More Spells for Old-School Essentials

last revised 3/30/24.

There are a number of spells from other editions of Dungeons & Dragons that are absent from the 1981 Basic/Expert rules and its modern restatement Old-School Essentials. This is my attempt to import some of those spells into the B/X framework with the OSE format.

My intent is for this to be a living document to which I can add spells later as necessary. I do not currently feel that illusionist spells need expanding beyond those available in the Old-School Essentials: Advanced Fantasy rules, but that may change in the future.

new spells are listed in bold and listed alphabetically after the default spells

Cleric Spell List

1st Level

  1. Cure Light Wounds (Cause Light Wounds)
  2. Detect Evil
  3. Detect Magic
  4. Light (Darkness)
  5. Protection from Evil
  6. Purify Food and Water
  7. Remove Fear (Cause Fear)
  8. Resist Cold
  9. Sanctuary

2nd Level

  1. Bless (Blight)
  2. Find Traps
  3. Hold Person
  4. Know Alignment
  5. Resist Fire
  6. Silence 15′ Radius
  7. Snake Charm
  8. Speak with Animals
  9. Holy Chant

3rd Level

  1. Continual Light (Continual Darkness)
  2. Cure Disease (Cause Disease)
  3. Growth of Animal
  4. Locate Object
  5. Remove Curse (Curse)
  6. Striking
  7. Cure Blindness
  8. Prayer
  9. Speak with the Dead

4th Level

  1. Create Water
  2. Cure Serious Wounds (Cause Serious Wounds)
  3. Neutralize Poison
  4. Protection from Evil 10′ Radius
  5. Speak with Plants
  6. Sticks to Snakes
  7. Animate Dead
  8. Detect Lie
  9. Dispel Magic

5th Level

  1. Commune
  2. Create Food
  3. Dispel Evil
  4. Insect Plague
  5. Quest (Remove Quest)
  6. Raise Dead (Finger of Death)
  7. Cure Critical Wounds (Cause Critical Wounds)
  8. Flame Strike
  9. True Seeing

Druid Spell List

1st Level

  1. Animal Friendship
  2. Detect Danger
  3. Entangle
  4. Faerie Fire
  5. Invisibility to Animals
  6. Locate Plant or Animal
  7. Predict Weather
  8. Speak with Animals
  9. Purify Food and Water
  10. Shillelagh

2nd Level

  1. Barkskin
  2. Create Water
  3. Cure Light Wounds (Cause Light Wounds)
  4. Heat Metal
  5. Obscuring Mist
  6. Produce Flame
  7. Slow Poison
  8. Warp Wood

3rd Level

  1. Call Lightning
  2. Growth of Nature
  3. Hold Animal
  4. Protection from Poison
  5. Tree Shape
  6. Water Breathing (Air Breathing)
  7. Cure Disease (Cause Disease)
  8. Pyrotechnics

4th Level

  1. Cure Serious Wounds (Cause Serious Wounds)
  2. Dispel Magic
  3. Protection from Fire and Lightning
  4. Speak with Plants
  5. Summon Animals
  6. Temperature Control
  7. Hallucinatory Terrain
  8. Insect Plague
  9. Plant Doorway

5th Level

  1. Commune with Nature
  2. Control Weather
  3. Pass Plant
  4. Protection from Plants and Animals
  5. Transmute Rock to Mud (Mud to Rock)
  6. Wall of Thorns
  7. Anti-Plant Ward
  8. Conjure Elemental
  9. Cure Critical Wounds (Cause Critical Wounds)
  10. Wall of Fire

Magic-User Spell List

1st Level

  1. Charm Person
  2. Detect Magic
  3. Floating Disc
  4. Hold Portal
  5. Light (Darkness)
  6. Magic Missile
  7. Protection from Evil
  8. Read Languages
  9. Read Magic
  10. Shield
  11. Sleep
  12. Ventriloquism
  13. Burning Hands
  14. Dancing Lights
  15. Enlarge (Reduce)
  16. Feather Fall
  17. Spider Climb

2nd Level

  1. Continual Light (Continual Darkness)
  2. Detect Evil
  3. Detect Invisible
  4. ESP
  5. Invisibility
  6. Knock
  7. Levitate
  8. Locate Object
  9. Mirror Image
  10. Phantasmal Force
  11. Web
  12. Wizard Lock
  13. Magic Mouth
  14. Remove Fear (Cause Fear)
  15. Stinking Cloud
  16. Strength

3rd Level

  1. Clairvoyance
  2. Dispel Magic
  3. Fire Ball
  4. Fly
  5. Haste (Slow)
  6. Hold Person
  7. Infravision
  8. Invisibility 10′ Radius
  9. Lightning Bolt
  10. Protection from Evil 10′ Radius
  11. Protection from Normal Missiles
  12. Water Breathing
  13. Explosive Runes
  14. Summon Monster I

4th Level

  1. Charm Monster
  2. Confusion
  3. Dimension Door
  4. Growth of Plants
  5. Hallucinatory Terrain
  6. Massmorph
  7. Polymorph Others
  8. Polymorph Self
  9. Remove Curse (Curse)
  10. Wall of Fire
  11. Wall of Ice
  12. Wizard Eye
  13. Enchant Weapon
  14. Ice Storm
  15. Summon Monster II

5th Level

  1. Animate Dead
  2. Cloudkill
  3. Conjure Elemental
  4. Contact Higher Plane
  5. Feeblemind
  6. Hold Monster
  7. Magic Jar
  8. Pass-Wall
  9. Telekinesis
  10. Teleport
  11. Transmute Rock to Mud (Mud to Rock)
  12. Wall of Stone
  13. Cone of Cold
  14. Summon Monster III
  15. Wall of Force

6th Level

  1. Anti-Magic Shell
  2. Control Weather
  3. Death Spell
  4. Disintegrate
  5. Geas (Remove Geas)
  6. Invisible Stalker
  7. Lower Water
  8. Move Earth
  9. Part Water
  10. Projected Image
  11. Reincarnation
  12. Stone to Flesh (Flesh to Stone)
  13. Chain Lightning
  14. Freezing Sphere
  15. Summon Monster IV

New Cleric Spells

Animate Dead

Spell Level: 4th
Duration: Permanent
Range: 60′

This spell functions exactly the same as the 5th level magic-user spell of the same name (AF Player’s Tome, pg191).

Cure Blindness

Spell Level: 3rd
Duration: Instant
Range: The caster or a creature touched

This spell removes mundane or magical blindness from a touched creature.

Cure Critical Wounds (Cause Critical Wounds)

Spell Level: 5th
Duration: Instant
Range: The caster or a creature touched

The caster’s touch heals 3d6+3 hit points of damage in one living subject. This cannot grant more hit points than the subject’s normal maximum.

Reversed: Cause Critical Wounds

Inflicts 3d6+3 hit points of damage to a touched creature. In combat, a melee attack roll is required.

