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"name": "Picture", + "type": "figure", + "$ref": "#/figures/0" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/1" + }, + { + "prov": [ + { + "bbox": [ + 97.84550476074219, + 66.56069946289062, + 304.7724609375, + 115.23300170898438 + ], + "page": 1, + "span": [ + 0, + 40 + ] + } + ], + "text": "MATT FINCH AND MARV BREIG WHITEBOX RULES", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 95.9620590209961, + 515.8600463867188, + 303.2323913574219, + 561.5482177734375 + ], + "page": 2, + "span": [ + 0, + 33 + ] + } + ], + "text": "SWORDS & WIZARDRY WHITE BOX RULES", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 80.31146240234375, + 486.9604187011719, + 208.60968017578125, + 498.7584228515625 + ], + "page": 2, + "span": [ + 0, + 33 + ] + } + ], + "text": "Author: Matt Finch and Marv Breig", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 80.6369400024414, + 461.01837158203125, + 313.3928527832031, + 484.597412109375 + ], + "page": 2, + "span": [ + 0, + 99 + ] + } + ], + "text": "Editors: Matt Finch, Jason Cone, Allan T. Grohe, Jr., Jerry Mapes, Jesse Rothacher, and Suzy Moseby", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 80.61662292480469, + 434.8553466796875, + 319.6405029296875, + 458.43438720703125 + ], + "page": 2, + "span": [ + 0, + 137 + ] + } + ], + "text": "Artists: Del Teigeler, Brett Barkley, J.E. Shields, Kennon James, Ed Bickford, Matt Finch, Jeff Preston, Jason Sholtis, Peter Fitzpatrick", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 80.593017578125, + 377.828857421875, + 237.9571533203125, + 418.1103515625 + ], + "page": 2, + "span": [ + 0, + 86 + ] + } + ], + "text": "Cover Art: Brett Barkley Layout: Suzy Moseby Contributors: Michael Shorten, Matt Finch", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 57.093143463134766, + 313.7809753417969, + 343.4729919433594, + 348.87750244140625 + ], + "page": 2, + "span": [ + 0, + 211 + ] + } + ], + "text": "With special thanks to Jason Cone, Allan T. Grohe, Jr., and Jerry R. Mapes for their advice, and to Jesse Rothacher for the generous donation of his time and skills on the layout of prior printings of this book.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 66.83631134033203, + 273.2869873046875, + 335.0052490234375, + 296.9169921875 + ], + "page": 2, + "span": [ + 0, + 95 + ] + } + ], + "text": "Dedicated to E. Gary Gygax (1938-2008), Dave Arneson (1947-2009) and Jerry R. Mapes (1965-2009)", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/2" + }, + { + "prov": [ + { + "bbox": [ + 136.22314453125, + 185.99301147460938, + 259.6095275878906, + 197.73800659179688 + ], + "page": 2, + "span": [ + 0, + 29 + ] + } + ], + "text": "ISBN: 979-8-88584-013-2 (PDF)", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 149.41256713867188, + 169.66500854492188, + 246.44271850585938, + 180.75750732421875 + ], + "page": 2, + "span": [ + 0, + 25 + ] + } + ], + "text": "Fourth Print Edition-2024", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 56.864532470703125, + 102.32100677490234, + 345.5006103515625, + 153.4560089111328 + ], + "page": 2, + "span": [ + 0, + 495 + ] + } + ], + "text": "©2024 Mythmere Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Printing a copy of this PDF for personal use is permitted. Mythmere Games and the Mythmere Games logo are trademarks of Mythmere Games, LLC. All characters, names, places, items, art and text herein are copyrighted by Mythmere Games, LLC. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 56.931190490722656, + 59.7190055847168, + 346.433837890625, + 94.05400848388672 + ], + "page": 2, + "span": [ + 0, + 349 + ] + } + ], + "text": "This work includes material taken from the System Reference Document 5.1 (\"SRD 5.1\") by Wizards of the Coast LLC and available at: https://dnd.wizards.com/resources/systems-referencedocument. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at: https://creativecommons.org/licenses/by/4.0/legalcode.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/0" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/1" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/3" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/4" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/5" + }, + { + "prov": [ + { + "bbox": [ + 26.326492309570312, + 333.4252014160156, + 146.6815948486328, + 355.15460205078125 + ], + "page": 8, + "span": [ + 0, + 12 + ] + } + ], + "text": "INTRODUCTION", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.38936424255371, + 256.2198791503906, + 373.44879150390625, + 332.7648010253906 + ], + "page": 8, + "span": [ + 0, + 594 + ] + } + ], + "text": "SWORDS & WIZARDRY: WHITEBOX is a fantasy role-playing game. The rules are extremely short compared to most modern games. Yet, this game contains within itself the soul of mythic fantasy and the kindling of wonder. The game is powerful because it's encapsulated by such a small formula-like a genie imprisoned in the small compass of an unremarkable lamp. This game serves as a good introduction for those learning how to play fantasy games, and is the ultimate tool for the expert Referee who customizes worlds with variant rules (as it's always easier to add rules than to untangle them away).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.43838882446289, + 219.31988525390625, + 373.33447265625, + 252.66488647460938 + ], + "page": 8, + "span": [ + 0, + 217 + ] + } + ], + "text": "And remember, with SWORDS & WIZARDRY: WHITEBOX, you are free to publish your own adventures, house-rules, and any other sort of materials designed for this game. Guidelines and requirements are at the end of the book.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 297.6680603027344, + 204.01988220214844, + 369.0810241699219, + 215.76487731933594 + ], + "page": 8, + "span": [ + 0, + 18 + ] + } + ], + "text": "- Matthew J. Finch", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.39727210998535, + 123.91986846923828, + 371.8773193359375, + 178.86488342285156 + ], + "page": 8, + "span": [ + 0, + 374 + ] + } + ], + "text": "Like an archaeologist unearthing ancient ruins, my task was to uncover and preserve the very essence of what made role-playing so great during the genesis of the hobby. These rules are designed to maintain the spirit and philosophy of the oldest of gaming models, back in the days where rules weren't supposed to be \"complete\"-because half of the fun was making up your own!", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.428133010864258, + 65.41985321044922, + 372.1950378417969, + 120.3648681640625 + ], + "page": 8, + "span": [ + 0, + 455 + ] + } + ], + "text": "I have been playing role-playing games since 1975, when I first discovered a fun game in a little white box, and I enjoy giving the reader of this book the opportunity to discover the flavor of what I found so many decades ago. I would like to thank Matthew Finch for giving me the opportunity to do this, Jason Cone for his wonderful suggestions, and, to quote Sir Isaac Newton: \"If I have seen further it is only by standing on the shoulders of giants.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 319.0792236328125, + 50.11985397338867, + 369.43353271484375, + 61.86485290527344 + ], + "page": 8, + "span": [ + 0, + 12 + ] + } + ], + "text": "- Marv Breig", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.385812759399414, + 566.4586181640625, + 254.52101135253906, + 588.18798828125 + ], + "page": 9, + "span": [ + 0, + 26 + ] + } + ], + "text": "CHAPTER 1: GETTING STARTED", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.538951873779297, + 510.85321044921875, + 371.62322998046875, + 565.7981567382812 + ], + "page": 9, + "span": [ + 0, + 455 + ] + } + ], + "text": "SWORDS & WIZARDRY: WHITEBOX requires two kinds of participants: (1) The Referee and (2) the Player. For Players, the first step in playing the game is to create a Player Character (PC). This is a simple matter of rolling some dice to determine your character's strength and other basic attributes, picking a character class, and buying in-game equipment. If you're the Referee, however, you've got a bit more preparation to do-that's covered in Chapter 7.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.524093627929688, + 449.95025634765625, + 371.5130920410156, + 494.64422607421875 + ], + "page": 9, + "span": [ + 0, + 333 + ] + } + ], + "text": "Rule Number One: The most important rule in SWORDS & WIZARDRY: WHITEBOX is that the Referee always has the right to modify the rules. In fact, it's encouraged! This is your game, after all. There are gaps in the rules-holes left open on purpose-because much of the fun of \"old school\" gaming is being able to make up rules as needed.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/6" + }, + { + "prov": [ + { + "bbox": [ + 19.711627960205078, + 16.887100219726562, + 180.17788696289062, + 28.63210105895996 + ], + "page": 9, + "span": [ + 0, + 37 + ] + } + ], + "text": "8 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.612524032592773, + 573.0689697265625, + 47.828468322753906, + 588.3369750976562 + ], + "page": 10, + "span": [ + 0, + 4 + ] + } + ], + "text": "Dice", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.496217727661133, + 515.4441528320312, + 371.9540100097656, + 570.3890991210938 + ], + "page": 10, + "span": [ + 0, + 420 + ] + } + ], + "text": "Swords & Wizardry: WhiteBox uses several different types of dice, and they are abbreviated herein according to the number of sides they have. For example, a four-sided die is noted as \"d4.\" If this text requires a player to roll \"3d4\" that means to roll three (3) four-sided dice and add the results together. Other die types (six-sided, eight-sided, ten-sided, twelve-sided, and twenty-sided) follow in the same manner.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.41200065612793, + 489.34417724609375, + 370.74249267578125, + 511.88916015625 + ], + "page": 10, + "span": [ + 0, + 193 + ] + } + ], + "text": "When asked to roll d100, roll two (2) ten-sided dice, treating the first roll as the \"tens\" and the second as the \"ones.\" So, if one were to roll a \"7\" and then a \"3\", the result would be \"73.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.50303840637207, + 463.24420166015625, + 371.7764892578125, + 485.7891845703125 + ], + "page": 10, + "span": [ + 0, + 137 + ] + } + ], + "text": "The roll of two zeroes is treated as a result of \"100,\" so you cannot roll a \"0\" on percentile dice. The lowest result possible is a \"1.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.532861709594727, + 435.0690002441406, + 110.09283447265625, + 450.3370056152344 + ], + "page": 10, + "span": [ + 0, + 16 + ] + } + ], + "text": "character SheetS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.54061508178711, + 388.244140625, + 372.475830078125, + 432.38909912109375 + ], + "page": 10, + "span": [ + 0, + 287 + ] + } + ], + "text": "A character sheet is a piece of paper designed to organize and contain any and all necessary PC information, for the benefit of both the Referee and Player. For WHITEBOX, the character sheet could be something as simple as a 3x5\" index card-with equipment and spells written on the back:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.56881332397461, + 345.3874816894531, + 107.01996612548828, + 360.6554870605469 + ], + "page": 10, + "span": [ + 0, + 16 + ] + } + ], + "text": "attribute ScoreS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.55416488647461, + 222.96258544921875, + 270.1205749511719, + 342.7074890136719 + ], + "page": 10, + "span": [ + 0, + 684 + ] + } + ], + "text": "The basic abilities are numbers which represent the Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma of a character. The standard way to create attribute scores is to roll 3d6 for each attribute in the previously mentioned order. Once those rolls have been made, it is often obvious which type of character best fits the abilities-though, the player always has the option to play any class desired. Once the player decides on a class, points from other attributes may be shifted around, but only into the \"Prime Attribute\" of that character class (Prime Attributes are discussed later). Shifting points around may not lower another ability score below 9, however.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 303.1877136230469, + 345.68389892578125, + 325.8642272949219, + 362.75701904296875 + ], + "page": 10, + "span": [ + 0, + 3 + ] + } + ], + "text": "STR", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 304.5627136230469, + 320.34649658203125, + 325.85870361328125, + 337.41961669921875 + ], + "page": 10, + "span": [ + 0, + 3 + ] + } + ], + "text": "INT", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 304.5627136230469, + 294.99700927734375, + 325.8642272949219, + 312.07012939453125 + ], + "page": 10, + "span": [ + 0, + 3 + ] + } + ], + "text": "WIS", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 299.52471923828125, + 269.64752197265625, + 325.85870361328125, + 286.72064208984375 + ], + "page": 10, + "span": [ + 0, + 3 + ] + } + ], + "text": "CON", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 300.6797180175781, + 244.29803466796875, + 325.8807067871094, + 261.3711242675781 + ], + "page": 10, + "span": [ + 0, + 3 + ] + } + ], + "text": "DEX", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 299.7557067871094, + 218.96063232421875, + 325.8697204589844, + 236.03372192382812 + ], + "page": 10, + "span": [ + 0, + 3 + ] + } + ], + "text": "CHR", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 39.89304733276367, + 129.56582641601562, + 350.222412109375, + 177.3018035888672 + ], + "page": 10, + "span": [ + 0, + 350 + ] + } + ], + "text": "Some Referees allow more flexibility. One example is to let the players roll 3d6 a total of six times and arrange the rolls however they want. This allows the player to put the best results into abilities that best suit the type of character the player wants to be. There are several house rules that can be invented for this later on, if you choose.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 298.3946838378906, + 16.887100219726562, + 376.2281494140625, + 28.63210105895996 + ], + "page": 10, + "span": [ + 0, + 19 + ] + } + ], + "text": "GettinG Started - 9", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.528549194335938, + 572.0689697265625, + 132.12509155273438, + 587.3369750976562 + ], + "page": 11, + "span": [ + 0, + 21 + ] + } + ], + "text": "experience bonuS (xp)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.447181701660156, + 492.84417724609375, + 372.4344787597656, + 569.3890991210938 + ], + "page": 11, + "span": [ + 0, + 616 + ] + } + ], + "text": "Each character gets a bonus percentage to their \"experience points\" (XP) that will increase the amount of experience points gained during an adventure. All characters add together the following: 5% if the character's Prime Attribute is 15+, 5% if Wisdom is 15+, and 5% if Charisma is 15+. A Cleric with Wisdom of 15+ gets the 5% bonus twice: once because it is the Prime Attribute for a Cleric, and again because it is applied to all characters. The maximum attainable bonus is 15%. All awards of XP to the character during play will be increased by the amount of the bonus (by 0%, 5%, 10%, or 15%, whichever it is).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 39.86430740356445, + 406.7591552734375, + 346.2222900390625, + 466.4921875 + ], + "page": 11, + "span": [ + 0, + 411 + ] + } + ], + "text": "An alternate method for the experience point bonus is simply to give the character a bonus of 10% if the Prime Attribute is 15+, 5% if the Prime Attribute is 13-14, and -10% if the Prime Attribute is lower than 9. There is no bonus for scores between 9 and 12. If you use this method, do not also give the +5% bonuses described in the basic rules that follow: if you do it this way, the maximum XP bonus is 10%.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.43317985534668, + 369.4700012207031, + 98.31315612792969, + 384.7380065917969 + ], + "page": 11, + "span": [ + 0, + 14 + ] + } + ], + "text": "Strength (STR)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.459585189819336, + 344.3441162109375, + 372.0178527832031, + 366.88909912109375 + ], + "page": 11, + "span": [ + 0, + 177 + ] + } + ], + "text": "Strength represents the character's physical power. It is the Prime Attribute for Fighters, so when a Fighter character has Strength of 15+, the character gets a 5% bonus to XP.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.456764221191406, + 320.57000732421875, + 112.58780670166016, + 335.8380126953125 + ], + "page": 11, + "span": [ + 0, + 18 + ] + } + ], + "text": "Intelligence (INT)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.403892517089844, + 273.8440246582031, + 371.9295959472656, + 317.9889831542969 + ], + "page": 11, + "span": [ + 0, + 321 + ] + } + ], + "text": "Intelligence represents IQ, reasoning, and the ability to solve puzzles or understand difficult concepts. A high Intelligence score gives a character an additional language for every point above 10. Intelligence is the Prime Attribute for Magic-users, who will get a 5% bonus to XP if the character's Intelligence is 15+.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.969026565551758, + 250.0699920654297, + 95.85840606689453, + 265.3380126953125 + ], + "page": 11, + "span": [ + 0, + 12 + ] + } + ], + "text": "Wisdom (WIS)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.49749183654785, + 203.343994140625, + 372.7331848144531, + 247.48899841308594 + ], + "page": 11, + "span": [ + 0, + 304 + ] + } + ], + "text": "Wisdom determines a character's insight, perception, and good judgment. Wisdom is the Prime Attribute for Clerics. Any character with a Wisdom score of 15+ gets a 5% bonus to XP, and a Cleric character with Wisdom 15+ gets another 5% (total of 10%) because it is the Prime Attribute for the Cleric class.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.734901428222656, + 179.5699920654297, + 121.35005187988281, + 194.83799743652344 + ], + "page": 11, + "span": [ + 0, + 18 + ] + } + ], + "text": "Constitution (CON)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.474384307861328, + 143.6439971923828, + 372.3193359375, + 176.98899841308594 + ], + "page": 11, + "span": [ + 0, + 202 + ] + } + ], + "text": "Constitution refers to the health and endurance of a character. A high Constitution score (15+) gives the character a +1 to each hit die, and a low score (6 or lower) gives a -1 penalty to each hit die.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.369680404663086, + 115.37000274658203, + 104.4510269165039, + 130.63800048828125 + ], + "page": 11, + "span": [ + 0, + 15 + ] + } + ], + "text": "Dexterity (DEX)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.419235229492188, + 79.4439926147461, + 371.3212890625, + 112.78900146484375 + ], + "page": 11, + "span": [ + 0, + 245 + ] + } + ], + "text": "Dexterity is a combination of coordination and quickness. A high Dexterity score (15+) gives a character a bonus on \"to-hit\" rolls when attacking with a bow or other ranged weapon, and a low score (8 or less) gives a penalty of -1 to such rolls.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.180267333984375, + 16.887100219726562, + 184.91128540039062, + 28.63210105895996 + ], + "page": 11, + "span": [ + 0, + 38 + ] + } + ], + "text": "10 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.828861236572266, + 572.1311645507812, + 108.58984375, + 587.399169921875 + ], + "page": 12, + "span": [ + 0, + 14 + ] + } + ], + "text": "Charisma (CHR)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.51654052734375, + 547.0051879882812, + 372.23907470703125, + 569.5501708984375 + ], + "page": 12, + "span": [ + 0, + 116 + ] + } + ], + "text": "Charisma refers to a character's leadership ability. Any character with a Charisma of 15+ receives a 5% bonus to XP.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.4516658782959, + 499.30523681640625, + 371.6362609863281, + 543.4501953125 + ], + "page": 12, + "span": [ + 0, + 301 + ] + } + ], + "text": "Charisma also determines the number of Non-Player Character (NPC) hirelings a character can acquire. These hirelings include specialists (ship captains, assassins, etc.) and non-human creatures, but do not usually include basic men-at-arms. Charisma modifies the loyalty of these NPCs (See \"Loyalty\").", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.368606567382812, + 478.9022521972656, + 125.93666076660156, + 491.60125732421875 + ], + "page": 12, + "span": [ + 0, + 20 + ] + } + ], + "text": "Charisma Bonus Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/2" + }, + { + "prov": [ + { + "bbox": [ + 26.596851348876953, + 319.9419860839844, + 114.00483703613281, + 335.2099914550781 + ], + "page": 12, + "span": [ + 0, + 17 + ] + } + ], + "text": "Hiring Assistants", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.459077835083008, + 273.2160339355469, + 371.7086181640625, + 317.3609924316406 + ], + "page": 12, + "span": [ + 0, + 356 + ] + } + ], + "text": "Many characters, particularly when first starting an adventuring career, are in need of hirelings to assist in carrying loot or fighting monsters. Characters are free to create advertisements and inquire at local establishments to find available hirelings. The table below assumes that a typical adventure lasts roughly one week. Prices are in gold pieces.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.25884437561035, + 251.70199584960938, + 140.96463012695312, + 265.5820007324219 + ], + "page": 12, + "span": [ + 0, + 23 + ] + } + ], + "text": "Hiring Assistants Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/3" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/4" + }, + { + "prov": [ + { + "bbox": [ + 25.975479125976562, + 88.53135681152344, + 371.06890869140625, + 111.07636260986328 + ], + "page": 12, + "span": [ + 0, + 120 + ] + } + ], + "text": "These rates are for humans only. Demi-humans cost more to hire-and it may take more than just the promise of gold coins.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 293.6835632324219, + 16.887100219726562, + 376.08258056640625, + 28.63210105895996 + ], + "page": 12, + "span": [ + 0, + 20 + ] + } + ], + "text": "GettinG Started - 11", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 73.22187042236328, + 540.0137329101562, + 278.3813171386719, + 555.5347290039062 + ], + "page": 13, + "span": [ + 0, + 41 + ] + } + ], + "text": "Alternate Rule: Universal Attribute Bonus", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 73.41669464111328, + 467.0517578125, + 324.726318359375, + 538.7817993164062 + ], + "page": 13, + "span": [ + 0, + 411 + ] + } + ], + "text": "Swords & Wizardry: WhiteBox doesn't give many bonuses for having high attribute scores. You can modify the game to increase the effect that these scores have. One quick way to do this is to use the table below whenever you need a quick rule. Feel free to tinker with the values, if you even decide to even use them at all! For example, if you prefer the \"average\" range to be 9-12, adjust the table accordingly.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 73.1786880493164, + 438.5537109375, + 230.82919311523438, + 454.07470703125 + ], + "page": 13, + "span": [ + 0, + 31 + ] + } + ], + "text": "Universal Attribute Bonus Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/5" + }, + { + "prov": [ + { + "bbox": [ + 73.41754150390625, + 336.0093688964844, + 323.83203125, + 359.7513732910156 + ], + "page": 13, + "span": [ + 0, + 92 + ] + } + ], + "text": "Here are some examples of how the table can be used (and these are only options, not rules):", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 73.75773620605469, + 311.77239990234375, + 108.99751281738281, + 324.2643737792969 + ], + "page": 13, + "span": [ + 0, + 8 + ] + } + ], + "text": "Strength", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 73.45936584472656, + 288.0123596191406, + 324.7950439453125, + 311.7543640136719 + ], + "page": 13, + "span": [ + 0, + 107 + ] + } + ], + "text": "Fighters can use their Strength Bonus to modify their \"to-hit\" and damage results when using melee weapons.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 73.63623046875, + 263.775390625, + 122.39849853515625, + 276.2673645019531 + ], + "page": 13, + "span": [ + 0, + 12 + ] + } + ], + "text": "Intelligence", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 73.55254364013672, + 240.01539611816406, + 326.7317810058594, + 263.75738525390625 + ], + "page": 13, + "span": [ + 0, + 127 + ] + } + ], + "text": "Magic-users can use their Intelligence Bonus to improve \"spell effectiveness\" (i.e. target suffers a penalty on saving throws).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 73.81919860839844, + 215.77838134765625, + 108.43501281738281, + 228.2703857421875 + ], + "page": 13, + "span": [ + 0, + 6 + ] + } + ], + "text": "Wisdom", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 73.4712142944336, + 192.01840209960938, + 323.7447204589844, + 215.76039123535156 + ], + "page": 13, + "span": [ + 0, + 125 + ] + } + ], + "text": "Clerics can use their Wisdom Bonus to improve \"spell effectiveness\" in the same way Magic-users use their Intelligence Bonus.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 73.63973236083984, + 167.78138732910156, + 112.83279418945312, + 180.2733917236328 + ], + "page": 13, + "span": [ + 0, + 9 + ] + } + ], + "text": "Dexterity", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 73.45697021484375, + 132.0244140625, + 325.3539123535156, + 167.76339721679688 + ], + "page": 13, + "span": [ + 0, + 151 + ] + } + ], + "text": "Dexterity can be used to modify a character's Armor Class. This may be limited to more swashbuckling campaigns or in games where armor is more limited.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 73.46635437011719, + 96.02440643310547, + 325.0721740722656, + 119.76641082763672 + ], + "page": 13, + "span": [ + 0, + 78 + ] + } + ], + "text": "Be careful with this, though, unless you want to create super-hero characters!", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.353734970092773, + 16.887100219726562, + 185.0549774169922, + 28.63210105895996 + ], + "page": 13, + "span": [ + 0, + 38 + ] + } + ], + "text": "12 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.441112518310547, + 572.0689697265625, + 100.0119857788086, + 587.3369750976562 + ], + "page": 14, + "span": [ + 0, + 15 + ] + } + ], + "text": "hit pointS (hp)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.660762786865234, + 406.44427490234375, + 197.09458923339844, + 569.3890991210938 + ], + "page": 14, + "span": [ + 0, + 620 + ] + } + ], + "text": "Hit points (HP) represent the amount of \"damage\" a character can take before dying: they are determined by the number of hit dice (HD) the character has at each level, which is found in the description of each character class later on. If a player begins the game with a 1st level Fighter (1+1 HD) the player would therefore roll 1 HD (1d6) and add \"+1\" to the end result to determine the PC's starting hit points. When the character accumulates enough XP to gain a level, usually a new hit die is rolled and added to the total (sometimes a new level only gives an additional hit point, though, not a whole new hit die).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.487396240234375, + 347.9443359375, + 195.35487365722656, + 402.8892822265625 + ], + "page": 14, + "span": [ + 0, + 219 + ] + } + ], + "text": "Hit points are (optionally) re-rolled each time a Player Character gains a level. If the reroll results in the character having fewer hit points for the new level than from the old level, the hit points remain the same.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.67446517944336, + 311.9891052246094, + 97.39028930664062, + 327.2571105957031 + ], + "page": 14, + "span": [ + 0, + 14 + ] + } + ], + "text": "alignment (al)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/7" + }, + { + "prov": [ + { + "bbox": [ + 26.56559944152832, + 232.76414489746094, + 372.1608581542969, + 309.30908203125 + ], + "page": 14, + "span": [ + 0, + 571 + ] + } + ], + "text": "Alignments in the game are described as Law, Chaos, and Neutrality. In general, Law also corresponds to being \"good,\" Chaos corresponds to being \"evil,\" and Neutrality simply means that the character is indifferent between the two moral polarities. It is quite possible for the Referee to make the alignment system more complex: perhaps Lawful only means that you are in favor of centralized hierarchies in society, in which case you could actually be Lawful Evil as well as Lawful Good. It is a matter of preference if you want to make the alignment system more complex.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.576141357421875, + 204.589111328125, + 93.81768798828125, + 219.8571014404297 + ], + "page": 14, + "span": [ + 0, + 13 + ] + } + ], + "text": "Starting golD", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.63616180419922, + 179.36410522460938, + 371.48583984375, + 201.9091033935547 + ], + "page": 14, + "span": [ + 0, + 143 + ] + } + ], + "text": "Roll 3d6 and multiply the result by 10. This represents the number of gold pieces (gp) that a character possesses at the start of the campaign.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.536685943603516, + 151.1890106201172, + 132.15821838378906, + 166.45700073242188 + ], + "page": 14, + "span": [ + 0, + 20 + ] + } + ], + "text": "character retirement", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.523338317871094, + 104.3639907836914, + 372.9815979003906, + 148.50900268554688 + ], + "page": 14, + "span": [ + 0, + 356 + ] + } + ], + "text": "If a character reaches the highest level listed on the table for that character class, what happens? Does advancement stop? Does the character have to retire? Each group has its own play style and a preference for a given range of character levels for their games. If the Referee wants to extend the tables to allow higher-level characters, then go for it!", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 293.57647705078125, + 16.887100219726562, + 376.1607666015625, + 28.63210105895996 + ], + "page": 14, + "span": [ + 0, + 20 + ] + } + ], + "text": "GettinG Started - 13", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.252784729003906, + 566.4586181640625, + 272.2545166015625, + 588.18798828125 + ], + "page": 15, + "span": [ + 0, + 28 + ] + } + ], + "text": "CHAPTER 2: CHARACTER CLASSES", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.578346252441406, + 543.253173828125, + 370.96209716796875, + 565.7981567382812 + ], + "page": 15, + "span": [ + 0, + 179 + ] + } + ], + "text": "There are three character classes in the game: the Cleric, the Fighter, and the Magic-user. The Referee is, of course, free to invent or allow other character classes in the game.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.44965171813965, + 508.9810791015625, + 99.58756256103516, + 525.77587890625 + ], + "page": 15, + "span": [ + 0, + 10 + ] + } + ], + "text": "THE CLERIC", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.48141860961914, + 462.55322265625, + 372.3545227050781, + 506.69818115234375 + ], + "page": 15, + "span": [ + 0, + 288 + ] + } + ], + "text": "Clerics are armored priests who serve a particular alignment, religion, or patron deity. Players may make up the details if the Referee doesn't use a particular mythology for the campaign. Mythologies and other details of a campaign world often come later if the Referee is just starting.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.484580993652344, + 382.45330810546875, + 371.7352600097656, + 458.99822998046875 + ], + "page": 15, + "span": [ + 0, + 653 + ] + } + ], + "text": "Regardless of the details, the Cleric is a champion of their faith and/or moral alignment. The character might be a sinister witch-hunter, an exorcist of demons, a shining knight of the faith, or a secret agent of some temple hierarchy. Since many of the Cleric's abilities are oriented toward healing and protecting, they tend to play a support role during combat. However, they are able to stand shoulder-to-shoulder with the party's Fighters if need be-at least for a while. Clerics must be either Lawful (good) or Chaotic (evil). There are no Neutral Clerics unless the Referee decides otherwise. Chaos, Law, and Neutrality are described further on.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.430925369262695, + 360.25030517578125, + 140.48008728027344, + 372.9493103027344 + ], + "page": 15, + "span": [ + 0, + 24 + ] + } + ], + "text": "Cleric Advancement Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/6" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/8" + }, + { + "prov": [ + { + "bbox": [ + 19.98761749267578, + 16.887100219726562, + 185.10548400878906, + 28.63210105895996 + ], + "page": 15, + "span": [ + 0, + 38 + ] + } + ], + "text": "14 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/9" + }, + { + "prov": [ + { + "bbox": [ + 215.7884521484375, + 560.6395263671875, + 319.3499755859375, + 576.1605224609375 + ], + "page": 16, + "span": [ + 0, + 22 + ] + } + ], + "text": "Cleric Class Abilities", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 216.0, + 547.428466796875, + 356.880615234375, + 559.9204711914062 + ], + "page": 16, + "span": [ + 0, + 30 + ] + } + ], + "text": "Weapon and Armor Restrictions:", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 215.83714294433594, + 487.67742919921875, + 360.1026306152344, + 547.4104614257812 + ], + "page": 16, + "span": [ + 0, + 199 + ] + } + ], + "text": "Because Clerics are forbidden the shedding of blood, they may only use blunt weapons (club, flail, mace, etc.) and the only missile weapon they are allowed is oil. Clerics have no armor restrictions.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 215.7741241455078, + 375.204345703125, + 370.7293701171875, + 483.43841552734375 + ], + "page": 16, + "span": [ + 0, + 358 + ] + } + ], + "text": "Spell Casting: Clerics cast divine spells from a specific spell list, as per the Cleric Advancement table. Each day, the Cleric prays for a certain set of spells, choosing any spells from the standard list. Clerics of specific gods might have entirely different sets of spells as designed by the Referee, but the standard Cleric uses the standard spell list.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 215.77183532714844, + 322.71630859375, + 359.85540771484375, + 371.0013427734375 + ], + "page": 16, + "span": [ + 0, + 140 + ] + } + ], + "text": "S aving Throw : Clerics receive a +2 bonus on saving throws vs. poison and paralysis (unless the alternative \"Saving Throw Matrix\" is used).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 215.8687744140625, + 270.228271484375, + 369.3800048828125, + 318.5133056640625 + ], + "page": 16, + "span": [ + 0, + 123 + ] + } + ], + "text": "Banishing Undead : Clerics can use their holiness to \"Turn\" the undead, causing them to flee (See Turning Undead, Page 22).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 215.72579956054688, + 169.7523193359375, + 369.85321044921875, + 265.9892578125 + ], + "page": 16, + "span": [ + 0, + 299 + ] + } + ], + "text": "Establish Temple : At tenth level, a Cleric who chooses to build and dedicate a temple to a deity may attract a body of loyal followers who swear fealty to the character. If the Cleric changes alignment after establishing a Temple, the character will lose any followers (and probably face a mutiny).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 215.53131103515625, + 153.0213165283203, + 344.8583984375, + 165.51332092285156 + ], + "page": 16, + "span": [ + 0, + 28 + ] + } + ], + "text": "Experience Bonus for Wisdom:", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 215.73199462890625, + 93.27032470703125, + 369.75152587890625, + 153.00332641601562 + ], + "page": 16, + "span": [ + 0, + 177 + ] + } + ], + "text": "Wisdom is the Prime Attribute for Clerics. Clerics with Wisdom of 15 or higher receive a 10% to experience, 5% as normal, and 5% because it is the Prime Attribute for the class.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 284.5262145996094, + 16.887100219726562, + 376.2156677246094, + 28.63210105895996 + ], + "page": 16, + "span": [ + 0, + 22 + ] + } + ], + "text": "CharaCter ClaSSeS - 15", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.380720138549805, + 570.77587890625, + 109.4536361694336, + 587.5706787109375 + ], + "page": 17, + "span": [ + 0, + 11 + ] + } + ], + "text": "THE FIGHTER", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.441387176513672, + 513.5481567382812, + 371.78826904296875, + 568.4931030273438 + ], + "page": 17, + "span": [ + 0, + 438 + ] + } + ], + "text": "The Fighter is a warrior, trained in battle and in the use of armor and weapons. Your character might be a ferocious Viking raider, a roaming samurai, or a medieval knight. Because they are the best equipped of all the character classes to dish out and absorb damage, Fighters often end up on the front lines, going toe-to-toe with dragons, goblins, and evil cultists. If you are the party's Fighter, the down-and-dirty work is up to you.