B/X D&D Deconstructed

A take on the original Dungeons & Dragons rules by Dave Arneson and Gary Gygax, the B/X rules by Tom Moldvay and David “Zeb” Cook, Gavin Norman’s Old-School Essentials retroclone, and later ideas adapted from Mike Mearls, Jeremy Crawford, and some house rules.

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
CHARACTERS

LEVELS
* Cleric: Non-edged weapons, wear any armor, cast divine spells, turn undead.
* Fighter: Combat, use any weapon, wear any armor.
* Magic-User: Cannot wear armor, only use dagger and staff weapons, casts arcane spells.
* Thief: Can use most weapons, light armor, add Level to sneak attack damage, and thieving skills.

ABILITIES (10 as human average except Movement is 12)
* Strength (STR): Physical prowess, melee weapons.
* Dexterity (DEX): Agility, reflexes, ranged weapons.
* Constitution (CON): Health, fortitude, concentration.
* Intelligence (INT): Knowledge, memory, reason.
* Wisdom (WIS): Awareness, empathy, willpower.
* Charisma (CHA): Appeal, communication, leadership.
* Movement (MV): Speed while walking, running, traveling.

HIT POINTS
* Cleric: Level x 3
* Fighter: Level x 4
* Magic-User: Level x 2
* Thief: Level x 2
* Constitution: Level x CON ability modifier (up to level 9)

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
TASK CHECKS

TASK MINIMUM TARGET NUMBERS BY DIFFICULTY
* 5: Easy (climb a knotted rope, recall common lore, persuade a friend)
* 15: Hard (find a secret door, hear noise listening at a door, pick a lock, climb a wall, persuade a stranger)
* 25: Extreme (bend iron bars, leap across a deadly chasm, pick a legendary lock, persuade an enemy)
* Opposed: Both sides roll, highest total wins.

TASK MODIFIER BY ABILITY SCORE (use one)
* -4: Ability score 1 (feeble)
* -3: Ability score 2 to 3 (terrible)
* -2: Ability score 4 to 5 (poor)
* -1: Ability score 6 to 8 (below average)
* +0: Ability score 9 to 12 (fair)
* +1: Ability score 13 to 15 (above average)
* +2: Ability score 16 to 17 (good)
* +3: Ability score 18 to 19 (excellent)
* +4: Ability score 20 to 21 (great)

TASK MODIFIER BY CLASS LEVEL (use one if applies)
* +Level: Primary aptitude, skill, or trade
* +half Level: Secondary aptitude, skill, or trade

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
MOVEMENT RATES
* Movement 6/60′: 5 meters (15 feet)
* Movement 9/90′: 8 meters (25 feet)
* Movement 12/120′: 10 meters (30 feet)
* Movement 15/150′: 13 meters (40 feet)
* Movement 18/180′: 15 meters (50 feet)
* Movement 21/210′: 18 meters (60 feet)
* Movement 24/240′: 20 meters (65 feet)

Distance moved in one 6-second round. Double distance is taking no other actions.

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
SAVING THROW TARGET NUMBERS
* 14: Save vs. Death Ray or Poison (spider venom, poisoned needle, death ray)
* 15: Save vs. Magic Wand (wand of fear, paralysis, or transformation)
* 16: Save vs. Paralysis or Turn to Stone (ghoul touch, basilisk gaze, medusa gaze)
* 17: Save vs. Dragon Breath (dragon fire, frost, acid, or lightning)
* 18: Save vs. Staves or Spells (charm, fireball, polymorph, or curse)

DEATH RAY OR POISON SAVING THROW MODIFIERS
* +0: Normal human

* +3: Cleric 1 to 4
* +5: Cleric 5 to 8
* +8: Cleric 9 to 12
* +11: Cleric 13 to 16

* +2: Fighter 1 to 3
* +4: Fighter 4 to 6
* +6: Fighter 7 to 9
* +8: Fighter 10 to 12
* +10: Fighter 13 to 15

* +1: Magic-User 1 to 5
* +3: Magic-User 6 to 10
* +6: Magic-User 11 to 15

* +1: Thief 1 to 4
* +2: Thief 5 to 8
* +4: Thief 9 to 12
* +6: Thief 13 to 16

MAGIC WANDS SAVING THROW MODIFIERS
* +0: Normal human

* +3: Cleric 1 to 4
* +5: Cleric 5 to 8
* +8: Cleric 9 to 12
* +10: Cleric 13 to 16

