D&D SUPPLEMENT

CHARACTERS

PART 2: PLAYER CHARACTER INFORMATION
Player Character Races
GNOME
ABILITY SCORE REQUIREMENTS: A gnome character musthave a score of 9 or better in both Dexterity and Constitution.

Use the information below along with the information found in
the BASIC DUNGEONS & DRAGONS RULEBOOK and
DUNGEONS & DRAGONS RULES CYCLOPEDIA. Raceand class have been separated in this set of rules. Each race
uses the normal saving throw matrix for their class and applies
the adjustments listed. Each race keeps the minimum saving
throw scores as found in the normal D&D rules.

RESTRICTIONS: Gnomes are limited to small melee/thrownweapons, shortbows, and light crossbows.
SPECIAL ABILITIES: Infravision, 1 in 3 chance to detect traps,
sliding walls, sloping corridors, and new construction, -2 AC
vs. monsters larger than man-size, +1 to attack roll with missile
weapons, +1 to individual initiative, half damage from spells at
300,000 XP, half damage from dragon breath at 2,100,000
XP.

DWARF
ABILITY SCORE REQUIREMENTS: A dwarf character musthave a Constitution score of 9 or better.
RESTRICTIONS: Dwarves are limited to small and medium
melee/thrown weapons, shortbows, and crossbows.

LANGUAGES KNOWN: Common, dwarf, gnome, goblin,
kobold.

SPECIAL ABILITIES: Infravision, 1 in 3 chance to detect traps,
sliding walls, sloping corridors, and new construction. Halfdamage from spells upon reaching 1,400,000 XP.

SAVING THROW ADJUSTMENTS:
Saving Throw
Adjustment
Death Ray or Poison-4
Magic Wands-4
Paralysis or Turn to Stone-4
Dragon Breath-3
Rod, Staff, or Spell-4

LANGUAGES KNOWN: Common, dwarf, gnome, goblin,
kobold.
SAVING THROW ADJUSTMENTS:
Saving Throw
Adjustment
Death Ray or Poison-4
Magic Wands-4
Paralysis or Turn to Stone-4
Dragon Breath-3
Rod, Staff, or Spell-4

Minimum
23
4
43

HALFLING
ABILITY SCORE REQUIREMENTS: A halfling character musthave a score of 9 or better in both Dexterity and Constitution.
RESTRICTIONS: Halflings are limited to small melee/thrownweapons, shortbows, and light crossbows.

ELF
ABILITY SCORE REQUIREMENTS: An elf character musthave an Intelligence score of 9 or better.

SPECIAL ABILITIES: -2 AC vs. monsters larger than man-size,+1 to attack roll with missile weapons, +1 to individual initiative,
90% chance to hide motionless in woodlands, 33% chance tohide motionless in dimly lit building interiors, half damage fromspells at 300,000 XP, half damage from dragon breath at
2,100,000 XP.

RESTRICTIONS: None.
SPECIAL ABILITIES: Infravision, 1 in 3 chance to detect secretand hidden doors, immunity to ghoul paralysis, half damage
from dragon breath at 1,600,000 XP.

LANGUAGES KNOWN: Common, halfling.

LANGUAGES KNOWN: Common, elf, gnoll, hobgoblin, orc.
SAVING THROW ADJUSTMENTS:
Saving Throw
Adjustment
Death Ray or Poison
None
Magic Wands
None
Paralysis or Turn to Stone-1
Dragon Breath
NoneRod, Staff, or Spell-2

Minimum
23443

SAVING THROW ADJUSTMENTS:
Saving Throw
Adjustment
Death Ray or Poison-4
Magic Wands-4
Paralysis or Turn to Stone-4
Dragon Breath-3
Rod, Staff, or Spell-4

Minimum
2
4
4
3
3

S1

Minimum
23
4
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CHARACTERS

D&D: SUPPLEMENT

HALF-ELF
ABILITY SCORE REQUIREMENTS: A half-elf character musthave an Intelligence score of 9 or better.

HUMAN
ABILITY SCORE REQUIREMENTS: None.
RESTRICTIONS: None.

RESTRICTIONS: None.
SPECIAL ABILITIES: Human characters have the mostfavorable class advancement tables.

SPECIAL ABILITIES: Infravision, 1 in 3 chance to detect secretand hidden doors.

LANGUAGES KNOWN: Common, possibly a human dialect.
LANGUAGES KNOWN: Common, elf, gnoll, hobgoblin, orc,
and possibly a human dialect.

SAVING THROW ADJUSTMENTS: None.

SAVING THROW ADJUSTMENTS: None.
HALF-ORCABILITY SCORE REQUIREMENTS: A half-orc character musthave a Strength score of 9 or better.
RESTRICTIONS: None.
SPECIAL ABILITIES: Infravision.
LANGUAGES KNOWN: Common, orc, and possibly a humandialect.
SAVING THROW ADJUSTMENTS: None.

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D&D: SUPPLEMENT

CHARACTERS

Character Classes
CLERICPRIME REQUISITE: Wisdom. Wisdom must be 9 or higher.
EXPERIENCE BONUS: If Wis is 13 to 15, +5%; if Wis is 16 or
better, +10%.
ADVANCEMENT CHART: Cleric.
HIT DICE: 1d6 per level to 9th, +1 per level after 9th.
STARTING HIT POINTS: 11 + Constitution Modifier.
ALIGNMENT: Any.
ARMOR: All, shields allowed.
WEAPONS: No edged or pointed weapons.
ATTACK PROGRESSION: Cleric.
SAVING THROWS: Cleric.
SPECIAL ABILITIES: Clerical spellcasting, turning undead.

Avenger
PRIME REQUISITE: Strength. Strength and Wisdom must be
9 or higher.
EXPERIENCE BONUS: If Str is 13 to 15, +5%; if Str is 16 or
better, +10%.
ADVANCEMENT CHART: Fighter.
HIT DICE: 1d8 per level to 9th, +2 per level after 9th.
STARTING HIT POINTS: 12 + Constitution Modifier.
ALIGNMENT: Chaotic or Dark and non-Lawful.
ARMOR: All, shields allowed.
WEAPONS: All.
ATTACK PROGRESSION: Fighter.
SAVING THROWS: Fighter.
SPECIAL ABILITIES: Weapon mastery (two slots per level),cleric spellcasting and turning (at one-third avenger level, drop
fraction), detect evil (once per round by concentrating).

Druid
PRIME REQUISITE: Wisdom. Both Wisdom and Charisma
must be 9 or higher.
EXPERIENCE BONUS: If Wis is 13 to 15, +5%; if Wis is 16 or
better, +10%.
ADVANCEMENT CHART: Cleric.
HIT DICE: 1d6 per level to 9th, +1 per level after 9th.
STARTING HIT POINTS: 11 + Constitution Modifier.
ALIGNMENT: Neutral or Gray.
ARMOR: Leather armor only, shields allowed.
WEAPONS: All missile weapons, all one-handed melee
weapons.
ATTACK PROGRESSION: Cleric.
SAVING THROWS: Cleric.
SPECIAL ABILITIES: Druidic spellcasting, polymorph self(times per day: druid level divided by three, drop fraction;
forms: normal animals, giant animals, prehistoric animals,
humanoids, dragons, lowlifes). All of the druid’s equipment
melds into the polymorphed form except for “dead” materials.

Berserker
PRIME REQUISITE: Strength. Strength and Constitution mustbe 9 or higher.
EXPERIENCE BONUS: If Str is 13 to 15, +5%; if Str is 16 or
better, +10%.
ADVANCEMENT CHART: Fighter.
HIT DICE: 1d10 per level to 9th, +3 per level after 9th.
STARTING HIT POINTS: 14 + Constitution Modifier.
ALIGNMENT: Any.
ARMOR: All, shields allowed.
WEAPONS: All.
ATTACK PROGRESSION: Fighter.
SAVING THROWS: Fighter.
SPECIAL ABILITIES: Weapon mastery (1st-9th: two slots perlevel; 10th+: no slots per level), rage (+2 to hit when fighting
humans, demi-humans, or humanoids), smash (at 9th level, noother character gets the smash attack under these rules).

FIGHTERPRIME REQUISITE: Strength. Strength must be 9 or higher.
EXPERIENCE BONUS: If Str is 13 to 15, +5%; if Str is 16 or
better, +10%.
ADVANCEMENT CHART: Fighter.
HIT DICE: 1d8 per level to 9th, +2 per level after 9th.
STARTING HIT POINTS: 12 + Constitution Modifier.
ALIGNMENT: Any.
ARMOR: All, shields allowed.
WEAPONS: All.
ATTACK PROGRESSION: Fighter.
SAVING THROWS: Fighter.
SPECIAL ABILITIES: Weapon mastery (four slots per level).

KnightPRIME REQUISITE: Strength. Strength and Constitution mustbe 9 or higher.
EXPERIENCE BONUS: If Str is 13 to 15, +5%; if Str is 16 or
better, +10%.
ADVANCEMENT CHART: Fighter
HIT DICE: 1d8 per level to 9th, +3 per level after 9th.
STARTING HIT POINTS: 12 + Constitution Modifier.
ALIGNMENT: Any.
ARMOR: All, shields allowed.
WEAPONS: All melee weapons.
ATTACK PROGRESSION: Monster.
SAVING THROWS: Fighter.
SPECIAL ABILITIES: Weapon mastery (1st-9th: two slots perlevel; 10th+: one slot per level).

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CHARACTERS

D&D: SUPPLEMENT

MysticPRIME REQUISITE: Strength.
Strength, Wisdom, andDexterity must be 9 or higher.
EXPERIENCE BONUS: If Str is 13 to 15, +5%; if Str is 16 or
better, +10%.
ADVANCEMENT CHART: Fighter.
HIT DICE: 1d6 per level to 9th, +2 per level after 9th.
STARTING HIT POINTS: 10 + Constitution Modifier.
ALIGNMENT: Any.
ARMOR: None, shields not allowed.
WEAPONS: All.
ATTACK PROGRESSION: Fighter.
SAVING THROWS: Fighter.
SPECIAL ABILITIES: Mystic abilities, acrobatics (optional).

WIZARDPRIME REQUISITE: Intelligence. Intelligence must be 9 or
higher.
EXPERIENCE BONUS: If Int is 13 to 15, +5%; if Int is 16 or
better, +10%.
ADVANCEMENT CHART: Magic-user.
HIT DICE: 1d4 per level to 9th, +1 per level after 9th.
STARTING HIT POINTS: 4 + Constitution Modifier.
ALIGNMENT: Any.
ARMOR: None, shields not allowed.
WEAPONS: Dagger and staff.
ATTACK PROGRESSION: Magic-user.
SAVING THROWS: Magic-user.
SPECIAL ABILITIES: Magic-user spellcasting.

Paladin
PRIME REQUISITE: Strength. Strength and Wisdom must be
9 or higher.
EXPERIENCE BONUS: If Str is 13 to 15, +5%; if Str is 16 or
better, +10%.
ADVANCEMENT CHART: Fighter.
HIT DICE: 1d8 per level to 9th, +2 per level after 9th.
STARTING HIT POINTS: 12 + Constitution Modifier.
ALIGNMENT: Lawful or Light and non-Chaotic.
ARMOR: All, shields allowed.
WEAPONS: All.
ATTACK PROGRESSION: Fighter.
SAVING THROWS: Fighter.
SPECIAL ABILITIES: Weapon mastery (two slots per level),cleric spellcasting and turning (at one-third paladin level, drop
fraction), detect evil (once per round by concentrating).

Illusionist
PRIME REQUISITE: Intelligence. Intelligence and Dexterity
must be 9 or higher.
EXPERIENCE BONUS: If Int is 13 to 15, +5%; if Int is 16 or
better, +10%.
ADVANCEMENT CHART: Magic-user.
HIT DICE: 1d4 per level to 9th, +1 per level after 9th.
STARTING HIT POINTS: 4 + Constitution Modifier.
ALIGNMENT: Any.
ARMOR: None, shields not allowed.
WEAPONS: Dagger and staff.
ATTACK PROGRESSION: Magic-user.
SAVING THROWS: Magic-user.
SPECIAL ABILITIES: Illusionist spellcasting (use cleric spell
slots per day, as illusionist spells go to 7th level only). Illusionist
spellcasting is subtle, makes use of complex and surreptitious
hand gestures, and is not readily recognized as standard
spellcasting.

Ranger
PRIME REQUISITE: Strength. Strength and Wisdom must be
9 or higher.
EXPERIENCE BONUS: If Str is 13 to 15, +5%; if Str is 16 or
better, +10%.
ADVANCEMENT CHART: Fighter.
HIT DICE: 1d8 per level to 9th, +2 per level after 9th.
STARTING HIT POINTS: 12 + Constitution Modifier.
ALIGNMENT: Neutral or Gray.
ARMOR: All, shields allowed.
WEAPONS: All.
ATTACK PROGRESSION: Fighter.
SAVING THROWS: Fighter.
SPECIAL ABILITIES: Weapon mastery (two slots per level),
druid spellcasting (at one-third ranger level, drop fraction),
detect danger (once per round by concentrating).

SORCERERPRIME REQUISITE: Charisma. Charisma must be 9 or higher.
EXPERIENCE BONUS: If Cha is 13 to 15, +5%; if Cha is 16
or better, +10%.
ADVANCEMENT CHART: Sorcerer.
HIT DICE: 1d4 per level to 9th, +1 per level after 9th.
STARTING HIT POINTS: 8 + Constitution Modifier.
ALIGNMENT: Any.
ARMOR: Leather armor only, shield not allowed.
WEAPONS: All missile weapons, all one-handed melee
weapons.
ATTACK PROGRESSION: Cleric.
SAVING THROWS: Magic-user.
SPECIAL ABILITIES: Sorcerer spellcasting (gain one spell perlevel of a spell level castable from any spell list, change one
spell per level, cast spells by expending spell slots, can use
higher level slots to cast lower level spells, prior memorization
not required, gain arcana at higher levels, arcana can be castonce per day only).

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D&D: SUPPLEMENT

CHARACTERS

Warlock
PRIME REQUISITE: Charisma. Wisdom and Charisma mustbe 9 or higher.
EXPERIENCE BONUS: If Cha is 13 to 15, +5%; if Cha is 16
or better, +10%.
ADVANCEMENT CHART: Sorcerer.
HIT DICE: 1d4 per level to 9th, +1 per level after 9th.
STARTING HIT POINTS: 8 + Constitution Modifier.
ALIGNMENT: Any.
ARMOR: Leather armor only, shield not allowed.
WEAPONS: All missile weapons, all one-handed melee
weapons.
ATTACK PROGRESSION: Cleric.
SAVING THROWS: Magic-user.
SPECIAL ABILITIES: Warlock spellcasting (gain one spell perlevel of a spell level castable from any spell list, change one
spell per level, cast spells by expending spell slots, get spell slots
shown for first level spells to be used for any spell level, priormemorization not required, regain spell slots after six full turnsof rest, gain arcana at higher levels, arcana can be cast once
per day only).