Detect Lie

Spell Level: 4th
Duration: 1 turn per level
Range: The caster or a creature touched

The creature touched gains the ability to know whether the truth is being told. The targeted creature must be able to hear another creature speaking and understand the spoken language to discern truthfulness.

Dispel Magic

Spell Level: 4th
Duration: Instant
Range: 120′

This spell functions exactly the same as the 3rd level magic-user spell of the same name (AF Player’s Tome, pg184).

Flame Strike

Spell Level: 5th
Duration: Instant
Range: 60′

Conjures a column of flame 10′ wide and 30′ tall.

  • Damage: Creatures caught in the column of flame suffer 6d8 damage, with a successful save versus spells indicating half damage.

Holy Chant

Spell Level: 2nd
Duration: Concentration
Range: 30′

The caster chants a holy hymn, lending aid to themselves and nearby allies.

  • Allies in range: Receive a +1 bonus to attacks, damage, and saving throws.
  • Attacks against affected allies: Suffer a -1 penalty.
  • Concentration: If the caster moves, is hit by an attack, or otherwise loses concentration, the spell ends.

Prayer

Spell Level: 3rd
Duration: 1 round per level
Range: 60′

The caster speaks a holy prayer, lending aid to themselves and nearby allies.

  • Allies in range: Receive a +1 bonus to attacks, damage, and saving throws.
  • Attacks against affected allies: Suffer a -1 penalty.

Sanctuary

Spell Level: 1st
Duration: 2 rounds +1 per level
Range: The caster

The target creature becomes warded against attacks.

  • When directly attacking the caster: A creature must succeed a save versus spells to attack the warded caster, otherwise they must redirect the attack elsewhere. A successful saving throw means the attacking creature ignores the affects of the spell.
  • Area effects: Still affect the caster.
  • Restrictions: The spell ends if the caster attacks or makes any offensive action. The caster may still make non-offensive actions or cast spells that aid their allies.

Speak with the Dead

Spell Level: 3rd
Duration: 3 questions
Range: Touch

The caster’s touch compels the spirit from the body of a deceased humanoid to answer up to three questions.

  • Language: The spirit will understand and speak in a language the caster knows.
  • Truthfulness: The spirit will answer truthfully, but is limited to knowledge it knew while alive. Creatures of opposite alignment may speak cryptically or in riddles.
  • Time limit: The caster can speak to a spirit that has been dead no longer than 3d6 days, plus one day per level of the caster. For example, an 8th level caster can speak to a spirit that has been dead for up to 3d6+8 days.

True Seeing

Spell Level: 5th
Duration: 1 round per level
Range: The caster or a creature touched

This spell functions exactly the same as the 6th level illusionist spell of the same name (AF Player’s Tome, pg175)

New Druid Spells

Anti-Plant Ward

Spell Level: 5th
Duration: 6 turns + 1 turn per level
Range: 10′ around the caster

This spell wards the caster and all allies within 10′ from attacks by normal and magical plants. If anyone within the magical ward attacks or casts a harmful spell, the barrier instantly evaporates.

Conjure Elemental

Spell Level: 5th
Duration: Permanent (until dismissed or slain)
Range: 240′

This spell functions exactly the same as the 5th level magic-user spell of the same name (AF Player’s Tome, pg192).

Cure Critical Wounds (Cause Critical Wounds)

Spell Level: 5th
Duration: Instant
Range: The caster or a creature touched

The caster’s touch heals 3d6+3 hit points of damage in one living subject. This cannot grant more hit points than the subject’s normal maximum.

Reversed: Cause Critical Wounds

Inflicts 3d6+3 hit points of damage to a touched creature. In combat, a melee attack roll is required.

Cure Disease (Cause Disease)

Spell Level: 3rd
Duration: Instant
Range: 30′

This spell functions exactly the same as the 3rd level cleric spell of the same name (AF Player’s Tome, pg126).

Hallucinatory Terrain

Spell Level: 4th
Duration: Until touched
Range: 240′

This spell functions exactly the same as the 4th level magic-user spell of the same name (AF Player’s Tome, pg126).

Insect Plague

Spell Level: 4th
Duration: Concentration (up to 1 day)
Range: 480′

This spell functions exactly the same as the 5th level cleric spell of the same name (AF Player’s Tome, pg130).

Plant Doorway

Spell Level: 4th
Duration: 1 turn per level
Range: The caster

This spell prevents plants from blocking the caster’s passage.

  • Normal and magical plants: Are affected. All plants will bend or magically open to grant passage.
  • Equipment carried: Is allowed through with the caster.
  • Other characters: Are not allowed passage.
  • Large trees: Can be hidden within indefinitely. The caster cannot see outside the tree while inside. The tree will open to allow egress even after the spell has ended.

Purify Food and Water

Spell Level: 1st
Duration: Permanent
Range: 10′

This spell functions exactly the same as the 1st level cleric spell of the same name (AF Player’s Tome, pg 123).

Pyrotechnics

Spell Level: 3rd
Duration: 6 turns
Range: 240′

This spell has two uses, cast upon a fire source in range:

  • Fireworks: Turns a fire into a burst of fiery, aerial lights. If creatures within 120′ feet who can see the lights fail a saving throw versus spells, they are blinded for the duration.
  • Smoke cloud: Billows out from a fire, filling a total area equal to 100x the size of the fire source for the duration. This smoke cloud limits all vision within and through to a maximum of 20′.

The targeted fire source is extinguished after producing either of the above effects.

Shillelagh

Spell Level: 1st
Duration: 1 round per level
Range: Touch

A club or staff wielded by the caster becomes enchanted with magic.

  • Enchanted weapon: Gains a +1 bonus to hit, deals 2d4 damage, and can hit creatures immune to non-magical weapons.
  • Restrictions: The enchantment only affects the weapon while it is wielded by the caster.

Wall of Fire

Spell Level: 5th
Duration: Concentration
Range: 60′

This spell functions exactly the same as the 4th level magic-user spell of the same name (AF Player’s Tome, pg190).

New Magic-User Spells

Burning Hands

Spell Level: 1st
Duration: Instant
Range: 30′ cone, 15′ wide at the end

Conjures a cone of burning energy from the caster’s hands.

  • Damage: Creatures caught in the effect of the spell suffer 1 point of damage per level of the caster.
  • Flammable materials: Burn if the flames touch them. Burning items can be extinguished by spending 1 round to douse or smother the flames.

Chain Lightning

Spell Level: 6th
Duration: Instant
Range: 120′

Conjures a 5′ wide stroke of electrical energy that arcs between targets.

  • Damage: 1d6 per level of the caster, reduced by 1d6 as it jumps to each target, with a successful save versus spells indicating half damage.
  • Arcing: The lightning arcs from the first target to the next nearest target within range, striking creatures before objects. It cannot strike the same target twice.
  • Maximum number of targets: Equal to the level of the caster.