* +2: Fighter 1 to 3
* +4: Fighter 4 to 6
* +6: Fighter 7 to 9
* +8: Fighter 10 to 12
* +10: Fighter 13 to 15

* +1: Magic-User 1 to 5
* +3: Magic-User 6 to 10
* +6: Magic-User 11 to 15

* +1: Thief 1 to 4
* +2: Thief 5 to 8
* +4: Thief 9 to 12
* +6: Thief 13 to 16

PARALYSIS OR TURN TO STONE SAVING THROW MODIFIERS
* +0: Normal human

* +2: Cleric 1 to 4
* +4: Cleric 5 to 8
* +7: Cleric 9 to 12
* +9: Cleric 13 to 16

* +2: Fighter 1 to 3
* +4: Fighter 4 to 6
* +6: Fighter 7 to 9
* +8: Fighter 10 to 12
* +10: Fighter 13 to 15

* +3: Magic-User 1 to 5
* +5: Magic-User 6 to 10
* +8: Magic-User 11 to 15

* +3: Thief 1 to 4
* +5: Thief 5 to 8
* +7: Thief 9 to 12
* +9: Thief 13 to 16

DRAGON BREATH SAVING THROW MODIFIERS
* +0: Normal human

* +1: Cleric 1 to 4
* +3: Cleric 5 to 8
* +6: Cleric 9 to 12
* +9: Cleric 13 to 16

* +2: Fighter 1 to 3
* +4: Fighter 4 to 6
* +7: Fighter 7 to 9
* +9: Fighter 10 to 12
* +12: Fighter 13 to 15

* +1: Magic-User 1 to 5
* +3: Magic-User 6 to 10
* +6: Magic-User 11 to 15

* +1: Thief 1 to 4
* +3: Thief 5 to 8
* +5: Thief 9 to 12
* +7: Thief 13 to 16

STAVES OR SPELLS SAVING THROW MODIFIERS
* +0: Normal human

* +3: Cleric 1 to 4
* +6: Cleric 5 to 8
* +9: Cleric 9 to 12
* +11: Cleric 13 to 16

* +2: Fighter 1 to 3
* +4: Fighter 4 to 6
* +6: Fighter 7 to 9
* +8: Fighter 10 to 12
* +10: Fighter 13 to 15

* +3: Magic-User 1 to 5
* +6: Magic-User 6 to 10
* +10: Magic-User 11 to 15

* +3: Thief 1 to 4
* +5: Thief 5 to 8
* +8: Thief 9 to 12
* +10: Thief 13 to 16

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
COMBAT

SURPRISE
* 7 or less: Surprised
* 8 or more: Not surprised

INITIATIVE: Highest roll goes first.

COMBAT SEQUENCE PER ROUND
* 1. Check enemy morale (2d6 equal to or lower than Morale score to keep fighting).
* 2. Resolve movements (10 meters or 30 feet, or 20 meters or 60 feet if no other actions).
* 3. Roll missile attacks (DEX, range, and cover modifiers apply) and apply damage on hits.
* 4. Resolve spell castings (targets make saving throws).
* 5. Roll melee attacks (STR modifiers apply) and apply damage on hits.

After all members of a side have done actions, the other side acts in this same order.

COMBAT “TO-HIT” MINIMUM TARGET NUMBERS BY ARMOR CLASS (or Ascending Armor Class)
* 10: Armor Class 9 (ACC 10) (no armor)
* 11: Armor Class 8 (ACC 11) (shield only)
* 12: Armor Class 7 (ACC 12) (light armor)
* 13: Armor Class 6 (ACC 13) (light plus shield)
* 14: Armor Class 5 (ACC 14) (medium armor)
* 15: Armor Class 4 (ACC 15) (medium plus shield)
* 16: Armor Class 3 (ACC 16) (heavy armor)
* 17: Armor Class 2 (ACC 17) (heavy plus shield)
* 18: Armor Class 1 (ACC 17) (superior armor)
* 19: Armor Class 0 (ACC 18) (superior plus shield)

COMBAT “TO-HIT” MODIFIER BY CLASS LEVEL (use best one)
* +0: Normal Human

* +0: Cleric or Thief 1 to 4
* +1: Cleric or Thief 5 to 8
* +3: Cleric or Thief 9 to 12
* +6: Cleric or Thief 13 to 16
* +8: Cleric or Thief 17 to 20