Bard
PRIME REQUISITE: Dexterity. Dexterity and Charisma mustbe 9 or higher.
EXPERIENCE BONUS: If Dex is 13 to 15, +5%; if Dex is 16
or better, +10%.
ADVANCEMENT CHART: Fighter.
HIT DICE: 1d4 per level to 9th, +1 per level after 9th.
STARTING HIT POINTS: 8 + Constitution Modifier.
ALIGNMENT: Any.
ARMOR: Leather armor only, shield not allowed.
WEAPONS: All missile weapons, all one-handed melee
weapons.
ATTACK PROGRESSION: Thief.
SAVING THROWS: Thief.
SPECIAL ABILITIES: Charm (at Larceny – 25%), legend lore
and item knowledge (at Larceny – 25%), defense against soundbased attacks, and (choose one option below):1.) Thief skills (at two-thirds bard level) and sorcerer or warlock
spellcasting (at two-thirds bard level). This is the default option.
2.) Thief skills (at bard level) and cleric or druid spellcasting (attwo-thirds bard level, round up). Wisdom must be 9 or higher.

THIEF
PRIME REQUISITE: Dexterity. Dexterity must be 9 or higher.
EXPERIENCE BONUS: If Dex is 13 to 15, +5%; if Dex is 16
or better, +10%.
ADVANCEMENT CHART: Thief.
HIT DICE: 1d4 per level to 9th, +2 per level after 9th.
STARTING HIT POINTS: 12 + Constitution Modifier.
ALIGNMENT: Any.
ARMOR: Leather armor only, shield not allowed.
WEAPONS: All missile weapons, all one-handed melee
weapons.
ATTACK PROGRESSION: Thief.
SAVING THROWS: Thief.
SPECIAL ABILITIES: Thief skills.

3.) Thief skills (at bard level) and weapon mastery (four slots perlevel). Strength must be 9 or higher.
4.) Sorcerer or warlock spellcasting (at two-thirds bard level,round up) and weapon mastery (three slots per level,). Strengthmust be 9 or higher.
5.) Cleric or druid spellcasting (at bard level) and weapon
mastery (three slots per level). Strength and Wisdom must be
9 or higher.
6.) Thief skills (at half bard level) and magic-user or illusionist
spellcasting (at half bard level). Intelligence must be 9 or higher.

Assassin
PRIME REQUISITE: Dexterity. Strength and Dexterity mustbe 9 or higher.
EXPERIENCE BONUS: If Dex is 13 to 15, +5%; if Dex is 16
or better, +10%.
ADVANCEMENT CHART: Thief.
HIT DICE: 1d4 per level to 9th, +2 per level after 9th.
STARTING HIT POINTS: 12 + Constitution Modifier.
ALIGNMENT: Dark.
ARMOR: Leather armor only, shield not allowed.
WEAPONS: All.
ATTACK PROGRESSION: Thief.
SAVING THROWS: Thief.
SPECIAL ABILITIES: Disguise, assassination, surprise, thiefskills (at two-thirds assassin level, round up).

7.) Magic-user or illusionist spellcasting (at half bard level, roundup) and weapon mastery (two slots per level). Strength andIntelligence must be 9 or higher.
8.) Sorcerer or warlock spellcasting (at half bard level) andmagic-user or illusionist spellcasting (at one-third bard level).
Intelligence must be 9 or higher.
9.) Sorcerer or warlock spellcasting (at two-thirds bard level)
and cleric or druid spellcasting (at one-half bard level). Wisdommust be 9 or higher.
10.) Magic-user or illusionist spellcasting (at half bard level) andcleric or druid spellcasting (at half bard level). Intelligence andWisdom must be 9 or higher.
When you get two abilities that provide fractional advancement,choose one to round up and one to round down.

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CHARACTERS

D&D: SUPPLEMENT

Bard Equivalent Level and Spellcasting Table
Bard Progressions

Spell Slots*

Level
1

2/3 RU

2/3 RD

1/2 RU

1/2 RD

1/3 RU

1/3 RD

1

2

1-2

2-3

1-3

3-5

1
1

2

2-3

3-4

3-4

4-5

4-6

6-8

2

2

3

3

4

5

5-6

6-7

7-9

9-11

2

1

4

5-6

6-7

7-8

8-9

10-12

12-14

3

2

5

7

8

9-10

10-11

13-15

15-17

3

2

1

6

8-9

9-10

11-12

12-13

16-18

18-20

3

3

2

4

5

7

10

11

13-14

14-15

19-21

21-23

4

3

2

1

8

11-12

12-13

15-16

16-17

22-24

24-26

4

3

3

2

9

13

14

17-18

18-19

25-27

27-29

4

4

3

2

1

10

14-15

15-16

19-20

20-21

28-30

30-32

4

4

3

3

2

6†

Arcana7†8‡

9‡

6/7/8/9

11

16

17

21-22

22-23

31-33

33-35

5

4

4

3

2

1

1/0/0/0

12

17-18

18-19

23-24

24-25

34-36

36

5

4

4

3

3

2

1/0/0/0

13

19

20

25-26

26-27

5

5

4

4

3

2

1

1/0/0/0

14

20-21

21-22

27-28

28-29

5

5

4

4

3

3

2

1/0/0/0

15

22

23

29-30

30-31

5

5

5

4

4

3

2

1

1/1/0/0

16

23-24

24-25

31-32

32-33

6

5

5

4

4

3

3

2

1/1/0/0

17

25

26

33-34

34-35

6

5

5

5

4

4

3

2

1

1/1/0/0

18

26-27

27-28

35-36

36

6

6

5

5

4

4

3

3

2

1/1/0/0

19

28

29

6

6

5

5

5

4

4

3

2

1/1/0/0

20

29-30

30-31

6

6

6

5

5

4

4

3

3

1/1/0/0

21

31

32

6

6

6

5

5

5

4

4

3

1/1/1/0

22

32-33

33-34

7

6

6

6

5

5

4

4

3

1/1/1/0

23

34

35

7

6

6

6

5

5

5

4

4

1/1/1/0

24

35-36

36

7

7

6

6

6

5

5

4

4

1/1/1/0* Sorcerers have five 3rd level spells at 14th level.
† Sorcerers do not receive 6th and 7th level spells slots.
‡ Clerics, druids, and sorcerers do not receive 8th and 9th level spell slots.
The table above shows the equivalent full level for various bard progressions along with spell slots for spellcasting and arcana forsorcerer and warlock progressions. This table can also be used for assassins, avengers, paladins, and rangers.
To find the bard’s equivalent level for the abilities and spellcasting of other classes, first find the appropriate column for the bard’s
progression, such as “two-thirds, round down” or “one-half, round up.” From there, find the bard’s current level in that column.
Looking to the left-most column (“Level”) will show the bard’s equivalent level for the purposes of the abilities or spellcasting.
For example, consider a 23rd level bard with option #9. The player chose to round up the sorcerer spellcasting and round down
the cleric spellcasting. Looking at the 2/3 RU column and finding 23, we see that this bard has the spellcasting of a 16th levelsorcerer (which would be 6/5/5/4/4 with one 6th level arcanum and one 7th level arcanum). Looking at the 1/2 RD column andfinding 23, the table indicates that this bard has 11th level cleric spellcasting (5/4/4/3/2/1). If the player chose to round down
the sorcerer spellcasting and round up the cleric spellcasting, then the equivalent levels would now be 15th and 12th, respectively.

S6

D&D: SUPPLEMENT

CHARACTERS

CLERIC EXPERIENCE TABLE

FIGHTER EXPERIENCE TABLE
Weapon Mastery Slots by Class

Spell Slots per Day
Level
1

XP
0

1
1

2

3

4

5

6

7

Level
1

XP
0

Ftr
4

Avg
2

Ber
2

Kni
2

Pal
2

Rgr
2

2

1,500

2

2

2,000

8

4

4

4

4

4

3

3,000

2

1

3

4,000

12

6

6

6

6

6

4

6,000

3

2

5

12,000

3

2

1

4

8,000

16

8

8

8

8

8

5

16,000

20

10

10

10

10

10

6

25,0003

3

2

632,000

24

12

12

12

12

12

7

50,000

4

3

2

1

7

64,000

28

14

14

14

14

14

8

100,000

4

3

3

2

9

200,000

4

4

3

2

1

8

120,000

32

16

16

16

16

16

9

240,000

36

18

18

18

18

18

10

300,000

4

4

3

3

2

10

360,000

40

20

18

19

20

20

11

400,000

5

4

4

3

2

1

11

480,000

44

22

18

20

22

22

12

500,000

5

4

4

3

3

2

13

600,000

5

5

4

4

3

2

1

12

600,000

48

24

18

21

24

24

13

720,000

52

26

18

22

26

26

14

700,000

5

5

4

4

3

3

2

14

840,000

56

28

18

23

28

28

15

800,000

5

5

5

4

4

3

2

15

960,000

60

30

18

24

30

30

16

900,000

6

5

5

4

17

1,000,000

6

5

5

5

4

3

3

16

1,080,000

64

32

18

25

32

32

4

4

3

17

1,200,000

68

34

18

26

34

34

18

1,100,000

6

6

5

5

4

4

3

18

1,320,000

72

36

18

27

36

36

19

1,200,000

6

6

5

5

5

4

4

19

1,440,000

76

38

18

28

38

38

20

1,300,000

6

21

1,400,000

6

6

6

5

5

4

4

20

1,560,000

80

40

18

29

40

40

6

6

5

5

5

4

21

1,680,000

84

42

18

30

42

42

22

1,500,000

7

6

6

6

5

5

4

22

1,800,000

88

44

18

31

44

44

23

1,600,000

7

6

6

6

5

5

5

23

1,920,000

92

46

18

32

46

46

24

1,700,000

7

7

6

6

6

5

5

24

2,040,000

96

48

18

33

48

48

25

1,800,000

7

7

7

6

6

5

5

25

2,160,000

100

50

18

34

50

50

26

1,900,000

7

7

7

6

6

6

5

26

2,280,000

104

52

18

35

52

52

27

2,000,000

7

7

7

7

6

6

5

27

2,400,000

108

54

18

36

54

54

28

2,100,000

7

7

7

7

6

6

6

28

2,520,000

112

56

18

37

56

56

29

2,200,000

8

7

7

7

6

6

6

29

2,640,000

116

58

18

38

58

58

30

2,300,000

8

7

7

7

7

6

6

30

2,760,000

120

60

18

39

60

60

31

2,400,000

8

8

7

7

7

6

6

31

2,880,000

124

62

18

40

62

62

32

2,500,000

8

8

7

7

7

7

6

32

3,000,000

128

64

18

41

64

64

33

2,600,000

8

8

8

7

7

7

6

33

3,120,000

132

66

18

42

66

66

34

2,700,000

8

8

8

7

7

7

7

34

3,240,000

136

68

18

43

68

68

35

2,800,000

8

8

8

8

7

7

7

35

3,360,000

140

70

18

44

70

70

36

2,900,000

8

8

8

8

8

7

7

36

3,480,000

144

72

18

45

72

72

S7

CHARACTERS

D&D: SUPPLEMENTMAGIC-USER EXPERIENCE TABLE
Spell Slots per Day
2

3

4

5

6

7

THIEF EXPERIENCE TABLE
Thief Abilities

Level
1

XP
0

1
1

8

9

Level
1

XP
0

Larceny
30%

Athletics
87%

Backstab
x2

2

2,500

2

2

1,250

35%

88%

x2

3

5,000

2

1

3

2,500

40%

89%

x2

4

10,000

3

2

5

20,000

3

2

1

4

5,000

45%

90%

x2

5

10,000

50%

91%

x3

6

40,0003

3

2

6

20,000

55%

92%

x3

7

80,000

4

3

2

1

7

40,000

60%

93%

x3

8

150,000

4

3

3

2

9

300,000

4

4

3

2

1

8

80,000

65%

94%

x3

9

160,000

70%

95%

x4

10

450,000

4

4

3

3

2

10

280,000

75%

96%

x4

11

600,000

5

4

4

3

2

1

11

400,000

80%

97%

x4

12

750,000

5

4

4

3

3

2

13

900,000

5

5

4

4

3

2

1

12

520,000

85%

98%

x4

13

640,000

87%

99%

x5

14

1,050,000

5

5

4

4

3

3

2

14

760,000

88%

100%

x5

15

1,200,000

5

5

5

4

4

3

2

1

15

880,000

90%

101%

x5

16

1,350,000

6

5

5

4

4

3

3

2

17

1,500,000

6

5

5

5

4

4

3

2

1

16

1,000,000

92%

102%

x5

17

1,120,000

93%

103%

x5

18

1,650,000

6

6

5

5

4

4

3

3

2

18

1,240,000

95%

104%

x5

19

1,800,000

6

6

5

5

5

4

4

3

2

19

1,360,000

97%

105%

x5

20

1,950,000

6

6

6

5

5

4

21

2,100,000

6

6

6

5

5

5

4

3

3

20

1,480,000

98%

106%

x5

4

4

3

21

1,600,000

100%

107%

x5

22

2,250,000

7

6

6

6

5

5

4

4

3

22

1,720,000

102%

108%

x5

23

2,400,000

7

6

6

6

5

5

5

4

4

23

1,840,000

103%

109%

x5

24

2,550,000

7

7

6

25

2,700,000

7

7

6

6

6

5

5

4

4

24

1,960,000

105%

110%

x5

6

6

5

5

5

4

25

2,080,000

107%

111%

x6

26

2,850,000

7

7

7

6

6

6

5

5

4

26

2,200,000

108%

112%

x6

27

3,000,000

7

7

7

6

6

6

5

5

5

27

2,320,000

110%

113%

x6

28

3,150,000

29

3,300,000

7

7

7

7

6

6

6

5

5

28

2,440,000

112%

114%

x6

8

7

7

7

6

6

6

5

5

29

2,560,000

113%

115%

x6

30

3,450,000

8

7

7

7

7

6

6

6

5

30

2,680,000

115%

116%

x6

31

3,600,000

8

8

7

7

7

6

6

6

5

31

2,800,000

117%

117%

x6

32

3,750,000

8

8

7

7

7

7

6

6

6

32

2,920,000

118%

118%

x6

33

3,900,000

8

8

8

7

7

7

6

6

6

33

3,040,000

120%

119%

x6

34

4,050,000

8

8

8

7

7

7

7

6

6

34

3,160,000

122%

120%

x6

35

4,200,000

8

8

8

8

7

7

7

6

6

35

3,280,000

123%

121%

x6

36

4,350,000

8

8

8

8

7

7

7

7

6

36

3,400,000

125%

122%

x6

Larceny covers the thief skills of open locks, find and remove
traps, move silently, hide in shadows, pick pockets, and hearnoise. Athletics covers the thief skill of climb walls. Backstab
shows the damage multiplier.