Cone of Cold

Spell Level: 5th
Duration: Instant
Range: 60′ cone, 30′ wide at the end

Conjures a cone of freezing energy from the caster’s hands.

  • Damage: Creatures caught in the cone of cold suffer 1d6 damage per level of the caster, with a successful save versus spells indicating half damage.
  • Non-magical fires within the cone: Are extinguished.
  • Non-magical water within the cone: Is frozen.

Dancing Lights

Spell Level: 1st
Duration: 2 rounds per level
Range: 120′

This spell creates up to four magical lights that can move at the caster’s command.

  • Shape of lights: Can take the form of torches, lanterns, or spheres of light.
  • Radius: All lights conjured must remain within a 10′ radius of each other.
  • Movement: The lights can move independently in any direction, but will wink out if going beyond the spell’s range.

Enchant Weapon

Spell Level: 4th
Duration: 1 turn per level
Range: Touch

This spell temporarily enchants mundane weapons, allowing them to hit creatures that are immune to damage from non-magical weapons.

  • Number of weapons enchanted: Two small weapons (daggers, clubs, and ammunition) or one larger weapon.
  • Bonuses to hit and damage: Are not provided by the spell.

Enlarge (Reduce)

Spell Level: 1st
Duration: 1 turn per level
Range: 30′

This spell causes a creature, including any equipment carried, to double in size.

  • Weight: Is multiplied by four.
  • Damage dealt with melee attacks: Is doubled.

Reversed: Reduce

The targeted creature is reduced to half its size. Its weight is divided by four and its melee attack damage is halved.

Explosive Runes

Spell Level: 3rd
Duration: Permanent
Range: Touch
The caster scribes a trapped rune onto paper, parchment, or vellum.

  • Damage: The exploding rune does 4d6 damage to anyone who reads it. The material the rune is written on is destroyed in the process.
  • Detection and Avoided: Magic-users at least two levels higher than the caster of the spell have a 50% chance of detecting the rune as a trap intuitively. Once detected, the magic-user has a 75% chance of avoiding detonation when viewing the rune. The magic-user can then freely remove the rune while viewing it safely.
  • Removal: Once the rune has been detected and avoided by a magic-user, it can then be safely removed.

Freezing Sphere

Spell Level: 6th
Duration: Instant
Range: Varies (see below)

This spell has three uses:

  1. Freeze Water: Water within a 100′ square area per level is frozen to a depth of 6 inches. The ice is thick enough to walk on and lasts for 1 round per caster level.
  2. Shattering Globe: Forms a magical icy globe that can be thrown (up to 30′) or shot by a sling. The globe explodes on impact and creatures within 10′ of the explosion take 4d6 damage, or half as much with a successful save versus spells. If not thrown, the globe explodes after 1 round per caster level.
  3. Ray of Ice: A 5′ wide ray of icy energy extends from the caster’s hands for 10′ per caster level. The ray deals 4 damage per level of the caster to affected creatures, or half as much with a successful save versus spells.

Haste (Slow)

Spell Level: 3rd
Duration: 3 turns
Range: 240′

The haste portion of this spell functions exactly the same as the 3rd level magic-user spell of the same name (AF Player’s Tome, pg184). Additionally, haste cancels out and dispels slow.

Reversed: Slow

Up to 24 creatures in a 60′ diameter area are enchanted to be able to move and act twice as slowly as normal:

  • Movement: Subjects maximum movement rates are halved.
  • Attacks: Subjects with multiple attacks may only attack once per round. All other subjects may only attack every other round.
  • Spells: The number of spells a subject may cast per round is not affected.
  • Magical devices: The use of devices such as wands is also not affected.
  • Haste: Is dispelled. The effects of a potion of speed are suppressed for the spell’s duration.

Ice Storm

Spell Level: 4th
Duration: 1 round
Range: 120′

Conjures magical hailstones to fall in a 40′ cube.

  • Damage: Creatures caught in the spell’s effects suffer 3d10 damage.
  • Icy terrain: All movement upon the affected surface(s) is halved for the spell’s duration.

Magic Mouth

Spell Level: 2nd
Duration: Permanent
Range: Touch

This spell functions exactly the same as the 2nd level illusionist spell of the same name (AF Player’s Tome, pg154).

Remove Fear (Cause Fear)

Spell Level: 2nd
Duration: 2 turns
Range: The caster or a creature touched

This spell functions exactly the same as the 1st level cleric spell of the same name (AF Player’s Tome, pg123).

Feather Fall

Spell Level: 1st
Duration: 1 round per level
Range: 30′

This spell causes creatures and objects to fall slowly. When the spell ends, the normal rate of falling resumes.

  • Targets: 1 creature or object may be targeted per level of the caster. If multiple targets are selected, they must all be within a 5′ radius of each other.
  • Weight: The total weight of all targets can be no more than 250 pounds per level of the caster.
  • Rate of falling: Reduced to 10′ per round.
  • Falling damage: Is negated.

Spider Climb

Spell Level: 1st
Duration: 3 rounds +1 per level
Range: The caster or a creature touched

The targeted creature is able to climb and move on ceilings and vertical surfaces like a spider.

  • Hands and feet: Must be bare to be used in this manner.
  • Movement speed while climbing: 120′ (40′).

Stinking Cloud

Spell Level: 2nd
Duration: 1 round per level
Range: 30′

Conjures a cloud of nauseating vapors.

  • Dimensions: 20′ cube.
  • Nauseating vapors: All creatures within the cloud must succeed a saving throw versus poison or be nauseated and unable to do anything but move. Creatures that remain in the cloud must repeat the saving throw each round.
  • Leaving the cloud: Creatures remain nauseated for 1d4+1 rounds.

Strength

Spell Level: 2nd
Duration: 6 turns per level
Range: Touch

This spell temporarily increases a creature’s strength attribute beyond the normal amount.

  • Barbarians, Fighters, Knights, Paladins, and Rangers: Strength increased by 2d4.
  • Dwarves, Elves, and Halflings: Strength increased by 1d6+1.
  • All other classes: Strength increased by 1d6.
  • Strength scores beyond 18: Attack and damage bonuses increase by +1 for each number beyond 18. For example, a score of 19 gives +4 to attack and damage, a score of 20 gives +5, etc.

Summon Monster I

Spell Level: 3rd
Duration: 6 rounds +1 per level
Range: 30′

This spell conjures 2d4 creatures with 1 Hit Die each at the target location. The creatures summoned are chosen by the referee.

  • Commands: Summoned monsters understand and follow all commands given by the caster if they are able.
  • Combat: Summoned monsters commanded to fight will do so to the death and do not make morale checks.

Summon Monster II

Spell Level: 4th
Duration: 6 rounds +1 per level
Range: 30′

This spell conjures 1d6 creatures with 2 Hit Dice each at the target location. The creatures summoned are chosen by the referee.