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.174362182617188, + 486.84515380859375, + 146.33743286132812, + 499.5441589355469 + ], + "page": 17, + "span": [ + 0, + 25 + ] + } + ], + "text": "Fighter Advancement Table", + "type": "caption", + "name": "Caption" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/7" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/10" + }, + { + "prov": [ + { + "bbox": [ + 20.0071964263916, + 16.887100219726562, + 185.5177001953125, + 28.63210105895996 + ], + "page": 17, + "span": [ + 0, + 38 + ] + } + ], + "text": "16 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 215.86666870117188, + 562.7562255859375, + 324.9599609375, + 578.2772216796875 + ], + "page": 18, + "span": [ + 0, + 23 + ] + } + ], + "text": "Fighter Class Abilities", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 216.0, + 549.545166015625, + 354.9225769042969, + 562.0371704101562 + ], + "page": 18, + "span": [ + 0, + 30 + ] + } + ], + "text": "Weapon and Armor Restrictions:", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 215.95187377929688, + 513.7881469726562, + 360.54962158203125, + 549.5271606445312 + ], + "page": 18, + "span": [ + 0, + 112 + ] + } + ], + "text": "Fighters are trained in warfare and, as such, have no restrictions on the kind of weapons or armor they can use.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 215.89027404785156, + 473.297119140625, + 364.9833068847656, + 509.54913330078125 + ], + "page": 18, + "span": [ + 0, + 112 + ] + } + ], + "text": "Combat Machine: Against foes of one hit dice (HD) or fewer, Fighters get one attack per level each combat round.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 215.7455596923828, + 420.80908203125, + 368.09271240234375, + 469.05810546875 + ], + "page": 18, + "span": [ + 0, + 135 + ] + } + ], + "text": "Saving Throw: Fighters receive a +2 bonus on saving throws vs. death and poison (unless the alternative \"Saving Throw Matrix\" is used).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 215.84693908691406, + 320.3330078125, + 363.975341796875, + 416.570068359375 + ], + "page": 18, + "span": [ + 0, + 287 + ] + } + ], + "text": "Establish Stronghold: At ninth level, a Fighter who chooses to build a castle is considered to have reached the rank of \"Baron\" or \"Baroness,\" bestowed by the local ruler or monarch. The character may choose to attract a body of menatarms, who will swear their fealty as loyal followers.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 215.826904296875, + 303.6020202636719, + 345.666015625, + 316.093994140625 + ], + "page": 18, + "span": [ + 0, + 30 + ] + } + ], + "text": "Experience Bonus for Strength:", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 215.8801727294922, + 267.844970703125, + 365.00811767578125, + 303.583984375 + ], + "page": 18, + "span": [ + 0, + 122 + ] + } + ], + "text": "Strength is the Prime Attribute for Fighters, which means that a Strength score of 15+ grants an additional 5% experience.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 284.6473083496094, + 16.887100219726562, + 376.1365966796875, + 28.63210105895996 + ], + "page": 18, + "span": [ + 0, + 22 + ] + } + ], + "text": "CharaCter ClaSSeS - 17", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.32281494140625, + 570.77587890625, + 129.94444274902344, + 587.5706787109375 + ], + "page": 19, + "span": [ + 0, + 14 + ] + } + ], + "text": "THE MAGIC-USER", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.37906265258789, + 513.5481567382812, + 372.21221923828125, + 568.4931030273438 + ], + "page": 19, + "span": [ + 0, + 418 + ] + } + ], + "text": "The Magic-user is a mysterious figure, a student of arcane powers and spell casting. They can be devastating opponents. However, at lower levels, they are quite vulnerable and must be protected by the other party members. As Magic-users progress, they generally become the most powerful of the character classes-holding sway over the political destinies of great kingdoms and able to create wondrous magical artifacts.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.34516716003418, + 491.34515380859375, + 165.3907470703125, + 504.0441589355469 + ], + "page": 19, + "span": [ + 0, + 28 + ] + } + ], + "text": "Magic-User Advancement Table", + "type": "caption", + "name": "Caption" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/8" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/11" + }, + { + "prov": [ + { + "bbox": [ + 20.166826248168945, + 16.887100219726562, + 185.66102600097656, + 28.63210105895996 + ], + "page": 19, + "span": [ + 0, + 38 + ] + } + ], + "text": "18 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/12" + }, + { + "prov": [ + { + "bbox": [ + 200.17831420898438, + 562.7238159179688, + 329.33294677734375, + 578.2448120117188 + ], + "page": 20, + "span": [ + 0, + 26 + ] + } + ], + "text": "Magic-user Class Abilities", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 200.5, + 549.5127563476562, + 339.50445556640625, + 562.0047607421875 + ], + "page": 20, + "span": [ + 0, + 30 + ] + } + ], + "text": "Weapon and Armor Restrictions:", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 200.19187927246094, + 465.7677001953125, + 360.24102783203125, + 549.4947509765625 + ], + "page": 20, + "span": [ + 0, + 271 + ] + } + ], + "text": "Magic-users tend to spend their waking hours in study of arcane tomes and scrolls. As such, they have little time to train with weapons or learn how to properly engage in physical combat. Magic-users may only wield daggers or staves, and are not allowed the use of armor.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 200.241943359375, + 281.31256103515625, + 361.7485046386719, + 461.5286865234375 + ], + "page": 20, + "span": [ + 0, + 645 + ] + } + ], + "text": "Spell Casting: Unlike the Cleric, the Magic-user owns a book of spells- which does not necessarily include all of the spells on the standard lists. Reading from this book, the Magic-user presses a select spell formula into memory, effectively \"preparing\" it to be cast. Once a prepared spell is cast, the spell formulae disappears from the Magic-user's mind, and must be prepared again before another attempt can be made to cast it. However, it is possible to prepare a spell multiple times using the available \"slots\" in the Magic-user's memory. If a Magic-user finds spell scrolls during an adventure, they can copy them into their spell book.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 200.1610565185547, + 216.8275909423828, + 360.230224609375, + 277.07354736328125 + ], + "page": 20, + "span": [ + 0, + 170 + ] + } + ], + "text": "Saving Throw: Magic-users receive a +2 bonus on saving throws vs. spells- including those cast from wands and staves (unless the Alternate \"Saving Throw Matrix\" is used).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 200.15338134765625, + 200.09658813476562, + 343.7091369628906, + 212.58859252929688 + ], + "page": 20, + "span": [ + 0, + 34 + ] + } + ], + "text": "Experience Bonus for Intelligence:", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 200.32997131347656, + 152.34262084960938, + 358.8334045410156, + 200.07859802246094 + ], + "page": 20, + "span": [ + 0, + 161 + ] + } + ], + "text": "Intelligence is the Prime Attribute for Magic-users, which means that an Intelligence score of 15+ grants them an additional 5% to all experience points awarded.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 284.676513671875, + 16.887100219726562, + 376.2159423828125, + 28.63210105895996 + ], + "page": 20, + "span": [ + 0, + 22 + ] + } + ], + "text": "CharaCter ClaSSeS - 19", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.43186378479004, + 566.4586181640625, + 287.8938903808594, + 588.18798828125 + ], + "page": 21, + "span": [ + 0, + 29 + ] + } + ], + "text": "CHAPTER 3: CHARACTER ANCESTRY", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.5117244720459, + 467.65325927734375, + 373.3173828125, + 565.7981567382812 + ], + "page": 21, + "span": [ + 0, + 768 + ] + } + ], + "text": "In a fantasy world, humans often aren't alone. Elves may populate the great forests, Dwarves may carve their halls and mines into the heart of the earth, and Halflings may reside in the comfortable hill-houses of their bucolic shires. By contrast, some fantasy worlds depict an isolated humanity pitted against ancient pre-human evils and the grim, savage wilderness of worlds at the dawn (or dusk) of human civilization itself. Some fantasy worlds, as a third example, accentuate the bizarre, with a wide variety of fantasy species available to the players-such worlds are filled with conflict and contradictions, always with a new wonder to be found beyond the next corner. The Referee determines what non-human ancestries, if any, you can choose for your character.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.548927307128906, + 430.4559020996094, + 96.45967102050781, + 447.2507019042969 + ], + "page": 21, + "span": [ + 0, + 9 + ] + } + ], + "text": "THE DWARF", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.60572624206543, + 308.4281005859375, + 197.58058166503906, + 428.1729736328125 + ], + "page": 21, + "span": [ + 0, + 443 + ] + } + ], + "text": "Dwarves tend to grow up in underground cities. As such, Dwarves easily take note of certain features of stonework: sloping corridors, moving walls, and traps made of stone (in particular: falling blocks, rigged ceilings, and tiny slits designed to release arrows, darts, or poison gas). There are no established rules or die roll for making use of these abilities; exactly what the Dwarf does or does not perceive is for the Referee to decide.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.66856384277344, + 230.38429260253906, + 360.704345703125, + 290.6302795410156 + ], + "page": 21, + "span": [ + 0, + 167 + ] + } + ], + "text": "Fighting Giants: Giants, ogres, and similar giant-type creatures such as trolls are not good at fighting dwarves, and only inflict half the normal damage against them.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/13" + }, + { + "prov": [ + { + "bbox": [ + 19.982364654541016, + 16.887100219726562, + 184.97988891601562, + 28.63210105895996 + ], + "page": 21, + "span": [ + 0, + 38 + ] + } + ], + "text": "20 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 212.7004852294922, + 420.31939697265625, + 300.6759948730469, + 435.84039306640625 + ], + "page": 21, + "span": [ + 0, + 17 + ] + } + ], + "text": "Dwarven Abilities", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 212.62059020996094, + 359.3543395996094, + 357.96661376953125, + 419.6003723144531 + ], + "page": 21, + "span": [ + 0, + 161 + ] + } + ], + "text": "Character Advancement: The only character class available to Dwarves is that of the Fighter, and they are typically allowed to advance only as high as 6th level.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.78768920898438, + 294.8692932128906, + 351.630615234375, + 355.1153259277344 + ], + "page": 21, + "span": [ + 0, + 151 + ] + } + ], + "text": "Weapon and Armor Restrictions: Like human Fighters, Dwarves have been trained in warfare and have no restrictions on the weapons or armor they may use.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.66497802734375, + 189.893310546875, + 355.9236145019531, + 226.14529418945312 + ], + "page": 21, + "span": [ + 0, + 106 + ] + } + ], + "text": "Keen Detection: Dwarves are good at spotting traps, slanting passages, and construction while underground.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.71914672851562, + 113.41133117675781, + 349.839599609375, + 185.65431213378906 + ], + "page": 21, + "span": [ + 0, + 201 + ] + } + ], + "text": "Saving Throw: Dwarves do not use magic and, as such, are somewhat immune to its effects; they receive a +4 bonus on saving throws vs. magic (whether or not the alternate \"Saving Throw Matrix\" is used).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.6236114501953, + 60.92332458496094, + 353.5547790527344, + 109.17233276367188 + ], + "page": 21, + "span": [ + 0, + 138 + ] + } + ], + "text": "Languages: For campaigns that give each ancestry its own dialect, Dwarves should be able to speak with gnomes, goblins, orcs, and kobolds.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.342222213745117, + 570.77587890625, + 76.2030029296875, + 587.5706787109375 + ], + "page": 22, + "span": [ + 0, + 7 + ] + } + ], + "text": "THE ELF", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.540321350097656, + 535.1481323242188, + 372.5874938964844, + 568.4931030273438 + ], + "page": 22, + "span": [ + 0, + 193 + ] + } + ], + "text": "The Referee can interpret Elves in many different ways. Are they faerie-folk of Irish legend, the Vanir of Norse mythology, or perhaps something more akin to the Elves of Tolkien's imagination?", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.47988510131836, + 476.648193359375, + 372.4218444824219, + 531.5931396484375 + ], + "page": 22, + "span": [ + 0, + 457 + ] + } + ], + "text": "As a baseline, most Elves are associated with magic as well as being skilled with the sword and bow. The Elven adventurer may choose, on any given day-perhaps when the moon rises-whether to use the capabilities of the Fighter or Magic-user. As a result, the Elf has two alternate advancement paths (experience points, hit dice, saving throws, \"to-hit\" bonuses, etc.) depending upon whether they donned steel that day or summoned up the power to cast spells.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.642169952392578, + 450.5482177734375, + 371.67578125, + 473.09320068359375 + ], + "page": 22, + "span": [ + 0, + 162 + ] + } + ], + "text": "Elves must use a spell book to prepare spells, just as a Magic-user. Spells disappear from the Elf 's casting capability once they are cast, until prepared again.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/14" + }, + { + "prov": [ + { + "bbox": [ + 212.68690490722656, + 407.31939697265625, + 283.770263671875, + 422.84039306640625 + ], + "page": 22, + "span": [ + 0, + 15 + ] + } + ], + "text": "Elven Abilities", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 212.70867919921875, + 322.3603210449219, + 358.0719299316406, + 406.6003723144531 + ], + "page": 22, + "span": [ + 0, + 234 + ] + } + ], + "text": "Character Advancement: Elves may use either the Fighter or Magic-user class advancement charts, to be announced at the start of an adventure. They are typically allowed to progress only to 4th level as Fighters and 8th as Magic-users.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 213.00001525878906, + 305.62933349609375, + 352.0620422363281, + 318.1213073730469 + ], + "page": 22, + "span": [ + 0, + 30 + ] + } + ], + "text": "Weapon and Armor Restrictions:", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 212.5658416748047, + 233.8813018798828, + 357.3137512207031, + 305.6112976074219 + ], + "page": 22, + "span": [ + 0, + 225 + ] + } + ], + "text": "When an Elf adventures as a Magic-user, the character has the same weapon and armor limitations as a Magic-user. The exception to this would be magic armor, which may still be worn even when the Elf is acting as a Magic-user.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.6217803955078, + 157.3993377685547, + 361.79254150390625, + 229.64230346679688 + ], + "page": 22, + "span": [ + 0, + 198 + ] + } + ], + "text": "Hereditary Foes: Elves gain an extra +1 (\"to-hit\" or to damage) when fighting goblins, orcs, intelligent undead, and lycanthropes. Elves are also immune to paralysis caused by undead such as ghouls.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.52484130859375, + 68.92033386230469, + 362.1327209472656, + 153.16033935546875 + ], + "page": 22, + "span": [ + 0, + 271 + ] + } + ], + "text": "Keen Detection: Elves are good at spotting hidden and concealed doors (1-4 on a d6 when searching, 1-2 on a d6 if just passing by). Languages: For campaigns that give each ancestry its own dialect, Elves should be able to speak with gnolls, goblins, orcs, and hobgoblins.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 277.9258117675781, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 22, + "span": [ + 0, + 23 + ] + } + ], + "text": "CharaCter anCeStry - 21", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.425790786743164, + 570.77587890625, + 137.61380004882812, + 587.5706787109375 + ], + "page": 23, + "span": [ + 0, + 17 + ] + } + ], + "text": "THE ELF (VARIANT)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.564350128173828, + 524.34814453125, + 371.8288269042969, + 568.4931030273438 + ], + "page": 23, + "span": [ + 0, + 315 + ] + } + ], + "text": "Some Referees may want to allow the Elf to advance as a blend of Fighter and Magic-user instead of switching back and forth. In that model, the following advancement table might be used instead. Aside from Character Advancement and Weapon and Armor Restrictions, the abilities of the Elven Ancestry remain the same.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.41777801513672, + 503.9451599121094, + 168.49618530273438, + 516.6441650390625 + ], + "page": 23, + "span": [ + 0, + 31 + ] + } + ], + "text": "Elf (Variant) Advancement Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/9" + }, + { + "prov": [ + { + "bbox": [ + 204.00254821777344, + 299.4009094238281, + 321.2361755371094, + 314.9219055175781 + ], + "page": 23, + "span": [ + 0, + 25 + ] + } + ], + "text": "Elven Abilities (Variant)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 203.98165893554688, + 214.44190979003906, + 355.87841796875, + 298.681884765625 + ], + "page": 23, + "span": [ + 0, + 256 + ] + } + ], + "text": "Weapon and Armor Restrictions: Elves would have the advantage of both magic and armor at the same time, so the Referee may limit the Elf to chain mail. Elves may not use two-handed weapons (two-handed sword, polearms, etc.) or shields while casting spells.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.980194091796875, + 16.887100219726562, + 185.11036682128906, + 28.63210105895996 + ], + "page": 23, + "span": [ + 0, + 38 + ] + } + ], + "text": "22 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.40791130065918, + 570.77587890625, + 114.9577865600586, + 587.5706787109375 + ], + "page": 24, + "span": [ + 0, + 12 + ] + } + ], + "text": "THE HALFLING", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.553001403808594, + 491.94818115234375, + 197.35292053222656, + 568.4931030273438 + ], + "page": 24, + "span": [ + 0, + 285 + ] + } + ], + "text": "Halflings are short, often stout, and live in shires, rustic communities that are usually remote from those of larger folk. A few of them have a mildly adventurous spirit, enough to venture forth for a while at least, exploring the world beyond the farms and fields of the local shire.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.5688018798828, + 382.70135498046875, + 360.704345703125, + 454.94439697265625 + ], + "page": 24, + "span": [ + 0, + 205 + ] + } + ], + "text": "Fighting Giants: Giants, ogres, and similar giant-type creatures such as trolls are not good at fighting small creatures such as halflings and dwarves, and only inflict half the normal damage against them.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/15" + }, + { + "prov": [ + { + "bbox": [ + 212.541259765625, + 560.6395263671875, + 296.57501220703125, + 576.1605224609375 + ], + "page": 24, + "span": [ + 0, + 18 + ] + } + ], + "text": "Halfling Abilities", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 212.66937255859375, + 499.6744384765625, + 357.96661376953125, + 559.9204711914062 + ], + "page": 24, + "span": [ + 0, + 163 + ] + } + ], + "text": "Character Advancement: The only character class available to Halflings is that of the Fighter, and they are typically allowed to advance only as high as 4th level.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.86624145507812, + 459.18341064453125, + 352.6167297363281, + 495.4354248046875 + ], + "page": 24, + "span": [ + 0, + 101 + ] + } + ], + "text": "Weapon and Armor Restrictions: Like human Fighters, the Halfling has no weapon or armor restrictions.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.70191955566406, + 365.9703674316406, + 345.41217041015625, + 378.46234130859375 + ], + "page": 24, + "span": [ + 0, + 30 + ] + } + ], + "text": "Deadly Accuracy with Missiles:", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 212.67385864257812, + 342.2103271484375, + 346.0668029785156, + 365.95233154296875 + ], + "page": 24, + "span": [ + 0, + 70 + ] + } + ], + "text": "Halflings receive a +2 \"to-hit\" when firing missile weapons in combat.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.5522918701172, + 289.7222900390625, + 358.99530029296875, + 337.9713134765625 + ], + "page": 24, + "span": [ + 0, + 146 + ] + } + ], + "text": "Near Invisibility: When not engaged in combat, Halflings can be quite stealthy, making themselves hard to spot and moving in almost total silence.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.56082153320312, + 237.2342987060547, + 356.60040283203125, + 285.4832763671875 + ], + "page": 24, + "span": [ + 0, + 140 + ] + } + ], + "text": "Saving Throw: Halflings are somewhat immune to magic, and receive +4 on saving throws vs. magic (even if the \"Saving Throw Matrix\" is used).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.55447387695312, + 172.74932861328125, + 354.66448974609375, + 232.99530029296875 + ], + "page": 24, + "span": [ + 0, + 160 + ] + } + ], + "text": "Languages: For campaigns that give each ancestry its own dialect, Halflings should be able to speak with creatures that fit the style of the Referee's campaign.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 277.90618896484375, + 16.887100219726562, + 376.1312255859375, + 28.63210105895996 + ], + "page": 24, + "span": [ + 0, + 23 + ] + } + ], + "text": "CharaCter anCeStry - 23", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.407268524169922, + 566.4586181640625, + 271.3594055175781, + 588.18798828125 + ], + "page": 25, + "span": [ + 0, + 28 + ] + } + ], + "text": "CHAPTER 4: ITEMS & EQUIPMENT", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.47596549987793, + 521.6531982421875, + 371.9601135253906, + 565.7981567382812 + ], + "page": 25, + "span": [ + 0, + 330 + ] + } + ], + "text": "Each character starts with some gold pieces (3d6x10) at the beginning of the game, used to buy equipment. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp). Prices for equipment are listed on the tables below in amount of gold pieces. The Referee is encouraged to include additional items and equipment.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.41634750366211, + 495.17919921875, + 116.36613464355469, + 510.44720458984375 + ], + "page": 25, + "span": [ + 0, + 16 + ] + } + ], + "text": "Equipment Weight", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.521154403686523, + 437.6532287597656, + 158.885986328125, + 492.5981750488281 + ], + "page": 25, + "span": [ + 0, + 153 + ] + } + ], + "text": "A \"normal\" level of miscellaneous equipment is assumed to weigh 10 pounds. If treasure is added to this, each coin and gem is assumed to weigh 0.1 pound.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.24613380432129, + 406.4502258300781, + 104.05892181396484, + 419.14923095703125 + ], + "page": 25, + "span": [ + 0, + 16 + ] + } + ], + "text": "Adventuring Gear", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/16" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/10" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/11" + }, + { + "prov": [ + { + "bbox": [ + 19.844675064086914, + 16.887100219726562, + 184.9655303955078, + 28.63210105895996 + ], + "page": 25, + "span": [ + 0, + 38 + ] + } + ], + "text": "24 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.492046356201172, + 572.982421875, + 93.16038513183594, + 585.681396484375 + ], + "page": 26, + "span": [ + 0, + 14 + ] + } + ], + "text": "Transportation", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/12" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/13" + }, + { + "prov": [ + { + "bbox": [ + 26.42340660095215, + 376.6485290527344, + 94.04615020751953, + 389.3475341796875 + ], + "page": 26, + "span": [ + 0, + 13 + ] + } + ], + "text": "Melee Weapons", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/14" + }, + { + "prov": [ + { + "bbox": [ + 26.38528823852539, + 113.35140228271484, + 100.18718719482422, + 123.79139709472656 + ], + "page": 26, + "span": [ + 0, + 19 + ] + } + ], + "text": "* Two-handed weapon", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.422969818115234, + 99.25540161132812, + 223.66737365722656, + 109.69539642333984 + ], + "page": 26, + "span": [ + 0, + 57 + ] + } + ], + "text": "† Can be used as either a one-handed or two-handed weapon", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.44371795654297, + 85.1594009399414, + 187.31936645507812, + 95.59940338134766 + ], + "page": 26, + "span": [ + 0, + 49 + ] + } + ], + "text": "‡ Can be used as either a melee or missile weapon", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 285.5757141113281, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 26, + "span": [ + 0, + 22 + ] + } + ], + "text": "itemS & equipment - 25", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.501039505004883, + 572.982421875, + 99.90370178222656, + 585.681396484375 + ], + "page": 27, + "span": [ + 0, + 15 + ] + } + ], + "text": "Missile Weapons", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/15" + }, + { + "prov": [ + { + "bbox": [ + 26.377126693725586, + 314.17138671875, + 279.2506103515625, + 324.61138916015625 + ], + "page": 27, + "span": [ + 0, + 78 + ] + } + ], + "text": "* Rate of Fire is the number of projectiles than can be fired per combat round", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.392492294311523, + 290.4753723144531, + 350.1488037109375, + 310.515380859375 + ], + "page": 27, + "span": [ + 0, + 174 + ] + } + ], + "text": "† There is a +2 \"to-hit\" bonus for missile weapons utilized at short range (x1), a +1 \"to-hit\" bonus at medium range (x2), and no bonus or penalty for long range (x3) attacks", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/17" + }, + { + "prov": [ + { + "bbox": [ + 42.26254653930664, + 61.709495544433594, + 361.1069030761719, + 107.44750213623047 + ], + "page": 27, + "span": [ + 0, + 317 + ] + } + ], + "text": "In the Original Game, all weapons did 1d6 damage, regardless of type. Swords & Wizardry WhiteBox provides some slight variation. To play the Original Game as it was written, simply ignore all variations in weapon damage - they all inflict 1d6 damage regardless of whether the weapon is a two-handed sword or a dagger.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.929712295532227, + 16.887100219726562, + 185.1174774169922, + 28.63210105895996 + ], + "page": 27, + "span": [ + 0, + 38 + ] + } + ], + "text": "26 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.363779067993164, + 572.982421875, + 55.77383041381836, + 585.681396484375 + ], + "page": 28, + "span": [ + 0, + 5 + ] + } + ], + "text": "Armor", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/16" + }, + { + "prov": [ + { + "bbox": [ + 25.956371307373047, + 474.98687744140625, + 348.7279968261719, + 485.4268798828125 + ], + "page": 28, + "span": [ + 0, + 102 + ] + } + ], + "text": "* At the Referee's discretion, magical armor weighs either half of its normal weight or nothing at all", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.376123428344727, + 441.3489990234375, + 145.60765075683594, + 456.61700439453125 + ], + "page": 28, + "span": [ + 0, + 23 + ] + } + ], + "text": "calculating armor claSS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.50713348388672, + 405.3241271972656, + 372.0853271484375, + 438.6690979003906 + ], + "page": 28, + "span": [ + 0, + 233 + ] + } + ], + "text": "To calculate a character's Armor Class, you must decide which system to use. The two systems have the same numbers, but in one of them a high armor class is better, and in one a low armor class is worse. Just decide which you prefer:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.64579772949219, + 361.95611572265625, + 148.35118103027344, + 377.47711181640625 + ], + "page": 28, + "span": [ + 0, + 20 + ] + } + ], + "text": "Descending AC System", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.77207946777344, + 217.01205444335938, + 157.93739318847656, + 360.7240905761719 + ], + "page": 28, + "span": [ + 0, + 340 + ] + } + ], + "text": "In this system, an unarmored human has an AC of 9. The armor you buy lowers your AC and the lower the AC, the harder you are to hit. To calculate your Armor Class, look at the Armor table above, in the \"Effect on…\" column. For whatever type of armor you bought, subtract the number shown from your base AC of 9. That's your new Armor Class.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 186.112060546875, + 361.9562072753906, + 291.91156005859375, + 377.4772033691406 + ], + "page": 28, + "span": [ + 0, + 19 + ] + } + ], + "text": "Ascending AC System", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 186.44607543945312, + 217.01214599609375, + 361.8031005859375, + 360.72418212890625 + ], + "page": 28, + "span": [ + 0, + 509 + ] + } + ], + "text": "For the ascending system, an unarmored person has an AAC of [10]. AAC means \"ascending armor class,\" and it is used in brackets as a reminder of which system is in use. Your armor adds to your AAC, so the higher your AAC, the harder it is for your enemies to hit you. To calculate your Ascending Armor Class, look at the Armor table on the previous page, in the \"Effect on…\" column. For whatever type of armor you bought, add the number shown in brackets to your base AAC of [10]. That's your new Armor Class.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.487201690673828, + 167.86900329589844, + 181.57919311523438, + 183.13699340820312 + ], + "page": 28, + "span": [ + 0, + 30 + ] + } + ], + "text": "converting armor claSS SyStemS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.560253143310547, + 131.843994140625, + 371.7126159667969, + 165.18899536132812 + ], + "page": 28, + "span": [ + 0, + 199 + ] + } + ], + "text": "To translate between the Ascending and Descending AC systems, the ascending armor class (AAC) and descending armor class (AC) values should add up to 19. Thus, AC 7 is the same as AAC [12] (19-7=12).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 39.7516975402832, + 75.14397430419922, + 357.1575622558594, + 108.48898315429688 + ], + "page": 28, + "span": [ + 0, + 237 + ] + } + ], + "text": "The Referee must decide which of the two armor class systems to use. In the \"Descending\" armor class system, a lower AC means you are harder to hit. In the \"Ascending\" armor class system, it is a higher armor class that is harder to hit.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 39.99290084838867, + 63.14697265625, + 349.4254455566406, + 74.89197540283203 + ], + "page": 28, + "span": [ + 0, + 85 + ] + } + ], + "text": "Numbers for the \"Ascending\" armor class system always appear in brackets [like this].", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 285.61090087890625, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 28, + "span": [ + 0, + 22 + ] + } + ], + "text": "itemS & equipment - 27", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.346384048461914, + 566.4586181640625, + 261.3103332519531, + 588.18798828125 + ], + "page": 29, + "span": [ + 0, + 27 + ] + } + ], + "text": "CHAPTER 5: PLAYING THE GAME", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.47873878479004, + 467.65325927734375, + 373.090576171875, + 565.7981567382812 + ], + "page": 29, + "span": [ + 0, + 805 + ] + } + ], + "text": "Once characters have been created, the Referee will describe where the characters are and what they can see. The game might start in a rural peasant village, a vast and teeming city spiked with towers and minarets, a castle, a tavern, or at the gates of an ancient tomb. From that point on, Players describe what their characters do. Going down stairs, attacking a dragon, talking to other Player Characters (PCs) or Non-Player Characters (NPCs) controlled by the Referee -all of these kinds of actions are decided by the players. The Referee then describes what happens as a result: the stairs lead down to a huge tomb, the dragon attacks the characters, etc. The rules below are guidelines handling events like combat, gaining experience, movement, healing, dying, and other important parts of the game.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.486942291259766, + 419.95330810546875, + 372.93035888671875, + 464.0982666015625 + ], + "page": 29, + "span": [ + 0, + 283 + ] + } + ], + "text": "Basically, you and the Referee work together, with the Referee handling the details of a dangerous fantasy world, and you handling what your character does in it. The epic story of your character's rise to greatness (or death in the effort) is yours to create in the Referee's world.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.626876831054688, + 391.7781982421875, + 116.09717559814453, + 407.04620361328125 + ], + "page": 29, + "span": [ + 0, + 18 + ] + } + ], + "text": "gaining experience", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.51104164123535, + 312.5532531738281, + 373.8042297363281, + 389.0981750488281 + ], + "page": 29, + "span": [ + 0, + 623 + ] + } + ], + "text": "Characters are awarded Experience Points (XP) for killing monsters and accumulating treasure. Monsters have set Experience Point values in their descriptions, and one gold piece acquired is equal to one XP. Experience is awarded for accumulating treasure because every gold piece gained by a character is an index of the player's skill. Awarding experience only for killing monsters fails to reward a party of adventurers that successfully lures a dragon away from its hoard so that its treasure can be stolen without a fight- it fails to reward characters that operate by intelligence, stealth, trickery, and misdirection.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.508373260498047, + 254.05332946777344, + 371.3485107421875, + 308.9982604980469 + ], + "page": 29, + "span": [ + 0, + 442 + ] + } + ], + "text": "Each character class has a Prime Attribute listed in its description, and the character creation process details how to determine the character's total XP bonus. There are two different ways of doing it, but each one results in a percent bonus. If a character's bonus is 10%, for example, and the Referee awards 1000xp to each character, that particular character would get 1100xp (10% of 1000 is 100, so the character gets a bonus of 100xp).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.466766357421875, + 225.87820434570312, + 48.75600814819336, + 241.1461944580078 + ], + "page": 29, + "span": [ + 0, + 4 + ] + } + ], + "text": "time", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.41826820373535, + 146.65318298339844, + 372.1545104980469, + 223.1981964111328 + ], + "page": 29, + "span": [ + 0, + 570 + ] + } + ], + "text": "The Referee will be required to make general rulings on the passage of time during the course of a campaign (e.g. \"A few hours later...\") and should be governed by common sense. There are, however, two important time measurements that merit brief definitions--the \"turn\" and \"combat round.\" A turn (lasting ten minutes) is used to track and measure actions, movement and resources when our intrepid adventurers are in dangerous places. The shorter combat round (lasting one minute) is used in the midst of battle to allow for a faster blow-by-blow account of the action.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/18" + }, + { + "prov": [ + { + "bbox": [ + 20.001737594604492, + 16.887100219726562, + 185.00738525390625, + 28.63210105895996 + ], + "page": 29, + "span": [ + 0, + 38 + ] + } + ], + "text": "28 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.743268966674805, + 572.0689697265625, + 75.80403137207031, + 587.3369750976562 + ], + "page": 30, + "span": [ + 0, + 8 + ] + } + ], + "text": "movement", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.586254119873047, + 546.8441162109375, + 371.27349853515625, + 569.3890991210938 + ], + "page": 30, + "span": [ + 0, + 129 + ] + } + ], + "text": "Base movement rate for all ancestries is calculated on the table below in tens of feet per turn, allowing for two moves per turn.