S8

D&D: SUPPLEMENT

CHARACTERS

SORCERER EXPERIENCE TABLE

MYSTIC EXPERIENCE TABLE

Spell Slots per Day

Arcana6/7/8/9

Level
1

XP
0

1
1

2

2

2,000

2

3

4,000

2

4

8,000

3

5

16,000

3

2

6

32,0003

764,0008

120,000

9

3

4

5

Level
1

XP
0

Acrobat XP
0

2

2,000

2,500

35%

1

3

4,000

5,000

40%

2

4

8,000

10,00045%

1

516,00020,000

50%

3

2

6

32,00040,000

55%

4

3

2

1

7

64,00080,000

60%

4

3

3

2

8

120,000

150,00065%

240,000

4

4

3

2

1

9

240,000

300,00070%

10360,000

4

4

3

3

2

10

360,000

450,00075%

11480,000

5

4

4

3

2

1/0/0/011

480,000

600,00080%

12600,000

5

4

4

3

3

1/0/0/012600,000

750,00085%

13

720,000

5

5

4

4

3

1/0/0/0

13

720,000

900,00087%

14840,000

5

5

5

4

3

1/0/0/0

14840,000

1,050,000

88%

15

960,000

5

5

5

4

4

1/1/0/0

15960,000

1,200,000

90%

16

1,080,000

6

5

5

4

4

1/1/0/016

1,080,000

1,350,000

92%

17

1,200,000

6

5

5

5

4

1/1/0/0171,200,000

1,500,000

93%

18

1,320,000

6

6

5

5

4

1/1/0/018

1,320,000

1,650,000

95%

19

1,440,000

6

6

5

5

5

1/1/0/019

1,440,000

1,800,000

97%

20

1,560,000

6

6

6

5

5

1/1/0/020

1,560,000

1,950,000

98%

21

1,680,000

6

6

6

5

5

1/1/1/021

1,680,000

2,100,000

100%

22

1,800,000

7

6

6

6

5

1/1/1/0221,800,000

2,250,000

102%

23

1,920,000

7

7

6

6

5

1/1/1/023

1,920,000

2,400,000

103%

24

2,040,000

7

7

6

6

6

1/1/1/024

2,040,000

2,550,000

105%

25

2,160,000

7

7

7

6

6

1/1/1/025

2,160,000

2,700,000

107%

26

2,280,000

7

7

7

7

6

1/1/1/026

2,280,000

2,850,000

108%

27

2,400,000

7

7

7

7

6

1/1/1/127

2,400,000

3,000,000

110%

28

2,520,000

7

7

7

7

7

1/1/1/128

2,520,000

3,150,000

112%

29

2,640,000

8

7

7

7

7

1/1/1/1

29

2,640,000

3,300,000

113%

30

2,760,000

8

7

7

7

7

2/1/1/130

2,760,000

3,450,000

115%

31

2,880,000

8

8

7

7

7

2/1/1/1

31

2,880,000

3,600,000

117%

32

3,000,000

8

8

8

7

7

2/1/1/1

32

3,000,000

3,750,000

118%

33

3,120,000

8

8

8

7

7

2/2/1/1

33

3,120,000

3,900,000

120%

34

3,240,000

8

8

8

8

7

2/2/1/1

34

3,240,000

4,050,000

122%

35

3,360,000

8

8

8

8

7

2/2/2/1

35

3,360,000

4,200,000

123%

36

3,480,000

8

8

8

8

8

2/2/2/1

36

3,480,000

4,350,000

125%

S9

Acrobatics30%

CHARACTERS

D&D: SUPPLEMENT

DEMI-HUMAN EXPERIENCE POINT ADDS

Level
1

Dwarf &
Half-Orc+0

DEMI-HUMAN EXPERIENCE TABLES+0

Gnome &
Halfling+0

Half-elf
+0

Level
1

Elf

Dwarf
Fighter

Halfling
Fighter0

ElfFighter/MU
00

Half-elf
Fighter/MU
0

2

+200

+500

+0

+250

2

2,200

4,000

2,000

4,250

3

+400

+1,000

+0

+500

3

4,400

8,000

4,000

8,500

4

+800

+2,000+0+1,0004

8,800

16,0008,000

17,0005+1,000+4,000+0+2,0005

17,00032,00016,00034,0006+3,000+8,000+0+4,000635,00064,00032,00068,0007+6,000+8,000+0+4,000770,000120,000

64,000132,000

8+20,000+40,000+0+20,000

8

140,000

250,000

120,000

260,000

9+30,000+50,000+60,000+25,000

9

270,000

400,000

300,000

470,000

10+40,000+60,000+240,000+30,000

10

400,000

600,000

600,000

705,000

11+50,000+70,000+420,000+35,000

11

530,000

850,000

900,000

965,000

12+60,000+80,000+600,000+40,000

12

660,000

1,100,000

1,200,000

1,225,000

13+80,000+130,000+780,000+65,000

13

800,000

1,350,000

1,500,000

1,485,000

14+160,000+180,000+960,000+90,000

14

1,000,000

1,600,000

1,800,000

1,745,000

15+240,000+230,000+1,140,000+115,000

15

1,200,000

1,850,000

2,100,000

2,005,000

16+320,000+280,000+1,320,000+140,000

16

1,400,000

2,100,000

2,400,000

2,265,000

17+400,000+330,000+1,500,000+165,000

17

1,600,000

2,350,000

2,700,000

2,525,000

18+480,000+380,000+1,680,000+190,000

18

1,800,000

2,600,000

3,000,000

2,785,000

19+560,000+430,000+1,760,000+215,000

19

2,000,000

2,850,000

3,200,000

3,045,000

20+640,000+480,000+1,840,000+240,000

20

2,200,000

3,100,000

3,400,000

3,305,000

21+720,000+480,000+1,920,000+240,000

21

2,400,000

3,300,000

3,600,000

3,540,000

22+800,000+480,000+2,000,000+240,000

222,600,000

3,500,000

3,800,000

3,775,000

23+880,000+480,000+2,080,000+240,000

23

2,800,000

3,700,000

4,000,000

4,010,000

24+960,000+480,000+2,160,000+240,000

24

3,000,000

3,900,000

4,200,000

4,245,000

25+1,040,000+480,000+2,240,000+240,000

25

3,200,000

4,100,000

4,400,000

4,480,000

26+1,120,000+480,000+2,320,000+240,000

26

3,400,000

4,300,000

4,600,000

4,715,000

27+1,200,000+480,000+2,400,000+240,000

27

3,600,000

4,500,000

4,800,000

4,950,00028+1,280,000+480,000+2,480,000+240,000

28

3,800,000

4,700,000

5,000,000

5,185,000

29+1,360,000+480,000+2,560,000+240,000

29

4,000,000

4,900,000

5,200,000

5,420,00030+1,440,000+480,000+2,640,000+240,000

30

4,200,000

5,100,000

5,400,000

5,655,000

31+1,520,000+480,000+2,720,000+240,000

31

4,400,000

5,300,000

5,600,000

5,890,000

32+1,600,000+480,000+2,800,000+240,000

32

4,600,000

5,500,000

5,800,000

6,125,000

33+1,680,000+480,000+2,880,000+240,000

33

4,800,000

5,700,000

6,000,000

6,360,000

34+1,760,000+480,000+2,960,000+240,000

34

5,000,000

5,900,000

6,200,000

6,595,000

35+1,840,000+480,000+3,040,000+240,000

35

5,200,000

6,100,000

6,400,000

6,830,000

36+1,920,000+480,000+3,120,000+240,000

36

5,400,000

6,300,000

6,600,000

7,065,000

Add the experience points above to each level total for demihuman characters.

Elves and half-elves use the legacy progression for themulticlass fighter/magic-user combination. Do not use thedemi-human experience point adds for this option.

S10

D&D: SUPPLEMENT

CHARACTERS

MULTICLASSED CHARACTERS
To make a character that operates in two or three classes
simultaneously, use the following rules:

5. The multiclassed character uses the best saving throw ineach category given the character’s level and classes.

1. Choose two or three classes for the character. Only one
class in a given grouping (cleric, fighter, magic-user, sorcerer,or thief) may be used in the multiclass. For example,
fighter/thief is permissible but fighter/mystic is not.

6. A character’s starting hit points is equal to the average ofthe starting hit points for all classes. Round all fractions up.
Add the Constitution ability score modifier.
7. A multiclass character uses hit dice equal to the average ofthe hit dice of their individual classes. To find the average, add
the die type (4, 6, 8, or 10) and divide by the number of classes.
Round normally. You may end up with an odd-sided die, likea d5 or a d7. This is fine, just use a d6 or d8 and re-roll if a
‘6’ or ‘8’ comes up.

2. The prime requisites for the character will be the prime
requisites of every class in the combination. The charactermust meet all individual requirements to gain an experience
point bonus based on high ability scores. Do not add thepercentages; the lowest bonus is used.
3. To generate the character’s advancement chart add theexperience point totals for the classes at each level. If thecharacter is a demi-human, apply the demi-human experience
point addition, with one exception. Elven and half-elvenfighter/magic-users use the advancement charts on theprevious page.

8. For hit points after 9th level, average the hit points for eachclass. Drop fractions that are below 0.5 and round up for
fractions that are above 0.5. If the number is 1.5 or 2.5, thecharacter will get two or three hit points at even levels and one
or two hit points at odd levels.
9. The character must have an alignment that is allowed by allclasses in the multiclass combination. Currently, there are no
multiclass options that would be limited by this rule.

4. Multiclass characters have the ability to use the armor andweapons of all their classes. Multiclassed clerics may use
pointed and edged weapons. Multiclassed mystics must remain
unarmored and without a shield to use mystic class abilities.
Multiclassed characters with thief skills or assassin abilities are
restricted to no armor or leather armor when performing thefunctions of these classes (however, assassins may wear armor
as appropriate for a disguise but cannot use other assassin
abilities). Multiclassed magic-users, illusionists, sorcerers, andwarlocks may cast spells while wearing armor or carrying ashield that is allowed by another class in their multiclasscombination. Only organic (i.e., plant and animal based)
equipment of multiclassed druids melds into a polymorphed
form but otherwise a druid can wear metal armor if anotherclass in the combination allows.

10. A multiclassed character gains all of the special abilities of
their classes. They may use magic items that are usable by anyof their classes.
11. A multiclassed character may take one of the higher-level
options available to characters of their classes. For example, acleric/thief could become a land-owning cleric, a travelingcleric, a land-owning thief, or a traveling thief. The DM may
approve combining higher-level options if it makes sense.
Demi-humans may use choose a higher-level option fromamong their classes or take their demi-human option.
Gnomes, half-elves, and half-orcs should have higher-level
options similar to dwarves, elves, and halflings.

S11

CHARACTERS

D&D: SUPPLEMENTWEAPON MASTERY

Weapon Mastery Bonuses

Fighters, avengers, berserkers, knights, paladins, rangers, andsome bards get weapon mastery slots. These slots are used toincrease a character’s combat ability over and above the normal
attack progression table. Each successive slot spent on aparticular weapon gives you a bonus to initiative, the to-hit roll,the damage roll, or your armor class when using the weapon.
Consult the DUNGEONS & DRAGONS RULESCYCLOPEDIA for the complete weapon list. The charactermust allocate weapon mastery slots to specific weapons fromthe weapons found in Chapter 5 of that rulebook. However,
do not use the rules there for weapon mastery. A charactercan never have more slots allocated in a single weapon thantheir level, regardless of how many weapon mastery slots they
have available to spend.

Slots
0

Initiative+0

Attacks
1

To-Hit+0

Damage
+0

AC
0

1

+1

1

+0

+0

0

2

+1

1

+0

+1

0

3

+1

1

+1

+1

0

4

+1

1

+1

+2

0

5

+2

1

+1

+2

0

6

+2

1

+1

+3

0

7

+2

1

+1

+3

-1

8

+2

3/2

+1

+3

-1

9

+3

3/2

+1

+3

-1

10

+3

3/2

+1

+4

-1

11

+3

3/2

+2

+4

-1

12

+3

3/2

+2

+5

-1

13

+4

3/2

+2

+5

-1

14

+4

3/2

+2

+6

-1

15

+4

3/2

+2

+6

-2

16

+4

2

+2

+6

-2

17

+5

2

+2

+6

-2

18

+5

2

+2

+7

-2

19

+5

2

+3

+7

-2

20

+5

2

+3

+8

-2

21

+6

2

+3

+8

-2

22

+6

2

+3

+9

-2

23

+6

2

+3

+9

-3

24

+6

5/2

+3

+9

-3

25

+7

5/2

+3

+9

-3

26

+7

5/2

+3

+10

-3

27

+7

5/2

+4

+10

-3

28

+7

5/2

+4

+11

-3

29

+8

5/2

+4

+11

-3

30

+8

5/2

+4

+12

-3

31

+8

5/2

+4

+12

-4

32

+8

3

+4

+12

-4

33

+9

3

+4

+12

-4

34

+9

3

+4

+13

-4

35

+9

3

+5

+13

-4

36

+9

3

+5

+14

-4

Although the table to the right shows the bonuses gained forallocating up to 36 weapon mastery slots, the DM can set theweapon mastery limit at any number of slots. For example, theDM could set the maximum number of weapon mastery slots
able to be allocated to a single type of weapon to be 12, 17,
23, or any other number depending on the needs of thecampaign. The progressions can be changed as well.
The initiative bonus is applied to the character’s individual
initiative roll if this rule is used. The number in the ‘Attacks’column shows how many attacks per combat round thecharacter gets with the weapon. Fractions show the numberof attacks that occur in two rounds. For example, “3/2” means
the character gets one attack during the odd-numbered combat
rounds (1st, 3rd, 5th, etc.) and two attacks per round for theeven-numbered combat rounds (2nd, 4th, 6th, etc.). Following
this, the to-hit and damage bonuses for the weapon are shown.
Finally, the character gets a bonus to armor class during combat
when wielding the weapon (starting when the 7th slot is put
into weapon mastery for that weapon).
So, as an example, consider a 1st level fighter with four
weapon mastery slots. Since he is 1st level, he can only have
one slot allocated to any given weapon. This means he canput one slot each into four different weapons. With theseweapons, he will have an individual initiative bonus of +1. At
2nd level, he will gain another four weapon mastery slots. He
could place these four slots into the same weapons to give each
weapon a +1 damage bonus, he could choose four new
weapons, he could increase the damage of two of his previous
weapons and take two new weapons, etc. as long as he doesn’t
exceed two weapon mastery slots in any given weapon.