  • Commands: Summoned monsters understand and follow all commands given by the caster if they are able.
  • Combat: Summoned monsters commanded to fight will do so to the death and do not make morale checks.

Summon Monster III

Spell Level: 5th
Duration: 6 rounds +1 per level
Range: 30′

This spell conjures 1d4 creatures with 3 Hit Dice each at the target location. The creatures summoned are chosen by the referee.

  • Commands: Summoned monsters understand and follow all commands given by the caster if they are able.
  • Combat: Summoned monsters commanded to fight will do so to the death and do not make morale checks.

Summon Monster IV

Spell Level: 6th
Duration: 6 rounds +1 per level
Range: 30′

This spell conjures 1d3 creatures with 4 Hit Dice each at the target location. The creatures summoned are chosen by the referee.

  • Commands: Summoned monsters understand and follow all commands given by the caster if they are able.
  • Combat: Summoned monsters commanded to fight will do so to the death and do not make morale checks.

Wall of Force

Spell Level: 5th
Duration: 1 turn per level
Range: 60′

Conjures an invisible and immobile wall of force.

  • Size: The wall fills a continuous 20′ square area per level of the caster.
  • Invulnerability: The wall is invulnerable to all damage and spells, including dispel magic.
  • No passage: Nothing may pass through the wall, including spells, projectiles, and breath weapons. Spells like teleport can bypass the wall.
  • Destroying the wall: The wall is immediately destroyed by the disintegrate spell, a rod of cancellation, or a sphere of annihilation.

High Level Characters in Old-School Essentials

Last revised 5/26/24.

Basic/Expert D&D is known for, among other things, its low level limit compared to other editions. I wanted to allow characters to level beyond these limits, so I used the optional rules listed in the Old-School Essentials book to expand all the Advanced Fantasy classes (and race-classes) into high levels. I don’t know if anyone will ever reach these levels, but I like having the option available.

I have attempted to expand each class into higher levels without dramatically increasing the power level of the game too much or adding additional mechanics. The only thing new from a B/X standpoint is the addition of extra attacks for some classes. After a certain threshold, every class only advances in hit points.

Acrobat

LevelXPHDTHAC0Tumbling Attack
15880,0009d4+12*12 [+7]x3
161,000,0009d4+14*12 [+7]x3
171,120,0009d4+16*10 [+9]x3
181,240,0009d4+18*10 [+9]x3
191,360,0009d4+20*10 [+9]x3
201,480,0009d4+22*10 [+9]x3
21++120,000+2*10 [+9]x4
* Modifiers from CON no longer apply

Assassin

LevelXPHDTHAC0
151,050,0009d4+12*12 [+7]
161,200,0009d4+14*12 [+7]
17++150,000+2*10 [+9]
* Modifiers from CON no longer apply

Barbarian

LevelXPHDTHAC0Attacks per Round
15++130,000+3*10 [+9]2
* Modifiers from CON no longer apply

Bard

LevelXPHDTHAC01234
15960,0009d6+12*12 [+7]4443
161,080,0009d6+14*12 [+7]5444
171,200,0009d6+16*10 [+9]5544
181,320,0009d6+18*10 [+9]5554
191,440,0009d6+20*10 [+9]6555
201,560,0009d6+22*10 [+9]6655
211,680,0009d6+24*10 [+9]6665
22++120,000+2*10 [+9]6666
* Modifiers from CON no longer apply

Cleric

LevelXPHDTHAC012345
15800,0009d6+6*12 [+7]66554
16900,0009d6+7*12 [+7]66655
171,000,0009d6+8*10 [+9]66665
18++100,000+1*10 [+9]66666
* Modifiers from CON no longer apply

Druid

LevelXPHDTHAC012345
151,650,0009d6+6*12 [+7]66655
161,800,0009d6+7*12 [+7]66665
17++150,000+1*10 [+9]66666
* Modifiers from CON no longer apply

Dwarf

LevelXPHDTHAC0Attacks per Round
131,300,0009d8+12*10 [+9]1
141,600,0009d8+15*10 [+9]1
15++300,000+3*10 [+9]2
* Modifiers from CON no longer apply

Elf

LevelXPHDTHAC012345Attacks per Round
111,200,0009d6+4*12 [+7]433321
121,500,0009d6+6*12 [+7]443331
131,800,0009d6+8*10 [+9]444331
142,100,0009d6+10*10 [+9]444431
152,400,0009d6+12*10 [+9]544442
162,700,0009d6+14*10 [+9]554442
173,000,0009d6+16*10 [+9]555442
183,300,0009d6+18*10 [+9]555542
193,600,0009d6+20*10 [+9]655552
203,900,0009d6+22*10 [+9]665552
214,200,0009d6+24*10 [+9]666552
224,500,0009d6+26*10 [+9]666652
23++300,000+2*10 [+9]666662
* Modifiers from CON no longer apply

Fighter

LevelXPHDTHAC0Attacks per Round
15++120,000+2*10 [+9]2
* Modifiers from CON no longer apply

Halfling

LevelXPHDTHAC0Attacks per Round
9480,0008d6+114 [+5]1
10720,0008d6+2*12 [+7]1
11960,0008d6+3*12 [+7]1
121,200,0008d6+4*12 [+7]1
131,440,0008d6+5*10 [+9]1
141,680,0008d6+6*10 [+9]1
15++240,000+1*10 [+9]2
* Modifiers from CON no longer apply

Illusionist

LevelXPHDTHAC0123456
151,200,0009d4+6*14 [+5]544444
161,350,0009d4+7*12 [+7]554444
171,500,0009d4+8*12 [+7]555444
181,650,0009d4+9*12 [+7]555544
191,800,0009d4+10*12 [+7]655554
201,950,0009d4+11*10 [+9]665555
212,100,0009d4+12*10 [+9]666555
222,250,0009d4+13*10 [+9]666655
232,400,0009d4+14*10 [+9]666665
24++150,000+1*10 [+9]666666
* Modifiers from CON no longer apply

Knight

LevelXPHDTHAC0Attacks per Round
15++130,000+2*10 [+9]2
* Modifiers from CON no longer apply

Magic-User

LevelXPHDTHAC0123456
151,200,0009d4+6*14 [+5]544443
161,350,0009d6+7*12 [+7]554444
171,500,0009d6+8*12 [+7]555444
181,650,0009d6+9*12 [+7]555544
191,800,0009d6+10*12 [+7]655554
201,950,0009d6+11*10 [+9]665555
212,100,0009d6+12*10 [+9]666555
222,250,0009d6+13*10 [+9]666655
232,400,0009d6+14*10 [+9]666665
24++150,000+1*10 [+9]666666
* Modifiers from CON no longer apply