* +1: Fighter 1 to 3
* +3: Fighter 4 to 6
* +6: Fighter 7 to 9
* +8: Fighter 10 to 12
* +9: Fighter 13 to 15

* +0: Magic-User 1 to 5
* +1: Magic-User 6 to 10
* +3: Magic-User 11 to 15
* +6: Magic-User 16 to 20
* +8: Magic-User 21 to 25

ADDITIONAL COMBAT “TO-HIT” MODIFIER BY ABILITY SCORE (add to class bonus)
* -1: Strength 6 to 8 with melee attack
* +1: Strength 13 to 15 with melee attack
* +2: Strength 16 to 17 with melee attack
* +3: Strength 18 to 19 with melee attack

* -1: Dexterity 6 to 8 with ranged attack
* +1: Dexterity 13 to 15 with ranged attack
* +2: Dexterity 16 to 17 with ranged attack
* +3: Dexterity 18 to 19 with ranged attack

COMBAT “TO-HIT” MODIFIER BY MONSTER HIT DICE (no other modifiers)
* +1: Monster 1 Hit Die
* +2: Monster 2 Hit Dice
* +3: Monster 3 Hit Dice
* +4: Monster 4 Hit Dice
* +5: Monster 5 Hit Dice
* +6: Monster 6 Hit Dice
* +7: Monster 7 Hit Dice
* +8: Monster 8 to 9 Hit Dice
* +9: Monster 10 or more Hit Dice

COMBAT “TO-HIT” MODIFIER BY RANGE (ranged attacks only)
* +1: Ranged weapon at short range
* +0: Ranged weapon at medium range
* -1: Ranged weapon at long range

WEAPON DAMAGE
* 1d4 (or 1d6-1): club, dagger, javelin, silver dagger, sling, staff, torch
* 1d6: crossbow, hand axe, lance, long bow, mace, short bow, short sword, spear, war hammer
* 1d8 (or 1d6+1): battle axe, burning oil (flask), holy water (vial, versus undead), sword
* 1d10 (or 1d6+2): pole arm, two-handed sword
* -1: Strength 6 to 8 with melee attack
* +1: Strength 13 to 15 with melee attack
* +2: Strength 16 to 17 with melee attack
* +3: Strength 18 to 19 with melee attack
* -1: Dexterity 6 to 8 with ranged attack
* +1: Dexterity 13 to 15 with ranged attack
* +2: Dexterity 16 to 17 with ranged attack
* +3: Dexterity 18 to 19 with ranged attack

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
EQUIPMENT

Backpack (5 g.p.): A leather bag that can be strapped over the shoulders, requiring no hands. Holds up to 40 lbs.

Crowbar (10 g.p.): An iron bar, 0.75 to 1 meter (2 to 3 feet) long. Used for prying open doors, chest lids, etc.

Grappling hook (25 g.p.): Made of iron, with 3 to 4 hooks and a ring to attach a rope.

Hammer (2 g.p.): Useful for hammering in wooden or iron spikes, or tapping stonework.

Holy symbol (25 g.p.): Divine spell casters must carry a holy symbol of their deity, often in the form of a pendant around the neck. Each deity has their own holy symbol.

Holy water (25 g.p. per vial): Water blessed by a holy person, stored in a special vial for use in religious rituals. Holy water inflicts 1d8 damage on undead monsters. It loses its power if transferred from the blessed vial in which it is stored.

Iron spikes (1 g.p. for 12): May be used for wedging doors open or shut, as an anchor to attach a rope to, and many other purposes.

Lantern (10 g.p.): Shutters allow the light to be hidden and the flame protected. Burns one oil flask every four hours (24 turns). Casts light in a 30’ radius.

Mirror (5 g.p.): Useful for looking around corners or reflecting a gaze attack.

Oil flask (2 g.p.): A flask of oil fuels a lantern for four hours. Burning oil can also be used as a weapon:
* Throwing: Causes 1d8 damage to hit creature.
* Pools: A flask of oil is sufficient for a 1 meter (3-foot) diameter pool. If lit, it burns for 10 minutes. Creatures passing through the flames suffer 1d8 damage.
* Immunity: Monsters that have a fire attack, such as flaming breath, are not harmed by burning oil.
* Lighting: Oil only causes damage if set on fire, such as by touching it with a burning torch.