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.321985244750977, + 515.6411743164062, + 95.80853271484375, + 528.3401489257812 + ], + "page": 30, + "span": [ + 0, + 13 + ] + } + ], + "text": "Movement Rate", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/17" + }, + { + "prov": [ + { + "bbox": [ + 26.18366050720215, + 406.4846496582031, + 152.44044494628906, + 419.18365478515625 + ], + "page": 30, + "span": [ + 0, + 25 + ] + } + ], + "text": "Movement Rate Adjustments", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/18" + }, + { + "prov": [ + { + "bbox": [ + 26.570711135864258, + 301.1614990234375, + 63.4410514831543, + 316.42950439453125 + ], + "page": 30, + "span": [ + 0, + 6 + ] + } + ], + "text": "combat", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.471588134765625, + 275.9364929199219, + 371.8179931640625, + 298.4814758300781 + ], + "page": 30, + "span": [ + 0, + 117 + ] + } + ], + "text": "When the party of adventurers comes into contact with enemies, the order of events in the combat round is as follows:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.54884147644043, + 217.43649291992188, + 372.2904052734375, + 261.58148193359375 + ], + "page": 30, + "span": [ + 0, + 351 + ] + } + ], + "text": "1) The Referee determines if one side or the other is entitled to a free attack or move as a result of surprise-this is either a judgement or a die roll of some kind, depending on the circumstances. Normally, anyone is surprised if they roll a 1 or a 2 on a d6. In a random encounter, distance is 2d4 x10ft (underground) and 2d4 x10 yards aboveground.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.490516662597656, + 186.83648681640625, + 356.06353759765625, + 198.58148193359375 + ], + "page": 30, + "span": [ + 0, + 91 + ] + } + ], + "text": "2) Determine initiative. One roll is made for each side, not for each individual in combat.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 38.42531204223633, + 158.0011749267578, + 357.873779296875, + 183.01846313476562 + ], + "page": 30, + "span": [ + 0, + 121 + ] + } + ], + "text": "· Party with initiative acts first (missile fire, casting spells, movement, melee attacks, etc.) and results take effect.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 38.68442153930664, + 141.5025177001953, + 222.16586303710938, + 154.5198974609375 + ], + "page": 30, + "span": [ + 0, + 55 + ] + } + ], + "text": "· Party that lost initiative acts; results take effect.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 38.54845428466797, + 113.00393676757812, + 358.6366882324219, + 138.021240234375 + ], + "page": 30, + "span": [ + 0, + 96 + ] + } + ], + "text": "· The round is complete; keep turn order for the next round if the battle has not been resolved.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 290.2269592285156, + 16.887100219726562, + 376.0016174316406, + 28.63210105895996 + ], + "page": 30, + "span": [ + 0, + 21 + ] + } + ], + "text": "playinG the Game - 29", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.428699493408203, + 572.0689697265625, + 129.66336059570312, + 587.3369750976562 + ], + "page": 31, + "span": [ + 0, + 20 + ] + } + ], + "text": "how initiative workS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.527799606323242, + 536.0441284179688, + 370.6238098144531, + 569.3890991210938 + ], + "page": 31, + "span": [ + 0, + 230 + ] + } + ], + "text": "At the beginning of the first combat round, each side rolls initiative on a d6- high roll wins. The winning side acts first, casting spells, moving, and attacking. The other side takes damage and casualties, and then has its turn.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.404399871826172, + 462.24420166015625, + 372.5081787109375, + 527.9891357421875 + ], + "page": 31, + "span": [ + 0, + 531 + ] + } + ], + "text": "Initiative rolls may result in a tie. When this happens, both sides are considered to be acting simultaneously. The Referee may handle this situation in any way they choose-with one caveat. The damage inflicted by the combatants during any simultaneous initiative is inflicted even if one of the combatants dies during the round. It is possible for two combatants to kill each other in this situation. If you want to play things more simply, just reroll initiative if there is a tie until one side or the other wins the initiative.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 40.14105987548828, + 401.95318603515625, + 360.8973388671875, + 438.2052001953125 + ], + "page": 31, + "span": [ + 0, + 187 + ] + } + ], + "text": "Some Referees prefer to have all parties make a \" statement of intent \" before they roll initiative in order to force players to decide what they're doing before they know who goes first.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.356529235839844, + 353.6610107421875, + 173.77850341796875, + 369.1820068359375 + ], + "page": 31, + "span": [ + 0, + 25 + ] + } + ], + "text": "Alternate Combat Sequence", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.62976837158203, + 328.6869812011719, + 357.4833984375, + 352.4289855957031 + ], + "page": 31, + "span": [ + 0, + 139 + ] + } + ], + "text": "The sequence of battle is one of the most commonly house-ruled parts of the game. Here is one possibility, also based on the Original Game:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 44.56849670410156, + 268.6929626464844, + 349.88128662109375, + 316.9779968261719 + ], + "page": 31, + "span": [ + 0, + 267 + ] + } + ], + "text": "1) Roll for surprise . Anyone not surprised gets a free round of combat in the normal order (see below). If neither side, or both sides, are surprised, move on to the next step. In a random encounter, distance is 2d4 x10ft (underground) and 2d4 x10 yards aboveground.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 44.415523529052734, + 232.69297790527344, + 348.46697998046875, + 256.9839782714844 + ], + "page": 31, + "span": [ + 0, + 89 + ] + } + ], + "text": "2) Roll for initiative (one roll for each whole side), and follow the sequence described:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.44770431518555, + 184.69598388671875, + 362.2428283691406, + 220.43496704101562 + ], + "page": 31, + "span": [ + 0, + 257 + ] + } + ], + "text": "First, any \"prepared\" spells are cast. It takes a full combat round to prepare a spell, but one can be prepared ahead of time. Spellcasters who won the initiative cast their spells first. They may then start preparing a spell for the next round, if desired.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.46527862548828, + 148.69598388671875, + 362.2365417480469, + 172.43797302246094 + ], + "page": 31, + "span": [ + 0, + 140 + ] + } + ], + "text": "Next, missile weapons are fired (if the bow was already in the character's hands and ready to go). This also happens in order of initiative.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.263397216796875, + 112.69597625732422, + 363.0266418457031, + 136.43797302246094 + ], + "page": 31, + "span": [ + 0, + 109 + ] + } + ], + "text": "Then melee combat takes place, in order of initiative. Finally, movement takes place, in order of initiative.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.311466217041016, + 76.69597625732422, + 362.240966796875, + 100.43798065185547 + ], + "page": 31, + "span": [ + 0, + 144 + ] + } + ], + "text": "If it is important to find out which character in the party goes before another one, just compare their Dexterity scores to see which is higher.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.16415786743164, + 16.887100219726562, + 186.02748107910156, + 28.63210105895996 + ], + "page": 31, + "span": [ + 0, + 38 + ] + } + ], + "text": "30 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.44112777709961, + 572.0689697265625, + 106.3263931274414, + 587.3369750976562 + ], + "page": 32, + "span": [ + 0, + 15 + ] + } + ], + "text": "the attack roll", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.56923484802246, + 482.044189453125, + 225.08642578125, + 569.3890991210938 + ], + "page": 32, + "span": [ + 0, + 415 + ] + } + ], + "text": "The most important rule to understand about combat is the attack roll. To attack with a weapon, the player rolls a d20 and adds any bonuses to the result. These \"to-hit\" bonuses may include a strength bonus (for attacks with hand held weapons), a dexterity bonus (for attacks with missile weapons), and any bonuses for magic weapons. The player then subtracts any \"to-hit\" penalties they might have from their roll.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.464229583740234, + 391.144287109375, + 225.34286499023438, + 478.48919677734375 + ], + "page": 32, + "span": [ + 0, + 390 + ] + } + ], + "text": "The attack roll is then compared to a table to see if the attack hits. If the attack roll is equal to or higher than the number on the table, the attack hits. If you are using the Ascending AC system, rather than refer to these tables, there is a quick formula presented at the end of this chapter that you can use (See Ascending AC Combat, Page 23). The Referee decides which will be used.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/19" + }, + { + "prov": [ + { + "bbox": [ + 26.38650894165039, + 365.0443115234375, + 371.190673828125, + 387.58929443359375 + ], + "page": 32, + "span": [ + 0, + 168 + ] + } + ], + "text": "If an attack hits, it inflicts damage (as determined by the weapon's damage die). The damage is subtracted from the defender's hit point total (See \"Damage and Death\").", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.398632049560547, + 318.54132080078125, + 107.96508026123047, + 331.2403259277344 + ], + "page": 32, + "span": [ + 0, + 19 + ] + } + ], + "text": "Cleric Attack Rolls", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/19" + }, + { + "prov": [ + { + "bbox": [ + 290.17291259765625, + 16.887100219726562, + 376.0197448730469, + 28.63210105895996 + ], + "page": 32, + "span": [ + 0, + 21 + ] + } + ], + "text": "playinG the Game - 31", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 20.04155921936035, + 572.982421875, + 106.82019805908203, + 585.681396484375 + ], + "page": 33, + "span": [ + 0, + 20 + ] + } + ], + "text": "Fighter Attack Rolls", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/20" + }, + { + "prov": [ + { + "bbox": [ + 20.0162353515625, + 363.0729064941406, + 124.31464385986328, + 375.77191162109375 + ], + "page": 33, + "span": [ + 0, + 23 + ] + } + ], + "text": "Magic-user Attack Rolls", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/21" + }, + { + "prov": [ + { + "bbox": [ + 20.095224380493164, + 16.887100219726562, + 186.81349182128906, + 28.63210105895996 + ], + "page": 33, + "span": [ + 0, + 38 + ] + } + ], + "text": "32 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.336681365966797, + 570.77587890625, + 154.3302001953125, + 587.5706787109375 + ], + "page": 34, + "span": [ + 0, + 19 + ] + } + ], + "text": "SPECIFIC SITUATIONS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.4383544921875, + 545.9481201171875, + 370.6346435546875, + 568.4931030273438 + ], + "page": 34, + "span": [ + 0, + 136 + ] + } + ], + "text": "The following are a compilation of guidelines and instructions for handling certain, specific situations that might arise during combat.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.398481369018555, + 517.7730102539062, + 112.77197265625, + 533.041015625 + ], + "page": 34, + "span": [ + 0, + 16 + ] + } + ], + "text": "Damage anD Death", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.521732330322266, + 492.5480041503906, + 371.3851318359375, + 515.093017578125 + ], + "page": 34, + "span": [ + 0, + 145 + ] + } + ], + "text": "When a character (or creature) is hit, the amount of damage taken is deducted from their hit points. When hit points reach 0, the character dies.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 48.001983642578125, + 440.5395202636719, + 153.80116271972656, + 456.0605163574219 + ], + "page": 34, + "span": [ + 0, + 19 + ] + } + ], + "text": "A Less Harsh Method", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 48.343135833740234, + 406.5665283203125, + 349.49005126953125, + 440.3074951171875 + ], + "page": 34, + "span": [ + 0, + 227 + ] + } + ], + "text": "Referees have different ideas concerning how lethal a game should be. For this reason, many allow characters to become \"unconscious\" at 0 HP, with death staved off until the character reaches some predetermined negative number.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 48.25115203857422, + 346.07757568359375, + 350.37249755859375, + 402.81353759765625 + ], + "page": 34, + "span": [ + 0, + 354 + ] + } + ], + "text": "For example, many Referees employ a house rule which allows a character's HP to fall below 0 by as many points as their level before the character dies; a 4th level character might die only if they fall below -4 HP. Generally, though, a character with fewer than 0 HP is considered to be bleeding to death at 1 HP per round until the wounds are bound up.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.414125442504883, + 294.0740051269531, + 64.89612579345703, + 309.3420104980469 + ], + "page": 34, + "span": [ + 0, + 7 + ] + } + ], + "text": "healing", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.424415588378906, + 268.8490905761719, + 371.84136962890625, + 291.3940734863281 + ], + "page": 34, + "span": [ + 0, + 187 + ] + } + ], + "text": "In addition to the various magical means of restoring HP, a character will recover 1 full hit point per day of uninterrupted rest. Four weeks of rest will restore all of a character's HP-", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/20" + }, + { + "prov": [ + { + "bbox": [ + 197.30813598632812, + 258.0491027832031, + 355.9683837890625, + 269.7940979003906 + ], + "page": 34, + "span": [ + 0, + 42 + ] + } + ], + "text": "regardless of how many the character lost.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 197.975830078125, + 225.27499389648438, + 277.0542907714844, + 240.54299926757812 + ], + "page": 34, + "span": [ + 0, + 14 + ] + } + ], + "text": "Binding Wounds", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 197.78506469726562, + 167.74899291992188, + 373.1865234375, + 222.69400024414062 + ], + "page": 34, + "span": [ + 0, + 200 + ] + } + ], + "text": "Referees can allow characters to bind 1d4 HP worth of wounds following a battle. This is of particular use in low-magic campaigns or in adventures where none of the Players has chosen to run a Cleric.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 197.9869842529297, + 120.0489730834961, + 373.61053466796875, + 164.19398498535156 + ], + "page": 34, + "span": [ + 0, + 154 + ] + } + ], + "text": "Note that the character can only recover HP lost during this particular battle. Recovered HP cannot cause a character to have more hit points than normal.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 290.1309814453125, + 16.887100219726562, + 376.07171630859375, + 28.63210105895996 + ], + "page": 34, + "span": [ + 0, + 21 + ] + } + ], + "text": "playinG the Game - 33", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.388349533081055, + 572.0689697265625, + 119.37649536132812, + 587.3369750976562 + ], + "page": 35, + "span": [ + 0, + 19 + ] + } + ], + "text": "inviSible opponentS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.547060012817383, + 525.244140625, + 372.0078125, + 569.3890991210938 + ], + "page": 35, + "span": [ + 0, + 367 + ] + } + ], + "text": "An invisible opponent can only be attacked if its general location is known, and the attack suffers a -4 penalty \"to-hit.\" Note that more powerful monsters (those with sensitive smell, hearing, or those with more than 6 HD) will frequently be able to detect invisible opponents; the Referee should determine the chance of this based on the creature and the situation.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.52736473083496, + 497.0690002441406, + 93.26679229736328, + 512.3370361328125 + ], + "page": 35, + "span": [ + 0, + 12 + ] + } + ], + "text": "melee attack", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.43467140197754, + 471.8441162109375, + 371.6163635253906, + 494.38909912109375 + ], + "page": 35, + "span": [ + 0, + 164 + ] + } + ], + "text": "A melee attack is an attack with a hand-held weapon such as a sword, spear, or dagger. Two combatants within ten feet of each other are considered to be \"in melee.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.587430953979492, + 443.66900634765625, + 97.4447250366211, + 458.93701171875 + ], + "page": 35, + "span": [ + 0, + 14 + ] + } + ], + "text": "miSSile attack", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.49337387084961, + 407.6440124511719, + 372.3156433105469, + 440.9889831542969 + ], + "page": 35, + "span": [ + 0, + 225 + ] + } + ], + "text": "Missile attacks are attacks with ranged weapons such as crossbows, slings, or thrown axes. When using missiles to fire into melee, it is not possible to choose which opponent (or friend!) will receive the brunt of the attack.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.613489151000977, + 379.468994140625, + 64.74925994873047, + 394.73699951171875 + ], + "page": 35, + "span": [ + 0, + 6 + ] + } + ], + "text": "morale", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.491260528564453, + 321.84405517578125, + 371.9629211425781, + 376.78900146484375 + ], + "page": 35, + "span": [ + 0, + 448 + ] + } + ], + "text": "Certain monsters, such as mindless or undead creatures, are fearless and will always fight to the death. The majority, however, will not continue to fight a hopeless battle and will seek to retreat, surrender, or flee. The Referee will decide when monsters abandon battle and retreat, based upon the situation and the monster's intelligence. Referees should also use morale to determine the actions and loyalty of hirelings or other companion NPCs.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.412961959838867, + 293.66900634765625, + 153.53956604003906, + 308.93701171875 + ], + "page": 35, + "span": [ + 0, + 25 + ] + } + ], + "text": "negotiation anD Diplomacy", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.391925811767578, + 246.84402465820312, + 373.2525634765625, + 290.9889831542969 + ], + "page": 35, + "span": [ + 0, + 311 + ] + } + ], + "text": "Some combats can be averted with a few well-chosen words (even lies). If the party is outmatched, or the monsters don't seem likely to be carrying much in the way of loot, the party might elect to brazen their way through in an attempt to avoid combat or at least delay it until more favorable conditions arise.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.676860809326172, + 218.66900634765625, + 57.68082809448242, + 233.93699645996094 + ], + "page": 35, + "span": [ + 0, + 6 + ] + } + ], + "text": "SpellS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.444042205810547, + 139.44398498535156, + 372.3840637207031, + 215.98899841308594 + ], + "page": 35, + "span": [ + 0, + 671 + ] + } + ], + "text": "Spell casting begins at the start of the combat round. It is possible to prepare a spell while within melee range of an opponent (10 feet) but if the caster suffers damage while preparing a spell, the spell is lost. Unless stated otherwise, the spell is cast (takes effect) in the caster's initiative phase. Note that in the Alternative Sequence of Combat (described above), spell casting works differently. In that system, it takes a full round to prepare a spell, the spell is cast at the beginning of the round before anything else happens, and the caster may spend the rest of the round preparing a new spell (or doing something else such as moving or even fighting).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.757211685180664, + 16.887100219726562, + 186.11309814453125, + 28.63210105895996 + ], + "page": 35, + "span": [ + 0, + 38 + ] + } + ], + "text": "34 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.367815017700195, + 572.0689697265625, + 63.31836700439453, + 587.3369750976562 + ], + "page": 36, + "span": [ + 0, + 7 + ] + } + ], + "text": "loyalty", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.485395431518555, + 525.244140625, + 372.0267639160156, + 569.3890991210938 + ], + "page": 36, + "span": [ + 0, + 300 + ] + } + ], + "text": "The Referee may wish to make \"loyalty checks\" for NPCs put into dangerous situations or ones offered bribes to change sides during a conflict. When a loyalty check is made, roll 3d6 and consult the Loyalty table for the result. Remember that these checks can be modified by a Player's Charisma score.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.500112533569336, + 473.044189453125, + 373.412841796875, + 517.1891479492188 + ], + "page": 36, + "span": [ + 0, + 285 + ] + } + ], + "text": "Good treatment, respect, and a fair share of treasure earned should garner bonuses to loyalty checks, while abuse, physical or otherwise, will bring about penalties, abandonment, or worse. NPCs should be treated as distinct individuals, and not mere extensions of the Player Character.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.265865325927734, + 442.0391845703125, + 85.21170043945312, + 454.7381896972656 + ], + "page": 36, + "span": [ + 0, + 13 + ] + } + ], + "text": "Loyalty Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/22" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/21" + }, + { + "prov": [ + { + "bbox": [ + 26.533842086791992, + 261.57989501953125, + 94.77892303466797, + 276.847900390625 + ], + "page": 36, + "span": [ + 0, + 13 + ] + } + ], + "text": "Saving throwS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.4630069732666, + 193.15489196777344, + 371.8161926269531, + 258.89990234375 + ], + "page": 36, + "span": [ + 0, + 554 + ] + } + ], + "text": "From time to time, a spell or some other kind of hazard requires you to make a \"saving throw.\" A successful saving throw means that the character avoids a threat or lessens its effect. Each character class has a saving throw target number which gets lower and lower as the character gains levels. To make a saving throw, roll a d20. If the result is equal to or greater than the character's saving throw target number, the saving throw is successful. Monsters can also make saving throws (their saving throw target number is their HD subtracted from 19).", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/22" + }, + { + "prov": [ + { + "bbox": [ + 290.1582946777344, + 16.887100219726562, + 376.0892639160156, + 28.63210105895996 + ], + "page": 36, + "span": [ + 0, + 21 + ] + } + ], + "text": "playinG the Game - 35", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 95.98658752441406, + 532.1090087890625, + 299.5825500488281, + 547.6300048828125 + ], + "page": 37, + "span": [ + 0, + 39 + ] + } + ], + "text": "Alternate Rule: The Saving Throw Matrix", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 39.65802764892578, + 492.7979736328125, + 354.05657958984375, + 528.5369873046875 + ], + "page": 37, + "span": [ + 0, + 246 + ] + } + ], + "text": "The Swords & Wizardry saving throw system is an adaptation of the original, which had several categories of different risks instead of a single basic saving throw as used here. The original version had the following categories and target numbers:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 39.770713806152344, + 472.3949890136719, + 233.6905975341797, + 485.093994140625 + ], + "page": 37, + "span": [ + 0, + 42 + ] + } + ], + "text": "Saving Throw Categories (Alternate Method)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/23" + }, + { + "prov": [ + { + "bbox": [ + 39.34965896606445, + 149.5851287841797, + 350.0542907714844, + 197.32110595703125 + ], + "page": 37, + "span": [ + 0, + 281 + ] + } + ], + "text": "This table does not integrate directly into Swords & Wizardry: if you were to houserule it in, you would have to eliminate the Swords & Wizardry class bonuses on saving throws (i.e., the bonuses listed for each class in the class description but not racial bonuses for non-humans).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 39.64957809448242, + 124.92009735107422, + 331.6151123046875, + 143.360107421875 + ], + "page": 37, + "span": [ + 0, + 173 + ] + } + ], + "text": "*Legal Note: The information in this sidebar is provided for purposes of comparison, and is not to be construed as an indication respecting compatibility with any trademark.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.15380859375, + 16.887100219726562, + 185.17037963867188, + 28.63210105895996 + ], + "page": 37, + "span": [ + 0, + 38 + ] + } + ], + "text": "36 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.391136169433594, + 572.0689697265625, + 121.67255401611328, + 587.3369750976562 + ], + "page": 38, + "span": [ + 0, + 18 + ] + } + ], + "text": "turning the unDeaD", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.617162704467773, + 536.0441284179688, + 371.9853210449219, + 569.3890991210938 + ], + "page": 38, + "span": [ + 0, + 216 + ] + } + ], + "text": "Lawful clerics (only) have the ability to \"turn\" the undead, causing them to flee or destroying them outright. When a turning attempt is made, roll 3d6 and consult the Turning Undead table (see below) for the result.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.50562286376953, + 499.1441650390625, + 371.2769470214844, + 532.4891357421875 + ], + "page": 38, + "span": [ + 0, + 216 + ] + } + ], + "text": "If the result on the dice is equal to or greater than the number shown on the table, all undead creatures of the targeted type are turned and will flee for 3d6 rounds (or cower helplessly if they are unable to flee).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.54557228088379, + 473.044189453125, + 371.3269348144531, + 495.58917236328125 + ], + "page": 38, + "span": [ + 0, + 136 + ] + } + ], + "text": "For Lawfully aligned Clerics, if the table indicates a \"D\" then the undead creature is destroyed automatically and will crumble to dust.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.385107040405273, + 452.8392028808594, + 125.36001586914062, + 465.5382080078125 + ], + "page": 38, + "span": [ + 0, + 20 + ] + } + ], + "text": "Turning Undead Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/24" + }, + { + "prov": [ + { + "bbox": [ + 26.956195831298828, + 217.98629760742188, + 137.0563507080078, + 233.25430297851562 + ], + "page": 38, + "span": [ + 0, + 21 + ] + } + ], + "text": "Turn Undead (Variant)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.681150436401367, + 192.8603057861328, + 371.66314697265625, + 215.40530395507812 + ], + "page": 38, + "span": [ + 0, + 124 + ] + } + ], + "text": "Referees who wish to limit the use of the Turn Undead ability might decide to count this as merely a 1st level Cleric spell.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.497283935546875, + 155.37728881835938, + 192.9733428955078, + 170.89830017089844 + ], + "page": 38, + "span": [ + 0, + 30 + ] + } + ], + "text": "Chaotic Clerics and the Undead", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.65815353393555, + 65.41529846191406, + 366.3197937011719, + 155.1453094482422 + ], + "page": 38, + "span": [ + 0, + 666 + ] + } + ], + "text": "Many Referees allow Chaotic clerics as well as Lawful clerics to turn the Undead. If Chaotic clerics are allowed to turn the undead, treat a result of \"D\" on the table a bit differently; instead of destroying the undead creature, the Chaotic cleric has forced it into servitude. It will follow the character's commands, although the Referee will decide the limitations on this power. Perhaps the cleric can only keep a certain number of undead under control at one time (or a certain number of hit dice) - the cleric's level is a good number to use for this limit, whether it stands for a maximum number of Undead creatures or for a maximum number of total hit dice.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 290.2046203613281, + 16.887100219726562, + 376.0785217285156, + 28.63210105895996 + ], + "page": 38, + "span": [ + 0, + 21 + ] + } + ], + "text": "playinG the Game - 37", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 101.88504791259766, + 553.9935913085938, + 294.8810729980469, + 569.5145874023438 + ], + "page": 39, + "span": [ + 0, + 34 + ] + } + ], + "text": "Ascending AC Combat - Quick Method", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 34.6183967590332, + 516.1166381835938, + 363.22283935546875, + 549.4616088867188 + ], + "page": 39, + "span": [ + 0, + 230 + ] + } + ], + "text": "If you're using the Ascending AC system, it may be easier to calculate your \"to-hit\" rolls according to a simple formula. The numbers are the same as the Descending AC tablesthis is just a different way of calculating the results.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 34.72081756591797, + 485.11163330078125, + 127.70549011230469, + 497.8106384277344 + ], + "page": 39, + "span": [ + 0, + 21 + ] + } + ], + "text": "Here's how it's done:", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 34.64418411254883, + 416.2167053222656, + 363.3605651855469, + 481.9616394042969 + ], + "page": 39, + "span": [ + 0, + 513 + ] + } + ], + "text": "To attack with a weapon, the player rolls a d20 and adds any bonuses to the result. These \"to-hit\" bonuses now include the character's Base \"to-hit\" Bonus, as shown on the table below, and may include a strength bonus (for attacks with handheld weapons), a dexterity bonus (for attacks with missile weapons), and any bonuses for magic weapons. The player then subtracts any \"to-hit\" penalties they might have from their roll. If the result is equal to or greater than the opponent's Ascending AC, the attack hits.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 34.360103607177734, + 385.0137023925781, + 228.35777282714844, + 397.71270751953125 + ], + "page": 39, + "span": [ + 0, + 40 + ] + } + ], + "text": "Ascending AC Combat Table (Quick Method)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/25" + }, + { + "prov": [ + { + "bbox": [ + 34.814720153808594, + 260.3951721191406, + 276.1568908691406, + 272.1401672363281 + ], + "page": 39, + "span": [ + 0, + 63 + ] + } + ], + "text": "Note: This quick system only works for the ascending AC system.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 34.730289459228516, + 197.39517211914062, + 363.58270263671875, + 241.54017639160156 + ], + "page": 39, + "span": [ + 0, + 300 + ] + } + ], + "text": "In order to use this system, you'll need to write down your Base \"to-hit\" Bonus, and adjust it as you gain levels, but after doing that, you won't have to check the table to see if you score a hit. All you need to know is whether the total result was equal to or higher than the target's armor class.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.148019790649414, + 16.887100219726562, + 186.3414306640625, + 28.63210105895996 + ], + "page": 39, + "span": [ + 0, + 38 + ] + } + ], + "text": "38 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.516464233398438, + 570.77587890625, + 151.77191162109375, + 587.5706787109375 + ], + "page": 40, + "span": [ + 0, + 16 + ] + } + ], + "text": "GAMEPLAY EXAMPLE", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.23799705505371, + 545.9481201171875, + 369.6021728515625, + 568.7361450195312 + ], + "page": 40, + "span": [ + 0, + 148 + ] + } + ], + "text": "A Fighter, Arnold the Lion, is fighting three goblins in a dark alley of the Glittering City of Semoulia. We eavesdrop just as the encounter begins:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.44084358215332, + 509.04815673828125, + 371.13494873046875, + 542.942138671875 + ], + "page": 40, + "span": [ + 0, + 213 + ] + } + ], + "text": "Arnold's player: \"I draw myself up to full height and inform them that I'm a captain of the guard. My soldiers are right behind me, and these vermin better disperse or I'll have them brought in for interrogation.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.46479034423828, + 493.3431701660156, + 355.113037109375, + 506.04217529296875 + ], + "page": 40, + "span": [ + 0, + 88 + ] + } + ], + "text": "Referee: \"Um, no. They're not buying it. You're covered in filth from that garbage pit.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.40105438232422, + 478.0431823730469, + 193.4298858642578, + 490.7421875 + ], + "page": 40, + "span": [ + 0, + 43 + ] + } + ], + "text": "Arnold's player: \"Oh, yeah. I forgot that.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.500112533569336, + 462.7431945800781, + 280.2991638183594, + 475.44219970703125 + ], + "page": 40, + "span": [ + 0, + 73 + ] + } + ], + "text": "Referee: \"Roll initiative.\" (Secretly rolls a d6 and gets a result of 6.)", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.531858444213867, + 447.4432067871094, + 149.1138153076172, + 460.1422119140625 + ], + "page": 40, + "span": [ + 0, + 33 + ] + } + ], + "text": "Arnold's player : \"I rolled a 2.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.496158599853516, + 421.74822998046875, + 369.869384765625, + 444.84222412109375 + ], + "page": 40, + "span": [ + 0, + 130 + ] + } + ], + "text": "Referee: \"The goblins attack first. They're all more than ten feet from you, and they move forward with their clubs at the ready.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.490346908569336, + 406.0432434082031, + 178.21438598632812, + 418.74224853515625 + ], + "page": 40, + "span": [ + 0, + 37 + ] + } + ], + "text": "Arnold's player: \"They don't charge?\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.402433395385742, + 390.7432556152344, + 96.29640197753906, + 403.4422607421875 + ], + "page": 40, + "span": [ + 0, + 16 + ] + } + ], + "text": "Referee: \"Nope.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.362953186035156, + 365.04827880859375, + 371.7873840332031, + 388.14227294921875 + ], + "page": 40, + "span": [ + 0, + 98 + ] + } + ], + "text": "Arnold's player: \"They don't get an attack because they closed in. It's my turn to attack, right?\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.666776657104492, + 349.3432922363281, + 88.3709945678711, + 362.04229736328125 + ], + "page": 40, + "span": [ + 0, + 15 + ] + } + ], + "text": "Referee: \"Yes.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.451194763183594, + 323.6483154296875, + 372.706298828125, + 346.7423095703125 + ], + "page": 40, + "span": [ + 0, + 128 + ] + } + ], + "text": "Arnold's player: (Rolls a d20.) \"16-sweet! Adding my base to-hit bonus and Strength bonus gives me a total 'to-hit' roll of 18!\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.48542022705078, + 297.54833984375, + 371.03228759765625, + 320.642333984375 + ], + "page": 40, + "span": [ + 0, + 151 + ] + } + ], + "text": "Referee: (Notes that goblins have an Armor Class of 14, using the ascending AC rules.) \"You swing your sword into the leading goblin. Roll for damage.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.46202850341797, + 271.4483642578125, + 368.744384765625, + 294.5423583984375 + ], + "page": 40, + "span": [ + 0, + 105 + ] + } + ], + "text": "Arnold's player: (Rolls a d6.) \"2 points, but I've got a +1 damage bonus, so that's a total of 3 damage.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.577213287353516, + 212.94837951660156, + 371.6000671386719, + 268.4423828125 + ], + "page": 40, + "span": [ + 0, + 413 + ] + } + ], + "text": "Referee: (That's enough to kill it. The goblin had only 2 hit points.) \"Okay, so as it's moving forward, the goblin slips a little bit in a puddle on the stones of the narrow alley where you're fighting, and skids right onto your sword. As you yank out the blade, the goblin falls dead to the ground. The other two are still attacking, but they look nervous now-obviously starting to reconsider this whole thing.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.738685607910156, + 173.6649932861328, + 99.30255889892578, + 189.18600463867188 + ], + "page": 40, + "span": [ + 0, + 8 + ] + } + ], + "text": "REMEMBER", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.74791717529297, + 61.70709228515625, + 362.23919677734375, + 173.43310546875 + ], + "page": 40, + "span": [ + 0, + 898 + ] + } + ], + "text": "SWORDS & WIZARDRY is a free-form roleplaying game, meaning that there aren't very many rules. The Referee is responsible for handling situations that aren't covered by the rules, making fair evaluations of what the characters do and deciding what happens as a result. This is not a game in which the players are \"against\" the Referee, even though the Referee is responsible for creating tricky traps, dangerous situations, and running the monsters and other foes the PCs will encounter during the game. In fact, the players and the Referee cooperate with each other to create a fantasy epic, with the Referee creating the setting and the players developing the story of the heroes. If they aren't skillful and smart, the epic might be very short. But it's not the Referee's job to defeat the players-it's their job to provide interesting (and dangerous) challenges, and then guide the story fairly.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 290.1692810058594, + 16.887100219726562, + 376.02410888671875, + 28.63210105895996 + ], + "page": 40, + "span": [ + 0, + 21 + ] + } + ], + "text": "playinG the Game - 39", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.44066619873047, + 566.4586181640625, + 235.60098266601562, + 588.18798828125 + ], + "page": 41, + "span": [ + 0, + 25 + ] + } + ], + "text": "CHAPTER 6: SPELLS & MAGIC", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.472862243652344, + 456.853271484375, + 371.7855224609375, + 565.7981567382812 + ], + "page": 41, + "span": [ + 0, + 861 + ] + } + ], + "text": "Clerics and Magic-Users can cast spells, Fighters cannot. Spells have three phases. First they are memorized (a character can only memorize a certain number of spells to bring along on an adventure - see the description of the character classes to find out how many, and what level). Second, they are prepared, which is the process of saying the magic words and making the magic gestures. Third, the spell is cast, which means it takes effect and the magic happens. In the normal sequence of combat, the caster starts preparing at the beginning of the round and casts the spell whenever their side has the initiative. In the alternative combat sequence, it takes a whole round to prepare a spell, but spells are cast at the beginning of the next round, and the caster can then take other actions during the round, including preparing a spell for the next round.