Paladin

LevelXPHDTHAC0123Attacks per Round
151,250,0009d8+12*10 [+9]3322
161,400,0009d8+14*10 [+9]3332
171,550,0009d8+16*10 [+9]4332
181,700,0009d8+18*10 [+9]4432
191,850,0009d8+20*10 [+9]4442
202,000,0009d8+22*10 [+9]5442
212,150,0009d8+24*10 [+9]5542
222,300,0009d8+26*10 [+9]5552
232,450,0009d8+28*10 [+9]6552
242,600,0009d8+30*10 [+9]6652
25++150,000+2*10 [+9]6662
* Modifiers from CON no longer apply

Ranger

LevelXPHDTHAC0123Attacks per Round
151,075,0009d8+12*10 [+9]3322
161,225,0009d8+14*10 [+9]4332
171,375,0009d8+16*10 [+9]4432
181,525,0009d8+18*10 [+9]4442
191,675,0009d8+20*10 [+9]5442
201,825,0009d8+22*10 [+9]5542
211,975,0009d8+24*10 [+9]5552
222,125,0009d8+26*10 [+9]6552
232,275,0009d8+28*10 [+9]6652
24++125,000+2*10 [+9]6662
* Modifiers from CON no longer apply

Thief

LevelXPHDTHAC0Backstab Multiplier
15880,0009d4+12*12 [+7]x3
161,000,0009d4+14*12 [+7]x3
171,120,0009d4+16*10 [+9]x3
181,240,0009d4+18*10 [+9]x3
191,360,0009d4+20*10 [+9]x3
201,480,0009d4+22*10 [+9]x3
21++120,000+2*10 [+9]x4
* Modifiers from CON no longer apply

Campaign Etiquette & Expectations

Overview

The Wyrmsblood campaign uses the 1981 Basic/Expert (B/X) Dungeons & Dragons ruleset, specifically the reformatted version known as Old-School Essentials. These rules are lightweight and easy to learn while also being robust enough to provide for countless hours of fantasy roleplaying.

What Do I Need to Play?

For new players, the minimum expectation is to have downloaded and read the Old-School Essentials Basic Rules, available for free here.

For regular players, it is recommended to purchase the Old-School Essentials Classic Fantasy Rules Tome. The Rules Tome is available as a PDF on DriveThruRPG here or as a physical book (with PDF) from Exalted Funeral here.

For veteran players seeking more options, it is recommended to purchase the Old-School Essentials Advanced Fantasy Player’s Tome. The Player’s Tome is available as a PDF on DriveThruRPG here or as a physical book (with PDF) from Exalted Funeral here.

It is further recommended that players acquire a notebook and pen for use in the game as well as a standard seven-piece roleplaying game dice set.

Additionally, players should familiarize themselves with the House Rules used for the Wyrmsblood campaign.

Etiquette

Attendance

Players are expected to attend a session, and be on time, when they say that they intend to be there. If you cannot attend a session you signed up for, or will be late, let someone know. Regularly no-showing for sessions or frequent extreme tardiness will have you removed from the game. Respect other people’s time.

Limit Distractions

When playing online, do what you can to limit distractions. Do not have music or a TV playing in the background (at least that other people can hear). Try to play in a space where you will be uninterrupted. Use headphones to limit voices echoing, and consider buying the highest quality microphone you can afford. Please do not burp or loudly eat or drink into the microphone.

Cooperation

Dungeons & Dragons is a cooperative game. It is your responsibility to give your character a reason to cooperate with the rest of the party. If you don’t know why your character would travel with the party, play another character who would.

Players are expected to work cooperatively with other players. Player versus player combat and theft is not allowed unless all players involved agree. Players may not steal from other player characters without consent, including keeping looted items for themselves without sharing with the rest of the party. The DM reserves the right to veto particularly disruptive actions taken by a player character.

Metagaming and cheating, including referencing monster books to gain an edge against opponents in combat, are also prohibited. Players are allowed to roll their own, physical dice while playing under the expectation that they will be honest about their rolls. This is a cooperative game and there is no reason to cheat.

Courtesy

Be courteous with other players. Do not talk over other players when you can. Allow other players to play how they like without coaching or ridiculing them. Be kind and respectful to everyone involved.

Graphic Content

This campaign features content that would be considered R-rated. Violence and gore, strong language, and adult themes are common. Some sexual content may also appear but will often be left to the players’ imagination (“cut to black”). The DM reserves the right to skip past certain moments when necessary.

Note that sexual violence of any kind will not feature in this campaign. A character will never be subject to this kind of violence. No player character may engage in sexual violence.

Expectations

Genre and Setting

The Wyrmsblood setting is designed to be a human-centric, pseudo-medieval world where magic and monsters are known to exist but are not commonly encountered by most people. There are few non-human player races, limited to elves, dwarves, and halflings. Furthermore, to keep the game rooted in the feeling of the medieval era, do not expect to find things like gunpowder or steampunk technology, robots or rayguns, or some prehistoric creatures like dinosaurs.

Exploration Focused

The primary focus of the game is exploration. Dungeon crawling and overland travel are the main modes of exploration in the game. Exploration is the means by which characters interact with the game world. Explore and find monsters to slay and treasure to collect. You are an adventurer!

Naming

Players should, to the best of their ability, give their characters names that are original. This means no halflings named Frodo, no magic-users named Gandalf, and so on. Character names should fit the tone of the campaign as much as possible. The DM reserves the right to veto any character names.

Alignment

A character’s alignment is determined by what part of cosmic struggle between Law and Chaos they side with. An alignment is not a personality type. Characters should be of Lawful or Neutral alignment whenever possible. A character may be of Chaotic alignment with DM approval.

Loot and Treasure

Monetary treasure must always be divided equally. This includes coins, gems, jewellery, and any art objects taken as loot. If a character decides to keep an item instead of sell it, such as a gem, it still grants full experience points but the gold cost for that item comes out of that character’s share. Loot is automatically assumed to be sold upon returning to civilization.

Magical items should be distributed fairly whenever possible. One character should not hoard every magical item for themselves. All items and treasure, including coins, kept by the party can be considered safely stored once they have been brought to town. This is handwaved as having been stored in a bank or a hidden stash.

Gameplay Style

Open Table

The Wyrmsblood campaign is intended to accommodate a revolving door of players and characters from a single gaming community. To accomplish this, the campaign uses an open table setup, which is a campaign structure that promotes a “pick up and play” attitude. The DM posts when they are running a game, and the players sign up accordingly. It is not expected that each player attends every session of the game. With a large enough pool of players, it is likely that the selection of players and characters available each session will be different.

Episodic Adventures

A key aspect of the open table is the episodic format. Each session of play is its own self-contained adventure. Players choose an adventure hook, rumor, or quest to pursue, assemble a party of characters, and play that adventure to its conclusion. Every session ends with the player characters returning to civilization.