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D&D: SUPPLEMENT

CHARACTERS

Heroic Alignment
All characters are assumed to be heroes in this game but not
all characters are necessarily “good” in the conventional sense.
The alignment chart below shows the nine possibilities forheroic alignments used in the game. A short description ofeach follows.

ultimate sacrifice, but not before you take as many of those evil
bastards with you as possible.
VIRIDESCENT

Chaotic Light
Values: Universalism and Self-Direction.
Description: There’s no need for heroes in a just world and you
work tirelessly for the day when you can lay down your sword.
But there’s no end to the cruelty, the misery, and the injustices
that are visited upon good folk by the depredations of evil
people, so respite will never come. You’re a hero of thepeople, fighting for equality, for freedom, and forindependence. Tyrants are wise to fear you, as you work to
free everyone from all forms of oppression: slavery,
burdensome duties, unfair taxation, and perhaps even societal
expectations. The world you’re building will be one of beauty,
equality, and peace that allows everyone to live their own lives
as they see fit without the interference of authoritarian
influences.

ALIGNMENT CHART

LawfulNeutralChaotic

Xanthic

Alabastrous

ViridescentLawfulLight

NeutralLight

Chaotic
Light

Ceruline

Cinereal

Spessartine

LawfulGray

NeutralGray

Chaotic
Gray

Erubescent

Atramentous

Porphyric

CERULINE

LawfulDark

NeutralDark

Chaotic
Dark

Lawful Gray

Light

Gray

Dark

Values: Security and Tradition.
Description: Some people do what’s right because they believein the system. All that stands between civilization and chaos isa fragile social order. Society needs its heroes, people who arewilling to do what it takes to defend the nation, protect its
citizens, enforce its laws, and maintain its traditions. That’syou. You’ve got the talent and it’s your duty to use your gifts
to ensure that your nation, your people, and your way of life
will last forever. You’ve got the law on your side, but you’re
never above the law. Sometimes it’s a messy business, because
no system is perfect. But it’s the best one we’ve got and it’sworth fighting for.

XANTHIC

Lawful Light
Values: Tradition and Benevolence.
Description: You’re a true hero, the figurative knight-inshining-armor, fighting for truth, justice, and the chivalric way.
You’re a paragon of virtue, fair to both friend and foe. Youbalance the needs of your own altruistic goals with those of thesocial order. You follow the rules, respect the laws, and adhere
to the social mores of your nation and this endears you to allin polite society. You also defend the innocent, humble
yourself before the lowly, and cheerfully render aid to the needy
and this makes you loved by the commoners. You show mercy
to your foes, engage in fair play, and use only that force which
is necessary in battle and this makes you respected by theenemy. You are willing to sacrifice your life before behaving
dishonorably and your heart is always ready to forgive the truly
repentant.

CINEREAL

Neutral Gray
Values: Any (choose two).
Description: You’re not the hero they expected, but you’re thehero they need. You’re not quite sure what keeps you goingbut if you don’t do something, who will? You don’t put yourtrust in high ideals, the authorities of your society, a certain
philosophy, or really anything else for that matter. You trust
yourself, those close to you, and anyone else who’s proventhey’re on your side. You fight evil to protect yourself andthose you care about. And because you’re one of the few who
can. The enemy had better watch out, because unlike theseother heroes, you’re flexible enough in your morals and ethics
to take advantage of just about any situation. They’ll never see
it coming.

ALABASTROUS

Neutral Light
Values: Benevolence and Universalism.
Description: You’re hero the people want on their side. You
don’t necessarily play by the rules, but you’ll save the day
because that’s what heroes do. You’re not motivated bymoney or power or pleasure. You just want to right thewrongs, defend the weak, and kick evil’s butt. A sincere “thankyou” or a home-cooked meal is all you need for a reward. But
if they insist on giving you money, well, you’ll just give that tothe poor or the local church. You’re always ready to make theS13

CHARACTERS

D&D: SUPPLEMENTSPESSARTINEATRAMENTOUS

Chaotic Gray

Neutral Dark

Values: Self-Direction and Stimulation.
Description: You have no grand plan, no unwavering ideals, nolifelong goals when it comes to being a hero. You really don’tcare about saving people, smiting evil, or any of that stuff all of
the other heroes seem to care so much about. As far as
rewards go, you don’t want the titles they might give you, thelands they might bequeath you, the gold they might heap uponyou (okay, maybe you want the gold). You do it for the thrills,
for the freedom, and for the simple pleasure of seeing what you
can get away with. You’re a hero for your own reasons, whichmight change with the wind. With you, the enemy never knows
what they’re getting or what to expect. You’re that hero that’s
the life of the party, the instigator, hell, maybe the whole reason
there’s an adventure in the first place!

Values: Achievement and Power.
Description: You’re the hero they call on to get the job done,no matter what. As long as they don’t criticize your methods
or delve too deeply into your affairs, they’ll be alright. You’ll
defend civilization, rescue the king’s daughter from the dragon,
or do just about anything else, if the price is right. You’re themercenary of the adventurer world. You won’t side with evil,
because there’s no end to the number of good people who will
pay dearly for your services. Fight fire with fire is what you
say. At the end of the day, when the Dark Lord has been
defeated, honors will be heaped upon you by a grateful
populace. And you get to keep all of the Dark Lord’s cool stuff.
It’s a win-win.
PORPHYRICERUBESCENT

Chaotic Dark

Lawful Dark

Values: Stimulation and Achievement.
Description: It feels good when they call you a “hero” and that’s
what it’s all about for you. Being a hero is the best way ofgetting what you want. And what is it that you want?
Excitement, pleasure, success, adoration, just to name a few ofthe many things that you desire in your insatiable quest forenjoyment in life. As long as you act like a hero, you get tooperate outside of convention and they’ll happily overlook yourindiscretions, your eccentricities, and your pursuit of darker
desires. You understand the enemy better than anyone else,
but you’ll never join them. These innocents, they look up to
you and are so ready and willing to reward you for putting yourlife on the line for them. You’ve got a good thing going andyou don’t want to ruin that, now do you?

Values: Power and Security.
Description: You defend your nation, protect the weak, andsmite evil, not because it’s the right thing to do, but because
it’s what keeps you on top of the heap yourself. You’re a hero,so you’ve earned the right to be above the common rabble.
Who else hurls themselves into danger like you do? Your highstation in society is predicated upon the continuance of thesocial order, so it’s also self-interest that motivates you to defeat
your nation’s enemies. The wicked must be punished for
daring to disrupt the society that provides you with power andprestige. And it does feel good bringing wrong-doers to justice
and wiping out enemies in war. Everyone knows you don’t
mess around.

S14

D&D SUPPLEMENTSPELLSPART 3: SPELLSFirst Level Illusionist Spells
1 Audible Glamer
2 Detect Invisibility
3 Change Self
4 Color Spray
5 Dancing Lights
6 Detect Illusion
7 Light*
8 Magic Mouth
9 Mirror Image
10 Ventriloquism

Seventh Level Illusionist Spells
1 Alter Reality
2 Heal
3 Prismatic Spray
4 Prismatic Wall
5 Travel
6 Vision
FIRST LEVEL ILLUSIONIST SPELLS
Audible Glamer
Range: 60’ + 10’/level
Duration: 2 rounds/level

Second Level Illusionist Spells
1 Alter Self
2 Blur
3 Continual Light
4 Detect Magic
5 Dispel Illusion
6 Invisibility
7 Obscurement
8 Phantasmal Force
9 Read Languages
10 Rope Trick

Audible glamer allows the caster to creates a volume of soundthat rises, recedes, approaches, or remains at a fixed place.
The caster chooses what type of sound he or she creates whencasting the spell, and cannot thereafter change the sound’sbasic character.
The volume of sound created is equivalent to the noise of two
normal humans per caster level. Thus, talking, singing,shouting, walking, marching, or running sounds can be created.
The noise an audible glamer spell produces can be virtually any
type of sound within the volume limit. A horde of rats runningand squeaking is about the same volume as six humans runningand shouting. A roaring lion is equal to the noise from twelve
humans, while a roaring dragon is equal to the noise fromtwenty humans.

Third Level Illusionist Spells
1 Illusionary Wall
2 Invisibility, 10' Radius
3 Phantom Messenger
4 Phantom Steed
5 Shadow Door
6 Spectral Force

Note that this spell is particularly effective when cast in
conjunction with phantasmal force.

Fourth Level Illusionist Spells
1 Advanced Illusion
2 Dispel Magic
3 Hold Person
4 Improved Invisibility
5 Silence, 15' Radius
6 Suggestion

If a character states that he or she does not believe the sound,a save vs. Spells is made; if the save succeeds, the characterhears the sound as distant and obviously fake.
Detect Invisible
Range: 60’
Duration: 1 turn/level

Fifth Level Illusionist Spells
1 Confusion
2 Hallucinatory Terrain
3 Mislead
4 Programmed Illusion
5 Projected Image
6 Wizard Eye

By means of this spell the caster is able to see invisible
characters, creatures or objects within the given range, seeing
them as translucent shapes.
Change Self
Range: 0 (caster only)
Duration: 1 turn/level

Sixth Level Illusionist Spells
1 Mass Invisibility
2 Maze3 Permanent Illusion
4 Phase Door
5 Shadow Walk
6 True SeeingThis spell allows the caster to alter his or her appearance. This
includes not only body shape and facial features, but also
clothing, armor, weapons, and equipment. The caster canseem up to one foot shorter or taller, and may appear thin, fat,or any size in between. This spell cannot change the overall
body shape of the caster (to look like a dog, for example).
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SPELLS

D&D: SUPPLEMENTOtherwise, the extent of the apparent change is up to thecaster.

Light*
Range: 120'
Duration: 6 turns + 1/level

The spell does not provide the abilities or mannerisms of thechosen form, nor does it alter the perceived tactile (touch) or
audible (sound) properties of the caster or his equipment.
A creature that interacts with the caster may, at the discretionof the GM, be allowed a save vs. Spells to recognize the illusion.

This spell creates a light equal to torchlight which illuminates a
30' radius area (and provides dim light for an additional 20')
around the target location or object. The effect is immobile if
cast into an area, but it can be cast on a movable object. Lighttaken into an area of magical darkness does not function.

Color Spray
Range: 20’ (see text)
Duration: Instantaneous

Reversed, light becomes darkness, creating an area of darkness
just as described above. This darkness blocks out infravisionand negates mundane light sources.

This spell causes vivid cone of clashing colors to be projectedfrom the caster hands, causing living creatures in the area ofeffect to become blinded or possibly unconscious. The cone
has a 5' diameter at the base, 20' diameter at the end, and is
20' long. Each creature within the cone is affected according to
its Hit Dice:

A light spell may be cast to counter and dispel the darkness
spell of an equal or lower level caster (and vice versa). Doing so
causes both spells to instantly cease, restoring the existing
ambient light level.
Either version of this spell may be used to blind an opponent
by means of casting it on the target's ocular organs. The target
is allowed a saving throw vs. Death Ray to avoid the effect, andif the save is made, the spell does not take effect at all. A lightor darkness spell cast to blind does not have the given area ofeffect (that is, no light or darkness is shed around the victim).

• 2 HD or less: The creature is unconscious for 2d4 rounds,
then blinded for 1d4 rounds.
• 3 or 4 HD: The creature is blinded for 1d4 rounds.
• 5 or more HD: The creature is blinded for 1 round.

Magic Mouth
Range: 30'
Duration: Special

All creatures having more levels or hit dice than the spell caster,or having 6 or more levels or hit dice in any case, are entitledto a save vs. Spells to negate the effect. Sightless creatures are
not affected by color spray.

This spell imbues the chosen non-living object with anenchanted mouth that suddenly appears and speaks its
message the next time a specified event occurs. The message,
which may be up to three words per caster level long, can bein any language known by the caster and can be delivered overa period of 10 minutes, at any volume from a whisper to a yell.
The voice will resemble the caster's, but will not be identical.
The mouth cannot use command words or activate magicaleffects. It does, however, move according to the words
articulated; if it were placed upon a statue, the mouth of thestatue would move and appear to speak. Of course, magic
mouth can be placed upon a tree, rock, or any other object.

Dancing Lights
Range: 40’ + 10'/level
Duration: 2 rounds/level
Depending on the version of the spell selected, the castercreates up to four lights that resemble lanterns or torches (andcast that amount of light), or up to four glowing spheres of light(which look like will-o’-wisps), or one faintly glowing, vaguely
humanoid shape.
The dancing lights must stay within a 10-foot-radius area in
relation to each other but otherwise move as the caster desires,up to 100 feet per round. Note that concentration is not
required; if ignored, the lights continue to move as they weremoving when the caster last directed them. If the lights passbeyond the maximum range, the spell ends immediately.

The spell functions when specific conditions are fulfilledaccording to the caster's command as set in the spell.
Commands can be as general or as detailed as desired,although only visual and audible triggers can be used. Triggers
react to what appears to be the case. Disguises and illusions
can fool them. Normal darkness does not defeat a visual trigger,but magical darkness or invisibility does. Silent movement ormagical silence defeats audible triggers. Audible triggers can be
keyed to general types of noises or to a specific noise or spoken
word. Actions can serve as triggers if they are visible or audible.
A magic mouth cannot distinguish level, hit dice, or class except
by external garb.

Detect Illusion
Range: 60’
Duration: 2 turns
This spell allows the caster to recognize illusions by sight. To
the caster, all illusions within the given range appear slightly
translucent and obviously fake. Detect illusion allows detectionof visual illusions only; it does not detect auditory illusions suchas audible glamer.

The range limit of a trigger is 10 feet per caster level, so a 6thlevel caster can command a magic mouth to respond to triggers
as far as 60 feet away. Regardless of range, the mouth can
S16

D&D: SUPPLEMENTSPELLS

respond only to visible or audible triggers and actions in line ofsight or within hearing distance.

Using alter self does not permit additional attacks, and thecaster does not gain any special, supernatural or spell-likeabilities of the new form.

Mirror Image
Range: 0 (caster only)
Duration: 1 turn/level

Blur
Range: Touch
Duration: 1 minute / level

This spell creates several illusory duplicates of the caster. The
images move through each other as well as the real caster moreor less constantly, making it impossible for most creatures todetermine which is real. A total of 1d4 images plus one image
per three caster levels (maximum eight images total) arecreated. These figments separate from the caster and remain
in a cluster around him or her. The figments mimic the caster's
actions, pretending to cast spells, drink potions, levitate, andso on, just as the caster does. Figments always look exactly likethe caster.

When a blur spell is cast, the caster causes the outline of thecreature touched to appear blurred, shifting and wavering. Thisdistortion causes all missile and melee combat attacks to bemade at -4 on the first attempt and -2 on all successive attacks.
It also grants a +1 on the saving throw die roll against any direct
magical attack.
A detect invisible spell does not counteract the blur effect, but
a true seeing spell does. Opponents that cannot see the subject
ignore the spell’s effect (though fighting an unseen opponent
carries penalties of its own).