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/23" + }, + { + "prov": [ + { + "bbox": [ + 26.523250579833984, + 375.26910400390625, + 106.79692077636719, + 390.537109375 + ], + "page": 41, + "span": [ + 0, + 17 + ] + } + ], + "text": "cleric Spell liSt", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.37619400024414, + 350.2705993652344, + 56.999656677246094, + 362.9696044921875 + ], + "page": 41, + "span": [ + 0, + 7 + ] + } + ], + "text": "Level 1", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.7120304107666, + 335.3756103515625, + 138.9447021484375, + 347.12060546875 + ], + "page": 41, + "span": [ + 0, + 28 + ] + } + ], + "text": "1. Cure (Cause) Light Wounds", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.519319534301758, + 320.07562255859375, + 109.20372009277344, + 331.82061767578125 + ], + "page": 41, + "span": [ + 0, + 21 + ] + } + ], + "text": "2. Detect Chaos (Law)", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.4614200592041, + 304.775634765625, + 86.28749084472656, + 316.5206298828125 + ], + "page": 41, + "span": [ + 0, + 15 + ] + } + ], + "text": "3. Detect Magic", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.530437469482422, + 289.47564697265625, + 81.63905334472656, + 301.22064208984375 + ], + "page": 41, + "span": [ + 0, + 15 + ] + } + ], + "text": "4. Light (Dark)", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.476551055908203, + 274.1756591796875, + 142.90110778808594, + 285.920654296875 + ], + "page": 41, + "span": [ + 0, + 30 + ] + } + ], + "text": "5. Protection from Chaos (Law)", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.479902267456055, + 258.87567138671875, + 153.09361267089844, + 270.62066650390625 + ], + "page": 41, + "span": [ + 0, + 34 + ] + } + ], + "text": "6. Purify (Putrefy) Food and Drink", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.303312301635742, + 227.87066650390625, + 57.15729904174805, + 240.56967163085938 + ], + "page": 41, + "span": [ + 0, + 7 + ] + } + ], + "text": "Level 2", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.770795822143555, + 212.97567749023438, + 83.26134490966797, + 224.72067260742188 + ], + "page": 41, + "span": [ + 0, + 16 + ] + } + ], + "text": "1. Bless (Curse)", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.584571838378906, + 197.67567443847656, + 76.98490142822266, + 209.42066955566406 + ], + "page": 41, + "span": [ + 0, + 13 + ] + } + ], + "text": "2. Find Traps", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.550045013427734, + 182.37567138671875, + 82.3113021850586, + 194.12066650390625 + ], + "page": 41, + "span": [ + 0, + 14 + ] + } + ], + "text": "3. Hold Person", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.468448638916016, + 167.07566833496094, + 109.86148834228516, + 178.82066345214844 + ], + "page": 41, + "span": [ + 0, + 21 + ] + } + ], + "text": "4. Speak with Animals", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.34941864013672, + 136.07064819335938, + 57.196773529052734, + 148.7696533203125 + ], + "page": 41, + "span": [ + 0, + 7 + ] + } + ], + "text": "Level 3", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.73232078552246, + 121.17565155029297, + 114.68250274658203, + 132.920654296875 + ], + "page": 41, + "span": [ + 0, + 23 + ] + } + ], + "text": "1. Cure (Cause) Disease", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.597105026245117, + 105.87564849853516, + 123.40080261230469, + 117.62065124511719 + ], + "page": 41, + "span": [ + 0, + 26 + ] + } + ], + "text": "2. Light (Dark), Continual", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.567363739013672, + 90.57564544677734, + 88.92162322998047, + 102.32064819335938 + ], + "page": 41, + "span": [ + 0, + 16 + ] + } + ], + "text": "3. Locate Object", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.407896041870117, + 75.27564239501953, + 90.51480865478516, + 87.02064514160156 + ], + "page": 41, + "span": [ + 0, + 15 + ] + } + ], + "text": "4. Remove Curse", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 20.14122200012207, + 16.887100219726562, + 184.92259216308594, + 28.63210105895996 + ], + "page": 41, + "span": [ + 0, + 38 + ] + } + ], + "text": "40 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 199.7827606201172, + 350.2706298828125, + 230.24609375, + 362.9696350097656 + ], + "page": 41, + "span": [ + 0, + 7 + ] + } + ], + "text": "Level 4", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 200.11814880371094, + 335.3756408691406, + 319.7320251464844, + 347.1206359863281 + ], + "page": 41, + "span": [ + 0, + 30 + ] + } + ], + "text": "1. Cure (Cause) Serious Wounds", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 199.84071350097656, + 320.0756530761719, + 274.5863952636719, + 331.8206481933594 + ], + "page": 41, + "span": [ + 0, + 20 + ] + } + ], + "text": "2. Neutralize Poison", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 199.88632202148438, + 304.7756652832031, + 365.75909423828125, + 316.5206604003906 + ], + "page": 41, + "span": [ + 0, + 45 + ] + } + ], + "text": "3. Protection from Chaos (Law), 10 ft. radius", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 199.78485107421875, + 289.4756774902344, + 274.9860534667969, + 301.2206726074219 + ], + "page": 41, + "span": [ + 0, + 20 + ] + } + ], + "text": "5. Speak with Plants", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 199.90696716308594, + 274.1756896972656, + 268.394287109375, + 285.9206848144531 + ], + "page": 41, + "span": [ + 0, + 19 + ] + } + ], + "text": "6. Sticks to Snakes", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 199.88180541992188, + 243.17068481445312, + 230.24609375, + 255.86968994140625 + ], + "page": 41, + "span": [ + 0, + 7 + ] + } + ], + "text": "Level 5", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 200.25, + 228.27569580078125, + 248.8905029296875, + 240.02069091796875 + ], + "page": 41, + "span": [ + 0, + 10 + ] + } + ], + "text": "1. Commune", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 199.90158081054688, + 212.97569274902344, + 295.3540344238281, + 224.72068786621094 + ], + "page": 41, + "span": [ + 0, + 24 + ] + } + ], + "text": "2. Create Food and Drink", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 199.9475860595703, + 197.67568969726562, + 281.7600402832031, + 209.42068481445312 + ], + "page": 41, + "span": [ + 0, + 21 + ] + } + ], + "text": "3. Dispel Chaos (Law)", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 200.00428771972656, + 182.3756866455078, + 258.6059875488281, + 194.1206817626953 + ], + "page": 41, + "span": [ + 0, + 16 + ] + } + ], + "text": "4. Insect Plague", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 199.91262817382812, + 167.07568359375, + 231.7733612060547, + 178.8206787109375 + ], + "page": 41, + "span": [ + 0, + 8 + ] + } + ], + "text": "5. Quest", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 199.896484375, + 151.7756805419922, + 252.41357421875, + 163.5206756591797 + ], + "page": 41, + "span": [ + 0, + 13 + ] + } + ], + "text": "6. Raise Dead", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 199.89068603515625, + 98.4197006225586, + 370.4276123046875, + 137.65969848632812 + ], + "page": 41, + "span": [ + 0, + 166 + ] + } + ], + "text": "* The spell name in parenthesis indicates the chaotic incarnation of the spell - the consequences of Lawful Clerics using chaotic spells is determined by the Referee.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.590442657470703, + 572.0689697265625, + 130.1252899169922, + 587.3369750976562 + ], + "page": 42, + "span": [ + 0, + 21 + ] + } + ], + "text": "magic-uSer Spell liSt", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.276620864868164, + 424.87567138671875, + 120.21855163574219, + 559.569580078125 + ], + "page": 42, + "span": [ + 0, + 129 + ] + } + ], + "text": "Level 1 1. Charm Person 2. Detect Magic 3. Hold Portal 4. Light 5. Protection from Chaos 6. Read Languages 7. Read Magic 8. Sleep", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.490283966064453, + 393.87066650390625, + 57.180240631103516, + 406.5696716308594 + ], + "page": 42, + "span": [ + 0, + 7 + ] + } + ], + "text": "Level 2", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.392841339111328, + 225.9757843017578, + 121.40825653076172, + 392.25311279296875 + ], + "page": 42, + "span": [ + 0, + 181 + ] + } + ], + "text": "1. Detect Chaos 2. Detect Invisibility 3. Detect Thoughts (ESP) 4. Invisibility 5. Knock 6. Levitate 7. Light, Continual 8. Locate Object 9. Phantasmal Force 10. Web 11. Wizard Lock", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 144.52127075195312, + 337.57598876953125, + 250.54647827148438, + 559.56982421875 + ], + "page": 42, + "span": [ + 0, + 251 + ] + } + ], + "text": "Level 3 1. Alter Time 2. Crystal Ball 3. Darkvision 4. Dispel Magic 5. Fireball 6. Fly 7. Hold Person 8. Invisibility, 10 ft. radius 9. Lightning Bolt 10. Protection from Chaos, 11. 10 ft. radius 12. Protection from Normal Missiles 13. Water Breathing", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 144.42189025878906, + 306.57098388671875, + 174.99508666992188, + 319.2699890136719 + ], + "page": 42, + "span": [ + 0, + 7 + ] + } + ], + "text": "Level 4", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 144.5692901611328, + 153.97601318359375, + 235.68118286132812, + 319.2699890136719 + ], + "page": 42, + "span": [ + 0, + 178 + ] + } + ], + "text": "Level 4 1. Charm Monster 2. Confusion 3. Dimension Portal 4. Hallucinatory Terrain 5. Massmorph 6. Plant Growth 7. Polymorph 8. Remove Curse 9. Wall of Fire or Ice 10. Wizard Eye", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 262.5856628417969, + 348.37615966796875, + 358.8663635253906, + 559.5700073242188 + ], + "page": 42, + "span": [ + 0, + 230 + ] + } + ], + "text": "Level 5 1. Animal Growth 2. Animate Dead 3. Cloudkill 4. Conjure Elemental 5. Contact Other Plane 6. Feeblemind 7. Hold Monster 8. Magic Jar 9. Passwall 10. Telekinesis 11. Teleport 12. Transform Rock-Mud 13. Wall of Stone or Iron", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 262.296630859375, + 317.37115478515625, + 293.1728515625, + 330.0701599121094 + ], + "page": 42, + "span": [ + 0, + 7 + ] + } + ], + "text": "Level 6", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 262.3295593261719, + 149.4761962890625, + 362.2653503417969, + 314.2211608886719 + ], + "page": 42, + "span": [ + 0, + 188 + ] + } + ], + "text": "1. Anti-Magic Shell 2. Control Weather 3. Death Spell 4. Disintegrate 5. Invisible Stalker 6. Move Earth 7. Move Water 8. Project Image 9. Quest 10. Reincarnation 11. Transform Stone-Flesh", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/24" + }, + { + "prov": [ + { + "bbox": [ + 299.52703857421875, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 42, + "span": [ + 0, + 19 + ] + } + ], + "text": "SpellS & maGiC - 41", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.466943740844727, + 570.77587890625, + 155.2847900390625, + 587.5706787109375 + ], + "page": 43, + "span": [ + 0, + 18 + ] + } + ], + "text": "SPELL DESCRIPTIONS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.50686264038086, + 545.9481201171875, + 372.9177551269531, + 568.4931030273438 + ], + "page": 43, + "span": [ + 0, + 174 + ] + } + ], + "text": "Contained herein are all of the Cleric and Magic-user spells, in alphabetical order. The chaotic-version spells in parentheses are available to Clerics only, not Magic-users.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.4196834564209, + 508.67401123046875, + 79.54651641845703, + 523.9420166015625 + ], + "page": 43, + "span": [ + 0, + 10 + ] + } + ], + "text": "Alter Time", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.68034362792969, + 470.6151123046875, + 107.28453826904297, + 509.027099609375 + ], + "page": 43, + "span": [ + 0, + 48 + ] + } + ], + "text": "Spell Level: M3 Range: 240 ft. Duration: 30 min.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.690580368041992, + 444.6681213378906, + 371.1830139160156, + 467.2131042480469 + ], + "page": 43, + "span": [ + 0, + 115 + ] + } + ], + "text": "The caster must announce which of the two options is being cast. Both options have a 60 foot radius area of effect:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.66328239440918, + 428.59600830078125, + 370.28277587890625, + 440.9934997558594 + ], + "page": 43, + "span": [ + 0, + 88 + ] + } + ], + "text": "1. As a Haste spell, as many as 24 creatures may move and attack at double normal speed.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.424699783325195, + 401.2929992675781, + 371.20263671875, + 425.0904846191406 + ], + "page": 43, + "span": [ + 0, + 106 + ] + } + ], + "text": "2. As a Slow spell, as many as 24 creatures failing a saving throw may only move and attack at half speed.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.242141723632812, + 373.1940002441406, + 103.1940689086914, + 388.4620056152344 + ], + "page": 43, + "span": [ + 0, + 13 + ] + } + ], + "text": "Animal Growth", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.75737380981445, + 335.135009765625, + 106.88878631591797, + 373.5469970703125 + ], + "page": 43, + "span": [ + 0, + 48 + ] + } + ], + "text": "Spell Level: M5 Range: 120 ft. Duration: 2 hours", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.43149757385254, + 309.1880187988281, + 371.6755676269531, + 331.7330017089844 + ], + "page": 43, + "span": [ + 0, + 152 + ] + } + ], + "text": "This spell causes 1d6 normal creatures to grow immediately to giant size. The affected creatures can attack as per a giant version of the normal animal.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/25" + }, + { + "prov": [ + { + "bbox": [ + 20.270946502685547, + 16.887100219726562, + 185.96971130371094, + 28.63210105895996 + ], + "page": 43, + "span": [ + 0, + 38 + ] + } + ], + "text": "42 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 221.0276336669922, + 212.25498962402344, + 322.469970703125, + 265.5820007324219 + ], + "page": 43, + "span": [ + 0, + 76 + ] + } + ], + "text": "Animate Dead Spell Level: M5 Range: Referee's discretion Duration: Permanent", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 220.88294982910156, + 153.90797424316406, + 372.2485046386719, + 208.8529815673828 + ], + "page": 43, + "span": [ + 0, + 177 + ] + } + ], + "text": "This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.317928314208984, + 572.1311645507812, + 108.0374526977539, + 587.399169921875 + ], + "page": 44, + "span": [ + 0, + 16 + ] + } + ], + "text": "Anti-Magic Shell", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.80692672729492, + 534.072021484375, + 105.9638442993164, + 572.4840698242188 + ], + "page": 44, + "span": [ + 0, + 47 + ] + } + ], + "text": "Spell Level: M6 Range: Caster Duration: 2 hours", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.529640197753906, + 508.12506103515625, + 372.3300476074219, + 530.6700439453125 + ], + "page": 44, + "span": [ + 0, + 144 + ] + } + ], + "text": "An invisible bubble of force surrounds the caster, impenetrable to magic. Spells and other magical effects cannot pass into or out of the shell.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.483875274658203, + 479.8511962890625, + 90.55799865722656, + 495.11920166015625 + ], + "page": 44, + "span": [ + 0, + 13 + ] + } + ], + "text": "Bless (Curse)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.61711120605469, + 441.792236328125, + 193.64523315429688, + 480.2042236328125 + ], + "page": 44, + "span": [ + 0, + 72 + ] + } + ], + "text": "Spell Level: C2 Range: Target PC or NPC (out-of-combat) Duration: 1 hour", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.430423736572266, + 415.8452453613281, + 371.4616394042969, + 438.3902282714844 + ], + "page": 44, + "span": [ + 0, + 129 + ] + } + ], + "text": "The caster must announce which of the two options is being cast. The recipient of this spell cannot be in combat when it is cast.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.5615291595459, + 389.7452697753906, + 371.52789306640625, + 412.2902526855469 + ], + "page": 44, + "span": [ + 0, + 144 + ] + } + ], + "text": "As a Bless spell, the recipient is granted a +1 bonus to all attack rolls and, if the target is not a Player Character, improves overall morale.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.410537719726562, + 363.6452941894531, + 371.53125, + 386.1902770996094 + ], + "page": 44, + "span": [ + 0, + 155 + ] + } + ], + "text": "As a Curse spell, the recipient is cursed with a -1 penalty to all attack rolls and, if the target is not a Player Character, suffers a decrease to morale.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.955015182495117, + 335.3711853027344, + 105.60945892333984, + 350.6391906738281 + ], + "page": 44, + "span": [ + 0, + 13 + ] + } + ], + "text": "Charm Monster", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.7696647644043, + 297.3122253417969, + 131.32937622070312, + 335.7242126464844 + ], + "page": 44, + "span": [ + 0, + 55 + ] + } + ], + "text": "Spell Level: M4 Range: 60 ft. Duration: Until dispelled", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.52435302734375, + 271.365234375, + 371.4476623535156, + 293.91021728515625 + ], + "page": 44, + "span": [ + 0, + 146 + ] + } + ], + "text": "This spell operates in the same manner as Charm Person, but can affect more powerful monsters. Up to 3d6 monsters of fewer than 3 HD are affected.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.938539505004883, + 243.0911865234375, + 97.96668243408203, + 258.35919189453125 + ], + "page": 44, + "span": [ + 0, + 12 + ] + } + ], + "text": "Charm Person", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.72584915161133, + 205.03219604492188, + 131.41650390625, + 243.44419860839844 + ], + "page": 44, + "span": [ + 0, + 56 + ] + } + ], + "text": "Spell Level: M1 Range: 120 ft. Duration: Until dispelled", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.488309860229492, + 179.08518981933594, + 371.17791748046875, + 201.63018798828125 + ], + "page": 44, + "span": [ + 0, + 192 + ] + } + ], + "text": "This spell affects living bipeds of human size or smaller, such as goblins or dryads. If the spell succeeds (saving throw allowed), the unfortunate creature falls under the caster's influence.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.95954132080078, + 150.81118774414062, + 73.83538055419922, + 166.07919311523438 + ], + "page": 44, + "span": [ + 0, + 9 + ] + } + ], + "text": "Cloudkill", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.7291259765625, + 112.752197265625, + 103.59889221191406, + 151.16419982910156 + ], + "page": 44, + "span": [ + 0, + 45 + ] + } + ], + "text": "Spell Level: M5 Range: Close Duration: 1 hour", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.467504501342773, + 54.40518569946289, + 372.6477355957031, + 109.3501968383789 + ], + "page": 44, + "span": [ + 0, + 414 + ] + } + ], + "text": "Foul and poisonous vapors boil from the thin air, forming a cloud 15 feet in radius. The cloud moves away from the caster at a rate of 6 feet per minute unless its direction or speed is affected by winds. Unusually strong gusts can dissipate and destroy it. Poison-laden, the horrid mist is heavier than air, and thus sinks down any pits or stairs in its path. This spell affects only creatures with 5 or fewer HD.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 299.4671630859375, + 16.887100219726562, + 376.3118591308594, + 28.63210105895996 + ], + "page": 44, + "span": [ + 0, + 19 + ] + } + ], + "text": "SpellS & maGiC - 43", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.844635009765625, + 572.1311645507812, + 78.42394256591797, + 587.399169921875 + ], + "page": 45, + "span": [ + 0, + 7 + ] + } + ], + "text": "Commune", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.7688102722168, + 559.9920654296875, + 98.54299926757812, + 572.4840698242188 + ], + "page": 45, + "span": [ + 0, + 15 + ] + } + ], + "text": "Spell Level: C5", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.999996185302734, + 534.072021484375, + 118.62000274658203, + 559.5240478515625 + ], + "page": 45, + "span": [ + 0, + 35 + ] + } + ], + "text": "Range: Caster Duration: 3 questions", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.532508850097656, + 486.52508544921875, + 372.1914367675781, + 530.6700439453125 + ], + "page": 45, + "span": [ + 0, + 315 + ] + } + ], + "text": "Higher powers grant answers to three questions the caster poses. Higher powers don't like being constantly interrogated by mere mortals, so the spell should be limited to one casting per week or so. The Referee may rule that a caster may cast a double strength Commune spell composed of six questions once per year.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.91703987121582, + 458.2511901855469, + 78.34164428710938, + 473.5191955566406 + ], + "page": 45, + "span": [ + 0, + 9 + ] + } + ], + "text": "Confusion", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.83696365356445, + 420.1922302246094, + 107.5161361694336, + 458.6042175292969 + ], + "page": 45, + "span": [ + 0, + 48 + ] + } + ], + "text": "Spell Level: M4 Range: 120 ft. Duration: 2 hours", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.424285888671875, + 383.44525146484375, + 371.9034729003906, + 416.79022216796875 + ], + "page": 45, + "span": [ + 0, + 231 + ] + } + ], + "text": "This spell confuses people and monsters, making them act randomly. The effects of the confusion may shift every 10 minutes or so, and the dice are rolled again to determine any change. Roll 2d6 to determine the creature's behavior:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.4193058013916, + 363.0422668457031, + 138.91355895996094, + 375.74127197265625 + ], + "page": 45, + "span": [ + 0, + 24 + ] + } + ], + "text": "Confusion Reaction Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/26" + }, + { + "prov": [ + { + "bbox": [ + 26.43398666381836, + 216.58079528808594, + 371.7208557128906, + 282.3257751464844 + ], + "page": 45, + "span": [ + 0, + 538 + ] + } + ], + "text": "The spell affects 2d6 creatures, plus an additional creature for every caster level above 8th. Creatures of 3 HD or fewer are automatically affected by the spell, and it takes effect immediately. Creatures of 4 HD or more automatically resist the confusion effect until it reaches its full power, which takes a number of minutes equal to 1d12 minus the caster's level. These creatures must make a saving throw when the effect reaches full power and every 10 minutes thereafter or become confused for the remainder of the spell's duration.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.74156379699707, + 188.30819702148438, + 118.93643188476562, + 203.57620239257812 + ], + "page": 45, + "span": [ + 0, + 17 + ] + } + ], + "text": "Conjure Elemental", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.63582992553711, + 150.2491912841797, + 132.52781677246094, + 188.66119384765625 + ], + "page": 45, + "span": [ + 0, + 56 + ] + } + ], + "text": "Spell Level: M5 Range: 240 ft. Duration: Until dispelled", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.415376663208008, + 102.7021713256836, + 371.8360290527344, + 146.84718322753906 + ], + "page": 45, + "span": [ + 0, + 367 + ] + } + ], + "text": "The caster summons a 16 HD elemental (any kind) from the elemental planes of existence, and binds it to the caster's commands. Each type of elemental may only be summoned once per day. The elemental obeys the caster only for as long as the caster concentrates on it; when the caster ceases to concentrate, even for a moment, the elemental is released and will attack.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.028675079345703, + 16.887100219726562, + 186.28424072265625, + 28.63210105895996 + ], + "page": 45, + "span": [ + 0, + 38 + ] + } + ], + "text": "44 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.801664352416992, + 572.1311645507812, + 125.30000305175781, + 587.399169921875 + ], + "page": 46, + "span": [ + 0, + 19 + ] + } + ], + "text": "Contact Other Plane", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.853233337402344, + 534.072021484375, + 111.97051239013672, + 572.4840698242188 + ], + "page": 46, + "span": [ + 0, + 47 + ] + } + ], + "text": "Spell Level: M5 Range: None Duration: See table", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.417064666748047, + 497.3250732421875, + 372.17974853515625, + 530.6700439453125 + ], + "page": 46, + "span": [ + 0, + 283 + ] + } + ], + "text": "The caster creates a mental contact with the planes, forces, powers, and geometries of the beyond, in order to gain affirmative or negative answers to questions the caster contemplates. The spell's effect depends on how deeply the caster wishes to delve into the planes of existence.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.339963912963867, + 477.1200866699219, + 115.6264877319336, + 489.819091796875 + ], + "page": 46, + "span": [ + 0, + 19 + ] + } + ], + "text": "Contact Other Plane", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/27" + }, + { + "prov": [ + { + "bbox": [ + 26.426103591918945, + 338.2579650878906, + 326.2817077636719, + 358.2979736328125 + ], + "page": 46, + "span": [ + 0, + 105 + ] + } + ], + "text": "* Planes are the \"depth\" at which the caster chooses to seek the truth; number of Yes/No questions asked.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.377422332763672, + 314.56195068359375, + 326.76397705078125, + 334.6019592285156 + ], + "page": 46, + "span": [ + 0, + 110 + ] + } + ], + "text": "† Temporary insanity lasts for as many weeks equal to the depth of the plane where the caster's sanity failed.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.246505737304688, + 300.0659484863281, + 280.9725341796875, + 310.5059509277344 + ], + "page": 46, + "span": [ + 0, + 79 + ] + } + ], + "text": "‡ This represents the possibility of being misled or misinterpreting an answer.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.890920639038086, + 266.94000244140625, + 107.53068542480469, + 282.2080078125 + ], + "page": 46, + "span": [ + 0, + 15 + ] + } + ], + "text": "Control Weather", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.78459167480469, + 254.80099487304688, + 100.27349090576172, + 267.2929992675781 + ], + "page": 46, + "span": [ + 0, + 15 + ] + } + ], + "text": "Spell Level: M6", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.689632415771484, + 241.8409881591797, + 137.48333740234375, + 254.33297729492188 + ], + "page": 46, + "span": [ + 0, + 27 + ] + } + ], + "text": "Range: Referee's discretion", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.63988494873047, + 228.8809814453125, + 148.68240356445312, + 241.3729705810547 + ], + "page": 46, + "span": [ + 0, + 30 + ] + } + ], + "text": "Duration: Referee's discretion", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.42735481262207, + 202.93397521972656, + 370.93853759765625, + 225.47897338867188 + ], + "page": 46, + "span": [ + 0, + 146 + ] + } + ], + "text": "The caster can summon or stop rainfall, tornadoes, create unusually high or low temperatures, clear the sky of clouds or summon clouds into being.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.792133331298828, + 174.6599884033203, + 136.4980926513672, + 189.92799377441406 + ], + "page": 46, + "span": [ + 0, + 21 + ] + } + ], + "text": "Create Food and Drink", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.72296142578125, + 162.52110290527344, + 98.15143585205078, + 175.01309204101562 + ], + "page": 46, + "span": [ + 0, + 15 + ] + } + ], + "text": "Spell Level: C5", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.999996185302734, + 149.56109619140625, + 87.28379821777344, + 162.05308532714844 + ], + "page": 46, + "span": [ + 0, + 12 + ] + } + ], + "text": "Range: Close", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.59686279296875, + 136.60108947753906, + 129.309814453125, + 149.09307861328125 + ], + "page": 46, + "span": [ + 0, + 23 + ] + } + ], + "text": "Duration: Instantaneous", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.41941261291504, + 110.65408325195312, + 372.5163269042969, + 133.19908142089844 + ], + "page": 46, + "span": [ + 0, + 154 + ] + } + ], + "text": "This spell creates a one-day supply of simple food and drinking water for 24 humans (or horses, which drink the same amount as a human for game purposes).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 299.3864440917969, + 16.887100219726562, + 376.4435119628906, + 28.63210105895996 + ], + "page": 46, + "span": [ + 0, + 19 + ] + } + ], + "text": "SpellS & maGiC - 45", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 215.35568237304688, + 517.572021484375, + 285.56475830078125, + 570.899169921875 + ], + "page": 47, + "span": [ + 0, + 60 + ] + } + ], + "text": "Crystal Ball Spell Level: M3 Range: 60 ft. Duration: 2 hours", + "type": "caption", + "name": "Caption" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/26" + }, + { + "prov": [ + { + "bbox": [ + 215.15589904785156, + 470.02508544921875, + 372.16558837890625, + 514.1700439453125 + ], + "page": 47, + "span": [ + 0, + 145 + ] + } + ], + "text": "The caster must announce which of the two options is being cast. A two foot thickness of solid stone or a thin layer of lead blocks both options.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 215.3662109375, + 442.5531921386719, + 373.2425537109375, + 466.3506774902344 + ], + "page": 47, + "span": [ + 0, + 73 + ] + } + ], + "text": "1. As a Clairaudience spell, the caster can hear through solid obstacles.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 215.34222412109375, + 415.2502136230469, + 371.1876525878906, + 439.0476989746094 + ], + "page": 47, + "span": [ + 0, + 71 + ] + } + ], + "text": "2. As a Clairvoyance spell, the caster can see through solid obstacles.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.982967376708984, + 316.09222412109375, + 130.85269165039062, + 369.419189453125 + ], + "page": 47, + "span": [ + 0, + 73 + ] + } + ], + "text": "Cure (Cause) Disease Spell Level: C3 Range: Touch Duration: Instantaneous", + "type": "paragraph", + "name": "paragraph" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 288.773193359375, + 371.1859130859375, + 312.5706787109375 + ], + "page": 47, + "span": [ + 0, + 104 + ] + } + ], + "text": "1. As a Cure Disease spell, the recipient is cured of all diseases- including those magically inflicted.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.494966506958008, + 261.4701843261719, + 371.3816223144531, + 285.2676696777344 + ], + "page": 47, + "span": [ + 0, + 103 + ] + } + ], + "text": "2. As a Cause Disease spell, the recipient is inflicted with a disease to be determined by the Referee.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.747352600097656, + 233.37118530273438, + 158.50440979003906, + 248.63919067382812 + ], + "page": 47, + "span": [ + 0, + 25 + ] + } + ], + "text": "Cure (Cause) Light Wounds", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.62931442260742, + 195.31219482421875, + 128.8932342529297, + 233.7241973876953 + ], + "page": 47, + "span": [ + 0, + 52 + ] + } + ], + "text": "Spell Level: C1 Range: Touch Duration: Instantaneous", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 179.3931884765625, + 257.53485107421875, + 191.7906951904297 + ], + "page": 47, + "span": [ + 0, + 59 + ] + } + ], + "text": "1. As a Cure Light Wounds spell, the caster cures 1d6+1 HP.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.682212829589844, + 163.4901885986328, + 284.55059814453125, + 175.8876953125 + ], + "page": 47, + "span": [ + 0, + 65 + ] + } + ], + "text": "2. As a Cause Light Wounds spell, the caster causes 1d6+1 damage.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.706653594970703, + 135.3911895751953, + 169.35499572753906, + 150.65919494628906 + ], + "page": 47, + "span": [ + 0, + 27 + ] + } + ], + "text": "Cure (Cause) Serious Wounds", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.48505783081055, + 97.33219909667969, + 129.13294982910156, + 135.74420166015625 + ], + "page": 47, + "span": [ + 0, + 52 + ] + } + ], + "text": "Spell Level: C4 Range: Touch Duration: Instantaneous", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 81.41320037841797, + 265.5157470703125, + 93.81069946289062 + ], + "page": 47, + "span": [ + 0, + 61 + ] + } + ], + "text": "1. As a Cure Serious Wounds spell, the caster cures 3d6+3 HP.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.611366271972656, + 65.51020050048828, + 292.02313232421875, + 77.90769958496094 + ], + "page": 47, + "span": [ + 0, + 67 + ] + } + ], + "text": "2. As a Cause Serious Wounds spell, the caster causes 3d6+3 damage.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 20.180402755737305, + 16.887100219726562, + 185.00392150878906, + 28.63210105895996 + ], + "page": 47, + "span": [ + 0, + 38 + ] + } + ], + "text": "46 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.499197006225586, + 572.1311645507812, + 81.65203094482422, + 587.399169921875 + ], + "page": 48, + "span": [ + 0, + 10 + ] + } + ], + "text": "Darkvision", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.721309661865234, + 559.9920654296875, + 99.60209655761719, + 572.4840698242188 + ], + "page": 48, + "span": [ + 0, + 15 + ] + } + ], + "text": "Spell Level: M3", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.999996185302734, + 534.072021484375, + 98.09099578857422, + 559.5240478515625 + ], + "page": 48, + "span": [ + 0, + 28 + ] + } + ], + "text": "Range: Touch Duration: 1 day", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.451677322387695, + 508.12506103515625, + 371.2716369628906, + 530.6700439453125 + ], + "page": 48, + "span": [ + 0, + 156 + ] + } + ], + "text": "The recipient of the spell can see in total darkness. The recipient should roll 1d6 on the table on the following page to determine the range of the vision.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.426679611206055, + 487.8472900390625, + 104.80535125732422, + 501.5885009765625 + ], + "page": 48, + "span": [ + 0, + 16 + ] + } + ], + "text": "Darkvision Range", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/28" + }, + { + "prov": [ + { + "bbox": [ + 26.60956382751465, + 386.9881896972656, + 83.40139770507812, + 402.2561950683594 + ], + "page": 48, + "span": [ + 0, + 11 + ] + } + ], + "text": "Death Spell", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.849891662597656, + 348.9292297363281, + 119.05339813232422, + 387.3412170410156 + ], + "page": 48, + "span": [ + 0, + 50 + ] + } + ], + "text": "Spell Level: M6 Range: 240 ft. Duration: Permanent", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.354997634887695, + 333.7822265625, + 298.91253662109375, + 345.5272216796875 + ], + "page": 48, + "span": [ + 0, + 73 + ] + } + ], + "text": "Within a 60 foot radius, up to 2d8 creatures with fewer than 7 HD perish.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.491918563842773, + 301.0081787109375, + 121.9147720336914, + 316.27618408203125 + ], + "page": 48, + "span": [ + 0, + 18 + ] + } + ], + "text": "Detect Chaos (Law)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.72101974487305, + 262.94921875, + 162.92599487304688, + 301.3612060546875 + ], + "page": 48, + "span": [ + 0, + 84 + ] + } + ], + "text": "Spell Level: C1, M2 Range: 120 ft. (C), 60 ft. (M) Duration: 1 hour (C), 20 min. (M)", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 224.23020935058594, + 372.3896484375, + 259.4277038574219 + ], + "page": 48, + "span": [ + 0, + 247 + ] + } + ], + "text": "1. As a Detect Chaos spell, the caster detects creatures of Chaos, or those with chaotic enchantments, intentions, thoughts, or auras within the spell's range. Poison is not inherently evil or chaotic and cannot be detected by means of this spell.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.568456649780273, + 196.92721557617188, + 372.1074523925781, + 220.72471618652344 + ], + "page": 48, + "span": [ + 0, + 96 + ] + } + ], + "text": "2. As a Detect Law spell, the spell works exactly like Detect Chaos except that it detects L aw.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.52052116394043, + 164.32818603515625, + 115.288330078125, + 179.59619140625 + ], + "page": 48, + "span": [ + 0, + 19 + ] + } + ], + "text": "Detect Invisibility", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.70296859741211, + 126.2691879272461, + 130.05587768554688, + 164.6811981201172 + ], + "page": 48, + "span": [ + 0, + 59 + ] + } + ], + "text": "Spell Level: M2 Range: 10 ft./caster level Duration: 1 hour", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.467344284057617, + 111.12217712402344, + 213.66357421875, + 122.8671875 + ], + "page": 48, + "span": [ + 0, + 52 + ] + } + ], + "text": "Caster can perceive invisible creatures and objects.