If the adventure cannot be concluded in a single session, such as when it is part of a larger adventure module, the plays may agree to temporarily freeze their characters, allowing them to pick up where they left off while also locking those frozen characters out of other adventures while the freeze is in effect. If the players cannot find another time to play within a reasonable amount of time of an adventure freeze, their characters are unfrozen and may be used in other adventures as usual.

Troupe Play

This campaign is designed to encourage “troupe play,” meaning each player has several characters. At the start of each session, each player chooses which of their characters to play for that session. A player may play up to 2 characters in a session, in addition to any retainers those characters may have accompanying them. Playing multiple characters at once is a good idea for low level parties and when a party is expecting to encounter a particularly difficult enemy.

The advantage of troupe play is that players have several backup characters in case of catastrophe and have more flexibility in the level and type of character they can bring to any session. Having a troupe of characters is not required for each player, but it is highly recommend.

Sandbox Environment

The Wyrmsblood campaign setting is intended to be used as a sandbox environment, where players are given the freedom to be creative and choose what to do and where to go in any given session. This means that players should decide what they’re doing for a given session, and if possible, let the DM know in advance.

Adventure hooks in the form of quests and rumors are presented to give players specific objectives to complete. The setting is designed to be reactive to the players’ decisions. The more the players poke, the more the world pokes back.

House Rules for Old-School Essentials

Note: this is a living document and is subject to change.

Last revised on 4/1/24.

General Rules

Optional Rules

These are rules listed in the official books as optional. They are noted here to confirm their use. All page numbers refer to the Advanced Fantasy Player’s Tome unless otherwise noted.

  • Ascending AC (p13)
  • Secondary Skills (p25)
  • Illusionists and Staves (p62)
  • Magic-Users and Staves (p66)
  • Encumbrance, Basic (p96, p203)
  • Limits on Turning the Undead (p111)
  • Advanced Spell Book Rules (p112)
  • Returning from Death (p207)
  • Variable Wind Conditions (p215)
  • Variable Weapon Damage (p223)
  • Attacking with Two Weapons (p224)
  • Charging into Melee (p224)
  • Invulnerabilites (p224)
  • Parrying (p225)
  • Splash Weapons (p225)
  • Subduing (p225)
  • Morale (p226)

Available Classes

The following classes are available for players. Players should use the Basic Method for character creation (p16). This is the classic race-as-class version of character creation from the Classic Fantasy rules. Classes from the Advanced Fantasy rules are marked with an A.

  • Acrobat (A)
  • Assassin (A)
  • Barbarian (A)
  • Bard (A)
  • Cleric
  • Druid (A)
  • Dwarf
  • Elf
  • Fighter
  • Halfling
  • Illusionist (A)
  • Knight (A)
  • Magic-User
  • Paladin (A)
  • Ranger (A)
  • Thief

Rules Changes

  • Characters have max health at level 1. Each character starts with the maximum amount of health they could have at level one, as if they had rolled the highest number on their Hit Die. Constitution modifiers apply as normal.
  • 3d6 ability score generation, arranged to taste. Generate ability scores using the standard method of rolling 3d6 six times, then assign those six totals to ability scores as desired. Players may still use the Adjust Ability Scores rules as normal (see p16).
  • Slow weapons do not act last in initiative. A character using a two-handed weapon in combat does not automatically act last in initiative. The “Slow” weapon quality may be ignored.
  • Blinded characters may attack at a -6 penalty. Instead of being unable to attack at all, a blinded character may attack with a -6 penalty to hit. Additionally, a blinded character has a -4 penalty to saving throws and AC. Invisible characters may be attacked by seeing characters with a -4 penalty.
  • No 1 turn rest required per hour of dungeon exploration. Characters are no longer required to rest for 1 turn (ten minutes) per every hour of exploring a dungeon. All other resting requirements and dungeon procedures still apply.
  • Unpreserved food spoils over time. Any unpreserved food a character obtains, such as any food foraged in the wilderness, spoils in 1d6+1 days after it is obtained. Roll once for all the food obtained by a single source, not individually for each item.
  • No haggling with retainers, mercenaries, and specialists. Hired NPCs always cost the amount stated in the rules or as determined by the DM. Retainers always get a half share of treasure (and XP) and their employer is responsible, such as food and lodging.
  • 1pp is equal to 10gp. Platinum coins are worth ten gold coins to simplify conversion rates.

Character Features

Height and Weight (Optional)

RaceBase Height (M/F)Height ModifierBase Weight (M/F)Weight Modifier
Dwarf43″ / 41″+1d10″130 lbs. / 105 lbs.+4d10 lbs.
Elf70″ / 68″+2d8″160 lbs. / 130 lbs.+3d10 lbs.
Halfling32″ / 30″+2d8″52 lbs. / 48 lbs.+5d4 lbs.
Human60″ / 58″+2d10″140 lbs. / 100 lbs.+6d10 lbs.

Age (Optional)

RaceStarting AgeAge ModifierOld AgeMax Age
Dwarf405d6200250 + 2d100
Elf1005d6
Halfling203d480100 + 1d100
Human182d46080 + 2d20

Adventuring and Survival

Aging from Magic

Casting certain spells or being under the effects of some magic can induce aging.

EffectAging
Recipient of Haste spell1 year
Drinking a Potion of Speed1 year
Casting Raise Dead2 years
Casting Reincarnation2 years

Elves and Raise Dead

Due to their immortality, elves are unable to be returned to life via the spell Raise Dead. More powerful sources of returning a character to life, such as Reincarnation, a rod of resurrection, or a wish, still function normally on a deceased elf.

System Shock

Whenever a character of old age is affected by magic that causes aging or changing form, that character must make a system shock roll to survive the trauma caused by their transformation. The system shock roll is the same as the one made when returned to life by magic (see Returning from Death, p207). Failing the system shock roll means a character dies and cannot be resurrected except with a wish. Succeeding on the roll does not lower a character’s Constitution score. As immortal beings, elves are immune to system shock.

Magical sources that can cause system shock include, but are not limited to, the following: being aged by monsters such as ghosts, being the target of the spells Haste, Polymorph Others, Polymorph Self, and Stone to Flesh, drinking a Potion of Speed, or casting the spells Raise Dead and Reincarnation.

Druids using their Shape Change class ability are not affected by system shock.

Modified Basic Encumbrance

This is a modified version of the Basic Encumbrance rules found in the rulebook (see p203). It allows characters to carry some treasure without being slowed down. The basic encumbrance system does not track adventuring gear, but the DM may choose to count adventuring gear as part of the treasure weight if a character attempts to carry too much at once.