Pole, 10-Foot (1 g.p.): A 5 cm (2 inch) thick wooden pole useful for poking and prodding suspicious items in a dungeon.

Rations, iron (15 g.p. for 7 days): Preserved food for long journeys.

Rations, standard (5 g.p. for 7 days): Fresh, unpreserved food.

Rope, 50’ (1 g.p.): Strong enough to hold the weight of three people and their equipment.

Sack, large (2 g.p.): Can hold up to 60 lbs.

Sack, small (1 g.p.): Can hold up to 20 lbs.

Stakes and mallet (3 g.p.): A wooden mallet and three 45 cm (18 inch) long stakes. Valuable when confronting vampires.

Thieves’ tools (25 g.p.): A set of lock-picking tools in a small case.

Tinder box (3 g.p.): Flint, steel, and tinder contained in a small box. Used to light fires, including torches. Using a tinder box takes one round. There is a 2-in-6 chance of success per round.

Torch (1 g.p. for 6 torches): When lit, casts light in a 10 meter (30 foot) radius and burns for 1 hour. Torches may also be used in combat.

Waterskin (1 g.p.): A leather container that holds up to 2 pints (1 quart) of liquid.

Wolfsbane (10 g.p. per bunch): This flowering herb can be used to repel lycanthropes. The creature must be hit with the herb in melee combat.

~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
MAGIC

DIVINE SPELLS PER DAY (Spell Level 1/2/3/4/5)
* Cleric 1: –/–/–/–/–
* Cleric 1: 1/–/–/–/–
* Cleric 3: 2/–/–/–/–
* Cleric 4: 2/1/–/–/–
* Cleric 5: 2/2/–/–/–
* Cleric 6: 2/2/1/1/–
* Cleric 7: 2/2/2/1/1
* Cleric 8: 3/3/2/2/1
* Cleric 9: 3/3/3/2/2
* Cleric 10: 4/4/3/3/2
* Cleric 11: 4/4/4/3/3
* Cleric 12: 5/5/4/4/3
* Cleric 13: 5/5/5/4/4
* Cleric 14: 6/5/5/5/4

ARCANE SPELLS PER DAY (Spell Level 1/2/3/4/5/6)
* Magic-User 1: 1/–/–/–/–/–
* Magic-User 2: 2/–/–/–/–/–
* Magic-User 3: 2/1/–/–/–/–
* Magic-User 4: 2/2/–/–/–/–
* Magic-User 5: 2/2/1/–/–/–
* Magic-User 6: 2/2/2/–/–/–
* Magic-User 7: 3/2/2/1/–/–
* Magic-User 8: 3/3/2/2/–/–
* Magic-User 9: 3/3/3/2/1/–
* Magic-User 10: 3/3/3/3/2/–
* Magic-User 11: 4/3/3/3/2/1
* Magic-User 12: 4/4/3/3/3/2
* Magic-User 13: 4/4/4/3/3/3
* Magic-User 14: 4/4/4/4/3/3

LEVEL 1 DIVINE SPELLS

Cure/Cause Light Wounds. Heals 1d6+1 damage or cures paralysis by touch; reversed, deals 1d6+1 damage with a successful attack.

Detect Evil. Detects evil intentions and evil enchantments within 120 feet for 1 hour.

Detect Magic. For 20 minutes, causes magical spells and enchantments within 60 feet to glow.

Light/Darkness. Creates bright light or magical darkness in a 15-foot radius for 2 hours; if cast on a creature’s eyes, may blind if target fails a save.

Protection from Evil. For 2 hours, enchanted or summoned creatures cannot make melee attacks against the caster; others suffer –1 to attacks, and the caster gains +1 on saves.

Purify Food and Water. Makes enough spoiled or poisoned food and water for 12 people safe to consume.

Remove/Cause Fear. Removes fear by touch or causes one creature within 120 feet to flee unless it saves; lasts 20 minutes.

Resist Cold. One target within 30 feet ignores freezing temperatures, gains +2 on saves versus cold, and reduces cold damage by 1 point/die for 1 hour.

LEVEL 2 DIVINE SPELLS

Bless/Blight. Allies within 60 feet gain +1 to morale and attack rolls for 1 hour; reversed, enemies suffer –1 unless they save versus spells.

Detect Invisible. Reveals invisible creatures and objects within 10 feet/level for 1 hour.

Find Traps. Causes mechanical and magical traps within 30 feet to glow for 20 minutes.