Enemies attempting to attack or cast spells upon the caster will
always hit a figment instead. Any attack against an image
destroys it, whether the attack roll is successful or not; likewise,
attack spells cast directly upon a figment will destroy it, with nosaving throw allowed. Area-effect spells are not cast directly on
the caster, and thus appear to affect all figments exactly as theyaffect the caster; for instance, if the caster is subjected to a
fireball, all figments will appear to be injured just as the casterwas.

Continual Light*
Range: 360'
Duration: 1 year/level
This spell creates a spherical region of light, as bright as fulldaylight up to a 30' radius, with light of lesser intensity to aradius of 60'. Continual light can be cast on an object, into theair, or at a creature, just as with the light spell, up to a
maximum range of 360' from the caster. The spell remains ineffect for one year per level of the caster.

Ventriloquism
Range: 60'
Duration: 1 turn/level

As with light, this spell can be used to blind a creature if caston its visual organs. Creatures targeted by this spell are alloweda save vs. Death Ray; if the save is made, the spell is cast into
the air just behind the target creature. A penalty of -4 is applied
to the blinded creature's attack rolls if the saving throw fails.

This spell allows the caster to cause his or her voice to soundfrom someplace else within range, for example, from a dark
alcove or statue.
SECOND LEVEL ILLUSIONIST SPELLS

The reversed spell, continual darkness, causes complete
absence of light in the area of effect, overpowering normal lightsources. Continual darkness may be used to blind in the same
way as continual light.

Alter Self
Range: 0 (caster only)
Duration: 10 minutes/level
This spell allows the caster to assume the form of a creature of
the same body type (i.e. humanoid). The new form must bewithin 50% of his normal size. The assumed form can’t havemore hit dice than the caster's level, nor more than 5 HD at
most. The caster can change into a member of his own kind oreven into himself.

Detect Magic
Range: 60'
Duration: 2 turns
The caster of this spell is able to detect enchanted or enspelledobjects or creatures within the given range by sight, seeing
them surrounded by a pale glowing light. Only the caster sees
the glow. Invisible creatures or objects are not detected by thisspell, but the emanations of the invisibility magic will be seen
as an amorphous glowing fog, possibly allowing the caster(only) to attack the invisible creature at an attack penalty of only-2.

The caster retains his or her own ability scores, class, level, hit
points, attack bonus and saving throws. If the new form iscapable of speech, he or she can communicate normally andcast spells. The caster acquires the physical qualities of the newform, including armor class, movement capabilities (such as
climbing, swimming and flight, but not including magicalmovement abilities such as levitation), natural weapons (such as
claws, bite, and so on), racial abilities, and any gross physicalqualities (wings, additional extremities, etc.).

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SPELLS

D&D: SUPPLEMENT

Dispel Illusion
Range: 120’
Duration: Instantaneous

darkvision, beyond 5'.Thus, beyond 5', all creatures will beeffectively blind.
The cloud persists for the entire duration even if the casterceases to concentrate upon it, but a moderate wind (11+ mph)
disperses the fog in 4 rounds and a strong wind (21+ mph)
disperses it in 1 round. This spell does not function underwater.

The caster can use this spell to end all ongoing “illusion spells”
within a cubic area 20' on a side. Dispel illusion affects spells
such as audible glamer, phantasmal force, spectral force,
advanced illusion, etc. The GM has the responsibility to identify
which spells are illusions.

Phantasmal Force
Range: 180'
Duration: Concentration

Any illusion spell cast by a character of a level equal to or lessthan the dispel illusion caster's level is ended automatically.
Those created by higher level casters might not be canceled;there is a 5% chance of failure for each level the illusion's casterlevel exceeds the dispel illusion caster level. For example, a10th level caster dispelling an illusion created by a 14th level
caster has a 20% chance of failure.

This spell creates the visual illusion of an object, creature (orsmall group of creatures), or other effect, as visualized by thecaster up to a maximum size of 20'x20'x20'. The illusion does
not create sound, smell, texture, or temperature. The castercan animate the image within the limits of the area of effect.
The image persists so long as the caster concentrates upon it.

When an Illusionist attempts to dispel an illusion cast by a nonIllusionist, the Illusionist is treated as if he or she were two levels
higher; if it is not obvious whether the illusion was created byan Illusionist or not, the GM should assume it was.

If used to create the illusion of one or more creatures, they will
have an Armor Class of 11 and will disappear if hit in combat.
Damage done by monsters, spells, etc. simulated by this spell
is not real; those “killed” or otherwise apparently disabled will
wake up uninjured (at least from this spell) after 2d8 rounds.
The illusory damage done will be equivalent to the normal
damage for any attack form simulated.

Non-illusion spells cannot be ended by this spell.
Invisibility
Range: Touch
Duration: Special

Attempting to animate more creatures than the caster's level
grants viewing creatures with at least average Intelligence an
immediate save vs. Spells to recognize the creatures as
illusions; those making the save will be unaffected by any
actions taken by the illusions from that point on. A similar save
may be granted by the GM any time he or she feels the illusion
is likely to be seen through, especially if the player describes anillusion which seems improbable or otherwise poorly
conceived.

The creature or object touched becomes invisible, vanishingfrom sight, including Darkvision. If the recipient is a creaturecarrying gear, that vanishes, too. If the spell is cast on someone
else, neither the caster nor his or her allies can see the subject,unless they can normally see invisible things or employ magic
to do so.
Items dropped or put down by an invisible creature become
visible; items picked up disappear if tucked into the clothing or
pouches worn by the creature. Light, however, never becomes
invisible, although a source of light can become so (thus, theeffect is that of a light with no visible source). Any part of an
item that the subject carries but that extends more than 10 feetfrom it becomes visible. Of course, the subject is not magicallysilenced, and certain other conditions can render the recipient
detectable (such as stepping in a puddle).

Read Languages
Range: 0 (caster only)
Duration: Special
This spell grants the caster the ability to read almost any written
language. It may be cast in one of three modes:
In the first mode, the spell allows the caster to read any numberof written works in a variety of languages. This mode lasts for
1 turn per caster level.

The spell ends if the subject attacks any creature or casts any
spell. Actions (other than spellcasting) directed at unattended
objects do not break the spell. Causing harm indirectly is not
an attack. The spell lasts at most 24 hours.

In the second mode, the spell allows the caster to read any one
book or tome; this mode lasts 3 hours per caster level.

Obscurement
Range: 100’ +10'/level
Duration: 1 turn/level

In the third mode, the spell allows the caster to read any one
non-magical scroll or other single-sheet document; this mode ispermanent.

A bank of fog, up to a 20' cube in volume, billows out from thepoint the caster designates. The cloud moves at a rate of 10'
per round under the control of the caster (so long as he or she
concentrates on it). The fog obscures all sight, includingThis spell does not work on any sort of magical text, such as
spell scrolls or spellbooks; see read magic, below, for thecorrect spell to use in such cases.

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D&D: SUPPLEMENTSPELLS

The spell grants the ability to read the texts, but does not in
any way hasten the reading nor grant understanding ofconcepts the caster doesn't otherwise have the ability tounderstand. Also, for this spell to function, there must be atleast one living creature that can read the given language
somewhere on the same plane. The knowledge is not copiedfrom that creature's mind; rather, it is the existence of theknowledge that enables the spell to function.

Invisibility 10' Radius
Range: Touch
Duration: 1 turn/level
This spell functions like invisibility, except that this spell confers
invisibility upon all creatures within 10 feet of the recipient. The
center of the effect is mobile with the recipient.
Those affected by this spell can see each other and themselves
as if unaffected by the spell. Affected creatures (other than therecipient) who attack negate the invisibility only for themselves,
but if the spell recipient attacks, the invisibility ends for allaffected creatures. Any affected creature moving out of the area
becomes visible, but creatures moving into the area after thespell is cast do not become invisible (including any previously
affected creatures who have become visible as describedabove).

Rope Trick
Range: Touch
Duration: 1 hour/level
When this spell is cast upon a piece of normal, nonmagicalrope from 5 to 30 feet long, one end of the rope rises into the
air until the whole rope hangs perpendicular to the ground, as
if affixed at the upper end. The upper end is, in fact, fastened
to an extradimensional space, similar to a bag of holding.
Creatures in the space are hidden, beyond the reach of spells(including divinations), unless those spells work across planes.

Phantom Messenger
Range: Special
Duration: Special

The space holds as many as eight creatures of man-size or
smaller (larger creatures cannot fit through the invisible opening
at the top of the rope). Creatures in the space can pull the rope
up into the space, making the rope “disappear.” Otherwise,
the rope simply hangs in air. Spells cannot be cast through theextradimensional opening, nor can area effects cross it. Thosein the extradimensional space can see out of it as if a 3' squarewindow were centered on the rope. The window is present on
the Material Plane, but is invisible, and even creatures that cansee the window can’t see through it.

When this spell is cast, it creates a quasi-real, birdlike creature.
It may appear as a small hawk/falcon or as a large dove, andmay be any shade of grey from nearly white to nearly black. It
does not fight, but all normal animals shun it and only
monstrous ones will attack. The messenger has an Armor Class
of 18 and 2 hit points, plus 1 per level of the caster. If it loses
all of its hit points, the Messenger disappears.
The Messenger flies at a movement rate of 120 feet per round.
It can bear up to one ounce per five full levels of the caster (oneounce up to level 9, two ounces up to level 14, three ouncesfrom levels 15 through 19, four ounces at level 20).

The rope can be climbed by only one person at a time. The
rope trick spell enables climbers to reach a normal place if they
do not climb all the way to the extradimensional space.

When created, the Messenger must be given a specificdestination, which can be any location on the same plane ofexistence to which the caster has been at least once (even if heor she was lost at the time). After the caster attaches any
message or small item(s) to the legs of the bird, he or she
releases it, and it flies without error to the specified location.

When the spell ends, creatures or objects within theextradimensional space are ejected through the window. The
rope, if still attached, drops free at the same moment.
THIRD LEVEL ILLUSIONIST SPELLS
Illusionary Wall
Range: 60’
Duration: Permanent

The caster may additionally visualize a specific person, whom
the Messenger will seek out near the target location. Note that
this does not allow location of a person; the Messenger will fly
around the target area looking for the target creature.

This spell creates the illusion of a wall, floor, ceiling, or similar
surface, covering up to a 10' square area, up to 1' thick. The
section of wall created appears absolutely real when viewed,
but physical objects can pass through it without difficulty. Whenthe spell is used to hide pits, traps, or normal doors, any
detection abilities that do not require sight work normally.
Touch or a probing search may reveal the true nature of thesurface; the GM may either allow a save vs. Spells to detect theillusion, or if the probing attempt is well devised the GM may
allow it to automatically succeed. In either case, such measures
do not cause the illusion to disappear.

The Messenger will travel at its maximum movement from thecaster to the target location. Distance is no object; theMessenger will continue indefinitely until the target area isreached. If a target creature was specified, the Messenger willthen fly around up to one day per level of the caster looking,until the target creature is found; otherwise the Messenger will
immediately land in the target area. After it lands the Messenger
will wait patiently for the message or item(s) to be removed,
and then disappear in a faint puff of smoke. If the item(s) ormessage are not removed immediately the Messenger will
disappear anyway after waiting one round per level of thecaster, dropping the items on the spot; this will also happen if
a target creature is specified and cannot be found (theS19

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Messenger will land first before this happens so as not to drop
any carried objects a great distance).

Spectral Force
Range: 180’
Duration: Special

Phantom Steed
Range: Touch
Duration: 1 hour/level

This spell functions like phantasmal force, except for thefollowing: Sound, smell, and thermal effects are included,
creatures created do not necessarily disappear when touched,assuming the caster causes the illusion to react appropriately.
For instance the caster displays illusory wounds when the imageis attacked. The spell will last for 3 rounds after concentrationceases.

The caster conjures a quasi-real horselike creature. The steed
can be ridden only by the caster or by the one person for whom
he specifically created the mount. A phantom steed has a blackhead and body, gray mane and tail, and smoke-colored,
insubstantial hooves that make no sound. It has what seems to
be a saddle, bit, and bridle. It does not fight, but animals shunit and refuse to attack it.

FOURTH LEVEL ILLUSIONIST SPELLSAdvanced Illusion
Range: 180’
Duration: 1 minute / level

The mount has an AC of 18 and 12 hit points. If it loses all its
hit points, the phantom steed disappears. A phantom steed has
a speed of 40 feet per caster level. It can bear its rider’s weight
and what he or she carries (the steed cannot carry saddlebags
or the like).

This spell functions like the spell, spectral force, except that theillusion follows a script determined by the caster. The illusion
follows the script without requiring the caster to concentrate on
it. The illusion can include intelligible speech if the casterwishes; however, such speech is likewise scripted, so theillusion will not respond if spoken to.

These mounts gain additional powers according to the caster'slevel:
8th level: Ability to ride over sandy, muddy, or evenswampy ground without difficulty or decrease in
speed.

Dispel Magic
Range: 120'
Duration: Instantaneous

10th level: Ability to pass over water as if it were firm,
dry ground.

The caster can use dispel magic to end ongoing spells that havebeen cast on a creature or object, or to end ongoing spells (orat least their effects) within a cubic area 20' on a side. The
caster must choose whether to dispel magic on a creature or
object, or to affect an area.

12th level: Ability to travel in the air as if it were firm
land instead, so chasms and the like can be crossed
without benefit of a bridge. Note, however, that themount can not casually take off and fly.

If dispel magic is targeted at a creature, all spell effects(including ongoing potion effects) may be canceled. If cast uponan area, all such effects within the area may be canceled. Any
spell or effect having a caster level equal to or less than thedispel magic caster's level is ended automatically. Those createdby higher level casters might not be canceled; there is a 5%chance the dispel magic will fail for each level the spell effectexceeds the caster level. For example, a 10th level caster
dispelling magic created by a 14th level caster has a 20%
chance of failure.

14th level: Ability to fly as if it were a pegasus.
A mount’s abilities include those of mounts of lower casterlevels; for example, a phantom steed created by a 13th level
caster can pass over water, sand, or mud as well as crosschasms.
Shadow Door
Range: 10’
Duration: 1 round/level

Hold Person
Range: 180'
Duration: 2d8 turns

With this spell, the caster creates the illusion of a door, which
he or she will appear to pass through and close. In reality, thecaster becomes invisible (as the spell) when the spell is cast.
Any creatures opening the “door” will see an empty 10 footsquare room of similar style to the surrounding area. The casterremains invisible for the duration of the spell, unless, as with aninvisibility spell, he or she attacks any creature or casts a spell.

This spell will render any living (not undead) human, demihuman or humanoid creature paralyzed. Creatures larger thanogres will not be affected by this spell. Targets of the spell areaware, and breathe normally, but cannot take any actions,
including speech. A successful save vs. Spells will negate theeffect. The spell may be cast at a single person, who makes hisor her save at -2, or at a group, in which case 1d4 of thecreatures in the group may be affected.

