell in a life-or-death situation, but misuse will immediately turn him into an Anti-Cleric).

Commune: A spell which puts the Cleric in touch with the powers "above" and asks for help in the form of answers to 3 questions.
Communing is allowed but once each week maximum; referee's option as to making less frequent).
Veracity and knowledge should be near total.
Once per year a special communing should be allowed wherein the Cleric can ask double the number of questions.

Quest: This is similar to the Geas, except that the character sent upon a Quest by the Cleric is not killed by failure to carry out the service.
However, the Cleric may curse him with whatever he desires for failure, and the referee should decide if such a curse will take effect if the character ignores the Quest,
basing the effectiveness of the curse on the phrasing of it and the alignment and actions of the character so cursed.

Insect Plague: By means of this spell, the Cleric calls to him a vast cloud of insects and sends them where he will, within the spell range.
They will obscure vision and drive creatures with less than 3 HD off in rout.
The dimensions of the Insect Plague are 36 square inches.
Duration: 1 game day.
Range: 48".
(Note: This spell is only effective above ground.)

Create Food: A spell with which the Cleric creates sustence sufficient for a party of a dozen for one game day.
The quantity doubles for every level above the 8th the Cleric has attained.