Light armor: Padded or Leather
Heavy armor: Scale mail, Chainmail, Banded Mail, Plate Mail, or Suit Armor

Armor WornMovement
Up to 800cn of Treasure
Movement
Up to 1200cn of Treasure*
Unarmored120′ (40′)90′ (30′)
Light Armor90′ (30′)60′ (20′)
Heavy Armor60′ (20′)30′ (10′)
* characters carrying more than 1200cn of treasure cannot move

Starvation, Dehydration, and Fatigue

For each day spent outside civilization, characters must drink the equivalent of 1 waterskin full of water and must eat the equivalent of 1 ration of food. Characters must also sleep at least 8 hours in every 24 hour period. Failing to meet those requirements results in the appropriate penalties from the table below. With each day the character does not meet the required amount, their condition worsens, and with each day the character does meet the required amount, their condition improves until they suffer no more penalties. Characters track each column separately. Effects are cumulative.

Days PassedStarvationDehydrationFatigue
1-1 to hit-1 to hit-1 to hit
2-1 to AC and saves-1 to AC and saves-1 to AC and saves
3-1 to hit and damageSave vs. death (every 6 hours) or die-1 to hit and damage
4-7-1 to AC and savesDeath-1 to AC and saves
8-10-1 to hit and savesDeathSave vs. death (every 6 hours) or die
11-14Save vs. death (every 6 hours) or dieDeathDeath
15+DeathDeathDeath

Death and Dying

Hit PointsResult
0 HPUnconscious for 1 turn (10 minutes), then revives at 1 HP
-1 to -9 HPSave vs. Death or die. Success: Unconscious and lose 1 HP per round.
-10 HP and belowDead, no save.

Mend Wounds: A character may mend the wounds of a dying character, stabilizing the dying character at 0 hit points. A character stabilized remains at 0 hit points and unconscious until they either receive magical healing or heal naturally by resting for at least 24 hours. Mending wounds can be done in a single round of combat or immediately after combat has concluded.

Resting and Setting Watch

The standard day of overland travel and adventuring lasts 12 hours. The remaining 12 hours are spent resting or on watch. For simplicity, nightwatch is split into three shifts of four hours each. This allows each character in the party to get a full night’s rest, even if time was spent on watch. Other minor activities, such as eating or preparing spells, may be performed during the rest period, within reason.

Downtime

Alchemist Identification

An alchemist can identify a magic potion at the cost of 50gp per potion. This process takes an hour of study per potion. If the alchemist has already been paid their monthly wage, the cost is waived but the process still requires 1 hour.

Antidote Potion

This potion costs 1,000gp and takes an alchemist one day to make. The user gains a +2 bonus to all saving throws vs poison for the duration. If a character is dying of poison, an antidote will neutralize the poison as per the Neutralize Poison spell if consumed within 1 turn of poisoning.

Sage Identification

A sage can identify a magic item at the cost of 500gp per item. This process takes a day of study per item. If the sage has already been paid their monthly wage, the cost is waived but the process still requires 1 day.

Spell Scroll Creation

Spell casting classes can create spell scrolls of spells that they have prepared. Creation of a spell scroll takes 1 week of work and costs 100gp in materials per level of the spell. For example, a 3rd level spell takes 3 weeks and costs 300gp to transcribe to a scroll. No other downtime activities can be done during this time.

Training

Characters do not level up automatically upon gaining their needed experience points. Instead, characters must spend time training to advance in level. Training costs 1,500gp per level and takes 1d4 weeks to complete. Training must be done under the tutelage of an expert in the character’s discipline. Characters attempting to train to 9th level or above may train without a tutor.

Items and Equipment

Weapons

WeaponDamageCost (gp)Weight (coins)Qualities
Battle Axe1d8750Melee, Two-handed
Blackjack1d2510Blunt, Knock-out, Melee, Stealth
BlowgunPer Poison35Missile 10’/20’/30′
Bola1d2540Blunt, Entangle, Missile 20’/40’/60′
Club1d4350Blunt, Melee
Crossbow1d63050Missile 80’/160’/240′, Two-handed
Dagger1d4310Melee, Missile 10’/20’/30′
Flail1d88100Blunt, Melee, Two-handed
Garotte1d415Melee, Stealth, Strangle, Two-handed
Hand Axe1d6430Melee, Missile 10’/20’/30′
Heavy Crossbow*1d85080Missile 80’/160’/240′, Two-handed
Holy Water1d82510Missile 10’/30’/50′, Splash
Javelin1d4120Missile 30’/60’/90′
Lance1d65120Charge, Melee
Long Bow*1d64030Missile 70’/140’/210′, Two-handed
Mace1d6530Blunt, Melee
NetNone5100Blunt, Entangle, Missile 10’/20’/30′
Oil Flask (Burning)1d8210Missile 10’/30’/50′, Splash
Polearm*1d107150Brace, Melee, Two-handed, Reach
Short Bow1d62530Missile 50’/100’/150′, Two-handed
Short Sword1d6730Melee
Sling1d43010Blunt, Missile 40’/80’/160′
Spear1d6430Brace, Melee, Missile 20’/40’/60′, Reach
Staff1d4240Blunt, Melee, Two-handed
Sword1d81060Melee
Torch1d42 sp20Melee
Trident1d6525Brace, Melee, Missile 10’/20’/30′, Reach, Two-handed
Two-handed Sword*1d1015150Melee, Two-handed
Warhammer1d6530Blunt, Melee
Whip1d21050Entangle, Melee, Reach
* – this weapon is too large to be used by dwarves or halflings

AmmunitionCost (gp)
Arrows (Quiver of 20)5
Crossbow Bolts (Case of 30)10
Darts (5)1
Sling Bullets (10)1


Silver weapons. Weapons that are not blunt may be silvered for ten times their base price.

Weapon Qualities

Blunt: May be used by clerics.
Brace: Bracing against the ground doubles damage against charging monsters.
Charge: On horseback, moving at least 60′ in a round and attacking doubles any damage done with a successful hit.
Entangle: On a successful hit, the target must save vs paralysis or be unable to move or act. A new save is allowed each round to escape.
Knock-out: On a successful hit, the target must save vs paralysis or be knocked out for 1d6 turns.
Melee: Close quarters weapon (5′ or less).
Missile: Thrown or launched weapon (greater than 5′ distance). The max distances for short (+1 to hit), medium, and long (-1 to hit) ranges are listed.
Reach: Can attack targets up to 10′ away as if they were in close quarters.
Splash: On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted over two rounds, as the liquid drips off.
Stealth: May only be used to attack an unaware person (i.e. human or demi-human of any level or humanoid monster of up to 4+1 HD) from behind. Non-living creatures are immune.
Strangle: Following a successful hit, inflicts automatic damage each round. The victim cannot move and suffers a -2 penalty to attack rolls. A successful hit on the attacker allows the victim to break free.
Two-handed: Requires both hands, prohibiting use of a shield.