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 299.5124816894531, + 16.887100219726562, + 377.0107116699219, + 28.63210105895996 + ], + "page": 48, + "span": [ + 0, + 19 + ] + } + ], + "text": "SpellS & maGiC - 47", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.408769607543945, + 572.1311645507812, + 91.18101501464844, + 587.399169921875 + ], + "page": 49, + "span": [ + 0, + 12 + ] + } + ], + "text": "Detect Magic", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.81299591064453, + 534.072021484375, + 115.16552734375, + 572.4840698242188 + ], + "page": 49, + "span": [ + 0, + 51 + ] + } + ], + "text": "Spell Level: C1, M1 Range: 60 ft. Duration: 20 min.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.453224182128906, + 508.12506103515625, + 373.2669372558594, + 530.6700439453125 + ], + "page": 49, + "span": [ + 0, + 175 + ] + } + ], + "text": "The caster can perceive in places, people, or things the presence of a magical spell or enchantment. Magical items or secretly placed charms may be discovered with this spell.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.167888641357422, + 475.3511962890625, + 134.5903778076172, + 490.61920166015625 + ], + "page": 49, + "span": [ + 0, + 21 + ] + } + ], + "text": "Detect Thoughts (ESP)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.718196868896484, + 437.292236328125, + 107.20223999023438, + 475.7042236328125 + ], + "page": 49, + "span": [ + 0, + 47 + ] + } + ], + "text": "Spell Level: M2 Range: 60 ft. Duration: 2 hours", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.504810333251953, + 411.3452453613281, + 371.45611572265625, + 433.8902282714844 + ], + "page": 49, + "span": [ + 0, + 151 + ] + } + ], + "text": "The caster can detect the thoughts of other beings. The spell cannot penetrate more than two feet of stone and is blocked by even a thin sheet of lead.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.37181854248047, + 378.5711975097656, + 122.80599212646484, + 393.8392028808594 + ], + "page": 49, + "span": [ + 0, + 18 + ] + } + ], + "text": "Dimensional Portal", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.45357894897461, + 303.7652587890625, + 372.9834289550781, + 337.1102294921875 + ], + "page": 49, + "span": [ + 0, + 256 + ] + } + ], + "text": "Dimensional Portal is a weak form of the Teleport spell that can be managed by lesser magicians. The caster can teleport themselves, an object, or another person with perfect accuracy to the stated location, as long as it is within the spell's given range.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/27" + }, + { + "prov": [ + { + "bbox": [ + 20.244792938232422, + 16.887100219726562, + 186.19207763671875, + 28.63210105895996 + ], + "page": 49, + "span": [ + 0, + 38 + ] + } + ], + "text": "48 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 226.87200927734375, + 255.69119262695312, + 287.8074645996094, + 270.9591979980469 + ], + "page": 49, + "span": [ + 0, + 12 + ] + } + ], + "text": "Disintegrate", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 226.99371337890625, + 217.63218688964844, + 310.0979309082031, + 256.044189453125 + ], + "page": 49, + "span": [ + 0, + 49 + ] + } + ], + "text": "Spell Level: M6 Range: 60 ft. Duration: Permanent", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 226.79574584960938, + 126.88514709472656, + 372.10797119140625, + 214.2301788330078 + ], + "page": 49, + "span": [ + 0, + 283 + ] + } + ], + "text": "The caster defines one specific target such as a door, a peasant, or a statue, and it disintegrates into dust. Magical materials are not disintegrated, and living creatures (such as the aforementioned peasant) are permitted a saving throw. The Disintegrate spell cannot be dispelled.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.40720558166504, + 572.1311645507812, + 121.48101043701172, + 587.399169921875 + ], + "page": 50, + "span": [ + 0, + 18 + ] + } + ], + "text": "Dispel Chaos (Law)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.7137336730957, + 534.072021484375, + 167.8232879638672, + 572.4840698242188 + ], + "page": 50, + "span": [ + 0, + 64 + ] + } + ], + "text": "Spell Level: C5 Range: 30 ft. Duration: 10 min. (on magic items)", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.99085235595703, + 483.9530944824219, + 372.0532531738281, + 530.5505981445312 + ], + "page": 50, + "span": [ + 0, + 275 + ] + } + ], + "text": "1. As a Dispel Chaos spell, the spell is similar to the arcane spell Dispel Magic, but works against items, spells, or agents of Chaos. However, unlike Dispel Magic, this spell also functions against chaotic sendings, possibly including dreams or supernatural hunting-beasts.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.409605026245117, + 456.6501159667969, + 371.4555969238281, + 480.4476013183594 + ], + "page": 50, + "span": [ + 0, + 101 + ] + } + ], + "text": "2. As a Dispel Law spell, the spell works exactly like Dispel Chaos, except that it will dispel L aw.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.552228927612305, + 424.0511779785156, + 91.53347778320312, + 439.3191833496094 + ], + "page": 50, + "span": [ + 0, + 12 + ] + } + ], + "text": "Dispel Magic", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.65226364135742, + 385.9922180175781, + 167.98812866210938, + 424.4042053222656 + ], + "page": 50, + "span": [ + 0, + 65 + ] + } + ], + "text": "Spell Level: M3 Range: 120 ft. Duration: 10 min. (on magic items)", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.38065528869629, + 338.44525146484375, + 372.3219299316406, + 382.5902099609375 + ], + "page": 50, + "span": [ + 0, + 325 + ] + } + ], + "text": "Dispel magic can be used to completely dispel most spells and enchantments. As an example of how one might referee this spell, the chance of dispelling magic could be a percentage based on the ratio of the level of the caster trying to dispel over the level of the caster (or HD of the monster) who hurled the original magic.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.40508460998535, + 301.5452880859375, + 371.7699890136719, + 334.8902587890625 + ], + "page": 50, + "span": [ + 0, + 282 + ] + } + ], + "text": "Thus, a 6th level Magic-user attempting to dispel a charm cast by a 12th level Magic-user has a 50% chance of success (6 / 12 = 1/2). If the 12th level Magic-user were dispelling the 6th level Magic-user's charm, the dispelling caster's chance of success would be 200% (12 / 6 = 2).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.565996170043945, + 268.77117919921875, + 84.24745178222656, + 284.0391845703125 + ], + "page": 50, + "span": [ + 0, + 10 + ] + } + ], + "text": "Feeblemind", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 36.0, + 256.6322021484375, + 98.94599914550781, + 269.12420654296875 + ], + "page": 50, + "span": [ + 0, + 15 + ] + } + ], + "text": "Spell Level: M5", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.6497688293457, + 243.6721954345703, + 91.43981170654297, + 256.1641845703125 + ], + "page": 50, + "span": [ + 0, + 14 + ] + } + ], + "text": "Range: 240 ft.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.644874572753906, + 230.71218872070312, + 171.10525512695312, + 243.2041778564453 + ], + "page": 50, + "span": [ + 0, + 35 + ] + } + ], + "text": "Duration: Permanent until dispelled", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.53058433532715, + 193.96517944335938, + 371.66595458984375, + 227.3101806640625 + ], + "page": 50, + "span": [ + 0, + 218 + ] + } + ], + "text": "Feeblemind is a spell that affects only Magic-users. The saving throw against the spell is made at a -4 penalty, and if the saving throw fails, the targeted Magic-user becomes feebleminded until the magic is dispelled.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.486968994140625, + 161.19119262695312, + 80.72257995605469, + 176.45919799804688 + ], + "page": 50, + "span": [ + 0, + 10 + ] + } + ], + "text": "Find Traps", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.86342239379883, + 123.13218688964844, + 107.04702758789062, + 161.544189453125 + ], + "page": 50, + "span": [ + 0, + 47 + ] + } + ], + "text": "Spell Level: C2 Range: 30 ft. Duration: 20 min.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.47060775756836, + 97.1851806640625, + 371.38409423828125, + 119.73018646240234 + ], + "page": 50, + "span": [ + 0, + 104 + ] + } + ], + "text": "Find Traps can allow the caster to perceive both magical and non-magical traps at a distance of 30 feet.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 299.47088623046875, + 16.887100219726562, + 376.67169189453125, + 28.63210105895996 + ], + "page": 50, + "span": [ + 0, + 19 + ] + } + ], + "text": "SpellS & maGiC - 49", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.503387451171875, + 572.1311645507812, + 66.21114349365234, + 587.399169921875 + ], + "page": 51, + "span": [ + 0, + 8 + ] + } + ], + "text": "Fireball", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.525062561035156, + 559.9920654296875, + 100.73238372802734, + 572.4840698242188 + ], + "page": 51, + "span": [ + 0, + 15 + ] + } + ], + "text": "Spell Level: M3", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.65719985961914, + 547.0320434570312, + 92.16084289550781, + 559.5240478515625 + ], + "page": 51, + "span": [ + 0, + 14 + ] + } + ], + "text": "Range: 240 ft.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.702880859375, + 534.072021484375, + 130.20033264160156, + 546.5640258789062 + ], + "page": 51, + "span": [ + 0, + 23 + ] + } + ], + "text": "Duration: Instantaneous", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.35492706298828, + 486.52508544921875, + 371.40203857421875, + 530.6700439453125 + ], + "page": 51, + "span": [ + 0, + 307 + ] + } + ], + "text": "A missile shoots from the caster's finger to explode at the targeted location in a furnace-like blast of fire. It has a burst radius of 20 feet and damage is 1d6 per level of the caster. The blast shapes itself to the available volume. A successful saving throw means that the target only takes half damage.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/28" + }, + { + "prov": [ + { + "bbox": [ + 35.999996185302734, + 199.69219970703125, + 166.577392578125, + 212.18418884277344 + ], + "page": 51, + "span": [ + 0, + 34 + ] + } + ], + "text": "Duration: 1d6 turns + 1 turn/level", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.545501708984375, + 173.7451934814453, + 371.21209716796875, + 196.29019165039062 + ], + "page": 51, + "span": [ + 0, + 194 + ] + } + ], + "text": "This spell grants the power of flight, with a movement rate of 120 feet per round. The Referee rolls for the duration of the spell in secret and does not disclose this information to the Player.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.488576889038086, + 140.97119140625, + 135.44512939453125, + 156.23919677734375 + ], + "page": 51, + "span": [ + 0, + 21 + ] + } + ], + "text": "Hallucinatory Terrain", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.429779052734375, + 128.83221435546875, + 100.64763641357422, + 141.32420349121094 + ], + "page": 51, + "span": [ + 0, + 15 + ] + } + ], + "text": "Spell Level: M4", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.680946350097656, + 115.87220764160156, + 92.10875701904297, + 128.3642120361328 + ], + "page": 51, + "span": [ + 0, + 14 + ] + } + ], + "text": "Range: 240 ft.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.477561950683594, + 102.9122085571289, + 221.79896545410156, + 115.40421295166016 + ], + "page": 51, + "span": [ + 0, + 48 + ] + } + ], + "text": "Duration: Until touched by an enemy or dispelled", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.278217315673828, + 76.96520233154297, + 370.9720458984375, + 99.51020812988281 + ], + "page": 51, + "span": [ + 0, + 187 + ] + } + ], + "text": "This spell changes the appearance of the terrain into the semblance of what the caster desires. A hill can be made to disappear, or could be replaced with an illusory forest, for example.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.139663696289062, + 16.887100219726562, + 186.16079711914062, + 28.63210105895996 + ], + "page": 51, + "span": [ + 0, + 38 + ] + } + ], + "text": "50 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.475711822509766, + 572.1311645507812, + 94.83309173583984, + 587.399169921875 + ], + "page": 52, + "span": [ + 0, + 12 + ] + } + ], + "text": "Hold Monster", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 36.0, + 559.9920654296875, + 98.94599914550781, + 572.4840698242188 + ], + "page": 52, + "span": [ + 0, + 15 + ] + } + ], + "text": "Spell Level: M5", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.6131477355957, + 547.0320434570312, + 91.0666732788086, + 559.5240478515625 + ], + "page": 52, + "span": [ + 0, + 14 + ] + } + ], + "text": "Range: 120 ft.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.628997802734375, + 534.072021484375, + 161.93959045410156, + 546.5640258789062 + ], + "page": 52, + "span": [ + 0, + 32 + ] + } + ], + "text": "Duration: 1 hour + 10 min./level", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.444927215576172, + 508.12506103515625, + 371.01153564453125, + 530.6700439453125 + ], + "page": 52, + "span": [ + 0, + 147 + ] + } + ], + "text": "The caster can target either 1d4 creatures (saving throw applies) or may instead target a single creature who must make their save at a -2 penalty.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.363235473632812, + 475.3511962890625, + 87.27037811279297, + 490.61920166015625 + ], + "page": 52, + "span": [ + 0, + 11 + ] + } + ], + "text": "Hold Person", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.704383850097656, + 437.292236328125, + 221.87159729003906, + 475.7042236328125 + ], + "page": 52, + "span": [ + 0, + 101 + ] + } + ], + "text": "Spell Level: C2, M3 Range: 180 ft. (C), 120 ft. (M) Duration: 90 min. (C), 1 hour + 10 min./level (M)", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.561138153076172, + 411.3452453613281, + 371.5502014160156, + 433.8902282714844 + ], + "page": 52, + "span": [ + 0, + 187 + ] + } + ], + "text": "The caster can target either 1d4 persons (with the same parameters as Charm Person; saving throw applies) or may instead target a single creature who must make their save at a -2 penalty.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.517160415649414, + 378.5711975097656, + 84.91278839111328, + 393.8392028808594 + ], + "page": 52, + "span": [ + 0, + 11 + ] + } + ], + "text": "Hold Portal", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.6497917175293, + 340.5122375488281, + 137.59214782714844, + 378.9242248535156 + ], + "page": 52, + "span": [ + 0, + 63 + ] + } + ], + "text": "Spell Level: M1 Range: Referee's discretion Duration: 2d6 turns", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.467090606689453, + 314.56524658203125, + 371.08447265625, + 337.1102294921875 + ], + "page": 52, + "span": [ + 0, + 175 + ] + } + ], + "text": "This spell magically holds a door or gate in position for the spell's duration (or until dispelled). Creatures with magic resistance can shatter the spell without much effort.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.51567840576172, + 281.79119873046875, + 92.68537139892578, + 297.0592041015625 + ], + "page": 52, + "span": [ + 0, + 13 + ] + } + ], + "text": "Insect Plague", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.73859405517578, + 243.7322235107422, + 98.80815124511719, + 282.14422607421875 + ], + "page": 52, + "span": [ + 0, + 46 + ] + } + ], + "text": "Spell Level: C5 Range: 480 ft. Duration: 1 day", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.533994674682617, + 196.18521118164062, + 372.5731201171875, + 240.33021545410156 + ], + "page": 52, + "span": [ + 0, + 296 + ] + } + ], + "text": "This spell only works outdoors. A storm of insects gathers, and goes wherever the caster directs. The cloud is approximately 400 square feet (20 x 20 feet, with roughly corresponding height). Any creature with fewer than 2 HD exposed to the cloud of insects will flee in terror (no saving throw).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.49648666381836, + 163.41119384765625, + 81.84869384765625, + 178.67919921875 + ], + "page": 52, + "span": [ + 0, + 12 + ] + } + ], + "text": "Invisibility", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.745277404785156, + 125.35218048095703, + 205.831787109375, + 163.76419067382812 + ], + "page": 52, + "span": [ + 0, + 77 + ] + } + ], + "text": "Spell Level: M2 Range: 240 ft. Duration: Until dispelled or an attack is made", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.503475189208984, + 77.80516815185547, + 371.49591064453125, + 121.95018005371094 + ], + "page": 52, + "span": [ + 0, + 312 + ] + } + ], + "text": "The object of this spell, whether a person or a thing, becomes invisible to both normal vision and to darkvision. If the Referee is using the invisibility rules unchanged, the result is that an invisible creature cannot be attacked unless its approximate location is known, and all attacks are made at -4 to-hit.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 299.5205993652344, + 16.887100219726562, + 376.31103515625, + 28.63210105895996 + ], + "page": 52, + "span": [ + 0, + 19 + ] + } + ], + "text": "SpellS & maGiC - 51", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.393802642822266, + 572.1311645507812, + 145.50914001464844, + 587.399169921875 + ], + "page": 53, + "span": [ + 0, + 27 + ] + } + ], + "text": "Invisibility, 10 ft. radius", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 36.0, + 559.9920654296875, + 98.94599914550781, + 572.4840698242188 + ], + "page": 53, + "span": [ + 0, + 15 + ] + } + ], + "text": "Spell Level: M3", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.627017974853516, + 547.0320434570312, + 91.66999816894531, + 559.5240478515625 + ], + "page": 53, + "span": [ + 0, + 14 + ] + } + ], + "text": "Range: 240 ft.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.53641891479492, + 534.072021484375, + 206.16787719726562, + 546.5640258789062 + ], + "page": 53, + "span": [ + 0, + 46 + ] + } + ], + "text": "Duration: Until dispelled or an attack is made", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.43680763244629, + 497.3250732421875, + 372.2292785644531, + 530.6700439453125 + ], + "page": 53, + "span": [ + 0, + 258 + ] + } + ], + "text": "Identical to the Invisibility spell, which makes the target creature or object invisible to normal vision and to dark vision, except that it also throws a sphere of invisibility (with a 10 foot radius) around the recipient, which moves along with the target.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.423093795776367, + 464.5511779785156, + 108.25093078613281, + 479.8191833496094 + ], + "page": 53, + "span": [ + 0, + 17 + ] + } + ], + "text": "Invisible Stalker", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 36.0, + 452.4122009277344, + 98.94599914550781, + 464.9042053222656 + ], + "page": 53, + "span": [ + 0, + 15 + ] + } + ], + "text": "Spell Level: M6", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.60429000854492, + 439.45220947265625, + 111.88273620605469, + 451.9442138671875 + ], + "page": 53, + "span": [ + 0, + 18 + ] + } + ], + "text": "Range: Near Caster", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.43333053588867, + 426.4922180175781, + 174.61203002929688, + 438.9842224121094 + ], + "page": 53, + "span": [ + 0, + 36 + ] + } + ], + "text": "Duration: Until mission is completed", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.43453025817871, + 378.94525146484375, + 372.5316162109375, + 423.0902099609375 + ], + "page": 53, + "span": [ + 0, + 310 + ] + } + ], + "text": "This spell summons an Invisible Stalker with 8 HD. The stalker will perform one task as commanded by the caster, regardless of how long the task may take or how far the stalker may have to travel. The stalker cannot be banished by means of Dispel Magic; it must be killed in order to deter it from its mission.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.535919189453125, + 350.67108154296875, + 59.09282302856445, + 365.9390869140625 + ], + "page": 53, + "span": [ + 0, + 5 + ] + } + ], + "text": "Knock", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.808013916015625, + 312.6122131347656, + 129.480224609375, + 351.0242004394531 + ], + "page": 53, + "span": [ + 0, + 53 + ] + } + ], + "text": "Spell Level: M2 Range: 60 ft. Duration: Instantaneous", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.340282440185547, + 286.66522216796875, + 372.0122985839844, + 309.210205078125 + ], + "page": 53, + "span": [ + 0, + 125 + ] + } + ], + "text": "This spell unlocks and unbars all doors, gates, and portals within its range, including those held or locked by normal magic.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.26850700378418, + 258.3912048339844, + 67.495849609375, + 273.6592102050781 + ], + "page": 53, + "span": [ + 0, + 8 + ] + } + ], + "text": "Levitate", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.72246170043945, + 220.3321990966797, + 128.07460021972656, + 258.74420166015625 + ], + "page": 53, + "span": [ + 0, + 59 + ] + } + ], + "text": "Spell Level: M2 Range: 20 ft./level Duration: 10 min./level", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.492984771728516, + 151.1851806640625, + 371.7063293457031, + 216.93019104003906 + ], + "page": 53, + "span": [ + 0, + 525 + ] + } + ], + "text": "This spell allows the Magic-user to levitate, moving vertically up or down, but the spell itself provides no assistance with lateral movement. A wall, cliff side, or ceiling could be used to move along hand-over-hand. Levitation allows up or downward movement at a rate of up to 6 feet per minute (60 feet per turn), and the caster cannot levitate more than 20 feet per level from the ground level where the spell was cast (such range being applied both to movement into the air and to downward movement into a pit or chasm).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.100914001464844, + 16.887100219726562, + 186.46652221679688, + 28.63210105895996 + ], + "page": 53, + "span": [ + 0, + 38 + ] + } + ], + "text": "52 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.308279037475586, + 572.1311645507812, + 86.96309661865234, + 587.399169921875 + ], + "page": 54, + "span": [ + 0, + 12 + ] + } + ], + "text": "Light (Dark)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.67280578613281, + 534.072021484375, + 221.31973266601562, + 572.4840698242188 + ], + "page": 54, + "span": [ + 0, + 84 + ] + } + ], + "text": "Spell Level: C1, M1 Range: 120 ft. Duration: 2 hours (C), 1 hour + 10 min./level (M)", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 506.7530822753906, + 371.5583190917969, + 530.5505981445312 + ], + "page": 54, + "span": [ + 0, + 139 + ] + } + ], + "text": "1. As a Light spell, the caster targets a person or object which then produces a light about as bright as a torch with a radius of 20 feet.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.461484909057617, + 479.4501037597656, + 371.5915832519531, + 503.2475891113281 + ], + "page": 54, + "span": [ + 0, + 113 + ] + } + ], + "text": "2. As a Dark spell, the caster instead causes night-time darkness to fall upon the area with a radius of 20 feet.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.316783905029297, + 446.8511962890625, + 141.74032592773438, + 462.11920166015625 + ], + "page": 54, + "span": [ + 0, + 23 + ] + } + ], + "text": "Light (Dark), Continual", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.596336364746094, + 408.792236328125, + 170.955810546875, + 447.2042236328125 + ], + "page": 54, + "span": [ + 0, + 70 + ] + } + ], + "text": "Spell Level: C3, M2 Range: 120 ft. Duration: Permanent until dispelled", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 381.47320556640625, + 371.9993896484375, + 405.27069091796875 + ], + "page": 54, + "span": [ + 0, + 150 + ] + } + ], + "text": "1. As a Light, Continual spell, the caster targets a person or object which then produces a light about as bright as a torch with a radius of 20 feet.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.477134704589844, + 354.1701965332031, + 371.4072265625, + 377.9676818847656 + ], + "page": 54, + "span": [ + 0, + 124 + ] + } + ], + "text": "2. As a Dark, Continual spell, the caster instead causes night-time darkness to fall upon the area with a radius of 20 feet.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.36797523498535, + 321.5711975097656, + 96.86446380615234, + 336.8392028808594 + ], + "page": 54, + "span": [ + 0, + 14 + ] + } + ], + "text": "Lightning Bolt", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.84892654418945, + 283.5122375488281, + 129.31192016601562, + 321.9242248535156 + ], + "page": 54, + "span": [ + 0, + 53 + ] + } + ], + "text": "Spell Level: M3 Range: 60 ft. Duration: Instantaneous", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.464223861694336, + 235.9652557373047, + 372.154541015625, + 280.1102294921875 + ], + "page": 54, + "span": [ + 0, + 327 + ] + } + ], + "text": "A nearly ten foot wide bolt of lightning extends 60 feet from the fingertip of the caster. Anyone in its path suffers 1d6 points of damage per level of the caster, though a successful saving throw halves damage. The bolt always extends 60 feet, even if this means that it ricochets backward from something that blocks its path.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.49669075012207, + 203.19119262695312, + 94.5832290649414, + 218.45919799804688 + ], + "page": 54, + "span": [ + 0, + 13 + ] + } + ], + "text": "Locate Object", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.679813385009766, + 165.13218688964844, + 187.152099609375, + 203.544189453125 + ], + "page": 54, + "span": [ + 0, + 87 + ] + } + ], + "text": "Spell Level: C3, M2 Range: 90 ft. (C), 60 ft. + 10 ft./level (M) Duration: 1 min./level", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.53897476196289, + 117.58516693115234, + 371.7908630371094, + 161.7301788330078 + ], + "page": 54, + "span": [ + 0, + 293 + ] + } + ], + "text": "This spell gives the caster the correct direction (as the crow flies) toward an object the caster specifies with a description. The object cannot be something the caster has never seen, although the spell can detect an object in a general class of items known to the caster: stairs, gold, etc.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 299.44488525390625, + 16.887100219726562, + 376.8522644042969, + 28.63210105895996 + ], + "page": 54, + "span": [ + 0, + 19 + ] + } + ], + "text": "SpellS & maGiC - 53", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/29" + }, + { + "prov": [ + { + "bbox": [ + 174.00682067871094, + 565.1311645507812, + 222.05870056152344, + 580.399169921875 + ], + "page": 55, + "span": [ + 0, + 9 + ] + } + ], + "text": "Magic Jar", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 183.44227600097656, + 527.072021484375, + 262.24658203125, + 565.4840698242188 + ], + "page": 55, + "span": [ + 0, + 52 + ] + } + ], + "text": "Spell Level: M5 Range: See below Duration: See below", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 174.06138610839844, + 479.52508544921875, + 371.6514892578125, + 523.6700439453125 + ], + "page": 55, + "span": [ + 0, + 195 + ] + } + ], + "text": "This spell relocates the caster's life essence, intelligence, and soul into an object (of virtually any kind). The \"jar\" must be within 30 feet of the caster's body for the transition to succeed.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 155.8456573486328, + 378.5425720214844, + 372.7836608886719, + 465.8874816894531 + ], + "page": 55, + "span": [ + 0, + 432 + ] + } + ], + "text": "Once within the magic jar, the caster can possess the bodies of other creatures and people, provided that they are within 120 feet of the jar and fail a saving throw. The caster can return their soul to the magic jar at any time, and if a body they control is slain, the caster's life essence returns immediately to the jar. If the caster's body is destroyed while their soul is in the magic jar, the soul no longer has a home other", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.394580841064453, + 335.3426208496094, + 372.16986083984375, + 379.4875793457031 + ], + "page": 55, + "span": [ + 0, + 287 + ] + } + ], + "text": "than within the magic jar (although the disembodied wizard can still possess other bodies as before). If the jar itself is destroyed while the Magic-user's soul is within, the soul is lost. The Magic-user can return from the jar to their own body whenever desired, thus ending the spell.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.02007484436035, + 302.5684814453125, + 85.7199935913086, + 317.83648681640625 + ], + "page": 55, + "span": [ + 0, + 9 + ] + } + ], + "text": "Massmorph", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.55632781982422, + 264.509521484375, + 171.81674194335938, + 302.9215087890625 + ], + "page": 55, + "span": [ + 0, + 67 + ] + } + ], + "text": "Spell Level: M4 Range: 240 ft. Duration: Until negated or dispelled", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.39409828186035, + 238.56251525878906, + 371.3065185546875, + 261.1075134277344 + ], + "page": 55, + "span": [ + 0, + 186 + ] + } + ], + "text": "One hundred or fewer human-sized creatures are changed to appear like innocent trees. The illusion is so perfect that creatures moving through the \"forest\" will not detect the deception.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.15802574157715, + 210.2884979248047, + 83.08699035644531, + 225.55650329589844 + ], + "page": 55, + "span": [ + 0, + 10 + ] + } + ], + "text": "Move Earth", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.437744140625, + 172.2294921875, + 118.39319610595703, + 210.64149475097656 + ], + "page": 55, + "span": [ + 0, + 50 + ] + } + ], + "text": "Spell Level: M6 Range: 240 ft. Duration: Permanent", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.038063049316406, + 146.28248596191406, + 371.6736755371094, + 168.82748413085938 + ], + "page": 55, + "span": [ + 0, + 150 + ] + } + ], + "text": "This spell can only be used above ground. It allows the caster to move hills and other raised land or stone at a rate of 6 feet per minute for 1 hour.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.068435668945312, + 16.887100219726562, + 184.93789672851562, + 28.63210105895996 + ], + "page": 55, + "span": [ + 0, + 38 + ] + } + ], + "text": "54 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.403696060180664, + 572.1311645507812, + 84.95647430419922, + 587.399169921875 + ], + "page": 56, + "span": [ + 0, + 10 + ] + } + ], + "text": "Move Water", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.86457824707031, + 534.072021484375, + 114.94642639160156, + 572.4840698242188 + ], + "page": 56, + "span": [ + 0, + 50 + ] + } + ], + "text": "Spell Level: M6 Range: 240 ft. Duration: See below", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.642440795898438, + 518.925048828125, + 274.3902587890625, + 530.6700439453125 + ], + "page": 56, + "span": [ + 0, + 65 + ] + } + ], + "text": "The caster must announce which of the two options are being cast:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.983226776123047, + 491.45318603515625, + 371.2759704589844, + 515.2506713867188 + ], + "page": 56, + "span": [ + 0, + 169 + ] + } + ], + "text": "1. The spell lowers the depth and water level of lakes, rivers, wells, and other bodies of water to 1/2 their normal levels. Used this way, the spell lasts for 10 turns.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.48527717590332, + 464.1501770019531, + 371.80126953125, + 487.9476623535156 + ], + "page": 56, + "span": [ + 0, + 131 + ] + } + ], + "text": "2. Alternately, this spell creates a gap through water, but only to a depth of 10 feet. Used this way, the spell lasts for 6 turns.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.290573120117188, + 436.0511779785156, + 112.6236801147461, + 451.3191833496094 + ], + "page": 56, + "span": [ + 0, + 17 + ] + } + ], + "text": "Neutralize Poison", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.82570266723633, + 397.9922180175781, + 137.1579132080078, + 436.4042053222656 + ], + "page": 56, + "span": [ + 0, + 61 + ] + } + ], + "text": "Spell Level: C4 Range: Referee's discretion Duration: 10 min.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.421571731567383, + 382.84521484375, + 285.05499267578125, + 394.5902099609375 + ], + "page": 56, + "span": [ + 0, + 72 + ] + } + ], + "text": "This spell counteracts poison, but does not bring the dead back to life.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.487815856933594, + 350.0711975097656, + 71.11964416503906, + 365.3392028808594 + ], + "page": 56, + "span": [ + 0, + 8 + ] + } + ], + "text": "Passwall", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.80535125732422, + 312.0122375488281, + 106.65435028076172, + 350.4242248535156 + ], + "page": 56, + "span": [ + 0, + 47 + ] + } + ], + "text": "Spell Level: M5 Range: 30 ft. Duration: 30 min.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.364286422729492, + 286.06524658203125, + 371.8953552246094, + 308.6102294921875 + ], + "page": 56, + "span": [ + 0, + 152 + ] + } + ], + "text": "This spell creates a hole through solid rock. The hole or tunnel is up to 10 feet deep and is large enough to allow the passage of an average sized man.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.382892608642578, + 257.79119873046875, + 114.23065948486328, + 273.0592041015625 + ], + "page": 56, + "span": [ + 0, + 16 + ] + } + ], + "text": "Phantasmal Force", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.69638442993164, + 219.73219299316406, + 172.14883422851562, + 258.1441955566406 + ], + "page": 56, + "span": [ + 0, + 67 + ] + } + ], + "text": "Spell Level: M2 Range: 240 ft. Duration: Until negated or dispelled", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.435073852539062, + 193.78518676757812, + 372.1447448730469, + 216.33018493652344 + ], + "page": 56, + "span": [ + 0, + 194 + ] + } + ], + "text": "This spell creates a realistic illusion in the sight of all who view it. The illusion disappears when it is touched, but if the viewer believes the illusion is real they can take damage from it.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 299.3381652832031, + 16.887100219726562, + 376.3326110839844, + 28.63210105895996 + ], + "page": 56, + "span": [ + 0, + 19 + ] + } + ], + "text": "SpellS & maGiC - 55", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.42940330505371, + 572.1311645507812, + 93.2957763671875, + 587.399169921875 + ], + "page": 57, + "span": [ + 0, + 12 + ] + } + ], + "text": "Plant Growth", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.834224700927734, + 547.0320434570312, + 100.19859313964844, + 572.4840698242188 + ], + "page": 57, + "span": [ + 0, + 30 + ] + } + ], + "text": "Spell Level: M4 Range: 120 ft.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.63782501220703, + 534.072021484375, + 172.42694091796875, + 546.5640258789062 + ], + "page": 57, + "span": [ + 0, + 35 + ] + } + ], + "text": "Duration: Permanent until dispelled", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.37201690673828, + 486.52508544921875, + 371.9007568359375, + 530.6700439453125 + ], + "page": 57, + "span": [ + 0, + 345 + ] + } + ], + "text": "Up to 300 square feet of ground can be affected by this spell; undergrowth in the area suddenly grows into an impassable forest of thorns and vines. The caster can decide the shape of the area to be enchanted. An alternate version (Referee's decision) would allow the spell to affect an area of 300 x 300 feet, for a total of 90,000 square feet.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.47281837463379, + 453.7511901855469, + 82.12002563476562, + 469.0191955566406 + ], + "page": 57, + "span": [ + 0, + 9 + ] + } + ], + "text": "Polymorph", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.78901290893555, + 415.6922302246094, + 116.67045593261719, + 454.1042175292969 + ], + "page": 57, + "span": [ + 0, + 52 + ] + } + ], + "text": "Spell Level: M4 Range: See below Duration: See below", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.772449493408203, + 400.54522705078125, + 276.0408630371094, + 412.29022216796875 + ], + "page": 57, + "span": [ + 0, + 65 + ] + } + ], + "text": "The caster must announce which of the two options are being cast:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 338.87310791015625, + 372.286865234375, + 396.8705749511719 + ], + "page": 57, + "span": [ + 0, + 447 + ] + } + ], + "text": "1. The caster assumes the form of any object or creature, gaining the new form's attributes (the use of wings, for example), but not its hit points or combat abilities. The Referee might allow the benefit of the new form's armor class, if it is due to heavily armored skin. A great deal of the spell's effect is left to the Referee to decide. This form of the spell lasts for roughly one hour plus one additional hour for each level of the caster.