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By Matthew J. Finch
Contributors: Marv Breig, Jason Cone, Allan T. Grohe, Jr., and Jerry Mapes
Cover Art: Peter Mullen
Editing: James Maliszewski, Rob Ragas, Guy Fullerton, and Jesse Rothacher
Interior Art: Jason Sholtis, John Larrey, Jeff Preston, Dave Bezio, Chad Thorson, Christopher Burdett, Paul Fini, Michael Shorten,
Andy ÑATOMÒ Taylor, Kenneth Seward, Jesse Rothacher, Johnathan Bingham, Matt Finch.
Layout: Matt Finch
Additional proofreading and suggestions: Russell Cone, Jim Bobb, Eric Norred, Todd Roe, Luigi Castellani, and the Swords &
Wizardry forum
Original System and Rules Authors: Dave Arneson and Gary Gygax, with Rob Kuntz and others, with special thanks to Dennis
Sustare, author of the original druid class, for support and encouragement!
Dedicated to E. Gary Gygax (1938-2008), Jerry Mapes, and also to Madison, Tessa, Thomas, Atticus, and Phoenix
With special thanks to: The Knights and Knaves Alehouse
Playtesters: Dennis Sustare, Russell Cone, Christopher ÑFlambeauxÒCain, Ills Tams, Jason Cone, Joe Ross, Stephen Ewing, Brian
Lee, Mike Moran, Matthew W. Schmeer, James E. Bobb, Andrew "The Venomous Pao" Trent, Dominik Douville-Blanger, Greg
Backus, Vincent Florio, John January, Colton Jackson, Jens Thuresson, Andreas Olsson, Guy Fullerton, Jesse Rothacher, Bill Webb,
Michael Shorten, Todd Roe, Sean Wills, Paul Fini, Al Krombach È and with profuse apologies to all those who have not been
included by dint of the authorÔs negligence!
Fourth PrintingÐMay 2011
MYTHMERE GAMES©
www.swordsandwizardry.com
Copyright ¨ 2008-2011 Matthew J. Finch
Swords & Wizardry, S&W, and Mythmere Games are the trademarks of Matthew J. Finch
.
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Foreword by Tim Kask
Magical Research
45
4
Spell Lists
46
Introduction by Matt Finch
5
Spell Descriptions
47
Getting Started
6
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Setting up the Character Sheet
6
Roll Attribute Scores
6
Choose a Character Class
8
Cleric
9
Fighter
10
Magic-User
12
Thief
14
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Reading the Monster Descriptions 86
Monster Descriptions
Choose a Character Race
16
Multi-Classed Characters
18
Choose an Alignment
18
Buy Equipment
19
Calculating Armor Class
22
87
Weight and Movement
23
Monsters by Challenge Level
117
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Creating Monsters
119
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Gaining Experience
25
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Time
25
Generating a Random
Treasure Hoard 121
Magic Items 122
Potions 122
Scrolls 124
Magic Armor & Weapons 125
Remarkable Items 129
Wands 130
Rings 131
Staffs 132
Miscellaneous 133
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Saving Throws
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Initiative and Order of Battle
27
The Attack Roll
29
Attack Tables
29
Quick Method for Ascending AC
Combat (Secret Formula!) 31
Specific Situations
33
Turning the Undead
35
Damage and Death
36
Healing
36
Morale
36
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The Stronghold
41
Hiring Followers
42
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Table 1: Strength
Table 2: Dexterity
Table 3: Constitution
Table 4: Intelligence
Table 5: Charisma
Table 6: Cleric Advancement Table
Table 7: Fighter Advancement Table
Table 8: Fighter Parrying Ability
Table 9: Magic-User Advancement Table
Table 10: Thieving Skills
Table 11: Non-human Thief Bonuses Table
Table 12: Thief Advancement Table
Table 13: General Equipment
Table 14: Transportation
Table 15: Melee Weapons
Table 16: Missile Weapons
Table 17: Armor
Table 18: Base Movement Rate
Table 19: Indoor, Underground, and City Movement
Table 20: Outdoor Movement
Table 21: Saving Throw Categories (Alternative Method)
Table 22: Cleric Attack Table
Table 23: Fighter Attack Table
Table 24: Magic-User and Thief Attack Table