Know Alignment. Reveals whether one creature, magic item, or enchanted area within 10 feet is Lawful, Neutral, or Chaotic.

Hold Person. Paralyzes one humanoid at a –2 save penalty, or up to 1d4 humanoids with normal saves, for 90 minutes; undead and larger creatures are immune.

Resist Fire. One target within 30 feet ignores normal heat and fire, gains +2 on saves versus fire, and reduces fire damage by 1 point/die for 20 minutes.

Silence 15-Foot Radius. Creates a soundless 15-foot-radius area within 180 feet for 2 hours; a targeted creature carries the area unless it saves.

Snake Charm. Prevents serpents totaling HD equal to the caster’s level from attacking for 1d4+1 rounds, or 1d4+1 turns if not already hostile.

Speak with Animals. Allows conversation with one type of normal or giant animal within 30 feet for 1 hour.

LEVEL 3 DIVINE SPELLS

Continual Light/Darkness. Permanently creates bright light in a 30-foot radius or darkness in a 15-foot radius; may blind a creature that fails a save.

Cure/Cause Disease. Cures disease, lycanthropy, mummy rot, or similar corruption; reversed, inflicts a fatal disease unless the target saves versus spells.

Growth of Animal. Doubles one normal or giant animal’s size, strength, carrying capacity, and damage for 2 hours.

Locate Object. Reveals the direction of a familiar object or nearest common type of object within 120 feet for 1 hour.

Remove/Cause Curse. Removes one curse by touch; reversed, inflicts –4 to attacks, –2 to saves, or halves one ability score until removed.

Striking. Enchants one normal weapon within 30 feet for 10 minutes, allowing it to harm creatures requiring magic weapons and deal +1d6 damage.

LEVEL 4 DIVINE SPELLS

Create Water. Creates a permanent spring producing 50 gallons of drinkable water/day, +50 gallons/day for each level above 8th.

Cure/Cause Serious Wounds. Heals 2d6+2 damage by touch; reversed, deals 2d6+2 damage with a successful attack.

Neutralize Poison. Revives a creature poisoned within the previous round and neutralizes all poisons within 5 feet.

Protection from Evil 10-Foot Radius. For 2 hours, enchanted or summoned creatures cannot make melee attacks against creatures within 10 feet; others suffer –1 to attacks, and protected creatures gain +1 on saves.

Speak with Plants. Allows conversation with plants within 30 feet for 30 minutes and may cause vegetation to open a path.

Sticks to Snakes. Transforms 2d8 sticks within 120 feet into obedient snakes for 1 hour; half are venomous.
* Snake: AC 6 (ACC 13), HD 1, 4 h.p., Atk +1, Dmg 1d4, MV 9 land or 3 swimming, Morale 7; if venomous, target must save versus poison or suffer 1d4 damage per minute for 1d6 minutes.

LEVEL 5 DIVINE SPELLS

Commune. A cosmic power (the Game Master) ruthfully answers three yes-or-no questions within 30 minutes; usable once per week, or once per year for six questions.

Create Food. Conjures enough food for 12 people and their mounts for one day, +12 people and mounts/level above 8th.

Dispel Evil. For 10 minutes, enchanted and undead creatures within 30 feet save versus spells or are banished or destroyed; also frees one creature from a cursed item.

Insect Plague. Creates a movable 60-foot-diameter insect swarm within 480 feet that obscures vision and drives off creatures below 3 HD while the caster concentrates.

Quest/Remove Quest. Compels one creature within 30 feet to complete a non-suicidal task unless it saves versus spells; reversed, removes a quest or similar curse.

Raise Dead/Finger of Death. Restores one creature dead up to 4 days, +4 days/level above 8th, to life at 1 hit point; reversed, kills one creature within 120 feet unless it saves versus death.

LEVEL 1 ARCANE SPELLS

Charm Person. One humanoid under 8 feet tall becomes a loyal friend unless it saves versus spells; repeats save daily at INT 13+, weekly at INT 9–12, or monthly at INT 8 or less.

Floating Disc. Creates an invisible platform that follows within 6 feet for 1 hour and carries up to 500 pounds.

Hold Portal. Magically holds a portal shut; Knock or a creature 3 HD/levels above the caster can force it open.

Magic Missile. Automatically deals 1d6+1 damage within 150 feet; +2 missiles/five levels above 1st.