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.53334617614746, + 277.3701171875, + 372.0301818847656, + 335.3675842285156 + ], + "page": 57, + "span": [ + 0, + 373 + ] + } + ], + "text": "2. Alternately, this spell allows the caster to turn another being into a different type of creature (such as a dragon, a garden slug, and of course, a frog or newt). The polymorphed creature gains all the abilities of the new form, but retains its own mind and hit points. Used in this way, the range on this spell is 60 feet. This form of the spell lasts until dispelled.", + "type": "paragraph", + "name": "List-item" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/30" + }, + { + "prov": [ + { + "bbox": [ + 168.64854431152344, + 190.81219482421875, + 237.9337615966797, + 244.13919067382812 + ], + "page": 57, + "span": [ + 0, + 61 + ] + } + ], + "text": "Project Image Spell Level: M6 Range: 240 ft. Duration: 1 hour", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 168.21495056152344, + 143.2651824951172, + 372.1754150390625, + 187.41018676757812 + ], + "page": 57, + "span": [ + 0, + 198 + ] + } + ], + "text": "The caster projects their image to a maximum range of 240 feet. Not only does the projected image mimic the caster's sounds and gestures, but any spells cast will appear to originate from the image.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.02731704711914, + 16.887100219726562, + 185.869873046875, + 28.63210105895996 + ], + "page": 57, + "span": [ + 0, + 38 + ] + } + ], + "text": "56 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.406801223754883, + 572.1311645507812, + 167.517578125, + 587.399169921875 + ], + "page": 58, + "span": [ + 0, + 27 + ] + } + ], + "text": "Protection from Chaos (Law)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.812252044677734, + 534.072021484375, + 162.30328369140625, + 572.4840698242188 + ], + "page": 58, + "span": [ + 0, + 72 + ] + } + ], + "text": "Spell Level: C1, M1 Range: Caster only Duration: 2 hours (C), 1 hour (M)", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 495.35308837890625, + 371.6304016113281, + 530.5505981445312 + ], + "page": 58, + "span": [ + 0, + 258 + ] + } + ], + "text": "1. As a Protection from Chaos spell, the caster creates a magical field of protection around themselves to block out all chaotic monsters, who suffer a -1 penalty \"to-hit\" against the caster, and the caster gains +1 on all saving throws against such attacks.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.440784454345703, + 468.0500793457031, + 371.3778076171875, + 491.8475646972656 + ], + "page": 58, + "span": [ + 0, + 109 + ] + } + ], + "text": "2. As a Protection from Law spell, it does the same thing except that lawful creatures suffer the -1 penalty.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.416532516479492, + 423.4501953125, + 171.01878356933594, + 450.7192077636719 + ], + "page": 58, + "span": [ + 0, + 42 + ] + } + ], + "text": "Protection from Chaos (Law), 10 ft. radius", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.82077407836914, + 385.3922119140625, + 161.90745544433594, + 423.80419921875 + ], + "page": 58, + "span": [ + 0, + 72 + ] + } + ], + "text": "Spell Level: C4, M3 Range: 10 ft. radius around caster Duration: 2 hours", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 358.0730895996094, + 371.3730163574219, + 381.8705749511719 + ], + "page": 58, + "span": [ + 0, + 164 + ] + } + ], + "text": "1. As a Protection from Chaos, 10 ft. radius spell, it has the same effect as Protection from Chaos-except that its effect covers an area rather than an individual.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.490882873535156, + 330.7701110839844, + 371.5561218261719, + 354.5675964355469 + ], + "page": 58, + "span": [ + 0, + 160 + ] + } + ], + "text": "2. As a Protection from Law, 10 ft. radius spell, it has the same effect as Protection from Law-except that its effect covers an area rather than an individual.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.421979904174805, + 298.17120361328125, + 187.956787109375, + 313.439208984375 + ], + "page": 58, + "span": [ + 0, + 31 + ] + } + ], + "text": "Protection from Normal Missiles", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.89985275268555, + 260.1122131347656, + 106.38733673095703, + 298.5242004394531 + ], + "page": 58, + "span": [ + 0, + 47 + ] + } + ], + "text": "Spell Level: M3 Range: 30 ft. Duration: 2 hours", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.314931869506836, + 234.1652069091797, + 374.3738708496094, + 256.710205078125 + ], + "page": 58, + "span": [ + 0, + 125 + ] + } + ], + "text": "The recipient becomes invulnerable small non-magical missiles. Only normal missiles projected by normal weapons are affected.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.44717025756836, + 201.3911895751953, + 179.95265197753906, + 216.65919494628906 + ], + "page": 58, + "span": [ + 0, + 31 + ] + } + ], + "text": "Purify (Putrefy) Food and Drink", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.70833206176758, + 163.3321990966797, + 129.1028289794922, + 201.74420166015625 + ], + "page": 58, + "span": [ + 0, + 58 + ] + } + ], + "text": "Spell Level: C1 Range: Close/Touch Duration: Instantaneous", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 136.01319885253906, + 371.85089111328125, + 159.81069946289062 + ], + "page": 58, + "span": [ + 0, + 149 + ] + } + ], + "text": "1. As a Purify Food and Drink spell. the caster causes enough food and water for up to a dozen people to be made pure, removing spoilage and poisons.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.466642379760742, + 108.71021270751953, + 371.7384033203125, + 132.50770568847656 + ], + "page": 58, + "span": [ + 0, + 152 + ] + } + ], + "text": "2. As a Putrefy Food and Drink spell. the caster causes enough food and water for up to a dozen people to be made putrid, creating spoilage and poisons.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 299.4564514160156, + 16.887100219726562, + 376.94805908203125, + 28.63210105895996 + ], + "page": 58, + "span": [ + 0, + 19 + ] + } + ], + "text": "SpellS & maGiC - 57", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 572.1311645507812, + 56.643768310546875, + 587.399169921875 + ], + "page": 59, + "span": [ + 0, + 5 + ] + } + ], + "text": "Quest", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.60531234741211, + 559.9920654296875, + 115.0069351196289, + 572.4840698242188 + ], + "page": 59, + "span": [ + 0, + 19 + ] + } + ], + "text": "Spell Level: C5, M6", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.999996185302734, + 534.072021484375, + 137.0159912109375, + 559.5240478515625 + ], + "page": 59, + "span": [ + 0, + 39 + ] + } + ], + "text": "Range: 30 ft. Duration: Until completed", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.3386173248291, + 486.52508544921875, + 372.3021545410156, + 530.6700439453125 + ], + "page": 59, + "span": [ + 0, + 369 + ] + } + ], + "text": "If the victim fails a saving throw, the caster may set a task for the victim to perform, such as, \"Find the Goblet of Morde and return here to tell me its location.\" If a Magic-user casts this spell the victim will die if they ignore the Quest altogether. If a Cleric casts this spell the victim's failure to obey will result in a curse to be determined by the Referee.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.52414894104004, + 458.2511901855469, + 83.68659973144531, + 473.5191955566406 + ], + "page": 59, + "span": [ + 0, + 10 + ] + } + ], + "text": "Raise Dead", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.87577438354492, + 420.1922302246094, + 116.09625244140625, + 458.6042175292969 + ], + "page": 59, + "span": [ + 0, + 56 + ] + } + ], + "text": "Spell Level: C5 Range: Line of sight Duration: See below", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.52121353149414, + 351.0452880859375, + 372.48394775390625, + 416.79022216796875 + ], + "page": 59, + "span": [ + 0, + 497 + ] + } + ], + "text": "Raise Dead allows the Cleric to raise a corpse from the dead, provided it has not been dead too long. The normal time limit is 4 days, but for every caster level higher than 8th, the time limit extends another 4 days. Characters with low constitution might not survive the ordeal; and even for those with a strong constitution, a period of two weeks is required before they can function normally. This spell only functions on ancestries that can be used for Player Characters (i.e., \"human-like\").", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.35643768310547, + 322.77117919921875, + 106.93970489501953, + 338.0391845703125 + ], + "page": 59, + "span": [ + 0, + 14 + ] + } + ], + "text": "Read Languages", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.73834991455078, + 284.71221923828125, + 133.37655639648438, + 323.12420654296875 + ], + "page": 59, + "span": [ + 0, + 65 + ] + } + ], + "text": "Spell Level: M1 Range: Reading distance Duration: 1 or 2 readings", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.55419921875, + 258.7652282714844, + 372.66839599609375, + 281.3102111816406 + ], + "page": 59, + "span": [ + 0, + 185 + ] + } + ], + "text": "This spell allows the caster to read directions, instructions, and similar notations that are written in unfamiliar or even unknown languages. It is especially useful for treasure maps.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.43996238708496, + 230.49119567871094, + 86.0932846069336, + 245.7592010498047 + ], + "page": 59, + "span": [ + 0, + 10 + ] + } + ], + "text": "Read Magic", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.68666458129883, + 192.43218994140625, + 169.90011596679688, + 230.8441925048828 + ], + "page": 59, + "span": [ + 0, + 72 + ] + } + ], + "text": "Spell Level: M1 Range: Caster only Duration: 2 scrolls or other writings", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.538249969482422, + 155.6851806640625, + 207.40858459472656, + 189.03018188476562 + ], + "page": 59, + "span": [ + 0, + 137 + ] + } + ], + "text": "This spell allows the caster to read magical writings on items and scrolls. Magical writing cannot be read without the use of this spell.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.1273193359375, + 16.887100219726562, + 185.17752075195312, + 28.63210105895996 + ], + "page": 59, + "span": [ + 0, + 38 + ] + } + ], + "text": "58 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/31" + }, + { + "prov": [ + { + "bbox": [ + 26.518705368041992, + 572.1311645507812, + 97.09144592285156, + 587.399169921875 + ], + "page": 60, + "span": [ + 0, + 13 + ] + } + ], + "text": "Reincarnation", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.69242477416992, + 534.072021484375, + 128.7449951171875, + 572.4840698242188 + ], + "page": 60, + "span": [ + 0, + 52 + ] + } + ], + "text": "Spell Level: M6 Range: Touch Duration: Instantaneous", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.59695816040039, + 508.12506103515625, + 371.098876953125, + 530.6700439453125 + ], + "page": 60, + "span": [ + 0, + 146 + ] + } + ], + "text": "This spell brings a dead character's soul back from the dead, but the soul reappears in a newly formed body of the same alignment as the deceased.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.421890258789062, + 479.8511962890625, + 96.74198913574219, + 495.11920166015625 + ], + "page": 60, + "span": [ + 0, + 12 + ] + } + ], + "text": "Remove Curse", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.71717834472656, + 441.792236328125, + 128.9095458984375, + 480.2042236328125 + ], + "page": 60, + "span": [ + 0, + 62 + ] + } + ], + "text": "Spell Level: C3, M4 Range: Close/Touch Duration: Instantaneous", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.45551300048828, + 426.6452331542969, + 223.5825653076172, + 438.3902282714844 + ], + "page": 60, + "span": [ + 0, + 53 + ] + } + ], + "text": "This spell removes one curse from a person or object.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.47321128845215, + 393.8711853027344, + 52.369998931884766, + 409.1391906738281 + ], + "page": 60, + "span": [ + 0, + 5 + ] + } + ], + "text": "Sleep", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.67140579223633, + 355.8122253417969, + 148.20144653320312, + 394.2242126464844 + ], + "page": 60, + "span": [ + 0, + 61 + ] + } + ], + "text": "Spell Level: M1 Range: 240 ft. Duration: Referee's discretion", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.483436584472656, + 329.865234375, + 371.103515625, + 352.41021728515625 + ], + "page": 60, + "span": [ + 0, + 142 + ] + } + ], + "text": "This spell puts enemies into an enchanted slumber (no saving throw is permitted). It can affect a number of creatures based on their hit dice.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.293212890625, + 309.3872985839844, + 101.4822998046875, + 323.1285095214844 + ], + "page": 60, + "span": [ + 0, + 17 + ] + } + ], + "text": "Affected by Sleep", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/29" + }, + { + "prov": [ + { + "bbox": [ + 26.392059326171875, + 208.5281982421875, + 124.04499053955078, + 223.79620361328125 + ], + "page": 60, + "span": [ + 0, + 18 + ] + } + ], + "text": "Speak with Animals", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.68916702270508, + 170.4691925048828, + 103.60448455810547, + 208.88119506835938 + ], + "page": 60, + "span": [ + 0, + 46 + ] + } + ], + "text": "Spell Level: C2 Range: 30 ft. Duration: 1 hour", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.54271697998047, + 133.72218322753906, + 372.5892333984375, + 167.0671844482422 + ], + "page": 60, + "span": [ + 0, + 222 + ] + } + ], + "text": "The caster can speak with animals within range. There is a chance that the animals will assist the caster and they will not attack the caster or the caster's party (unless the caster said something particularly offensive).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 286.0775451660156, + 16.887100219726562, + 376.06878662109375, + 28.63210105895996 + ], + "page": 60, + "span": [ + 0, + 21 + ] + } + ], + "text": "runninG the Game - 59", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.397886276245117, + 572.1311645507812, + 113.8550033569336, + 587.399169921875 + ], + "page": 61, + "span": [ + 0, + 17 + ] + } + ], + "text": "Speak with Plants", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.87720489501953, + 534.072021484375, + 103.47359466552734, + 572.4840698242188 + ], + "page": 61, + "span": [ + 0, + 46 + ] + } + ], + "text": "Spell Level: C4 Range: 30 ft. Duration: 1 hour", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.410266876220703, + 508.12506103515625, + 372.2652893066406, + 530.6700439453125 + ], + "page": 61, + "span": [ + 0, + 181 + ] + } + ], + "text": "The caster can speak to and understand the replies of plants. Plants will obey the caster's commands as far as they are able (e.g. twisting or bending aside to allow passage, etc.).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.482336044311523, + 475.3511962890625, + 105.5135726928711, + 490.61920166015625 + ], + "page": 61, + "span": [ + 0, + 16 + ] + } + ], + "text": "Sticks to Snakes", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.77811813354492, + 437.292236328125, + 103.98783111572266, + 475.7042236328125 + ], + "page": 61, + "span": [ + 0, + 47 + ] + } + ], + "text": "Spell Level: C4 Range: 120 ft. Duration: 1 hour", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.42490005493164, + 400.5452575683594, + 371.2599792480469, + 433.8902282714844 + ], + "page": 61, + "span": [ + 0, + 218 + ] + } + ], + "text": "The caster may turn as many as 2d8 normal sticks into snakes, each one having a 50% chance of being venomous. The snakes follow the caster's commands, but turn back into sticks at the end of the spell (or when killed).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 28.0, + 135.03781127929688, + 99.94599914550781, + 162.2917022705078 + ], + "page": 61, + "span": [ + 0, + 14 + ] + } + ], + "text": "Telekinesis M5", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/32" + }, + { + "prov": [ + { + "bbox": [ + 36.55606460571289, + 108.96481323242188, + 104.94181060791016, + 147.37680053710938 + ], + "page": 61, + "span": [ + 0, + 44 + ] + } + ], + "text": "Spell Level: Range: 120 ft. Duration: 1 hour", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.632829666137695, + 83.0177993774414, + 371.23486328125, + 105.56281280517578 + ], + "page": 61, + "span": [ + 0, + 127 + ] + } + ], + "text": "The caster can move objects using mental power alone. The amount of weight the caster can lift and move is 20 pounds per level.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.908674240112305, + 16.887100219726562, + 185.00762939453125, + 28.63210105895996 + ], + "page": 61, + "span": [ + 0, + 38 + ] + } + ], + "text": "60 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 572.1311645507812, + 67.94634246826172, + 587.399169921875 + ], + "page": 62, + "span": [ + 0, + 8 + ] + } + ], + "text": "Teleport", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.999996185302734, + 534.072021484375, + 128.7449951171875, + 572.4840698242188 + ], + "page": 62, + "span": [ + 0, + 52 + ] + } + ], + "text": "Spell Level: M5 Range: Touch Duration: Instantaneous", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.464542388916016, + 497.3250732421875, + 372.0042419433594, + 530.6700439453125 + ], + "page": 62, + "span": [ + 0, + 221 + ] + } + ], + "text": "This spell transports the caster or another person to a destination that the caster knows (at least knowing what it looks like from a painting or a map). Success depends on how well the caster knows the targeted location:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.913738250732422, + 469.85321044921875, + 370.8056945800781, + 493.65069580078125 + ], + "page": 62, + "span": [ + 0, + 169 + ] + } + ], + "text": "1. If the caster has only indirect experience of the destination (known only through a picture or map) there is a 25% chance of success- with failure resulting in death.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.449365615844727, + 408.3502197265625, + 371.7919616699219, + 466.3476867675781 + ], + "page": 62, + "span": [ + 0, + 376 + ] + } + ], + "text": "2. If the caster has seen but not studied the destination there is an 20% chance of failure. Half of failures will place the traveler 1d10 x 10 feet below the intended location, possibly resulting in death from arrival within a solid substance. The other half of failures will place the traveler 1d10 x 10 feet above the targeted location, possibly resulting in a deadly fall.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.501789093017578, + 369.647216796875, + 371.47003173828125, + 404.8446960449219 + ], + "page": 62, + "span": [ + 0, + 250 + ] + } + ], + "text": "3. If the caster is familiar with the location or has studied it carefully there is a 5% chance of failure, with 1 in 6 failures arriving below and 5 in 6 arriving above the targeted location. In either case, the arrival is 1d4 x 10 feet low or high.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.903738021850586, + 321.15118408203125, + 132.5762481689453, + 336.419189453125 + ], + "page": 62, + "span": [ + 0, + 18 + ] + } + ], + "text": "Transform Rock-Mud", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.70857620239258, + 283.09222412109375, + 170.52699279785156, + 321.50421142578125 + ], + "page": 62, + "span": [ + 0, + 68 + ] + } + ], + "text": "Spell Level: M5 Range: 120 ft. Duration: 3d6 days, or spell reversal", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.5035343170166, + 257.1452331542969, + 370.6717529296875, + 279.6902160644531 + ], + "page": 62, + "span": [ + 0, + 173 + ] + } + ], + "text": "This spell transforms rock (and any other form of earth) into mud, or mud to rock. An area of roughly 300 x 300 feet becomes a deep mire, reducing movement to 10% of normal.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.839725494384766, + 213.57119750976562, + 138.08999633789062, + 228.83920288085938 + ], + "page": 62, + "span": [ + 0, + 21 + ] + } + ], + "text": "Transform Stone-Flesh", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.721439361572266, + 175.51219177246094, + 169.2919921875, + 213.9241943359375 + ], + "page": 62, + "span": [ + 0, + 65 + ] + } + ], + "text": "Spell Level: M6 Range: 120 ft. Duration: Permanent until reversed", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.609018325805664, + 138.7651824951172, + 372.2553405761719, + 172.1101837158203 + ], + "page": 62, + "span": [ + 0, + 214 + ] + } + ], + "text": "This spell transforms flesh into stone or stone into flesh, as desired by the caster. A saving throw is permitted to avoid being turned into stone, but if the spell succeeds the victim is transformed into a statue.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 286.0964660644531, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 62, + "span": [ + 0, + 21 + ] + } + ], + "text": "runninG the Game - 61", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 572.1311645507812, + 113.73200225830078, + 587.399169921875 + ], + "page": 63, + "span": [ + 0, + 19 + ] + } + ], + "text": "Wall of Fire or Ice", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.76771545410156, + 534.072021484375, + 131.14747619628906, + 572.4840698242188 + ], + "page": 63, + "span": [ + 0, + 53 + ] + } + ], + "text": "Spell Level: M4 Range: 60 ft. Duration: Concentration", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.462032318115234, + 521.2650146484375, + 278.0520935058594, + 533.010009765625 + ], + "page": 63, + "span": [ + 0, + 65 + ] + } + ], + "text": "The caster must announce which of the two options are being cast:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 448.1932373046875, + 372.26702880859375, + 517.5906982421875 + ], + "page": 63, + "span": [ + 0, + 527 + ] + } + ], + "text": "1. As a Wall of Fire spell, the caster conjures a wall of fire that flares into being and burns for as long as the caster concentrates upon it. Creatures with 3 or fewer hit dice cannot pass through it, and no creature can see through it to the other side. Passing through the fire inflicts 1d6 hit points of damage (no saving throw) and undead creatures sustain twice the normal damage. The caster may choose to create a straight wall 60 feet long and 20 feet high, or a circular wall with a 15 foot radius, also 20 feet high.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.405569076538086, + 375.2902526855469, + 371.73980712890625, + 444.6877136230469 + ], + "page": 63, + "span": [ + 0, + 526 + ] + } + ], + "text": "2. As a Wall of Ice spell, the caster conjures up a 6 foot thick wall of ice. The caster may choose to create a straight wall 60 feet long and 20 feet high, or a circular wall with a 15 foot radius, also 20 feet high. Creatures with 3 or fewer hit dice cannot affect the wall, but creatures of 4+ hit dice are able to smash through it, taking 1d6 points of damage in the process. Creatures with fire-based metabolisms take 2d6 instead of the normal 1d6. Fire spells and magical effects are negated in the vicinity of the wall.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 342.6911926269531, + 127.74800109863281, + 357.9591979980469 + ], + "page": 63, + "span": [ + 0, + 21 + ] + } + ], + "text": "Wall of Stone or Iron", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.61286163330078, + 304.6322326660156, + 204.64724731445312, + 343.0442199707031 + ], + "page": 63, + "span": [ + 0, + 75 + ] + } + ], + "text": "Spell Level: M5 Range: 60 ft. Duration: Permanent (stone) or 2 hours (iron)", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.29991912841797, + 289.4852294921875, + 274.688232421875, + 301.230224609375 + ], + "page": 63, + "span": [ + 0, + 65 + ] + } + ], + "text": "The caster must announce which of the two options are being cast:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.942087173461914, + 268.9132080078125, + 284.69476318359375, + 281.3106994628906 + ], + "page": 63, + "span": [ + 0, + 71 + ] + } + ], + "text": "1. As a Wall of Stone spell, the caster conjures a wall of stone 2 feet", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 26.59886932373047, + 253.01019287109375, + 202.59866333007812, + 265.4076843261719 + ], + "page": 63, + "span": [ + 0, + 48 + ] + } + ], + "text": "thick, with a surface area of 1,000 square feet.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.532365798950195, + 237.10719299316406, + 297.6640625, + 249.50469970703125 + ], + "page": 63, + "span": [ + 0, + 75 + ] + } + ], + "text": "2. As a Wall of Iron spell, the caster conjures an iron wall from thin air.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.49042320251465, + 221.20419311523438, + 263.0522155761719, + 233.60169982910156 + ], + "page": 63, + "span": [ + 0, + 65 + ] + } + ], + "text": "The wall is 3 feet thick, with a surface area of 500 square feet.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 188.61119079589844, + 106.56208038330078, + 203.8791961669922 + ], + "page": 63, + "span": [ + 0, + 15 + ] + } + ], + "text": "Water Breathing", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.651092529296875, + 150.5522003173828, + 107.20882415771484, + 188.96420288085938 + ], + "page": 63, + "span": [ + 0, + 47 + ] + } + ], + "text": "Spell Level: M3 Range: 30 ft. Duration: 2 hours", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.252086639404297, + 135.4051971435547, + 334.1494445800781, + 147.1501922607422 + ], + "page": 63, + "span": [ + 0, + 87 + ] + } + ], + "text": "This spell grants the ability to breathe underwater until the spell's duration expires.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.00556182861328, + 16.887100219726562, + 186.19863891601562, + 28.63210105895996 + ], + "page": 63, + "span": [ + 0, + 38 + ] + } + ], + "text": "62 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 572.1311645507812, + 47.21989822387695, + 587.399169921875 + ], + "page": 64, + "span": [ + 0, + 3 + ] + } + ], + "text": "Web", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.72104263305664, + 534.072021484375, + 106.38780212402344, + 572.4840698242188 + ], + "page": 64, + "span": [ + 0, + 47 + ] + } + ], + "text": "Spell Level: M2 Range: 30 ft. Duration: 8 hours", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.518770217895508, + 486.52508544921875, + 371.3515625, + 530.6700439453125 + ], + "page": 64, + "span": [ + 0, + 349 + ] + } + ], + "text": "Fibrous, sticky webs fill an area up to 10 x 10 x 20 feet. It is extremely difficult to get through the mass of strands-it takes one turn if a torch and sword (or a flaming sword) are used, and creatures larger than a horse can break through in 2 turns. Humans take longer to break through-perhaps 3 to 4 turns or longer at the Referee's discretion.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/33" + }, + { + "prov": [ + { + "bbox": [ + 189.93678283691406, + 453.7511901855469, + 244.3200225830078, + 469.0191955566406 + ], + "page": 64, + "span": [ + 0, + 10 + ] + } + ], + "text": "Wizard Eye", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 189.6387481689453, + 415.6922302246094, + 257.1059875488281, + 454.1042175292969 + ], + "page": 64, + "span": [ + 0, + 47 + ] + } + ], + "text": "Spell Level: M4 Range: 240 ft. Duration: 1 hour", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 189.634765625, + 368.145263671875, + 374.302490234375, + 412.29022216796875 + ], + "page": 64, + "span": [ + 0, + 180 + ] + } + ], + "text": "The caster conjures up an invisible, magical \"eye,\" that can move a maximum of 240 feet from its creator. It floats along as directed by the caster, at a rate of 120 feet per turn.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 189.90696716308594, + 335.3711853027344, + 250.8092803955078, + 350.6391906738281 + ], + "page": 64, + "span": [ + 0, + 11 + ] + } + ], + "text": "Wizard Lock", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 189.6421661376953, + 297.3122253417969, + 325.0782165527344, + 335.7242126464844 + ], + "page": 64, + "span": [ + 0, + 64 + ] + } + ], + "text": "Spell Level: M2 Range: Close Duration: Permanent until dispelled", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 189.5112762451172, + 217.36524963378906, + 373.207275390625, + 293.91021728515625 + ], + "page": 64, + "span": [ + 0, + 314 + ] + } + ], + "text": "As with a Hold Portal spell, but it is permanent until dispelled. Creatures with magic resistance can shatter the spell without effort. Any Magicuser three levels or higher than the caster can open the portal, and a Knock spell will open it as well (although the spell is not permanently destroyed in these cases).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 286.0458068847656, + 16.887100219726562, + 376.1580810546875, + 28.63210105895996 + ], + "page": 64, + "span": [ + 0, + 21 + ] + } + ], + "text": "runninG the Game - 63", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.414243698120117, + 566.4586181640625, + 268.255859375, + 588.18798828125 + ], + "page": 65, + "span": [ + 0, + 27 + ] + } + ], + "text": "CHAPTER 7: RUNNING THE GAME", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.599943161010742, + 517.1531982421875, + 372.45599365234375, + 561.2981567382812 + ], + "page": 65, + "span": [ + 0, + 288 + ] + } + ], + "text": "Running a game of SWORDS & WIZARDRY: WHITEBOX is a lot easier than running most other role-playing games, simply because there are not as many rules and your own discretion overrides them anyway. Most situations are handled by making \"common sense\" decisions concerning what happens next.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.464506149291992, + 447.853271484375, + 371.51470947265625, + 513.5982055664062 + ], + "page": 65, + "span": [ + 0, + 496 + ] + } + ], + "text": "For example, if there are a bunch of zombies around the next corner and the Players decide not to go around that corner, it's up to the Referee to determine whether or not it makes sense for the zombies to rush around the corner and attack-or whether their orders are to simply stay where they are. If a Player decides that the character is going to jump through a wall of fire, with several bottles of flammable oil in a backpack, it's up to the Referee to determine whether or not they explode.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.479671478271484, + 367.75335693359375, + 372.4516296386719, + 444.29827880859375 + ], + "page": 65, + "span": [ + 0, + 585 + ] + } + ], + "text": "This means \"making up\" a lot of stuff on the spot; it's a game with a lot of improvisation. If you're not a good storyteller or if you're not up to doing a lot of creative thinking on the fly, it might be better that you try a different game-one that provides more rules and guidance for every little situation that might arise. But if you're a good storyteller, creative and fair, SWORDS & WIZARDRY: WHITEBOX's small, Spartan rule-set frees up your creativity to create a fantasy role-playing experience completely different from the type of game that depends on a multitude of rules.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.46419906616211, + 320.05340576171875, + 372.6900939941406, + 364.1983642578125 + ], + "page": 65, + "span": [ + 0, + 347 + ] + } + ], + "text": "SWORDS & WIZARDRY: WHITEBOX also frees up your creativity in terms of customizing the game. Unlike a more complex game, you can add house rules wherever you want to without accidentally messing up something else buried in the rules. If you want to use critical hits and fumbles, add 'em in. You won't break anything-there's not that much to break!", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.528642654418945, + 291.8782043457031, + 136.2954864501953, + 307.1462097167969 + ], + "page": 65, + "span": [ + 0, + 22 + ] + } + ], + "text": "DeSigning an aDventure", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.547237396240234, + 212.65321350097656, + 371.81793212890625, + 289.19818115234375 + ], + "page": 65, + "span": [ + 0, + 607 + ] + } + ], + "text": "Basically, the \"adventure\" is just the setting for the game-usually a map and then notes about certain locations on that map. As the Players tell you where their characters go and what they do, you're referring to the map and your notes to describe what happens as a result. Don't try to plan for all contingencies-it's guaranteed that the players will do something unexpected during the adventure and you'll just have to roll with it, thinking on your feet and making up new things as you go. Just as you challenge the Players with adventure, they challenge you to keep up with their collective creativity.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.515666961669922, + 184.47821044921875, + 121.48222351074219, + 199.74620056152344 + ], + "page": 65, + "span": [ + 0, + 19 + ] + } + ], + "text": "creating a campaign", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.52947425842285, + 94.45317840576172, + 372.0960998535156, + 181.79820251464844 + ], + "page": 65, + "span": [ + 0, + 661 + ] + } + ], + "text": "A campaign is the world beyond the adventure-the cities, forests, coastlines, and kingdoms of the fantasy world. The players will almost certainly want their characters to explore the wilderness, visit cities, and do all sorts of things in the fantasy world. At the beginning of the game, you might want to sketch out a map of a single village (as the starting point) and some of the surrounding area. (The location of the first adventure-a dark forest, perhaps) As the players move their characters around from adventure to adventure, you can expand the little map into an entire fantasy world with the continents, kingdoms, and great empires at your disposal.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.591285705566406, + 16.887100219726562, + 184.98410034179688, + 28.63210105895996 + ], + "page": 65, + "span": [ + 0, + 38 + ] + } + ], + "text": "64 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.4758358001709, + 519.8225708007812, + 372.9618225097656, + 585.5675048828125 + ], + "page": 66, + "span": [ + 0, + 549 + ] + } + ], + "text": "If you want to take a shortcut, you can set your entire campaign in a fictional world created by the author of one of your favorite fantasy stories. Most of these have maps and the author has already created the details and feel of the world for you. For example, the worlds of Conan's Hyboria (Robert E. Howard), of Elric and the Eternal Champions (Michael Moorcock), and of the Dying Earth (Jack Vance) are popular fictional settings ready for gaming. Indeed, publishers have already created pre-packaged campaigns for all three of these examples.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.49284553527832, + 491.6474914550781, + 111.08643341064453, + 506.9154968261719 + ], + "page": 66, + "span": [ + 0, + 17 + ] + } + ], + "text": "experience pointS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.510591506958008, + 423.2225646972656, + 372.4749755859375, + 488.9674987792969 + ], + "page": 66, + "span": [ + 0, + 484 + ] + } + ], + "text": "Experience Points are awarded to Players for gaining treasure and killing monsters, as an earlier Player's section has described. It may seem counterintuitive that treasure somehow makes characters more experienced, but that's not what awarding experience for gold pieces is all about. Gold pieces are an after-the-fact measurement of how ingenious the character (Player) was in getting them. The gold pieces are not the source of the experience-they are the measurable product of it.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.41619110107422, + 332.3226623535156, + 373.0320739746094, + 419.6675720214844 + ], + "page": 66, + "span": [ + 0, + 652 + ] + } + ], + "text": "That being said, there are many alterative ways for Referees to award XP. For example, active participation in the campaign might warrant experience for each hour of real-time play, as could solving puzzles and aiding allies. A particularly clever solution or epic victory might warrant double the normal XP amount awarded, while an abysmal failure might merit half. Some Referees make all earned Experience Points a part of a community total to be divided evenly, since not all the characters have the same opportunities in a given adventure. Others prefer a more competitive game, whereby each player earns XP according to individual accomplishments.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.493844985961914, + 273.8227233886719, + 371.9727783203125, + 328.7676696777344 + ], + "page": 66, + "span": [ + 0, + 380 + ] + } + ], + "text": "If you find that whatever system you're using leads the players toward bad decisions-seeking out unnecessary combat or looking for traps to spring- you might consider adjusting your system. This is true for the \"official\" system of awarding experience as well. Remember, the Referee is the ultimate judge of what works best for a game and any rule can be changed to fit the group.