Table 25: Alternate Quick Method of Calculating Hits with the
Ascending AC System
Table 26: Monster Attack Table
Table 27: Turning the Undead
Table 28: Charm Monster
Table 29: Confusion
Table 30: Contact Other Plane
Table 31: Monster Summoning I
Table 32: Monster Summoning II
Table 33: Monster Summoning III
Table 34: Monster Summoning IV
Table 35: Monster Summoning V
Table 36: Monster Summoning VI
Table 37: Monster Summoning VII
Table 38: Prismatic Sphere
Table 39: Reincarnation by Magic-Users
Table 40: Sleep
Table 41: Generating Encounters (Dungeon Levels 1Ï5)
Table 42: Generating Encounters (Dungeon Levels 6Ï10)
Table 43: Dragon Encounters
Table 44: Vehicle Movement Rates
Table 45: Chance of Getting Lost
Table 46: Encounters in Clear Terrain
Table 47: Encounters in Desert Terrain
Table 48: Encounters in Forest or Woodland Terrain
Table 49: Encounters in Hills or Mountain Terrain
Table 50: Encounters in River Areas
Table 51: Encounters on the High Seas
Table 52: Encounters in Swamp Terrain
Table 53: Animal Encounters
Table 54: Draconic Encounters
Table 55: Flying Creature Encounters
Table 56: Humankind Encounters
Table 57: Humanoid and Giant Encounters
Table 58: Miscellaneous Monster Encounters
Table 59: Swimming Creature Encounters
Table 60: Terrain-Specific Encounters
Table 61: Undead Encounters
Table 62: Monster Saving Throws
Table 63: Challenge Level Modifications
Table 64: Experience Point Values by Challenge Level
Table 65: Treasure Trade-Outs
Table 66: Minor Gems and Jewelry
Table 67: Medium Gems and Jewelry
Table 68: Major Gems and Jewelry
Table 69: Minor Magic Items
Table 70: Medium Magic Items
Table 71: Major Magic Items
Table 72: Potions
Table 73: Scrolls (General)
Table 74: Protection Scrolls
Table 75: Cursed Scrolls
Table 76: Magic Armor and Weapons
Table 77: Cursed Armor, Shields, and Weapons
Table 78: Magic Melee Weapon Types
Table 79: Magic Armor Types
Table 80: Unique Magic Swords
Table 81: Magic Missile Weapon Types
Table 82: Minor Abilities for Melee Weapons
Table 83: Unusual Weapons
Table 84: Unusual Armor
Table 85: Remarkable Magic Items (Overview)
Table 86: Lesser Wands
Table 87: Greater Wands
Table 88: Lesser Rings
Table 89: Greater Rings
Table 90: Magic Staffs
Table 91: Lesser Miscellaneous Magical Items
Table 92: Medium Miscellaneous Magical Items
Table 93: Greater Miscellaneous Magical Items
Table 94: Cursed Items
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By Tim Kask, founding editor of The Dragon Magazine
For thirty-five years, I have been telling role-playing gamers to ignore rules that they do not like. The essence of RPGing is in the
story, not the accomplishment of arbitrary goals and benchmarks. We all take part in creating the story; the GM writes an outline,
tots up a list of Ñplot elements,Ò and then sets the players loose to fill in the details. This has never changed.
What you hold in your hand are guidelines; this is one set of ÑrulesÒ that has an internal integrity that makes it work. Is it the only
way to play? Certainly not; from the very beginning of role-playing GMs have been encouraged to extrapolate and interpret, to
make the game their own. If a given rule does not seem ÑrightÒ to you, then ignore it! Or, better still, change it! Make your game or
campaign your own. All GMs need to worry about is keeping a Ñlogical realityÒ active in their campaigns; the players rely on that
logic to find their way through the perils and puzzles of the adventure.
The truest test of whether or not you are doing it right has always been two-fold: are you having fun, and do your players keep
showing up every session? If you can answer yes to either, youÔre on the right path. If you can answer in the affirmative to both, you
have the ÑrightÒ of it. From the very conception of RPGing, the whole idea was to have fun. We showed the world a new way to do
it, but we never said there was only one way.
Have fun adventuring.
Tim Kask
July 10, 2010
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