Read Languages. Reads any language, code, map, symbol, or similar writing for 20 minutes.

Read Magic. Reads and learns one magic-user spell from a scroll or another magic-user’s spellbook.

Shield. Gives the caster AC 2 against missiles and AC 4 against other attacks for 20 minutes.

Sleep. Puts 2d8 HD of creatures with 4 HD or less into magical sleep; creatures of 4+1 HD or more and undead are immune.

Ventriloquism. Makes your voice come from any point within 60 feet for 20 minutes.

LEVEL 2 ARCANE SPELLS

ESP. Read and understand thoughts within 60 feet for 2 hours; blocked by 2 feet of stone or thin lead, and cannot affect undead.

Invisibility. Makes one creature and its worn gear, or one object, invisible until the creature attacks or casts a spell.

Knock. Automatically opens known secret doors, locked or barred portals, secured gates, and locked chests within 60 feet.

Levitate. Moves the caster vertically at 20 feet per round for 1 hour + 10 minutes/level; horizontal movement requires pushing or pulling against a surface.

Mirror Image. Creates 1d4 illusory duplicates that each absorb one attack before vanishing; lasts up to 1 hour.

Phantasmal Force. Creates a moving illusion within a 20-foot cube up to 240 feet away; affected creatures may save versus spells to disbelieve harmful effects.

Web. Fills a 10-foot cube with sticky strands that trap creatures unable to make a Strength task roll to escape; fire destroys the web in 2 rounds and deals 1d6 damage to creatures inside.

Wizard Lock. Magically seals one lock until dispelled; Knock, the caster, or a creature 3 HD/levels above the caster can open it temporarily.

LEVEL 3 ARCANE SPELLS

Clairvoyance. See through the eyes of a creature within 60 feet for 2 hours; may change targets once per round and is blocked by 2 feet of stone or thin lead.

Dispel Magic. Permanently ends spell effects within a 20-foot cube up to 120 feet away; 5% failure chance/level if the original caster is higher level.

Fire Ball. Explodes in a 20-foot-radius sphere up to 240 feet away, dealing 1d6 fire damage/level; save versus spells for half.

Fly. One touched creature flies or hovers at 120 feet per round for 1d6 x 10 minutes + 10 minutes/level.

Haste. Doubles movement, attacks, and mundane action speed for one creature within a 30-foot-radius circle for 30 minutes. (House ruled.)

Infravision. One touched creature sees heat patterns up to 60 feet in darkness for 24 hours; light temporarily spoils the effect.

Invisibility 10-Foot Radius. Creatures within 10 feet of the target become invisible until they attack, cast a spell, or leave the area.

Lightning Bolt. Creates a 5-foot-wide, 60-foot-long bolt up to 180 feet away, dealing 1d6 electrical damage/level; save versus spells for half.

Protection from Evil 10-Foot Radius. For 2 hours, summoned or enchanted creatures cannot make melee attacks against creatures within 10 feet; others suffer –1 to attacks, and protected creatures gain +1 on saves.

Protection from Normal Missiles. One target within 30 feet is immune to small nonmagical missiles for 2 hours.

Water Breathing. One target within 30 feet can breathe underwater at any depth for 24 hours.

LEVEL 4 ARCANE SPELLS

Charm Monster. One creature, or 3d6 creatures of 3 HD or less, becomes a loyal friend unless it saves versus spells; undead are immune.

Confusion. Causes 3d8 creatures within a 30-foot-radius circle to act randomly for 12 rounds; creatures above 2+1 HD may save each round.

Dimension Door. Teleports one creature up to 360 feet; unwilling targets may save versus spells.

Growth of Plants. Makes up to 3,000 square feet of vegetation within 120 feet thick, overgrown, and impassable until dispelled.

Hallucinatory Terrain. Creates or conceals a terrain feature up to 240 feet away until touched by an intelligent creature.

Massmorph. Makes up to 100 human-sized creatures within a 120-foot-radius circle appear as trees until dispelled, dismissed, or they leave the area.

Polymorph Others. Permanently transforms one living creature within 60 feet into another creature unless it saves versus polymorph; ends if dispelled or the target dies.

Polymorph Self. Transforms the caster into another type of creature for 1 hour + 10 minutes/level, gaining its physical form and movement but not its special abilities.

Wall of Fire. Creates up to 1,200 square feet of flame; creatures above 4 HD may pass through for 1d6 damage, doubled for undead and cold-based creatures.