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.471546173095703, + 247.34849548339844, + 133.77149963378906, + 262.61651611328125 + ], + "page": 66, + "span": [ + 0, + 20 + ] + } + ], + "text": "Scale of Advancement", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.494400024414062, + 189.82249450683594, + 371.732177734375, + 244.7675018310547 + ], + "page": 66, + "span": [ + 0, + 424 + ] + } + ], + "text": "Referees all have their own style of campaign, and it would be silly for one author to impose needless restrictions on anyone playing the game. However, it is worth noting that this rules set was designed with the notion that 4th level characters are \"heroic\" and thus the tables were capped at level 10. A Referee who wishes to extend the tables to higher levels is encouraged to do so if it fits the style of the campaign.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.571393966674805, + 161.6475067138672, + 237.51805114746094, + 176.91549682617188 + ], + "page": 66, + "span": [ + 0, + 42 + ] + } + ], + "text": "guiDelineS for running a Dungeon aDventure", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.447511672973633, + 140.54849243164062, + 183.15597534179688, + 155.81649780273438 + ], + "page": 66, + "span": [ + 0, + 28 + ] + } + ], + "text": "Random Monsters and Treasure", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.427885055541992, + 93.8224868774414, + 371.8486328125, + 137.96749877929688 + ], + "page": 66, + "span": [ + 0, + 355 + ] + } + ], + "text": "When randomly stocking a dungeon, you can use the following guidelines for placing treasure and monsters. For every room, roll 1d6. If the result is a 1 or 2, there is a monster present, and that monster has a 50% chance of having a treasure. For rooms that don't have a monster, there is still a 1 in 6 chance that there is a hidden treasure in the room.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 286.0592956542969, + 16.887100219726562, + 376.11163330078125, + 28.63210105895996 + ], + "page": 66, + "span": [ + 0, + 21 + ] + } + ], + "text": "runninG the Game - 65", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.33004379272461, + 572.982421875, + 101.68649291992188, + 585.681396484375 + ], + "page": 67, + "span": [ + 0, + 15 + ] + } + ], + "text": "Hidden Treasure", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/30" + }, + { + "prov": [ + { + "bbox": [ + 26.491649627685547, + 185.81610107421875, + 372.29229736328125, + 240.7611083984375 + ], + "page": 67, + "span": [ + 0, + 459 + ] + } + ], + "text": "Hidden Treasure is always hidden, and often guarded by a trap. At the very least, the treasure is hidden in a secret compartment (treat as a secret door). Keep in mind that secret doors require a lot of time for searching, and if the compartment is in a pillar or statue a player must state that they are searching (or, if an elf, the player must at least state that they are examining the thing before getting their automatic chance to detect a secret door).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.174531936645508, + 160.9130859375, + 142.39451599121094, + 173.61209106445312 + ], + "page": 67, + "span": [ + 0, + 24 + ] + } + ], + "text": "Where Treasure is Hidden", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/31" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/34" + }, + { + "prov": [ + { + "bbox": [ + 19.642959594726562, + 16.887100219726562, + 186.9141845703125, + 28.63210105895996 + ], + "page": 67, + "span": [ + 0, + 38 + ] + } + ], + "text": "66 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.112590789794922, + 573.4306030273438, + 143.00306701660156, + 586.1295776367188 + ], + "page": 68, + "span": [ + 0, + 24 + ] + } + ], + "text": "Traps on Hidden Treasure", + "type": "caption", + "name": "Caption" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/32" + }, + { + "prov": [ + { + "bbox": [ + 26.441694259643555, + 34.73200225830078, + 85.50165557861328, + 47.430999755859375 + ], + "page": 68, + "span": [ + 0, + 12 + ] + } + ], + "text": "Type of Trap", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 286.0148010253906, + 16.887100219726562, + 377.39923095703125, + 28.63210105895996 + ], + "page": 68, + "span": [ + 0, + 21 + ] + } + ], + "text": "runninG the Game - 67", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.34389305114746, + 552.2225341796875, + 371.77386474609375, + 586.1165161132812 + ], + "page": 69, + "span": [ + 0, + 269 + ] + } + ], + "text": "Alarm or Summons traps either sound a loud alarm which alerts wandering monsters to the area or (at higher levels) magically summons a guardian of the treasure. Such alarms might also occasionally be silent, to keep intruders unaware that their presence has been noted.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.3592586517334, + 515.3225708007812, + 371.3077087402344, + 549.216552734375 + ], + "page": 69, + "span": [ + 0, + 192 + ] + } + ], + "text": "Individual Damage traps inflict roughly 1d6 hit points of damage per dungeon level. Thus, on level 2 you might find a 20ft deep pit trap or a scything blade that inflicts 2d6 points of damage.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.482221603393555, + 489.22259521484375, + 371.27392578125, + 512.3165893554688 + ], + "page": 69, + "span": [ + 0, + 180 + ] + } + ], + "text": "Group Damage traps usually inflict roughly 1d6 points of damage per dungeon level to multiple people in a blast radius, but there is often a saving throw to cut the damage in half.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.40081214904785, + 452.3226318359375, + 372.65228271484375, + 486.21661376953125 + ], + "page": 69, + "span": [ + 0, + 265 + ] + } + ], + "text": "Individual Chance of Death traps usually involve a saving throw for the person who triggers the trap, but not to anyone else. These traps are usually poison, but can be anything that involves a saving throw, including sleep, disintegration, charm, and petrifaction.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.33176040649414, + 426.22265625, + 371.2527770996094, + 449.316650390625 + ], + "page": 69, + "span": [ + 0, + 105 + ] + } + ], + "text": "Group Chance of Death traps are the same as Individual Chance of Death traps, but have an area of effect.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.949108123779297, + 384.448486328125, + 144.09901428222656, + 399.71649169921875 + ], + "page": 69, + "span": [ + 0, + 22 + ] + } + ], + "text": "Other Dungeon Features", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.499887466430664, + 316.1224670410156, + 372.0211486816406, + 382.4164123535156 + ], + "page": 69, + "span": [ + 0, + 500 + ] + } + ], + "text": "Secret Doors: When the characters search a 10-foot area for one turn, each character has a 2-in-6 chance to find a secret door if there is one. Elves, however, have a 4-in-6 chance to find it and a 1-in-6 chance to notice it without even searching. Finding a secret door does not necessarily mean the characters know how to open it; they just know that it is there. The same rules apply for smaller-scale searches (such as checking a pillar for secret compartments), which require only half the time.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.378555297851562, + 279.2225036621094, + 371.9709167480469, + 313.1164855957031 + ], + "page": 69, + "span": [ + 0, + 199 + ] + } + ], + "text": "Listening at Doors: Listening at a door has a 1-in-6 chance of success for humans; nonhuman characters most likely have better hearing than humans and can hear noises with a 2-in-6 chance of success.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.46992301940918, + 199.12252807617188, + 372.33282470703125, + 276.2165222167969 + ], + "page": 69, + "span": [ + 0, + 575 + ] + } + ], + "text": "Opening Doors: Doors in a dungeon are stuck, and require a die roll of 1-2 on a d6 to force open. Multiple characters - up to a maximum of three - can smash through a door together, giving each one a separate, normal chance of success all at once. However, they spill into the room and should automatically lose initiative if there are monsters within. It is important to get the door open on the first try, because a failed attempt warns any monsters on the other side of the door that there is trouble. Monsters know their doors, and can go through them without difficulty.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.948741912841797, + 16.887100219726562, + 184.9842987060547, + 28.63210105895996 + ], + "page": 69, + "span": [ + 0, + 38 + ] + } + ], + "text": "68 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/35" + }, + { + "prov": [ + { + "bbox": [ + 26.39769744873047, + 231.08258056640625, + 372.4776306152344, + 351.3764953613281 + ], + "page": 70, + "span": [ + 0, + 1040 + ] + } + ], + "text": "Traps and Pits: In general, unless the Referee rules otherwise for a particular trap, anyone passing over or through the trigger for a trap has a 2-in-6 chance to spring it. It is suggested (but not required) that the Referee allow Dwarves to recognize traps involving stonework. Here is a starter rule that the Referee can modify as desired: For traps involving a stone trigger (such as a pressure plate) or a hole or gap in stonework (such as a falling block or an arrowhole), a Dwarf has a 1-in-6 chance to notice the features of a trap before passing over/through it, as long as movement is at a careful speed; the Dwarf has a 4-in-6 chance to notice features of a stonework trap when searching (one turn per 10-foot square of wall or floor). Identifying the features of a trap does not tell the dwarf how to disarm the trap, although in some cases the disarming mechanism might be obvious once the trap's visible features are identified. This rule treats stone traps for Dwarves in the same way that secret doors are treated for Elves.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.277685165405273, + 204.98257446289062, + 371.4214172363281, + 228.07656860351562 + ], + "page": 70, + "span": [ + 0, + 182 + ] + } + ], + "text": "Wandering Monsters: Each turn, there is a 1-in-6 chance that a wandering monster arrives (at the standard perception distance of 2d4 x10ft). Wandering monsters do not carry treasure.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 285.95880126953125, + 16.887100219726562, + 376.01116943359375, + 28.63210105895996 + ], + "page": 70, + "span": [ + 0, + 21 + ] + } + ], + "text": "runninG the Game - 69", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.30890655517578, + 572.9671630859375, + 155.09567260742188, + 585.6661376953125 + ], + "page": 71, + "span": [ + 0, + 27 + ] + } + ], + "text": "Monsters on Dungeon Level 1", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/33" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/34" + }, + { + "prov": [ + { + "bbox": [ + 26.317197799682617, + 354.40399169921875, + 155.2891845703125, + 367.1029968261719 + ], + "page": 71, + "span": [ + 0, + 27 + ] + } + ], + "text": "Monsters on Dungeon Level 2", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/35" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/36" + }, + { + "prov": [ + { + "bbox": [ + 20.265405654907227, + 16.887100219726562, + 185.72740173339844, + 28.63210105895996 + ], + "page": 71, + "span": [ + 0, + 38 + ] + } + ], + "text": "70 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.413984298706055, + 573.4306030273438, + 154.34413146972656, + 586.1295776367188 + ], + "page": 72, + "span": [ + 0, + 27 + ] + } + ], + "text": "Monsters on Dungeon Level 3", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/37" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/38" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/36" + }, + { + "prov": [ + { + "bbox": [ + 286.0889892578125, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 72, + "span": [ + 0, + 21 + ] + } + ], + "text": "runninG the Game - 71", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.340282440185547, + 573.4306030273438, + 154.6347198486328, + 586.1295776367188 + ], + "page": 73, + "span": [ + 0, + 27 + ] + } + ], + "text": "Monsters on Dungeon Level 4", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/39" + }, + { + "prov": [ + { + "bbox": [ + 20.17916488647461, + 16.887100219726562, + 185.013671875, + 28.63210105895996 + ], + "page": 73, + "span": [ + 0, + 38 + ] + } + ], + "text": "72 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/40" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/37" + }, + { + "prov": [ + { + "bbox": [ + 26.376317977905273, + 573.4306030273438, + 154.3518829345703, + 586.1295776367188 + ], + "page": 74, + "span": [ + 0, + 27 + ] + } + ], + "text": "Monsters on Dungeon Level 5", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/41" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/42" + }, + { + "prov": [ + { + "bbox": [ + 286.04168701171875, + 16.887100219726562, + 376.02783203125, + 28.63210105895996 + ], + "page": 74, + "span": [ + 0, + 21 + ] + } + ], + "text": "runninG the Game - 73", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.303070068359375, + 573.4306030273438, + 154.52700805664062, + 586.1295776367188 + ], + "page": 75, + "span": [ + 0, + 27 + ] + } + ], + "text": "Monsters on Dungeon Level 6", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/43" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/44" + }, + { + "prov": [ + { + "bbox": [ + 26.27198600769043, + 299.3543395996094, + 154.50131225585938, + 312.0533447265625 + ], + "page": 75, + "span": [ + 0, + 27 + ] + } + ], + "text": "Monsters on Dungeon Level 7", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/45" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/46" + }, + { + "prov": [ + { + "bbox": [ + 20.242250442504883, + 16.887100219726562, + 185.06797790527344, + 28.63210105895996 + ], + "page": 75, + "span": [ + 0, + 38 + ] + } + ], + "text": "74 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.232484817504883, + 572.6817016601562, + 154.5589141845703, + 585.3806762695312 + ], + "page": 76, + "span": [ + 0, + 27 + ] + } + ], + "text": "Monsters on Dungeon Level 8", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/47" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/48" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/38" + }, + { + "prov": [ + { + "bbox": [ + 286.0353698730469, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 76, + "span": [ + 0, + 21 + ] + } + ], + "text": "runninG the Game - 75", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.341201782226562, + 566.4586181640625, + 198.57337951660156, + 588.18798828125 + ], + "page": 77, + "span": [ + 0, + 19 + ] + } + ], + "text": "CHAPTER 8: MONSTERS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.468767166137695, + 478.4532470703125, + 371.77838134765625, + 565.7981567382812 + ], + "page": 77, + "span": [ + 0, + 686 + ] + } + ], + "text": "There's not a lot of detail given about the monsters, because the more detail given, the more your own mental image of the fantasy world is going to be locked into a single track. We're not going to say that giant ants are red, nocturnal, three feet long, and fond of eating Elves. Because, in your mind, they might be blue, diurnal, five feet long, and eat only plants unless attacked. Details about monsters toss roadblocks in front of the imagination. Yes, details can also inspire imagination, but we're making the assumption that if you're interested in fantasy gaming in the first place, you've got a good imagination as-is and don't require details about the size of a giant ant.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.304912567138672, + 463.15325927734375, + 341.0792236328125, + 474.89825439453125 + ], + "page": 77, + "span": [ + 0, + 87 + ] + } + ], + "text": "One important characteristic of all monsters, though, is that they can see in the dark.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.345355987548828, + 432.5532531738281, + 314.43017578125, + 444.2982482910156 + ], + "page": 77, + "span": [ + 0, + 78 + ] + } + ], + "text": "The following is a quick reference guide for how to read monster descriptions:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.44576072692871, + 204.06739807128906, + 81.7759017944336, + 218.0363006591797 + ], + "page": 77, + "span": [ + 0, + 11 + ] + } + ], + "text": "Armor Class", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 27.762224197387695, + 167.92250061035156, + 373.14288330078125, + 201.2675018310547 + ], + "page": 77, + "span": [ + 0, + 261 + ] + } + ], + "text": "\"Armor Class\" is explained earlier in the rules for combat. If you're using the Descending AC system (where lower AC is better), disregard the numbers in brackets. If you're using the Ascending AC system (where a high AC is better), use the numbers in brackets.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.566577911376953, + 138.86740112304688, + 63.44200134277344, + 152.8363037109375 + ], + "page": 77, + "span": [ + 0, + 8 + ] + } + ], + "text": "Hit Dice", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 27.705398559570312, + 113.52249908447266, + 372.0088806152344, + 136.0675048828125 + ], + "page": 77, + "span": [ + 0, + 188 + ] + } + ], + "text": "\"Hit Dice\" is the number of dice (d6) rolled to determine an individual creature's HP. If there is a plus or minus after the number, add or subtract that number once from the total rolled.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.293210983276367, + 16.887100219726562, + 184.89781188964844, + 28.63210105895996 + ], + "page": 77, + "span": [ + 0, + 38 + ] + } + ], + "text": "76 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.37144660949707, + 573.0674438476562, + 60.37332534790039, + 587.0363159179688 + ], + "page": 78, + "span": [ + 0, + 7 + ] + } + ], + "text": "Attacks", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.439664840698242, + 547.7225341796875, + 371.5460205078125, + 570.2675170898438 + ], + "page": 78, + "span": [ + 0, + 170 + ] + } + ], + "text": "\"Attacks\" lists the number of attacks a monster has and the damage they inflict. Most monsters have one attack and inflict 1d6 damage-there are, however, some exceptions.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.62979507446289, + 518.6672973632812, + 60.203250885009766, + 532.6361694335938 + ], + "page": 78, + "span": [ + 0, + 7 + ] + } + ], + "text": "Special", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.444808959960938, + 493.3224182128906, + 371.6078796386719, + 515.867431640625 + ], + "page": 78, + "span": [ + 0, + 103 + ] + } + ], + "text": "\"Special\" is just a \"marker\" of sorts for the Referee, a reminder that a monster has a special ability.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.59493064880371, + 464.26739501953125, + 51.63232421875, + 478.2362976074219 + ], + "page": 78, + "span": [ + 0, + 4 + ] + } + ], + "text": "Move", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.518569946289062, + 449.7225036621094, + 293.1703796386719, + 461.4674987792969 + ], + "page": 78, + "span": [ + 0, + 72 + ] + } + ], + "text": "\"Move\" is the monster's movement rate and is handled like it is for PCs.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.508026123046875, + 420.6673889160156, + 140.45188903808594, + 434.63629150390625 + ], + "page": 78, + "span": [ + 0, + 25 + ] + } + ], + "text": "Hit Dice Equivalent (HDE)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.449542999267578, + 373.7224426269531, + 371.9021301269531, + 417.8674011230469 + ], + "page": 78, + "span": [ + 0, + 338 + ] + } + ], + "text": "\"Hit Dice Equivalent\" is used to separate monsters into \"difficulty levels\" so that when creating an adventure the Referee has some guidelines concerning what characters can and cannot handle. Some monsters have multiple HDE's listed-this is because certain monsters have a range of hit dice. Order is always from lowest HD to highest HD.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.500408172607422, + 344.6673889160156, + 125.62171936035156, + 358.63629150390625 + ], + "page": 78, + "span": [ + 0, + 22 + ] + } + ], + "text": "Experience Points (XP)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.317363739013672, + 276.1224670410156, + 372.74859619140625, + 341.8674011230469 + ], + "page": 78, + "span": [ + 0, + 524 + ] + } + ], + "text": "\"Experience Points\" are presented after a monster's Hit Dice Equivalent (HDE) rating, and list the number of XP the adventuring party gains as a result of killing the creature. In some cases, however, the Referee may choose to award experience points for defeating a creature without killing it (circumventing it by creative means, capturing it to bring home, etc.). Some monsters have multiple Experience Points listed-this is because certain monsters have a range of hit dice. Order is always from lowest HD to highest HD.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.53007698059082, + 247.06739807128906, + 103.40153503417969, + 261.03631591796875 + ], + "page": 78, + "span": [ + 0, + 16 + ] + } + ], + "text": "Magic Resistance", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.52625274658203, + 200.12249755859375, + 371.9325256347656, + 244.2675018310547 + ], + "page": 78, + "span": [ + 0, + 377 + ] + } + ], + "text": "\"Magic Resistance\" isn't one of the entries, but some creatures may have \"magic resistance.\" The given percentage chance is the likelihood that any magic used against the creature (other than bonuses from weapons) will fail to take effect. To determine whether or not magic used will have an impact, roll a d100. The magic fails if the result is less than the given percentage.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.615638732910156, + 171.06739807128906, + 87.42232513427734, + 185.0363006591797 + ], + "page": 78, + "span": [ + 0, + 12 + ] + } + ], + "text": "Saving Throw", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.38819694519043, + 113.3224868774414, + 372.0169982910156, + 168.2675018310547 + ], + "page": 78, + "span": [ + 0, + 477 + ] + } + ], + "text": "\"Saving Throw\" isn't one of the entries, but all creatures have a saving throw. It is the number on the d20 the monster needs to equal or exceed in order to avoid a threat or lessen its effect. It is found by subtracting the monster's HD from 19. For example, a monster with 4 HD has a saving throw of 15. Alternatively, a monster can simply be treated as a Fighter or whatever character class makes sense for that monster, with the monster's hit dice being used for its level.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.1181945800781, + 16.887100219726562, + 377.07928466796875, + 28.63210105895996 + ], + "page": 78, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 77", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.522708892822266, + 572.982421875, + 118.58354949951172, + 585.681396484375 + ], + "page": 79, + "span": [ + 0, + 20 + ] + } + ], + "text": "Monster Attack Rolls", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/49" + }, + { + "prov": [ + { + "bbox": [ + 64.73768615722656, + 198.11949157714844, + 88.35265350341797, + 213.6405029296875 + ], + "page": 79, + "span": [ + 0, + 4 + ] + } + ], + "text": "Note", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 64.6771240234375, + 113.1605224609375, + 215.9694061279297, + 196.8874969482422 + ], + "page": 79, + "span": [ + 0, + 243 + ] + } + ], + "text": "If you are using the quick formula for calculating attacks using the ascending armor class system, the monster's normal \"to-hit\" bonus is equal to its hit dice (capped at +15). For example, a monster with 3 HD attacks with a +3 \"to-hit\" bonus.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.256122589111328, + 16.887100219726562, + 186.64083862304688, + 28.63210105895996 + ], + "page": 79, + "span": [ + 0, + 38 + ] + } + ], + "text": "78 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.558677673339844, + 570.77587890625, + 177.23707580566406, + 587.5706787109375 + ], + "page": 80, + "span": [ + 0, + 20 + ] + } + ], + "text": "MONSTER DESCRIPTIONS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.52907371520996, + 559.0880126953125, + 295.6437072753906, + 570.8330078125 + ], + "page": 80, + "span": [ + 0, + 73 + ] + } + ], + "text": "Contained herein are all of the monsters presented in alphabetical order.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.61867332458496, + 537.2130126953125, + 64.92872619628906, + 552.4810180664062 + ], + "page": 80, + "span": [ + 0, + 7 + ] + } + ], + "text": "banShee", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.611732482910156, + 454.8394775390625, + 108.12403106689453, + 533.8018188476562 + ], + "page": 80, + "span": [ + 0, + 90 + ] + } + ], + "text": "Armor Class: 0 [19] Hit Dice: 7 Attacks: Claw Special: See below Move: 12 HDE/XP: 11/1,700", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.518840789794922, + 364.6880798339844, + 372.4813232421875, + 452.0329895019531 + ], + "page": 80, + "span": [ + 0, + 724 + ] + } + ], + "text": "Banshees are horrid fey (or undead) creatures that live in swamps and other desolate places. They can only be harmed by magical or silver weapons. Banshees have a 49% resistance to magic, and they are immune to enchantments. Their shriek (once per day) necessitates a saving throw versus death or the hearer will die in 2d6 rounds. They can travel over water and other terrain as if it were land, but crossing running water causes it to lose its magic resistance for 3d6 hours. They look like gaunt humans with long, stringy hair and glowing yellow eyes. They often wear hooded cloaks. At the Referee's discretion, such creatures might be undead rather than faerie-folk, and are considered to have 9 HD for turning purposes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.652021408081055, + 336.51300048828125, + 63.20066452026367, + 351.781005859375 + ], + "page": 80, + "span": [ + 0, + 8 + ] + } + ], + "text": "baSiliSk", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/50" + }, + { + "prov": [ + { + "bbox": [ + 26.608476638793945, + 217.98809814453125, + 371.38482666015625, + 251.33309936523438 + ], + "page": 80, + "span": [ + 0, + 285 + ] + } + ], + "text": "Basilisks are great lizards whose gaze turns to stone anyone meeting its eye (fighting without looking incurs a -4 penalty \"to-hit\"). If the basilisk's own gaze is reflected back at it, it has a 10% chance to force the basilisk into a saving throw against being turned to stone itself.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/39" + }, + { + "prov": [ + { + "bbox": [ + 155.47483825683594, + 189.8131103515625, + 240.4793701171875, + 205.0811004638672 + ], + "page": 80, + "span": [ + 0, + 18 + ] + } + ], + "text": "beetle, giant fire", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 155.48330688476562, + 107.43949127197266, + 237.14111328125, + 186.4019012451172 + ], + "page": 80, + "span": [ + 0, + 83 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 1+3 Attacks: Bite Special: None Move: 12 HDE/XP: 1/15", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 155.34796142578125, + 71.28799438476562, + 371.2759704589844, + 104.63300323486328 + ], + "page": 80, + "span": [ + 0, + 154 + ] + } + ], + "text": "A giant fire beetle's oily light-glands glow red, and continue to give off light for 1d6 days after they are removed (shedding light in a 10 foot radius).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.04803466796875, + 16.887100219726562, + 376.0249938964844, + 28.63210105895996 + ], + "page": 80, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 79", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.4881534576416, + 572.0689697265625, + 94.41401672363281, + 587.3369750976562 + ], + "page": 81, + "span": [ + 0, + 13 + ] + } + ], + "text": "black puDDing", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.583961486816406, + 489.6953430175781, + 108.26403045654297, + 568.6577758789062 + ], + "page": 81, + "span": [ + 0, + 89 + ] + } + ], + "text": "Armor Class: 6 [13] Hit Dice: 10 Attacks: Strike Special: Acidic Move: 6 HDE/XP: 11/1,700", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.5778865814209, + 431.94415283203125, + 371.8611755371094, + 486.88909912109375 + ], + "page": 81, + "span": [ + 0, + 458 + ] + } + ], + "text": "Black puddings are amorphous globs with an acidic surface. They are subterranean predators and scavengers. Any weapon or armor contacting a black pudding will be eaten away by the acid as follows: weapon (1 hit by weapon), chain mail or lesser armor (1 hit by pudding), plate mail (2 hits by pudding). If a weapon or armor is magical, it can take an additional hit per +1 before being dissolved. They are immune to cold and divide when attacked by lightning.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/51" + }, + { + "prov": [ + { + "bbox": [ + 26.5444393157959, + 274.44403076171875, + 371.49932861328125, + 318.5889892578125 + ], + "page": 81, + "span": [ + 0, + 293 + ] + } + ], + "text": "Blink dogs are pack hunters, intelligent and usually friendly to those who are not of evil intent. They can teleport short distances (without error) and attack in the same turn-in most cases (75%) a blink dog will be able to teleport behind an opponent and attack from the rear (with bonuses).", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/52" + }, + { + "prov": [ + { + "bbox": [ + 26.527870178222656, + 127.74400329589844, + 371.5343933105469, + 161.08900451660156 + ], + "page": 81, + "span": [ + 0, + 208 + ] + } + ], + "text": "These large, hairy, goblin-like humanoids are stealthier than their size would suggest, almost always getting the chance to surprise even the most alert opponents with a roll of 1-3 on a d6 (50% of the time).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.89629554748535, + 16.887100219726562, + 184.97108459472656, + 28.63210105895996 + ], + "page": 81, + "span": [ + 0, + 38 + ] + } + ], + "text": "80 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.467220306396484, + 572.0689697265625, + 64.87870025634766, + 587.3369750976562 + ], + "page": 82, + "span": [ + 0, + 7 + ] + } + ], + "text": "centaur", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.66124153137207, + 489.6953430175781, + 170.9398651123047, + 568.6577758789062 + ], + "page": 82, + "span": [ + 0, + 110 + ] + } + ], + "text": "Armor Class: 5 [14], 4 [16] w/ shield Hit Dice: 4 Attacks: Weapon or kick Special: None Move: 18 HDE/XP: 5/240", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.388811111450195, + 453.54412841796875, + 371.6307067871094, + 486.88909912109375 + ], + "page": 82, + "span": [ + 0, + 229 + ] + } + ], + "text": "Half man, half horse, centaurs are fierce warriors and well-known creatures of mythology. The Referee may choose any \"version\" of the centaur from folklore for the campaign: some are chaotic, some aloof, and some are soothsayers.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.33476448059082, + 425.3689880371094, + 139.01681518554688, + 440.6369934082031 + ], + "page": 82, + "span": [ + 0, + 24 + ] + } + ], + "text": "centipeDe, giant (Small)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.632686614990234, + 342.9954528808594, + 127.90470123291016, + 421.9577941894531 + ], + "page": 82, + "span": [ + 0, + 100 + ] + } + ], + "text": "Armor Class: 9 [10] Hit Dice: 1d2 HP Attacks: Bite Special: Poison (see below) Move: 13 HDE/XP: 2/30", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.488264083862305, + 317.6440124511719, + 370.8886413574219, + 340.1889953613281 + ], + "page": 82, + "span": [ + 0, + 189 + ] + } + ], + "text": "Giant lethal centipedes of the small size inflict a lethal amount of poison with each bite, but inflict no damage if the saving throw is successful (+4 modifier to opponent's saving throw).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.49090576171875, + 274.16900634765625, + 331.8202819824219, + 289.43701171875 + ], + "page": 82, + "span": [ + 0, + 25 + ] + } + ], + "text": "centipeDe, giant (meDium)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/40" + }, + { + "prov": [ + { + "bbox": [ + 212.70164489746094, + 191.79539489746094, + 314.2108154296875, + 270.7578125 + ], + "page": 82, + "span": [ + 0, + 96 + ] + } + ], + "text": "Armor Class: 5 [14] Hit Dice: 2 Attacks: Bite Special: Poison (see below) Move: 15 HDE/XP: 4/240", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 212.74728393554688, + 134.0439910888672, + 372.12579345703125, + 188.98899841308594 + ], + "page": 82, + "span": [ + 0, + 177 + ] + } + ], + "text": "This man-sized giant centipede is a deadly predator with armored segments, a vicious bite, and a lethal (though relatively weak) poison (+6 modifier to opponent's saving throw).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.0721740722656, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 82, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 81", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.31586456298828, + 571.3889770507812, + 138.71897888183594, + 586.656982421875 + ], + "page": 83, + "span": [ + 0, + 24 + ] + } + ], + "text": "centipeDe, giant (large)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.59390640258789, + 489.0153503417969, + 128.0478515625, + 567.977783203125 + ], + "page": 83, + "span": [ + 0, + 96 + ] + } + ], + "text": "Armor Class: 0 [19] Hit Dice: 4 Attacks: Bite Special: Poison (see below) Move: 18 HDE/XP: 6/400", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.2789249420166, + 463.6640930175781, + 371.5343933105469, + 486.2090759277344 + ], + "page": 83, + "span": [ + 0, + 134 + ] + } + ], + "text": "A twenty-foot long horror of chitin, multiple legs, and clashing pincers dripping with venom (+6 modifier to opponent's saving throw).", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/41" + }, + { + "prov": [ + { + "bbox": [ + 26.396732330322266, + 173.589111328125, + 79.92304229736328, + 188.8571014404297 + ], + "page": 83, + "span": [ + 0, + 10 + ] + } + ], + "text": "cockatrice", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.536697387695312, + 91.21549224853516, + 158.78274536132812, + 170.1779022216797 + ], + "page": 83, + "span": [ + 0, + 122 + ] + } + ], + "text": "Armor Class: 6 [13] Hit Dice: 5 Attacks: Bite Special: Bite turns bitten into stone Move: 6/18 (when flying) HDE/XP: 7/600", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.51641082763672, + 65.86399841308594, + 372.0133056640625, + 88.40900421142578 + ], + "page": 83, + "span": [ + 0, + 134 + ] + } + ], + "text": "Resembles a bat-winged rooster with a long, serpentine tail. Its bite turns enemies to stone unless a successful saving throw is made.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.842987060546875, + 16.887100219726562, + 185.2176055908203, + 28.63210105895996 + ], + "page": 83, + "span": [ + 0, + 38 + ] + } + ], + "text": "82 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 225.35745239257812, + 420.1889953613281, + 263.9978332519531, + 435.4570007324219 + ], + "page": 83, + "span": [ + 0, + 7 + ] + } + ], + "text": "chimera", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 225.2548370361328, + 337.8154602050781, + 348.7501525878906, + 416.7778015136719 + ], + "page": 83, + "span": [ + 0, + 138 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 9 Attacks: Bite (equals # of heads) Special: Breathes fire, flies Move: 12/18 (when flying) HDE/XP: 11/1,700", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 225.16802978515625, + 247.6640625, + 371.93084716796875, + 335.00897216796875 + ], + "page": 83, + "span": [ + 0, + 292 + ] + } + ], + "text": "The chimera is a winged, three headed beast; one is the head of a goat, one the head of a lion, and one the head of a dragon. The dragon head can breathe fire (3 times per day) with a range of 50 feet, causing 3d8 damage to anyone caught within the fiery blast (saving throw for half damage).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.81256103515625, + 560.6395263671875, + 76.46500396728516, + 576.1605224609375 + ], + "page": 84, + "span": [ + 0, + 6 + ] + } + ], + "text": "Demons", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.74109649658203, + 499.6744384765625, + 361.8836975097656, + 559.407470703125 + ], + "page": 84, + "span": [ + 0, + 361 + ] + } + ], + "text": "Demons are creatures of the lower planes of existence, but they are occasionally encountered in places where they have been enslaved to serve as guardians by powerful Magic-users or Chaotic Clerics. The more intelligent varieties might also be interrupted while carrying out plots of their own. There is no meaningful game distinction between demons and devils.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.469038009643555, + 451.6873779296875, + 107.86837005615234, + 466.95538330078125 + ], + "page": 84, + "span": [ + 0, + 15 + ] + } + ], + "text": "Demon, baalroch", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.555238723754883, + 369.3138427734375, + 137.7474365234375, + 448.27618408203125 + ], + "page": 84, + "span": [ + 0, + 121 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 9 Attacks: Sword or whip (2d6) Special: See below Move: 6/15 (when flying) HDE/XP: 10/1,400", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.370872497558594, + 246.76260375976562, + 372.28961181640625, + 366.5074768066406 + ], + "page": 84, + "span": [ + 0, + 936 + ] + } + ], + "text": "The Baalroch's name means, roughly, the Bull of Baal: the Baal-aurochs (the aurochs was a bull that stood twelve feet tall at the shoulder, and Baal is an ancient and evil pagan deity). These powerful demons somewhat resemble vast minotaurs with great, spreading bat-wings; they burn with the fires of hell and are wreathed in flame. The spells of casters below 6th level do not affect them, and against higher-level spell casters they are yet 75% immune to all spells. In combat, a Baalroch uses whip and sword; the whip can be used to reach great distances-on a successful hit the victim is pulled close to the Baalroch and burned by the fires of the demon's body (3d6 damage). Baalrochs are sometimes referred to in ancient texts as Balor or Baalor, which may be the name of a single demon rather than a term for all of them. A Baalroch could be forced or tricked into the service of a powerful wizard, but the risk would be immense.