S20

D&D: SUPPLEMENTSPELLSA winged creature which is paralyzed cannot flap its wings andfalls (if in flight at the time). A paralyzed swimmer can’t swim
and may drown.

The creature to be influenced must, of course, be able tounderstand the suggestion, i.e., it must be spoken in a language
which the spell recipient understands. Undead are not subject
to suggestion.

Improved Invisibility
Range: Touch
Duration: 1 round/level

FIFTH LEVEL ILLUSIONIST SPELLS
Confusion
Range: 360'
Duration: 2 rounds+1/level

This spell works exactly like invisibility, except that it does not
end if the subject attacks or casts a spell.
Phase Door
Range: Touch
Duration: 1 usage/2 levels

This spell causes up to 3d6 living creatures within a 30' radius
circle around the target point to become confused, making
them unable to independently determine what they will do. A
saving throw vs. Spells is allowed to resist the effect. Roll on
the following table on each subject’s Initiative number eachround to see what the subject does.

This spell creates a magical passage through a wall, the floor,
the ceiling or even through a section of ground. The phase door
is invisible and inaccessible to all creatures except the caster,
who is the only one that can use the passage. The passage is
10 foot deep plus another 5 feet for every three caster levels.
The caster disappears when entering the phase door andappears when he or she exits. If desired, the caster can takeone other creature through the door. This counts as two usesof the door. through it, nor it is possible to see through it
without using it.

d20
1-2
3-4
5-10
11-14
15-20

A phase door is subject to dispel magic, but only from someone
who is of higher level than the caster. If anyone is within thepassage when it is dispelled, he or she is harmlessly ejected(determine randomly in which direction).

Behavior
Attack caster with melee or ranged weapons(or close with caster if attack is not possible).
Act normally.
Do nothing but babble incoherently.
Flee away from caster at top possible speed.
Attack nearest creature.

A confused character who can’t carry out the indicated action
does nothing but babble incoherently. Attackers are not at any
special advantage when attacking a confused character. Any
confused character who is attacked automatically retaliates on
its next turn, as long as it is still confused when its turn comes.

It is possible to allow other creatures to use the phase door by
setting some triggering condition for the door. Such conditions
can be as simple or elaborate as desired. They can be based ona creature’s name or identity, but otherwise must be based on
observable actions or qualities. Intangibles such as level, class,
Hit Dice, and hit points don’t qualify.

Hallucinatory Terrain
Range: 400'+40'/level
Duration: 12 turns/level
This spell makes one 10 yard cube per level of outdoor terrain
appear like a different type (i.e. field into forest, grassland into
desert, or the like). This spell requires a full turn to cast.

Suggestion
Range: 30’
Duration: up to 1 hour/level

The affected terrain looks, sounds, and smells like another sortof natural terrain. Structures, equipment, and creatures within
the area are not hidden or changed in appearance. A save vs.
Spells is allowed to see through the illusion, but only if thecreatures or characters affected actively attempt to do so

By means of this spell, the caster influences a target creatureby suggesting a course of activity limited to a sentence or two.
The suggestion must be worded in such a manner as to makethe activity sound reasonable. Asking the creature to do someobviously harmful act automatically negates the effect of thespell.

MisleadRange: 10’
Duration: Special

The suggested course of activity can continue for the entire
duration. If the suggested activity can be completed in a shorter
time, the spell ends when the subject finishes the activity. The
caster can specify conditions that will trigger an activity during
the duration. If the condition is not met before the spell
duration expires, the activity is not performed.

The caster becomes invisible (as if by means of improved
invisibility) and at the same time an illusory double of him or
her appears (as if by means of spectral force). The caster is thenfree to go elsewhere while his or her double moves away. The
double appears within the given range, but thereafter moves as
the caster directs it (which requires concentration). The double
may be controlled at any distance from the caster, so long as
the caster remains able to see it.

If the recipient creature makes its saving throw, the spell has
no effect. A very reasonable suggestion causes the save to bemade with a penalty (-1 or -2 is recommended).
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The caster can make the double appear superimposed perfectly
over his or her body so that observers don’t notice an image
appearing when the caster turns invisible. The caster and the
double can then move in different directions. The double moves
at the caster's speed and can talk and gesture as if it were real,
but it cannot attack or cast spells, though it can pretend to doso.

thereafter can move at a rate of 40' per round as directed by
the caster. The eye will not move more than 240' feet awayfrom the caster under any circumstances. The eye cannot passthrough solid objects, but as it is exactly the size of a normal
human's eye, it can pass through holes as small as 1 inch indiameter. The caster must concentrate to use the eye.
SIXTH LEVEL ILLUSIONIST SPELLS

The illusory double lasts as long as the caster concentrates
upon it, plus 3 additional rounds. After the caster ceases
concentration, the illusory double continues to carry out thesame activity until the duration expires. The improved
invisibility lasts for 1 round per caster level, regardless ofconcentration.

Mass Invisibility
Range: 240'
Duration: Special
This spell bestows the effect of an invisibility spell on all
creatures within a 30' by 30' area. Each subject will remain
invisible until he or she attacks or casts a spell. A subject thatleaves the original area of effect remains invisible.

Programmed Illusion
Range: 180’
Duration: Special

Maze
Range: 60’
Duration: 1 turn (see text)

This spell functions like advanced illusion, except that this spell
activates when a specific condition occurs. The caster sets thetriggering condition when casting the spell. The event thattriggers the illusion can be as general or as specific and detailed
as desired, but must be based on an audible, tactile, olfactory,or visual trigger. The trigger cannot be based on some quality
not normally obvious to the senses, such as religious belief ormagical ability. For example, the spell could be set to trigger
when a character wearing robes and a pointed hat enters an
area, but not when a Magic-User enters the area.

By means of this spell, the caster banishes the target creature
into an extradimensional labyrinth. Once per round, the victimof this spell may attempt a save vs. spells to escape thelabyrinth. If the victim does not escape, the maze disappears
after 10 minutes, freeing the victim at that time.
On escaping or leaving the maze, the target creature reappears
where it had been when the maze spell was cast. If this location
is filled with a solid object, the subject appears in the nearest
open space. Spells and abilities that move a creature within aplane, such as teleport or dimension door, do not help acreature escape a maze spell. Minotaurs are not affected by thisspell.

The spell remains ready indefinitely. When triggered, the spell
will last at most 1 round per caster level.
Projected Image
Range: 240'
Duration: 6 turns

Permanent Illusion
Range: 180’
Duration: PermanentThis spell creates a quasi-real, illusory version of the caster. The
intangible projected image looks, sounds, and smells like thecaster, in addition to mimicking gestures and actions (including
speech). Any further spells cast seem to originate from theillusion, not the actual caster. A line of sight between the casterand his or her illusory self must be maintained or the spell ends.
Dimension door, teleport, or any similar spell that breaks theline of sight dispels the image, as does the illusionary casterbeing struck in combat. Note that this spell grants no special
sensory powers to the caster; for example, if the illusory self is
positioned so as to be able to see something the caster can't
directly see, the caster does not see it. Also, all spell ranges arestill figured from the caster's actual position, not the illusory
self's position.

This spell functions much like advanced illusion, except that thespell is permanent. The “script” for this spell simply repeats
endlessly.
Phase Door
Range: Touch
Duration: 1 usage/2 levels
This spell creates a magical passage through a wall, the floor,
the ceiling or even through a section of ground. The phase door
is invisible and inaccessible to all creatures except the caster,
who is the only one that can use the passage. The passage is
10' deep plus another 5' for every three caster levels. The
caster disappears when entering the phase door and appears
when he or she exits. If desired, the caster can take one othercreature through the door. This counts as two uses of the door.
The door does not allow light, sound, or spell effects throughit, nor it is possible to see through it without using it.
A phase door is subject to dispel magic, but only from someone
who is of higher level than the caster. If anyone is within the

Wizard Eye
Range: 240'
Duration: 6 turns
With this spell the caster creates an invisible magical “eye”
through which he or she can see. The eye has Darkvision, butotherwise sees exactly as the caster would. It can be created inany place the caster can see, up to a range of 240' away, andS22

D&D: SUPPLEMENTSPELLSpassage when it is dispelled, he or she is harmlessly ejected(determine randomly in which direction).

SEVENTH LEVEL ILLUSIONIST SPELLS
Alter Reality
Range: Special
Duration: Special

It is possible to allow other creatures to use the phase door by
setting some triggering condition for the door. Such conditions
can be as simple or elaborate as desired. They can be based ona creature’s name or identity, but otherwise must be based on
observable actions or qualities. Intangibles such as level, class,
Hit Dice, and hit points don’t qualify.

The alter reality spell functions as a wish spell for clerics andmagic-users. The entry from the D&D Rules Cyclopedia isreprinted below for convenience.

Shadow Walk
Range: Touch (see text)
Duration: 1 hour/level

A wish is the single most powerful spell a magic-user can have.
It is never found on a scroll, but may be placed elsewhere (in aring, for example) in rare cases. Only magic-users of 36th level
and with an 18 (or greater) Wisdom score may cast the wish
spell.

Shadow walk can only be cast in an area of heavy shadows.
The caster and up to one willing creature per level aretransported to the edge of the Material Plane where it borders
the Plane of Shadow. In the region of shadow, the caster (andall the creatures that accompany him or her) moves at aneffective rate of 50 miles per hour.

Wording the Wish: The player must say or write the exact wish
his character makes. The wording is very important. The wish
will usually follow the literal wording, and whatever theintentions of the magic-user. The DM should try to maintaingame balance, being neither too generous nor too stingy indeciding the effects of a wish. Even a badly phrased wish, madewith good intentions, may have good results. However, if thewish is greedy, or made with malicious intent, the DM shouldmake every effort to distort the results of the spell so that thecaster does not profit from it. If necessary, the DM can evendisallow the wish; it would then have no effect. Whenever awish fails or is misinterpreted, the DM should explain (after thegame) the problem or flaw in the phrasing.

Because of the blurring of reality between the Plane of Shadow
and the Material Plane, the caster can’t make out details of theterrain or areas he or she passes over during transit, nor canhe or she predict perfectly where the travel will end. When thespell effect ends, the caster and any creatures accompanying
him or her arrives 1d10 times 100 feet in a random horizontal
direction from the desired endpoint, as nearly as possible. The
caster and his or her companions always arrive at ground level,
except if the landing area is in a body of water (in which casethey arrive at the water level) or underground. If arriving
underground, the altitude of arrival should be as close as
possible to the same altitude as the intended endpoint location.

Here are some examples of faulty wishes:"I wish that I knew everything about this dungeon" could resultin the character knowing all for only a second, and thenforgetting it.

True Seeing
Range: Touch
Duration: 1 round/level"I wish for a million gold pieces" can be granted by having themland on the character (that's 100,000 pounds of gold!), andthen vanish.

This spell confers on the target the ability to see all things as
they actually are. The subject sees through normal and magicaldarkness, notices secret doors, sees the exact locations ofdisplaced creatures or objects, sees through normal or magicaldisguises, sees invisible creatures or objects normally, sees
through illusions, and sees the true form of polymorphed,changed, or transmuted things. The range of true seeing
conferred is 120 feet.

"I wish to immediately and permanently possess the gaze
power of a basilisk while retaining all of my own abilities anditems" is a carefully worded wish that's out of balance.
Characters able to use these high-level spells are already quite
powerful. This wish could result in the character growing abasilisk head in addition to the character's own head.

True seeing, however, does not penetrate solid objects. It in noway confers X-ray vision or its equivalent. It does not negate
concealment, including that caused by fog and the like. In
addition, the spell effects cannot be further enhanced withknown magic, so one cannot use true seeing through a crystal
ball or in conjunction with clairvoyance.

A wish cannot be used to gain either experience points or levelsof experience.
Possible Effects: A properly worded wish can substitute for any
other magical spell of 8th level or less, or any clerical or druidic
spell of 6th level or less, at the DM's discretion. This common
use of a wish is more likely to succeed with little chance forerror than other uses of the spell. Otherwise, if the wish is used
to harm another creature, the victim may make a saving throw
vs. spells. If the save is successful, the victim takes half the ill
effects and the other half rebounds on the caster (who may also
save to avoid it, but with a —4 penalty to the roll). If the wish
will inconvenience someone without harming him (for example,
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by causing him to teleport into a prison cell), the victim gets nosaving throw.

unreasonable and greedy the wish is, the less likely that thewish will become reality.

A character can use a wish to gain treasure, up to a maximumof 50,000 gold pieces per wish. However, the caster loses 1
experience point per gold piece value of treasure gained, andthis loss cannot be magically restored.

Heal
Range: Touch (one creature)
Duration: PermanentThis spell's effect is identical to that of the 6th level cleric spell
cureall. When used to cure wounds, it cures nearly all of thedamage, leaving only 1d6 points of damage remaining. It caninstead remove a curse, neutralize a poison, cure a disease,cure blindness, or even remove a feeblemind effect.

The magic-user can use a wish to temporarily change any one
ability score to a minimum of 3 or maximum of 18. This effectlasts for only six turns.
Wishes can also be used to permanently increase ability scores,
but the cost is very high: You must cast as many wishes as thenumber of the ability score desired. All the wishes must be castwithin a one-week period.

Prismatic Spray
Range: 0
Duration: Instant

You may raise an ability score only one point at a time. To
raise your Strength from 15 to 16 takes 16 wishes. To thenraise it to 17 will take an additional 17 wishes. Wishes cannot
permanently lower ability scores.

This spell causes seven shimmering, intertwined, multicoloredbeams of light to spray from the caster’s hand. The beams areintertwined in a “fan” of light that is 70’ long, 5’ wide at theorigin and 15’ wide at the terminal end. Each beam has adifferent power. Creatures in the area of the spell with 8 HD
or less are automatically blinded for 2d4 turns. Every creaturein the area is randomly struck by one or more beams, whichhave additional effects that are identical to the same color of
the globes produced by the illusionist spell prismatic wall. Seethat spell description for these effects.

A wish cannot raise the maximum experience level for humancharacters; 36th level is an absolute limit. However, one wish
can allow demihumans to gain one additional Hit Die (for a new
maximum of 9 for halflings, 11 for elves, and 13 for dwarves).
This affects only hit points, and does not change any otherscores (such as attack rolls, elves' number of spells, etc.).

Roll d8
1
2
3
4
5
6
7
8

A wish can change a demihuman to a human, or the reverse.
Such a change is permanent, and the recipient does not
become magical. Halflings and dwarves become fighters of thesame level. Elves become magic-users or fighters (but not both),at the choice of the caster of the wish. The changed character
would then gain levels of experience normally. A humanchanges to the same level demihuman, but no higher than thenormal racial maximum.
If one character casts a wish to change another's characterclass, the victim (at his option) may make a saving throw vs.
spells with a +5 bonus to resist the change.