Wall of Ice. Creates a 60-foot-long, 20-foot-high wall of ice; creatures above 4 HD may break through for 1d6 damage, doubled for fire-based creatures.

Wizard Eye. Creates an invisible floating eye with normal vision and 60-foot infravision that moves 120 feet per round within 240 feet.

LEVEL 5 ARCANE SPELLS

Animate Dead. Animates 1 HD/level of skeletons or zombies from corpses within 60 feet; they obey the caster until destroyed or dispelled.
* Skeleton: AC 7 (ACC 12), HD 1, 4 h.p., Atk +1, Dmg 1d6, MV 6, Morale 12
* Zombie: AC 9 (ACC 11), HD 2, 9 h.p., Atk +2, Dmg 1d8, MV 6, Morale 12.

Cloudkill. Creates a movable 15-foot-radius poisonous cloud for 1 hour; creatures below 5 HD save versus poison or die, while others suffer 1 damage/round.

Conjure Elemental. Summons a 16 HD air, earth, fire, or water elemental within 240 feet; it obeys while the caster concentrates but attacks the caster if concentration is broken.
* Air Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. flying creatures, MV 36 flying, Morale 10; Whirlwind: Creatures with less than 2HD swept aside (save versus death).
* Earth Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. creatures on the ground, MV 6, Morale 10; Blocked by water: Cannot cross a channel wider than own height (16 feet).
* Fire Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. cold-based creatures, MV 12, Morale 10; Blocked by water: Cannot cross a channel wider than own diameter (16 feet).
* Water Elemental: AC -2 (ACC 21), HD 16, 72 h.p., Atk +9, Dmg 3d8 + 1d8 vs. creatures within water, MV 12, Morale 10; Water-bound: Must remain within 60’ of water.

Contact Higher Plane. Asks three yes-or-no questions with a 25% chance of an answer, 50% chance of lies, and 5% chance of insanity; additional questions improve answers but increase the risk.

Feeblemind. One arcane spellcaster within 240 feet saves versus spells at –4 or becomes unable to think clearly or cast spells until dispelled.

Hold Monster. Paralyzes one creature at a –2 save penalty, or 1d4 creatures with normal saves, for 1 hour + 10 minutes/level; undead are immune.

Magic Jar. Places the caster’s spirit in an object within 30 feet and allows possession of a creature within 120 feet; ends when released, dispelled, or the host dies.

Pass-Wall. Opens a 5-foot-wide passage up to 10 feet through solid rock within 30 feet for 30 minutes.

Telekinesis. Moves up to 100 pounds/level at 20 feet per round for up to 1 hour while concentrating; living targets may save versus spells.

Teleport. Instantly transports one creature to a known location; unfamiliar destinations risk arriving too high or low (20% error on areas visited often or seen via scrying for weeks, or 50% for visited once or currently scrying). Unwilling targets may save versus spells.

Transmute Rock to Mud/Mud to Rock. Changes 3,000 square feet of stone, 10 feet deep, into mud for 3d6 days, or permanently turns an equal volume of mud into stone.

Wall of Stone. Creates up to 1,000 cubic feet of permanent stone in any supported shape within 60 feet; lasts until broken or dispelled.

LEVEL 6 ARCANE SPELLS

Anti-Magic Shell. Makes the caster immune to external magic for 2 hours, but prevents spells and magical effects from passing into or out of the shell.

Control Weather. Controls outdoor weather within a 720-foot radius while the caster remains stationary and concentrates. Effects may include:
* Clear: Cancels bad weather (rain, snow, fog) but not secondary effects (like mud).
* Fog: Visibility is reduced to 20 feet and movement is reduced by half.
* High Winds: Prevents missile fire and flying, and reduces movement by half. At sea, ships sailing with the wind move 50% faster. In the desert, high winds create a sandstorm that reduced visibility to 20 feet and reduces movement by half.
* Intense Heat: This reduces movement by half while in effect, but will dry out mud caused by rain, snow, Transmute Rock to Mud spells, and other conditions.
* Rain: Attackers suffer a -2 penalty on ranged “to hit” rolls. After 30 minutes, the ground in the affected area will be muddy, reducing movement by half.
* Snow: Visibility is reduced to 20 feet and movement is reduced by half. When the snow thaws, mud will still reduce movement. Rivers and streams may freeze over.
* Tornado: A whirlwind under the caster’s control moves 120 feet per round, attacks as a 12-dice air elemental (AC 0 (ACC 19), HD 12, 54 h.p., Atk +9, Dmg 2d8 + 1d8 vs. flying creatures, MV 36 flying, Morale 10; Whirlwind: Creatures with less than 2HD swept aside [save versus death].), and dissipates when the spell ends. At sea, ships caught by a
tornado must make a saving throw versus spells or take 12 points of hull damage.