New Weapon Descriptions

Blackjack: A small, leather pouch filled with sand or lead shot. Used to quietly knock out victims.
Blowgun: A 3′ tube through which tiny darts are blown. The darts inflict no damage but may administer a poison.
Bolas: A cord and weighted balls, whirled around and thrown at a target.
Flail: A weighted, flanged metal head attached with a chain to a long two-handed haft.
Garotte: A 2′ length of thin cord or wire with a grip at each end. Used to quietly strangle victims.
Heavy Crossbow: A heavier version of the standard crossbow. A heavy crossbow has metal limbs, increasing its strength for better range and damage at the cost of increasing its weight.
Net: A 6′ square mesh of cord. Thrown to entangle a human-size or smaller target.
Trident: A light spear with three barbed prongs on the end, designed for underwater use. Any very small creature (1′ long or less, such as a normal fish) hit by a trident becomes stuck on the spiked prongs.
Whip: A 10′ long strap of braided leather. On a successful attack, the attacker must decide to either inflict damage or entangle the target.

Armor

ArmorACCost (gp)Weight (coins)
Shield+1 bonus10100
Padded8 [11]5100
Leather7 [12]20200
Scale Mail6 [13]30300
Chainmail5 [14]40400
Banded Mail4 [15]50450
Plate Mail3 [16]60500
Suit Armor0 [19]1,000750

Horse Armor (Barding)

TypeACCost (gp)Weight (coins)
Leather6 [13]40250
Scale Mail5 [14]75400
Chain Mail4 [15]150600
Banded Mail3 [16]4001,500
Plate Mail2 [17]5003,000
Field Plate1 [18]6004,000
Jousting Plate0 [19]7005,000

Armor Descriptions

Suit Armor: This armor reduces the damage inflicted by most area effects (fire, cold, gas, acid) including breath weapons by 1 per die of damage. Suit armor gives no protection against gaze attacks or electricity. The wearer has a -5 penalty to attack using any missile device other than a crossbow. It takes three full turns to dress in suit armor. Suit armor must be custom made for the wearer.

Dragon Scale Armor: Slain adult dragons have enough usable scales for 1d4 sets of armor. The scales can be made into any armor type at the cost of x100 the price of the armor, but the weight of the armor remains unchanged. Only master craftsmen can make this type of armor. Dragon scale armor functions as a +2 non-magical armor and allows the wearer to take half damage from the breath attacks of dragons of the same color. Shields made from dragon scales provide the breath attack resistance but not the +2 AC bonus.

Usage of New Armor Types

Characters who can use leather armor: Can also use padded armor.
Characters who can use chain mail: Can also use scale mail armor.
Characters who can use plate mail: Can also use banded mail and suit armor.

Adventuring Gear

ItemDescriptionCost (gp)
BackpackHolds up to 400 coins (40 lbs.)5
Backpack, Explorer’sHolds up to 800 coins (80 lbs.)10
BedrollHeavy blanket and small pillow1
Belt2 sp
Boots, Riding5
Boots1
CandleBurns 6 turns (1 hour), 10′ radius light1 sp
ChiselFor chipping away stone2
Cloak, Long1
Cloak, Short5
Clothes, ExtravagantTunic and pants, blouse and skirt, etc.50+
Clothes, FineSee above20
Clothes, NormalSee above5
CrowbarFor forcing doors and objects open10
Disguise KitIncludes wigs, hair dye, makeup20
Drill, HandFor drilling through wood or metal10
GarlicUseful against vampires5 sp
GlovesProtects against contact poison and things that harm exposed skin, useless against needle traps1
Gloves, HeavyPrevents rope burns, assures better grip on slippery items, protects against contact poison and things that harm exposed skin, cannot pick pockets or remove traps5 sp
HammerUsed for construction or as a mallet2
Hat2 sp
Holy SymbolRequired for clerics25
Holy WaterBreakable glass vial25
Hook, ClimbingSupports up to 250 lbs.5
Hook, GrapplingSupports up to 500 lbs.25
Ink VialEnough for 50 pages of text1
Iron Spikes (12)For wedging doors open or shut, using as climbing anchors, etc.1
Journal, Blank50 pages20
LanternBurns 4 hours, 30′ radius light10
Magnifying Glass3
Mirror, HandSteel, used for looking around corners or reflecting a gaze attack5
Musical Instrument, StringedLute, mandolin, etc.20
Musical Instrument, WindFlute, recorder, etc.5
Oil (1 Flask)Fuel for lanterns or fires2
PapyrusOne 12″ by 12″ leaf1 sp
Parchment10″ by 10″ leaf1
ParkaFor warmth in cold climates5
Pole (10′, Wooden)2″ thick wooden pole, for poking and prodding suspicious items in a dungeon1
Pot, CookingTwo-quart capacity1
Pouch, BeltCapacity 50 coins (5 lbs.)5 sp
Quill Pen5 sp
QuiverHolds 20 arrows1
Quiver, BackHolds 50 arrows5
Rations (Iron, 7 Days)Week’s supply, stays fresh 60 days15
Rations (Standard, 7 Days)Week’s supply, stays fresh 7 days5
Rope (50′)Supports 750 lbs.1
Sack, LargeHolds up to 600 coins (60 lbs.)2
Sack, SmallHolds up to 200 coins (20 lbs.)1
SaltFor preserving meat or monster parts for future use, one pound of salt needed per 5 lbs. of organs preserved10
Scroll Case, WaterproofHolds 1 map, 1 scroll, or 10 leaves of parchment5
Sewing KitFor repairing cloth or leather1
Shoes5 sp
Spell Book, BlankHolds spells25
Spell Book CoverWaterproof10
Stake, Wooden1 sp
Tent, 2-man20
Tent, 4-man25
Thieves’ ToolsNeeded for picking locks and removing traps25
Tinder Box3
Torches (6)Burns 1 hour, 30′ radius light1
Twine (100′)Supports 30 lbs.2 sp
Vial, EmptyHolds 1 pint (encumbrance 10 coins when filled)1
Waterskin/WineskinHolds 1 quart (encumbrance 30 coins when filled)1
WhistleFor signaling or bird calls1 sp
WolfsbaneFor warding off lycanthropes10

Changelog

5/17/23:
-increased cost of antidote potion
-increased damage of battle axe to 1d10, crossbow to 1d8, and heavy crossbow to 1d10
5/29/23:
-removed end of session section
-added training for level advancement
1/30/24:
-removed “Reload” weapon quality
-changed damage of crossbow to 1d6 and heavy crossbow to 1d8
2/18/24:
-reverted changes to Wisdom so that it now only modifies saving throws against magic, as written
-added mending wounds to the death and dying procedures
2/19/24:
-added section headers
-added rules for spell scroll creation
-added flail weapon and description
-changed damage of battle axe to 1d8
-changed value of platinum coins to 10gp
3/4/24:
-added rule that elves cannot be resurrected with raise dead spell
-changed brigandine armor to scale mail, removed rule for thieves wearing brigandine
3/10/24:
-noted advanced classes for easier reference
-noted old age for races and added system shock rules
4/1/24:
-changed to a modified Basic Encumbrance system
-removed weight from Adventuring Gear table