Color of BeamRed
OrangeYellow
Green
Blue
IndigoVioletStruck by two rays; roll
twice more, ignoring any“8” results.

Prismatic Wall
Range: 10’
Duration 1 turn per level

A wish can sometimes change the results of a past occurrence.
This is normally limited to events of the previous day. A lost
battle may be won, or the losses may be made far less severe,but impossible odds cannot be overcome completely. A death
could be changed to a neardeath survival; a permanent loss
could be made temporary. The DM may wish to advise players
when their wishes exceed the limit of the spell's power (or hispatience).

This spell creates a barrier of many colors with a glittering
appearance as if from light shining through a prism. This wallis 2" thick, with 1/8" between the colors. The effect must beeither a sphere with a radius of 10', centered on the caster, ora flat surface (vertical or horizontal) of up to 500 square feet in
area.

Important Note: Whenever an effect is described as being
unchangeable "even with a wish," that statement supersedes allothers here.

Whatever its form, the prismatic wall cannot be moved (evenby a wish). The caster may pass through it freely andunharmed, with any items he chooses to carry. All othercreatures and objects contacting or passing through theprismatic wall are affected by its magic, starting with the firstcolor they contact.

Wishes can cause great problems if not handled properly. The
DM must see that wishes are reasonably limited or the balanceand enjoyment of the game will be completely upset. The DM
should not allow wishes that alter the basics of the game (suchas a wish that dragons can't breathe for damage). The more
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D&D: SUPPLEMENTSPELLS

It takes powerful magic to break through the wall. A wish spell
or a rod of cancellation will remove the three outermost
remaining colors, but that's all.

Color
Red

To break through a prismatic wall, an attacker must attack itwith a specific sequence of spells. Each spell will cancel one
color of the prismatic wall. These remedy spells, shown on thechart below, must be cast in the correct order (first, any magicalcold to remove the red layer; then, any magical lightning to
remove the orange layer; and so on). When cast successfully,
each spell causes the appropriate color to disappear from thewall. When all layers are gone, so is the wall.

OrangeYellow

Green

A person with an active anti-magic shell (including the caster ofthe prismatic wall) will not be able to pass through the wall, but
the attempt will not damage either the anti-magic shell or theprismatic wall.

Blue

The prismatic wall extends into the nearest plane of existence(the Ethereal Plane, if cast on the Prime Plane), appearing there
as an indestructible solid wall. Planar and dimensional travel
can therefore not bypass it.

IndigoThe colors and effects of a prismatic wall are always the same;
when created, the violet side is always closest to the caster. The
effects and colors of the prismatic wall are summarized below.
TravelRange: 0
Duration 1 turn per level

VioletThis spell allows the illusionist to move quickly and freely, evenbetween the planes of existence. The caster (only) may fly inthe same manner as given by the illusionist's spell, at a rate of360' (120'). The caster can also enter a nearby plane ofexistence, simply by concentrating for one round. He may entera maximum of one plane per turn.

EffectBlocks all magical missiles;
inflicts 12 points of damage(no saving throw allowed)
Blocksallnonmagicalmissiles; inflicts 24 points ofdamage (no saving throw
allowed)Blocks all breath weapons;
inflicts 48 points of damage(no saving throw allowed)
Blocks all detection spells(crystal balls, ESP, etc.);
anyone touching it must
make a saving throw vs.
poison or die
Blocks all poisons, gases,
and gaze attacks; anyone
touching it must make asaving throw vs. turn tostone or be petrified
Blocks all matter; anyone
touching it must make asaving throw vs. spells or begated to a random outerplane, and possibly (50%)
lost foreverBlocks magic of all types;
anyone touching it must
make a saving throw vs.
wands
or
be
struckunconscious and insane(curable only by a cureall
spell or a wish).

Negated By
Any magical cold

Any magicallightning

Magic missile
spell

Passwall spell

Disintegrate spell

Dispel magic
spell

Continual lightspell

VisionRange: 0
Duration: See below
By means of this spell, the caster sacrifices an object of no lessthan 300 gp value in order to entice an answer to a question
from a powerful entity. If the vision is imparted, the caster sees
an illusory depiction as his answer, which can take a form thatinteracts with all senses. However, an answer is notguaranteed. Roll on the table below to determine the outcome.

The illusionist may bring one other creature for every five levelsof experience (rounded down; for example, a 28th levelillusionist could bring five other creatures on the journey). To
bring others, he must touch them, or they must touch him,
while the spell is cast and the shift is made. Any unwilling
creature can make a saving throw vs. spells to avoid the effect.
The caster must take the others with him—he cannot send themwhile remaining behind.

Roll d20
1-5
6-11

While this spell is in effect, the illusionist (only) may assume
gaseous form by concentrating for one full round. (If he isinterrupted, no change occurs.) Unlike the potion effect, allequipment carried also becomes part of the same gaseous
cloud. In this form, the caster may travel at double the normal
flying rate: 720' (240'). While gaseous, the illusionist cannot use
items or cast spells, but also cannot be damaged except bymagic (weapons or certain spells). Also, a gaseous being cannot
pass through a protection from evil spell effect or an anti-magicshell.

12-20

S25

ResultSuccess, the vision is accurate and detailed
Ambiguous, only partial information or
periphery information is imparted
Failure, caster is affected by a geas to do
the bidding of the power consulted

SPELLS

D&D: SUPPLEMENTILLUSIONS, SAVING THROWS AND DISBELIEF
The victim of an illusion doesn’t get an automatic save vs.
Spells. He must have a good reason to believe that a creature,object, or situation is an illusion. The Game Master must basehis or her decision on the quality and the credibility of theillusion. An illusion of quality is an illusion created by a caster
who has a clear “mental vision” of a creature, an object or asituation. For example, a caster cannot create an illusion ofquality of a red dragon if he or she has never seen a red dragon.
An illusion can be credible only if the creature, the object or thesituation is realistic. For example, the illusion of a door on awall is credible, but not a door floating in the air. Also, illusions
created by spells of high level have more chance to be credible
since several senses are affected. Therefore, if an illusion is notof quality and/or credible, the Game Master can decide to allow
an automatic save vs Spells. In addition, a player can announce
to the Game Master that his or her character does not "believe"in the existence of a creature, an object or a situation. The GM
must then make a secret save vs. Spells for that character. Notethat the GM should always roll the save, even if the creature,object, or situation is not an illusion (as omitting the roll would
give this away to the player). If the save is successful (and thecreature, object, or situation is really an illusion), the Game
Master must announce this fact to the player. If the characterthen tells his or her comrades, they in turn receive a save vs.
Spells with a +4 bonus.

S26

D&D: SUPPLEMENTENCOUNTERS

PART 5: THE ENCOUNTER
Players Make All Rolls
As with attack rolls, clever players will begin to realize how
effective a heretofore unknown monster performs in combat
through having to make defense rolls.

The normal D&D system has Dungeon Masters rolling a lot ofdice during the game to determine attack rolls, saving throws,
and other things for the monsters while players sit and wait tohear what the results are. Under the PMAR system (Players
Make All Rolls), the dice-rolling burden is shifted to the players.
This makes the DM’s job easier and keeps the players engaged.

Base Defense Number by Monster Hit DiceMonster Hit Dice
ThAC0
Base Defense Number
Normal Man
20
2
up to 119
3
1+ to 218
4
2+ to 317
5
3+ to 416
6
4+ to 515
7
5+ to 614
8
6+ to 713
9
7+ to 812
10
8+ to 911
11
9+ to 1110
12
11+ to 13
913
13+ to 15
814
15+ to 17
7
15
17+ to 19
616
19+ to 21
517
21+ to 23
4
18
23+ to 25
3
19
25+ to 27
2
20
27+ to 29
2
20
29+ to 31
2
20
31+ to 33
2
20
33+ to 35
220
35+ and up
1
21

Referencing Part 5: The Encounter in the DUNGEONS &DRAGONS EXPERT RULEBOOK we’ll go through and note
only those sections with changes.
COMBAT
Players continue to make attack rolls to hit monsters. This
doesn’t change. However, when monsters attack player
characters, each player must make a defense roll for eachattack to see whether their character is damaged by the attack
or not. In handling attack rolls, traditionally I will ask the player“What AC did you hit?” and if they hit an Armor Class that isequal to, or better, than the monster’s AC, then it’s a hit. I
don’t reveal the monster’s AC but clever players will soon notethe monster’s approximate AC (if not the exact AC).
A similar method can be used for defense rolls. Instead of
having an attack matrix on the character sheet, the player canrecord a defense matrix. This would list as many hit dice asneeded (from 1 to 7 or so) and show the number needed tosuccessfully avoid being hit. If this number, or higher, is rolled
on a d20, the monster misses the character. If the roll is lessthan the number shown, the monster hits the character. Havethe player roll and tell you the hit dice they defend against.
Each defense number is equal 2, plus the hit dice (up to 9 hit
dice, if the RULES CYCLOPEDIA table is used), plus thecharacter’s AC. Thus, higher monster hit dice and higher
character Armor Classes make it harder to avoid damage.
Each target number gives the same chance of having thecharacter damaged as the normal D&D system. As a basic
example, consider a character with AC 0 being attacked by a
1 hit die creature. The DM needs to roll a 19 or 20 to hit thecharacter (i.e., a 10% chance of hitting the character). Under
this system, the player would have the number ‘3’ recorded
under 1 hit die. The player must roll a 3 or higher on a d20 to
avoid being hit. This yields a 10% chance of being hit (a roll of‘1’ or ‘2’ indicated a hit).

SAVING THROWS
Players continue to make saving throws for their characters.
This doesn’t change. However, when they cast a spell, use amagic item, or initiate some other effect that requires a monster
to make a saving throw, the player will, instead, make a powerroll for the special effect. The player makes one power roll forevery saving throw that would be made under the normal D&D
system.
The power roll number is determined by the DM as each casearises (these numbers are not recorded on a character sheet).
The DM notes the normal saving throw number required basedon the table and level equivalent for the monster (such as
Fighter: 4 for a centaur or Elf: 1 for a nixie). The player rolls
1d20 for the power roll. The DM mentally adds the normal
saving throw number and the result of the player’s 1d20 roll.
If this sum is 22 or greater, the monster “failed” its saving
throw. If the sum is 21 or less, the monster “made” its saving
throw.

At monster hit dice above 9, the defense number increases by
one for every two hit dice. The table below summarizes. Hit
dice showing a “+” are for creatures that get additional hit
points over their hit dice (like ogres and trolls).

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ENCOUNTERS

D&D: SUPPLEMENT

Once again, this system is designed to ensure the monsters
have the same chance to make or fail each saving throw roll.
As an example, consider a centaur that saves as a 4th levelfighter (page X29). If a player character magic-user casts alightning bolt at the centaur, the DM notes that a 4th levelfighter needs a ‘14’ to save vs. Spells. If the player rolls an ‘8’
or higher, then the centaur will fail its saving throw and takefull damage. If the player rolls a ‘7’ or less, the centaur will
make its saving throw and take half damage. Under the normal
D&D system, the centaur has a 65% chance to fail this saving
throw (a roll of 1 to 13). With the power roll system, thecentaur will fail the saving throw on a roll of 8 to 20, which isstill a 65% chance.

The DUNGEONS & DRAGONS EXPERT RULEBOOK does
not contain additional rules for healing. However, an additional
rule can be added that will not violate the precedent set in theearlier boxed set while taking into account the vastly higher hit
points of characters greater than 3rd level. Simply use the rulethat characters gain 1d3 hit points from resting per characterattack row on the attack table. Since all characters in theBASIC SET use the first attack row, they all receive 1d3 hit
points per full day of resting. Once fighters reach 4th level,clerics and thieves 5th level, and magic-users 6th level, theyreceive 2d3 hit points per full day of resting. In other words,
fighters receive 1d3 hit points for every three levels (round all
fractions up), clerics and thieves receive 1d3 hit points for every
four levels, and magic-users receive 1d3 hit points for every fivelevels for each full day of rest. The table below summarizes.

As with attack and defense rolls. Players will notice how toughmonsters are with respect to making saving throws by noting
how low they need to roll to affect a monster with a spell ormagic item.

Daily Healing for Rest by Class and Level
C/S/T* FighterDH
Daily Healing
1-4
1-3
1d3
5-8
4-6
2d3
9-12
7-9
A
3d3
B
3d3+1
16-20
13-16
10-12
C
4d3
D
4d3+1
21-25
17-20
13-15
E
5d3
F
5d3+1
26-30
21-24
16-18
G
6d3
H
6d3+1
31-35
25-28
19-21
I
7d3
J
7d3+1
36
29-32
22-24
K
8d3
L
8d3+1
33-36
25-27
M
9d3
28-30
10d3
31-33
11d3
34-36
12d3
* Indicates Cleric, Sorcerer, and Thief
MU
1-5
6-10
11-15

OTHER ROLLS
All other rolls remain the same under this system. Number ofmonsters appearing and the initial encounter distance isdetermined by the DM as normal. Surprise is determined
normally. Initiative is rolled each round. Alternatively, you canconsider monster initiative to be 3.5 always. The DM always
determines monster reactions (randomly or purposefully). The
DM sets the damage of each attack (fixed number or random,
as required by the ongoing action). Morale and the results ofany morale check is within the purview of the DM.

Healing Wounds
The DUNGEONS & DRAGONS BASIC RULEBOOK statesthat wounds may be cured in two ways: by resting or by magic.
To cure wounds by resting, the wounded creature must relax
in a safe place, and may do nothing but rest. Each full day ofcomplete rest will restore 1-3 hit points (roll 1d6; 1 or 2
indicates 1; 3 or 4 2; 5 or 6 indicates 3). If a day’s rest isinterrupted for any reason, no healing will take place. Wounds
may also be healed by certain clerical spells and some magic
items. Spells will heal wounds instantly without the need forlong rest.

If demihuman attack ranks are being used, demihumans get a+1 to the roll if their attack rank falls on a row not available tohuman characters (i.e., B, D, F, H, J, and L). Instead of rollingd3’s, players can simply take a ‘2’ result for each of the dice, if
desired.

Different methods of healing may be used together: a charactermight rest 1 full day and also be healed by a cure light wounds
spell in the same day.

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D&D: SUPPLEMENTDM INFORMATIONPART 8: DUNGEON MASTER INFORMATION
Optional Rules
CREATING NEW CHARACTER CLASSESEver since I read Paul Montgomery Crabaugh’s wonderful“Customized classes” article in the Dragon Monthly Adventure
Role-Playing Aid (issue 109), I’ve been attempting to “crack thecode” on character class construction in just about every editionof Dungeons & Dragons. I think I’ve come up with a fairly
workable system for Moldvay/Cook D&D that approximatesthe existing character classes well. Please see The Fantasy
Superhero for a similar treatment suitable for D&D5e andFantasy Adventure Game for the AD&D system.