Death Spell: Within a cube-shaped area of 60 feet x 60 feet x 60 feet within 240 feet of the caster, a number of creatures with a total number of Hit Dice or Levels ranging from 4 to 32 (4d8) must each make a saving throw versus death ray. Any who fail to save are instantly killed, while those who make the saving throw are unaffected. This spell cannot affect the undead

Death Spell. Forces creatures with a combined total of 4d8 hit dice (from 4 to 32 HD) within a 60-foot cube up to 240 feet away to save versus death or die; undead are immune.

Disintegrate. One creature within 60 feet saves versus death or turns to dust; also destroys one object or a 10-foot section of nonmagical matter..

Geas/Remove Geas. Compels one creature within 30 feet to perform or avoid a possible action until fulfilled, or removes an existing geas.

Invisible Stalker. Summons an invisible 8 HD air elemental that pursues a clear task until it succeeds, is destroyed, or is banished.

Lower Water. Reduces the depth of up to 10,000 square feet of water within 240 feet by half, to a maximum of 100 feet, for 1 hour.

Move Earth. Moves soft earth within a 240-foot radius at 10 feet per round for up to 1 hour; solid rock is unaffected.

Part Water. Creates a 120-foot-long, 10-foot-wide corridor through water within 120 feet for up to 1 hour.

Projected Image. Creates an illusory duplicate up to 240 feet away through which spells appear to originate; touch or a melee hit dispels it.

Reincarnation. Restores one dead creature to life in a random new body based on alignment, with class levels determined by 1d6.

Lawful Reincarnation
* 01 to 10 … Cleric
* 11 to 20 … Elf
* 21 to 30 … Dwarf
* 31 to 40 … Fighter
* 41 to 50 … Halfling
* 51 to 60 … Magic-User
* 61 to 70 … Thief
* 71 to 90 … Original Class
* 91 to 92 … Gnome (1 Hit Die)
* 93 to 94 … Neanderthal (2 Hit Dice)
* 95 to 96 … Blink Dog (4 Hit Dice)
* 97 to 98 … Pegasus (2+2 Hit Dice)
* 99 … Unicorn (4 Hit Dice)
* 100 … Roc (small) (6 Hit Dice)

Neutral Reincarnation
* 01 to 10 … Cleric
* 11 to 20 … Elf
* 21 to 30 … Dwarf
* 31 to 40 … Fighter
* 41 to 50 … Halfling
* 51 to 60 … Magic-User
* 61 to 70 … Thief
* 71 to 90 … Original Class
* 91 … Pixie (1 Hit Die)
* 92 … Sprite (1/2 Hit Die)
* 93 to 94 … Rock Baboon (2 Hit Dice)
* 95 to 96 … Lizard Man (2+1 Hit Dice)
* 97 to 98 … Ape (4 Hit Dice)
* 99 … Centaur (4 Hit Dice)
* 100 … Werebear (6 Hit Dice)

Chaotic Reincarnation
* 01 to 10 … Cleric
* 11 to 20 … Elf
* 21 to 30 … Dwarf
* 31 to 40 … Fighter
* 41 to 50 … Halfling
* 51 to 60 … Magic-User
* 61 to 70 … Thief
* 71 to 90 … Original Class
* 91 … Kobold (1/2 Hit Die)
* 92 … Goblin (1-1 Hit Die)
* 93 … Orc (1 Hit Die)
* 94 … Hobgoblin (1+1 Hit Die)
* 95 … Gnoll (2 Hit Dice)
* 96 … Bugbear (3+1 Hit Dice)
* 97 … Wererat (3 Hit Dice)
* 98 … Ogre (4+1 Hit Dice)
* 99 … Werewolf (4 Hit Dice)
* 100 … Minotaur (6 Hit Dice)

Stone to Flesh/Flesh to Stone. Permanently restores one petrified creature within 120 feet, or turns one creature to stone unless it saves versus petrification.