This section contains ideas for optional rules that can be usedin your campaign.
GENERATING ABILITY SCORES
Instead of using the normal D&D method of generating ability
scores, a number of different methods have been proposedover the years. I won’t detail the well-known alternate methods
but will list a few new methods.
The 3d6 ClockWith this method, write down the numbers 1 through 12 in thesame position as they appear on a clock face. Have the playerroll 3d6 and record the result by each number starting at 1.
Once twelve 3d6 results have been generated, the player may
choose six of these scores in the order that they appear in aclockwise manner. The player may start at any clock number(1 through 12) but must record the starting 3d6 result as
Strength, the second result (moving in a clockwise direction) as
Intelligence, and so on, making the final, sixth result Charisma.
This method generates twelve possible ability score arrays.

Building a Class with Points
To build a character class, simply pick what traits you want forthe class while noting the point cost of each trait. The total
number of points will be multiplied by a factor to find therequired experience points at each level. There is no budget
for character classes after 1st level. However, at 1st level, it isrecommended that the DM use a budget of 20 points (to keep
the class as powerful as the other classes in this document).
Determining First Level Abilities
The DM should use a budget of 20 points to determine what
the new class receives at 1st level. Use the tables below,
choosing a hit die, an attack progression, and class abilities.

The Shifted Bell Curve
Ability scores are generated by rolling 2d4 + 1d6 + 4 giving a
range of 7 to 18 with 12.5 as the mean. The advantage of thismethod is that it avoids extremely low scores while keeping themean reasonable. The percent breakdown for each possible
D&D band is shown below.
Ability Score Band
7-8
9-12
13-15
16-17
18

Base Modifier
-1
+0
+1
+2
+3

Hit Die at First Level
Hit Die
d4
d6
d8
d10
d12

Percent Chance
4.17 %
45.84 %
39.59 %
9.38 %
1.04 %

Cost
4
6
8
10
12

The table below shows the cost for type of attack progression.
The ThAC0 for levels 1 through 5 are shown for reference.

This method can be used “in order” (Strength throughCharisma) or “place as desired” (generate six scores, put themwhere you want).

Attack As
MonsterFighter
Cleric/Thief
Magic-user

S29

Attack Progressions
1
2
3
4
19
18
17
16
19
19
19
17
19
19
19
19
19
19
19
19

5
15
17
17
19

6
14
17
17
17

Cost
6
4
3
2

DM INFORMATIONClassAssassin

Class Abilities at First Level
TraitsAssassin abilities, use of leather
armor, use of any weapon

D&D: SUPPLEMENT
Miscellaneous Traits at First Level
Trait
Cost
Additional Hit Points
1 per hit point
Weapon Mastery
1 per slot

Cost
5

Avenger

Weapon mastery (two slots), use of
all armor and shields, use of any
weapon, detect evil ability

4

Bard

Bard abilities, use of leather armor,
use of any missile weapon, use of
any one-handed melee weapon

9Berserker

Weapon mastery (two slots), rage,
use of all armor and shields, use of
any weapon

4

ClericCleric spellcasting, turning, use of allarmor and shields, use of
bludgeoning weapons

6

Druid

Druid spellcasting, use of leather
armor, use of any missile weapon,
use of any one-handed melee
weapon6Fighter

Weapon mastery (four slots), use of
all armor and shields, use of any
weapon4

Illusionist

Illusionist spellcasting, use of daggers
and staves

14

KnightWeapon mastery (two slots), use of
all armor and shields, use of any
melee weapon

4

Magic-user

Magic-user spellcasting, use of
daggers and staves

14

MysticMystic abilities, use of any weapon

6

Paladin

Weapon mastery (two slots), use of
all armor and shields, use of any
weapon, detect evil ability

4

RangerWeapon mastery (two slots), use of
all armor and shields, use of any
weapon, detect danger ability

4

Sorcerer

Sorcerer spellcasting, use of leather
armor, use of any missile weapon,
use of any one-handed melee
weapon9

Thief

Thief abilities, use of leather armor,
use of any missile weapon, use of
any one-handed melee weapon

5

Warlock

Warlock spellcasting, use of leather
armor, use of any missile weapon,
use of any one-handed melee
weapon9

Determining Other First Level Traits
To fill in and round out the class, the DM has to choose theother traits (that don’t cost points). Determine prime requisites
for the class and the experience point bonus (if any) given thenature of the class. Use established classes to determine this.
Starting hit points are equal to the maximum possible number
on the hit die plus any additional hit points purchased as a
miscellaneous trait. Any alignment restrictions should be
noted. The DM chooses a saving throw table for the class.
The basis of this choice should be dependent on the nature of
the class and perhaps the class abilities that were purchased(such as weapon mastery, thief skills, magic-user spellcasting,etc.).
Determining Abilities for Experience Levels Beyond FirstFor experience levels beyond 1st level, there are no budgets(but the DM may choose to use one anyway). Determine what
hit dice will be gained at each level. Most of the time, hit dice
do not change but this need not be so. Characters get nine hit
dice (one per level from 1st to 9th level). The point cost foreach hit die remains the same (the maximum number on thedie). Starting at 10th level and each level thereafter, a character
receives “top out” hit points. The table below shows the costs.

Average
+½
+1
+1½
+2
+2½
+3

Top Out Hit Points
Even Levels
Odd Levels
+1
+0
+1
+1
+2
+1
+2
+2
+3
+2
+3
+3

Cost
2
4
6
8
10
12

The cost for the attack progression for monsters changes after
9th level as they only get +1 per two levels from 10th level on.

Attack As
MonsterFighter
Cleric/Thief
Magic-user

Attack Progressions
1st-9th
10th-36th+1 / lvl+1 / 2 lvls
+2 / 3 lvls
+2 / 3 lvls
+2 / 4 lvls
+2 / 4 lvls
+2 / 5 lvls
+2 / 5 lvls

Cost
6/3
4
3
2

Each additional level in class abilities cost the same amount asshown in the previous table. The miscellaneous trait table is
not used after 1st level. Note what additional abilities andpowers each class gets after 1st level (such as cleric spellcasting
for avengers and paladins, polymorph for druids, etc.).

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D&D: SUPPLEMENTDM INFORMATION

Constructing the Experience Point Table
Once you have the point costs for each level, taking into
account hit dice, top out hit points, attack progression, andclass abilities, you must determine how many experience points
are needed to attain each level. To do this, multiply the point
cost for a given level by the factor listed in the table below andadd it to the previous level’s experience point total.

The player can buy up a hit die for their character by paying
the difference between the hit die they have and the hit die theywant. Using the same 3rd level magic-user, if the player
wanted to buy one hit die up to 1d6 from 1d4, it would cost (6– 4) X 250 = 500 XP.
Buying up an attack progression is more complicated. For this,we have to deal with the inherent fractional nature of attack
progression advancement.

Factors to Generate the XP Chart
Level
Factor
2
125
3
125
4
250
5
500
6
1,000
7
2,000
8
3,500
9+
7,500

Fighters advance their ability to attack by 10% every threelevels; clerics and thieves by 10% every four levels; and magicusers by 10% every five levels in Moldvay/Cook D&D. The
monster progression is +5% for every hit die up to 9 hit diceand then +5% for every two hit dice after to the 25th hit die.
If we consider that each normal character class (i.e., we’re
excluding the monster progression) starts at 5% and progresses
at +3.33%, +2.5%, and +2% for each level thereafter (forfighter, cleric/thief, and magic-user respectively) we see thatthe point cost is approximately 1.2 for each 1% for fighters,
clerics, and thieves. Mathematically, magic-users should havea point cost of 2.67 per level for their progression which yields
1.3 for each 1%. However, we’ll stick to the 1.2 per 1% pointcost. This would indicate that a reduction of ThAC0 by one
should cost 5 X 1.2 (since it’s a 5% increase in combat ability).
This number is 6 which, of course, is exactly what the monster
progression costs up to the first nine hit dice. Therefore,
lowering a character’s ThAC0 by one costs 6 points. A
character’s ThAC0 cannot be lowered below the ThAC0
shown on the monster attack progression table (the exception
being fighters at 34th and 35th level, who have a ThAC0 of 1,
while 34 and 35 hit die monsters have a ThAC0 of 2).

Let’s construct the fighter class as an example. The fighter has
d8 hit dice (8 points), top out hit points of +2 (8 points), thefighter attack progression (4 points), and four weapon mastery
slots per level (4 points). The total is 16 points per level. The
fighter will need 16 X 125 XP for 2nd level (2,000). At 3rdlevel, the fighter will need 2,000 + 16 X 125 XP (4,000). At
4th level, the total is 4,000 (the 3rd level total) plus 16 times
250. This is 8,000 XP. Each successive level’s XP required is
calculated in the same manner.
Buying Traits During PlayThe Dungeon Master may allow players to purchase traits thatare outside of their character’s normal class abilities bysacrificing experience points. For example, a 3rd level magicuser may want to purchase the 1st level thief package. The
experience point cost is based on the point cost of the trait andthe character’s current experience level plus one (not theexperience level of the trait to be gained). To find the numberof experience points that must be sacrificed multiply the point
cost by the factor shown for the character’s next (not current)
level of experience. This is the amount of experience points
that must be spent to gain the trait. These experience points
are subtracted from the character’s total.

Trait
Buying up a Hit Die
Buying up Top Out
Hit Points
Class Abilities
Lowering ThAC0
Weapon Mastery

For the example above, gaining a level of thief abilities costs
five points. The magic-user is 3rd level, so the factor is 250(because the magic-user’s next level is 4th). The total
experience point cost is 5 X 250 = 1,250 XP. When thisamount is spent, the character gains the ability to wear leather
armor, use any missile weapon, use any one-handed melee
weapon, and the thief abilities of a 1st level thief but will be set
back in their progress as a magic-user.

Cost(New HD – Old HD) X Level Factor
4 X Level Factor per hit point
Class Ability Cost X Level Factor
6 X Level Factor to lower by one
1 X Level Factor per slot

A player can also buy up top out hit points and purchaseadditional weapon mastery slots.

The character must meet the ability score minimum(s) for theclass abilities desired. For example, the magic-user in theexample above must have a Dexterity score of 9 or higher.

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DM INFORMATION

D&D: SUPPLEMENTCANTRIPS AND ORISONS
To make spellcasters a little more versatile, the campaign canuse cantrips and orisons.
Characters having first-level
spellcasting ability in the appropriate class know all cantrips ororisons on that class list and can cast one of them per round(just like a normal spell). Illusionists also know all of the magicuser cantrips except for the six attack cantrips. Avengers,
paladins, and rangers gain knowledge of orisons at 3rd level.
Spellcasting bards gain cantrips and/or orisons at levels
between 1st and 5th, inclusive. Sorcerers and warlocks, able
to draw from all spell lists, gain a number of cantrips and/or
orisons at 1st level equal to their Charisma ability score plus
one. Sorcerers and warlocks gain one additional cantrip or
orison each experience level thereafter.

The cure minor wounds orison (Dragon Magazine, #108, page28) should only be able to affect a creature once per day. Thus,a thaumaturgist can use it on each party member only once
during the day and not an unlimited number of times. This
spell is good for stabilizing characters that have gone tonegative hit points (and you don’t have to waste a higher level
spell).
The petition orison (Dragon Magazine, #108, page 29) is only
usable once per day. Repeated attempts will not bring results
and may anger the caster’s patron.
Several new cantrips are available to wizards: acid splash,crystal dart, fire blossom, frost ray, magic blast, and shock bolt.
These cantrips allow a magic-user to use a magical focus(typically a wand) to make a ranged attack that does 1d3 pointsof damage. A successful ranged to-hit roll is required and themagic-user’s Dexterity ability modifier is applied to the attackroll. The short/medium/long ranges are 10’/20’/30’. Thesecantrips do acid, earth-based, fire, cold, magical force, andelectricity damage, respectively.

It is worth discussing a few of the cantrips and orisons that
could cause problems in the campaign if allowed to be cast an
unlimited number of times per day.
The unlock cantrip has potential for abuse (Unearthed Arcana,page 51). This cantrip should only be allowed to affect locking
mechanisms that would not require a thief to make an open
locks roll but would offer 100% success. Thus, only thesimplest of security devices would be affected (diary locks, smallbolts on shed doors, window latches, etc.).

Cleric Orisons
1 Aspiration
2 Benediction
3 Candle
4 Canticle
5 Cause Rash
6 Ceremony: Oath
7 Cure Minor
Wounds
8 Disinfect9 Heal Rash
10 Malediction
11 Mark Path
12 Meditation
13 Parch
14 Petition
15 Quench
16 Warding
Druid Orisons
1 Aspiration
2 Benediction
3 Bird Call
4 Canticle
5 Cause Rash
6 Cure Minor
Wounds
7 Disguise Scent

8 Disinfect
9 Drywood
10 Edible Plant
11 Find a Stray
12 Heal Rash
13 Malediction
14 Mark Path
15 Meditation
16 Parch
17 Petition
18 Quench
19 Repel Insect
20 Ripen
21 Test Soil
22 Warding
Magic-user Cantrips

Attack1 Acid Splash
2 Crystal Dart
3 Fire Blossom
4 Frost Ray
5 Magic Blast
6 Shock Bolt

Useful1 Chill
2 Clean

The descriptions for the cleric and druid orisons are found in
Dragon 108 and 119. The magic-user and illusionist cantrips
are found in Unearthed Arcana.

3 Color4 Dampen
5 Dry
6 Dust7 Exterminate
8 Flavor
9 Freshen
10 Gather
11 Polish
12 Salt
13 Shine
14 Spice
15 Sprout
16 Stitch
17 Sweeten
18 Tie19 Warm
20 Wrap

Reversed
1 Curdle
2 Dirty
3 Dusty
4 Hairy
5 Knot6 Ravel7 Sour
8 Spill

S32

9 Tangle
10 Tarnish
11 Untie
12 Wilt

Legerdemain
1 Change
2 Distract
3 Hide4 Mute5 Palm6 Present

Person-Affecting
1 Belch2 Blink
3 Cough
4 Giggle
5 Nod
6 Scratch
7 Sneeze
8 Twitch
9 Wink
10 Yawn

Personal
1 Bee
2 Bluelight

3 Bug
4 Firefinger
5 Gnats
6 Mouse7 Smokepuff
8 Spider9 Tweak
10 Unlock

Haunting
1 Creak
2 Footfall
3 Groan
4 Moan5 Rattle
6 Tap
7 Thump8 Whistle
Illusionist Cantrips
1 Colored Lights
2 Dim
3 Haze4 Mask5 Mirage
6 Noise7 Rainbow
8 Two-D’lusion