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.5001277923584, + 218.58750915527344, + 97.80010223388672, + 233.85549926757812 + ], + "page": 84, + "span": [ + 0, + 13 + ] + } + ], + "text": "Demon, lemure", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.53734588623047, + 136.21388244628906, + 155.94500732421875, + 215.17630004882812 + ], + "page": 84, + "span": [ + 0, + 100 + ] + } + ], + "text": "Armor Class: 7 [12] Hit Dice: 3 Attacks: Claw Special: Regenerate (1 HP/round) Move: 3 HDE/XP: 4/120", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.421276092529297, + 89.26248931884766, + 373.1238708496094, + 133.40750122070312 + ], + "page": 84, + "span": [ + 0, + 305 + ] + } + ], + "text": "Lemures are vaguely humanoid-their flesh is mud-like, shifting and soft upon their horrible bodies. Like manes and wretches, lemures are lower forms of demons, the fleshly manifestations of damned souls. These demons can only be permanently destroyed by sprinkling their disgusting bodies with holy water.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.08697509765625, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 84, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 83", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 572.0689697265625, + 54.22159957885742, + 587.3369750976562 + ], + "page": 85, + "span": [ + 0, + 6 + ] + } + ], + "text": "Djinni", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.631376266479492, + 489.6953430175781, + 137.68663024902344, + 568.6577758789062 + ], + "page": 85, + "span": [ + 0, + 123 + ] + } + ], + "text": "Armor Class: 5 [14] Hit Dice: 7+1 Attacks: Fist or weapon (2d6) Special: See below Move: 9/24 (when flying) HDE/XP: 9/1,100", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.511808395385742, + 377.9442138671875, + 372.4236755371094, + 486.88909912109375 + ], + "page": 85, + "span": [ + 0, + 898 + ] + } + ], + "text": "Djinn are one of the genies of folklore, creatures of the air (and possibly of the elemental planes). They can carry 700 pounds of weight, and have a number of magical powers. A djinni can create food and water of high quality, as well as wooden and cloth objects. They can also create objects of metal (including coins), but all such magically created metals disappear in time. Djinn can call up illusions, and although these are quite excellent they disappear when touched. Djinni can turn themselves into gaseous form (cannot attack or be attacked, can enter any area that is not airtight), and can become invisible at will. Finally, a djinni can turn itself into a whirlwind much like an air elemental, sweeping away any creature with one or fewer hit dice (the diameter of the whirlwind is 10 feet). More powerful types of djinn might be capable of granting limited wishes or even true wishes.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/53" + }, + { + "prov": [ + { + "bbox": [ + 26.4836483001709, + 209.6439971923828, + 371.8809509277344, + 253.78900146484375 + ], + "page": 85, + "span": [ + 0, + 336 + ] + } + ], + "text": "A doppelganger can change its form to resemble the physical appearance (including clothing and gear) of any person. These creatures are immune to sleep and charm, and are considered magic resistant for purposes such as breaking through wizard locks and similar spells. They have a very good saving throw (+5) against magic of all kinds.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.75667381286621, + 16.887100219726562, + 184.97763061523438, + 28.63210105895996 + ], + "page": 85, + "span": [ + 0, + 38 + ] + } + ], + "text": "84 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/42" + }, + { + "prov": [ + { + "bbox": [ + 35.68050003051758, + 471.4347229003906, + 77.98275756835938, + 486.9557189941406 + ], + "page": 86, + "span": [ + 0, + 7 + ] + } + ], + "text": "Dragons", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.7413444519043, + 434.46368408203125, + 353.3382263183594, + 470.20269775390625 + ], + "page": 86, + "span": [ + 0, + 205 + ] + } + ], + "text": "All dragons have a breath weapon of some kind, which can be used up to three times in a day. The Referee chooses when a dragon will use the breath weapon or may roll for it (50% chance) in any given round.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.64970397949219, + 381.97564697265625, + 348.9219055175781, + 429.711669921875 + ], + "page": 86, + "span": [ + 0, + 271 + ] + } + ], + "text": "Referees should not roll for a dragon's hit points, like one would for other monsters. Instead, determine the age category of the dragon-this will give both the dragon's hit points per hit dice and how many points of breath weapon damage per hit dice the dragon inflicts.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.29663848876953, + 344.3797912597656, + 119.3932876586914, + 358.1210021972656 + ], + "page": 86, + "span": [ + 0, + 19 + ] + } + ], + "text": "Dragon Age Category", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/54" + }, + { + "prov": [ + { + "bbox": [ + 26.24648666381836, + 175.4091033935547, + 132.12786865234375, + 189.15029907226562 + ], + "page": 86, + "span": [ + 0, + 21 + ] + } + ], + "text": "Dragon Breath Weapons", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/55" + }, + { + "prov": [ + { + "bbox": [ + 26.26642608642578, + 55.12258529663086, + 371.9450988769531, + 99.26759338378906 + ], + "page": 86, + "span": [ + 0, + 298 + ] + } + ], + "text": "* The dimensions of a dragon's breath differ according to the dragon's type. For example, an \"Adult\" dragon has both 4 hit points and 4 points of breath weapon damage per hit dice. So an \"Adult\" black dragon with 6 HD would have 24 HP and deal 24 points of acid damage when using its breath weapon.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.0809326171875, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 86, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 85", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.50094985961914, + 519.8225708007812, + 373.65032958984375, + 585.5675048828125 + ], + "page": 87, + "span": [ + 0, + 517 + ] + } + ], + "text": "Note that dragons, while dangerous opponents, are not by any means invincible. In a medieval-type fantasy world, dragons are a common problem rather than a godlike creature of legend-so the statistics for dragons reflect a deadly but not mythical foe. The Referee is, of course, free to create stats for a more \"mythical\" conception of dragons. Since dice aren't rolled for dragon hit points, it is possible for a truly mythical dragon to have more \"numbers\" per die than it's actually possible to roll on a hit dice.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/56" + }, + { + "prov": [ + { + "bbox": [ + 26.63094711303711, + 383.9225158691406, + 370.94207763671875, + 406.4674987792969 + ], + "page": 87, + "span": [ + 0, + 140 + ] + } + ], + "text": "Black dragons spit a deadly, corrosive acid rather than a breath of fire. The acid covers everything in a line 5 feet wide and 60 feet long.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/57" + }, + { + "prov": [ + { + "bbox": [ + 26.622684478759766, + 237.2224884033203, + 370.9804992675781, + 270.5674743652344 + ], + "page": 87, + "span": [ + 0, + 203 + ] + } + ], + "text": "Blue dragons spit a blast of electric lightning, affecting everything in its path, in a line 5 feet wide and 100 feet long. A successful saving throw against the blast of lightning indicates half damage.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.4947566986084, + 209.04750061035156, + 92.04808044433594, + 224.31549072265625 + ], + "page": 87, + "span": [ + 0, + 12 + ] + } + ], + "text": "Dragon, golD", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.391136169433594, + 126.67388153076172, + 183.45880126953125, + 205.63629150390625 + ], + "page": 87, + "span": [ + 0, + 152 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 10-12 Attacks: Bite Special: Breathes poisonous gas or fire Move: 12/24 (when flying) HDE/XP: 12/2,000; 13/2,300; 14/2,600", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.462642669677734, + 79.7223892211914, + 372.3409423828125, + 123.86740112304688 + ], + "page": 87, + "span": [ + 0, + 353 + ] + } + ], + "text": "Gold dragons are of lawful alignment, can always speak, and cast spells as if they were a Magic-user of equal level to their age category (so that \"Very Old\" gold dragons are 6th level Magic-users). They can choose to either breathe fire in a cone 90 feet long and roughly 30 feet wide at the base or breathe chlorine gas in a cloud 50 feet in diameter.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.92959976196289, + 16.887100219726562, + 184.91830444335938, + 28.63210105895996 + ], + "page": 87, + "span": [ + 0, + 38 + ] + } + ], + "text": "86 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.434362411499023, + 572.0689697265625, + 96.30860900878906, + 587.3369750976562 + ], + "page": 88, + "span": [ + 0, + 13 + ] + } + ], + "text": "Dragon, green", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.50063705444336, + 489.6953430175781, + 178.1244354248047, + 568.6577758789062 + ], + "page": 88, + "span": [ + 0, + 141 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 7-9 Attacks: Bite Special: Breathes poisonous gas Move: 12/24 (when flying) HDE/XP: 9/1,100; 10/1,400; 11/1,700", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.457496643066406, + 464.3441162109375, + 371.510498046875, + 486.88909912109375 + ], + "page": 88, + "span": [ + 0, + 124 + ] + } + ], + "text": "Green dragons breathe a cloud of poisonous gas that is 50 feet in diameter. A successful saving throw indicates half damage.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.490325927734375, + 436.16900634765625, + 87.66605377197266, + 451.43701171875 + ], + "page": 88, + "span": [ + 0, + 11 + ] + } + ], + "text": "Dragon, reD", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.63462257385254, + 353.79547119140625, + 182.53778076171875, + 432.7578125 + ], + "page": 88, + "span": [ + 0, + 134 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 9-11 Attacks: Bite Special: Breathes fire Move: 12/24 (when flying) HDE/XP: 11/1,700; 12/2,000; 13/2,300", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.67305564880371, + 328.4440002441406, + 371.163330078125, + 350.9889831542969 + ], + "page": 88, + "span": [ + 0, + 136 + ] + } + ], + "text": "Red dragons are the fire-breathing wyrms of legend. They breathe fire in a cone-shape 90 feet long and roughly 30 feet wide at the base.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/43" + }, + { + "prov": [ + { + "bbox": [ + 229.97230529785156, + 284.968994140625, + 300.1320495605469, + 300.23699951171875 + ], + "page": 88, + "span": [ + 0, + 13 + ] + } + ], + "text": "Dragon, white", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 230.05545043945312, + 202.59539794921875, + 359.45465087890625, + 281.55780029296875 + ], + "page": 88, + "span": [ + 0, + 126 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 5-7 Attacks: Bite Special: Breathes cold Move: 12/24 (when flying) HDE/XP: 7/600; 8/800; 9/1,100", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.458192825317383, + 92.74249267578125, + 373.8699951171875, + 126.0875015258789 + ], + "page": 88, + "span": [ + 0, + 247 + ] + } + ], + "text": "White dragons are usually found in cold regions, where they can utilize their natural camouflage in the ice and snow to ambush their prey. They breathe intensely cold air and frost in a cone shape 70 feet long and roughly 30 feet wide at the base.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.0845642089844, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 88, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 87", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.426528930664062, + 572.0689697265625, + 54.8953857421875, + 587.3369750976562 + ], + "page": 89, + "span": [ + 0, + 5 + ] + } + ], + "text": "DryaD", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.547470092773438, + 489.6953430175781, + 122.63248443603516, + 568.6577758789062 + ], + "page": 89, + "span": [ + 0, + 99 + ] + } + ], + "text": "Armor Class: 5 [14] Hit Dice: 2 Attacks: Dagger, wooden Special: Charm Person Move: 12 HDE/XP: 3/60", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.367685317993164, + 442.744140625, + 372.0547790527344, + 486.88909912109375 + ], + "page": 89, + "span": [ + 0, + 315 + ] + } + ], + "text": "Dryads are beautiful female tree spirits, and do not venture far from their home trees. They can cast (as a native magical power) a strong charm that operates as a Charm Person spell with a -2 saving throw. Those who are charmed seldom return, or might be kept for a hundred years and a day within the dryad's tree.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/44" + }, + { + "prov": [ + { + "bbox": [ + 162.94358825683594, + 408.26910400390625, + 192.52122497558594, + 423.537109375 + ], + "page": 89, + "span": [ + 0, + 5 + ] + } + ], + "text": "Dwarf", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 162.88072204589844, + 325.89556884765625, + 264.2510681152344, + 404.85791015625 + ], + "page": 89, + "span": [ + 0, + 101 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 1+1 Attacks: War Hammer Special: Stonework insight Move: 6 HDE/XP: 1/15", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 162.85079956054688, + 246.5440673828125, + 373.4632568359375, + 323.0889892578125 + ], + "page": 89, + "span": [ + 0, + 367 + ] + } + ], + "text": "Statistics above are for the common Dwarf with no particular unusual characteristics. A Dwarf-at-arms would usually have a full 7 HP, reflecting skill and general toughness. Stronger Dwarves (sergeants-atarms, for example) might have more hit dice or unusual bonuses \"to-hit\", even magical abilities if Dwarves are magical in your fantasy universe. (Norse myths are a", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.452739715576172, + 214.14405822753906, + 372.1987609863281, + 247.4890594482422 + ], + "page": 89, + "span": [ + 0, + 201 + ] + } + ], + "text": "good example of this.) Do not bother to treat more powerful NPC Dwarves as Fighters or character types; just assign the right number of HD and abilities (if any) and keep moving along with the fantasy.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.579702377319336, + 190.46900939941406, + 61.83543014526367, + 205.73699951171875 + ], + "page": 89, + "span": [ + 0, + 7 + ] + } + ], + "text": "efreeti", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.56342315673828, + 108.09539031982422, + 131.33767700195312, + 187.05780029296875 + ], + "page": 89, + "span": [ + 0, + 125 + ] + } + ], + "text": "Armor Class: 3 [16] Hit Dice: 10 Attacks: Fist or sword (2d6) Special: Wall of Fire Move: 9/24 (when flying) HDE/XP: 12/2,000", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.465709686279297, + 50.343990325927734, + 371.6923522949219, + 105.28900146484375 + ], + "page": 89, + "span": [ + 0, + 384 + ] + } + ], + "text": "Efreet are a type of genie, associated with fire (unlike the djinn, who have powers over the air). Efreet can carry up to a thousand pounds of weight, and under the right circumstances they can be forced into servitude (until they figure out how to free themselves). An efreeti can cast Wall of Fire. They appear as giant humans with cruel features, their skin flickering with flames.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.91337776184082, + 16.887100219726562, + 184.989501953125, + 28.63210105895996 + ], + "page": 89, + "span": [ + 0, + 38 + ] + } + ], + "text": "88 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 35.81074142456055, + 560.6395263671875, + 91.3577880859375, + 576.1605224609375 + ], + "page": 90, + "span": [ + 0, + 10 + ] + } + ], + "text": "Elementals", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.78731155395508, + 503.6715087890625, + 361.241943359375, + 560.407470703125 + ], + "page": 90, + "span": [ + 0, + 418 + ] + } + ], + "text": "Elementals are living manifestations of the basic forms of matter; earth, air, fire, and water. They are usually summoned from their native planes of existence to do the bidding of a powerful wizard. These beings can also be \"chained\" within objects or structures to give the objects magical properties. Elementals are barely intelligent at all, but they are as powerful as the forces of nature that they actually are.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.618453979492188, + 466.48748779296875, + 95.91182708740234, + 481.7554931640625 + ], + "page": 90, + "span": [ + 0, + 14 + ] + } + ], + "text": "elemental, air", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.554311752319336, + 384.1138610839844, + 177.9724884033203, + 463.0762023925781 + ], + "page": 90, + "span": [ + 0, + 139 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 8, 12, 16 Attacks: Strike (2d6) Special: Whirlwind Move: 36 (when flying) HDE/XP: 9/1,100; 13/2,300; 17/3,400", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.469993591308594, + 347.96240234375, + 371.7387390136719, + 381.307373046875 + ], + "page": 90, + "span": [ + 0, + 219 + ] + } + ], + "text": "Air elementals can turn into a whirlwind of air with a diameter of 30 feet, hurling any creature of 1 HD or less for great distances (almost certainly killing them). Elemental whirlwinds are approximately 100 feet tall.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.52474594116211, + 324.2875061035156, + 108.42225646972656, + 339.5555114746094 + ], + "page": 90, + "span": [ + 0, + 16 + ] + } + ], + "text": "elemental, earth", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.728221893310547, + 241.91395568847656, + 177.8530731201172, + 320.8763122558594 + ], + "page": 90, + "span": [ + 0, + 130 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 8, 12, 16 Attacks: Fist (2d6) Special: Stone destruction Move: 6 HDE/XP: 9/1,100; 13/2,300; 17/3,400", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.581212997436523, + 194.96249389648438, + 371.46978759765625, + 239.1074981689453 + ], + "page": 90, + "span": [ + 0, + 306 + ] + } + ], + "text": "Earth elementals are hulking man-shapes of rock and earth. They batter opponents with their great fists, although damage is reduced by 1d6 if the opponent is not standing upon earth or rock. Earth elementals can tear apart stone structures, able to rip down even a castle wall in a matter of 1d4+4 minutes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.474933624267578, + 171.28750610351562, + 99.74383544921875, + 186.5554962158203 + ], + "page": 90, + "span": [ + 0, + 15 + ] + } + ], + "text": "elemental, fire", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.536060333251953, + 88.91388702392578, + 178.30926513671875, + 167.8762969970703 + ], + "page": 90, + "span": [ + 0, + 132 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 8, 12, 16 Attacks: Strike (2d6) Special: Ignite materials Move: 12 HDE/XP: 9/1,100; 13/2,300; 17/3,400", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.440998077392578, + 52.76250076293945, + 371.2364501953125, + 86.10750579833984 + ], + "page": 90, + "span": [ + 0, + 200 + ] + } + ], + "text": "Fire elementals are formless masses of flame, perhaps with a vaguely human shape. Their attacks cause flammable materials to ignite if the material fails a saving throw (as determined by the Referee).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.0846252441406, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 90, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 89", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.4999942779541, + 572.0689697265625, + 110.5831298828125, + 587.3369750976562 + ], + "page": 91, + "span": [ + 0, + 16 + ] + } + ], + "text": "elemental, water", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.52317237854004, + 489.6953430175781, + 178.439697265625, + 568.6577758789062 + ], + "page": 91, + "span": [ + 0, + 148 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 8, 12, 16 Attacks: Strike (2d6) Special: Overturn ships Move: 6/18 (when swimming) HDE/XP: 9/1,100; 13/2,300; 17/3,400", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.434600830078125, + 431.94415283203125, + 372.8277893066406, + 486.88909912109375 + ], + "page": 91, + "span": [ + 0, + 382 + ] + } + ], + "text": "Water elementals cannot move more than 60 feet from a large body of water, and their damage is reduced by 1d6 if the opponent is not standing (or in) a body of water. These powerful beings can overturn small boats, and can overturn a ship if given 1d4+4 minutes to work at it. On water, they can attack ships, battering them to pieces within one hour if not prevented or distracted.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/58" + }, + { + "prov": [ + { + "bbox": [ + 26.551780700683594, + 220.4440460205078, + 372.2977600097656, + 318.5889892578125 + ], + "page": 91, + "span": [ + 0, + 793 + ] + } + ], + "text": "The example above is for a typical Elf; trained warriors would likely have the maximum 7 HP. Obviously, Elves encountered in the course of a party's adventuring will have a variety of powers and different attributes. The Referee will assign such powers as they see fit, in accordance with the way they envision Elves. Elves might be the woodland dwellers of Tolkien's The Hobbit, or the high Elves of the Lord of the Rings, or might be the faerie-folk of Irish legend. In any case, as with Dwarves, don't bother trying to fit your \"advanced\" elves into the constraints of character classes-just make up their attributes to fit what you need. NPCs aren't subject to the rules that govern building a player character; they are your tools for good fantasy, not an exercise in formula application.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/59" + }, + { + "prov": [ + { + "bbox": [ + 26.537748336791992, + 84.54399871826172, + 370.48895263671875, + 107.08899688720703 + ], + "page": 91, + "span": [ + 0, + 165 + ] + } + ], + "text": "Gargoyles are winged creatures resembling the carved monstrosities that bedeck the walls of cathedrals and many subterranean dungeons. They can be vicious predators.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.738357543945312, + 16.887100219726562, + 185.27993774414062, + 28.63210105895996 + ], + "page": 91, + "span": [ + 0, + 38 + ] + } + ], + "text": "90 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/45" + }, + { + "prov": [ + { + "bbox": [ + 163.44683837890625, + 572.0689697265625, + 240.34898376464844, + 587.3369750976562 + ], + "page": 92, + "span": [ + 0, + 15 + ] + } + ], + "text": "gelatinouS cube", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 163.55873107910156, + 489.6953430175781, + 245.4981689453125, + 568.6577758789062 + ], + "page": 92, + "span": [ + 0, + 88 + ] + } + ], + "text": "Armor Class: 8 [11] Hit Dice: 4 Attacks: Strike Special: See below Move: 6 HDE/XP: 5/240", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 163.4037322998047, + 459.8441162109375, + 371.9713134765625, + 482.38909912109375 + ], + "page": 92, + "span": [ + 0, + 106 + ] + } + ], + "text": "Gelatinous cubes are semi-transparent cubes that slosh through subterranean passages, engulfing debris and", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.588790893554688, + 416.6441650390625, + 372.2214660644531, + 460.78912353515625 + ], + "page": 92, + "span": [ + 0, + 373 + ] + } + ], + "text": "carrion to digest. Their entire substance is acidic: if the cube hits successfully, the victim must make a saving throw or become paralyzed (6 turns)-during which time the cube will attempt to devour its victim. Most gelatinous cubes contain various metallic treasures or gems that they have engulfed but not yet digested. Gelatinous cubes are immune to lightning and cold.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/60" + }, + { + "prov": [ + { + "bbox": [ + 26.505199432373047, + 263.64404296875, + 372.77191162109375, + 307.78900146484375 + ], + "page": 92, + "span": [ + 0, + 290 + ] + } + ], + "text": "Ghouls are pack-hunting undead, corpse eaters. They are immune, like most undead, to charms and sleep spells. The most dangerous feature of these horrid, cunning creatures is their paralyzing touch: any hit from a ghoul requires a saving throw or the victim becomes paralyzed for 3d6 turns.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.88163757324219, + 230.66099548339844, + 68.54999542236328, + 246.1820068359375 + ], + "page": 92, + "span": [ + 0, + 6 + ] + } + ], + "text": "Giants", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.79605484008789, + 205.68701171875, + 346.6340637207031, + 229.4290008544922 + ], + "page": 92, + "span": [ + 0, + 147 + ] + } + ], + "text": "Giants are a staple of fantasy gaming, huge and dangerous creatures that often have a taste for human flesh. Most are not particularly intelligent.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.560802459716797, + 168.50900268554688, + 88.34737396240234, + 183.77699279785156 + ], + "page": 92, + "span": [ + 0, + 12 + ] + } + ], + "text": "giant, clouD", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.586946487426758, + 86.13538360595703, + 116.74067687988281, + 165.09779357910156 + ], + "page": 92, + "span": [ + 0, + 106 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 12+2 Attacks: Weapon (3d6) Special: Hurls boulders Move: 15 HDE/XP: 13/2,300", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.402700424194336, + 49.984100341796875, + 372.00701904296875, + 83.3291015625 + ], + "page": 92, + "span": [ + 0, + 226 + ] + } + ], + "text": "Cloud giants are cunning beasts, often living in cloud-castles in the sky (hence their name). They throw rocks for 6d6 hit points of damage. Cloud giants are famous for their ability to smell out food, enemies, and Englishmen.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.1060485839844, + 16.887100219726562, + 376.0, + 28.63210105895996 + ], + "page": 92, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 91", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.453489303588867, + 572.0689697265625, + 78.09565734863281, + 587.3369750976562 + ], + "page": 93, + "span": [ + 0, + 11 + ] + } + ], + "text": "giant, fire", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.562284469604492, + 489.6953430175781, + 170.178466796875, + 568.6577758789062 + ], + "page": 93, + "span": [ + 0, + 121 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 11+3 Attacks: Weapon (2d6) Special: Hurls boulders, fire immunity Move: 12 HDE/XP: 12/2,000", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.46710205078125, + 464.3441162109375, + 371.4579772949219, + 486.88909912109375 + ], + "page": 93, + "span": [ + 0, + 158 + ] + } + ], + "text": "Fire giants are usually found near volcanic mountains, in great castles of basalt or even iron. They throw boulders for 5d6 hit points and are immune to fire.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.53583526611328, + 436.16900634765625, + 85.95243072509766, + 451.43701171875 + ], + "page": 93, + "span": [ + 0, + 12 + ] + } + ], + "text": "giant, froSt", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.52643585205078, + 353.79547119140625, + 173.56668090820312, + 432.7578125 + ], + "page": 93, + "span": [ + 0, + 121 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 10+1 Attacks: Weapon (2d6) Special: Hurls boulders, cold immunity Move: 12 HDE/XP: 12/2,000", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.62675666809082, + 317.6440124511719, + 371.58935546875, + 350.9889831542969 + ], + "page": 93, + "span": [ + 0, + 199 + ] + } + ], + "text": "Frost giants dwell in cold regions, where they build (or conquer) castles in remote places of ice and snow. They throw boulders or great chunks of ice for 4d6 points of damage and are immune to cold.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.536846160888672, + 289.468994140625, + 80.5556869506836, + 304.73699951171875 + ], + "page": 93, + "span": [ + 0, + 11 + ] + } + ], + "text": "giant, hill", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.550811767578125, + 207.09539794921875, + 116.98857116699219, + 286.05780029296875 + ], + "page": 93, + "span": [ + 0, + 102 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 8 Attacks: Weapon (2d6) Special: Hurls boulders Move: 12 HDE/XP: 9/1,100", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.499616622924805, + 181.74400329589844, + 371.73699951171875, + 204.28900146484375 + ], + "page": 93, + "span": [ + 0, + 157 + ] + } + ], + "text": "Hill giants are the least of the giant types; most are brutish cave-dwellers who dress in pelts and uncured hides. They throw rocks for 2d8 points of damage.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.532197952270508, + 153.56900024414062, + 86.59329223632812, + 168.8369903564453 + ], + "page": 93, + "span": [ + 0, + 12 + ] + } + ], + "text": "giant, Stone", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.489728927612305, + 71.19538116455078, + 116.72969055175781, + 150.1577911376953 + ], + "page": 93, + "span": [ + 0, + 101 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 9 Attacks: Club (2d6) Special: Hurls boulders Move: 12 HDE/XP: 10/1,400", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.891450881958008, + 16.887100219726562, + 184.96847534179688, + 28.63210105895996 + ], + "page": 93, + "span": [ + 0, + 38 + ] + } + ], + "text": "92 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.47754669189453, + 552.2225341796875, + 371.43756103515625, + 585.5675048828125 + ], + "page": 94, + "span": [ + 0, + 250 + ] + } + ], + "text": "Stone giants dwell in caves, isolated in the mountain fastness. They throw rocks for 3d6 points of damage, and can be quite crafty in setting up ambushes in their native mountains-travelers who wander into the territory of stone giants seldom return.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.46626853942871, + 524.04736328125, + 89.12826538085938, + 539.3153686523438 + ], + "page": 94, + "span": [ + 0, + 12 + ] + } + ], + "text": "giant, Storm", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.597854614257812, + 441.6739501953125, + 114.6671371459961, + 520.6362915039062 + ], + "page": 94, + "span": [ + 0, + 99 + ] + } + ], + "text": "Armor Class: 1 [18] Hit Dice: 16 Attacks: Weapon (3d6) Special: See below Move: 15 HDE/XP: 16/3,200", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.47597885131836, + 394.7224426269531, + 371.9762878417969, + 438.8674011230469 + ], + "page": 94, + "span": [ + 0, + 329 + ] + } + ], + "text": "Storm giants are the largest of giants, the most intelligent, the most magical, and the most likely to talk with humans rather than simply devour them. Storm giants can live in underwater sea-castles as well as on the heights of mountains. They throw boulders for 7d6 points of damage, and have the power to cast Control Weather.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/61" + }, + { + "prov": [ + { + "bbox": [ + 26.519254684448242, + 248.02243041992188, + 371.28240966796875, + 281.3674011230469 + ], + "page": 94, + "span": [ + 0, + 224 + ] + } + ], + "text": "Gnolls are tall humanoids with hyena-like heads. They may be found both above ground and in subterranean caverns. They form into loosely organized clans, often ranging far from home to steal and kill with rapacious ferocity.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/46" + }, + { + "prov": [ + { + "bbox": [ + 182.488037109375, + 204.54750061035156, + 214.84349060058594, + 219.81549072265625 + ], + "page": 94, + "span": [ + 0, + 6 + ] + } + ], + "text": "goblin", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 182.51251220703125, + 122.17388153076172, + 296.3314514160156, + 201.13629150390625 + ], + "page": 94, + "span": [ + 0, + 105 + ] + } + ], + "text": "Armor Class: 6 [13] Hit Dice: 1-1 Attacks: Weapon Special: -1 \"to-hit\" in sunlight Move: 9 HDE/XP: < 1/10", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 182.37989807128906, + 75.2223892211914, + 374.19512939453125, + 119.36740112304688 + ], + "page": 94, + "span": [ + 0, + 197 + ] + } + ], + "text": "Goblins are small creatures (4 feet tall or so) that inhabit dark woods, underground caverns, and (possibly) the otherworldly realms of the fey. They attack with a -1 \"to-hit\" in the full sunlight.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.1143798828125, + 16.887100219726562, + 376.04632568359375, + 28.63210105895996 + ], + "page": 94, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 93", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 35.978946685791016, + 562.7562255859375, + 73.44499206542969, + 578.2772216796875 + ], + "page": 95, + "span": [ + 0, + 6 + ] + } + ], + "text": "Golems", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.71092987060547, + 513.7881469726562, + 359.53289794921875, + 561.524169921875 + ], + "page": 95, + "span": [ + 0, + 355 + ] + } + ], + "text": "Golems are man-shaped creatures built to serve their masters, usually powerful wizards or high priests. They are often used as guardians. Golems cannot be hit with non-magical weapons, and are immune to the sorts of spells used to create them (iron golems being immune to fire, for instance). You can find the details in the specific monster descriptions.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.49104881286621, + 470.3040771484375, + 88.93472290039062, + 485.57208251953125 + ], + "page": 95, + "span": [ + 0, + 12 + ] + } + ], + "text": "golem, fleSh", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.63206672668457, + 387.9305419921875, + 107.96833038330078, + 466.89288330078125 + ], + "page": 95, + "span": [ + 0, + 90 + ] + } + ], + "text": "Armor Class: 9 [10] Hit Dice: 12 Attacks: Fist Special: See below Move: 8 HDE/XP: 12/2,000", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.409605026245117, + 340.9792175292969, + 371.68939208984375, + 385.1241760253906 + ], + "page": 95, + "span": [ + 0, + 305 + ] + } + ], + "text": "A creation stitched together from human limbs and other parts, like Frankenstein's monster. Damage inflicted by lightning heals the golem, and it is slowed by fire and cold. No other type of spell than lightning, fire, or cold affects a flesh golem. Only +1 or better magic weapons can harm a flesh golem.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.558319091796875, + 312.8040771484375, + 83.50680541992188, + 328.07208251953125 + ], + "page": 95, + "span": [ + 0, + 11 + ] + } + ], + "text": "golem, iron", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.586734771728516, + 230.43051147460938, + 117.59879302978516, + 309.39288330078125 + ], + "page": 95, + "span": [ + 0, + 100 + ] + } + ], + "text": "Armor Class: 3 [16] Hit Dice: 13 Attacks: Fist or weapon Special: See below Move: 6 HDE/XP: 17/3,500", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.50809097290039, + 183.4792022705078, + 371.34814453125, + 227.62420654296875 + ], + "page": 95, + "span": [ + 0, + 343 + ] + } + ], + "text": "Iron golems are huge moving statues of iron. They can breathe a 10 foot radius cloud of poison gas as well as attacking with great power. Only +3 or better magic weapons can harm an iron golem. These hulking statues are slowed by lightning spells, but fire-based spells actually restore hit points to them. No other type of spell affects them.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/62" + }, + { + "prov": [ + { + "bbox": [ + 19.87329864501953, + 16.887100219726562, + 184.91806030273438, + 28.63210105895996 + ], + "page": 95, + "span": [ + 0, + 38 + ] + } + ], + "text": "94 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.229570388793945, + 541.4225463867188, + 371.7325134277344, + 585.5675048828125 + ], + "page": 96, + "span": [ + 0, + 341 + ] + } + ], + "text": "Stone golems are massive stone statues animated by very powerful magics (much more than just animate object, in other words). They are slowed by fire spells, and damaged/healed by rock to mud spells and the reverse. Spells that affect rock (and fire spells) are the only magic that affects them. They can only be hit by weapons +2 or better.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/63" + }, + { + "prov": [ + { + "bbox": [ + 26.54416847229004, + 405.5224914550781, + 371.2105712890625, + 428.0674743652344 + ], + "page": 96, + "span": [ + 0, + 130 + ] + } + ], + "text": "Gorgons are bull-like creatures with dragon-like scales. Their breath turns people to stone (60 foot range, saving throw applies).", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/64" + }, + { + "prov": [ + { + "bbox": [ + 26.508644104003906, + 215.6225128173828, + 372.0194396972656, + 292.16748046875 + ], + "page": 96, + "span": [ + 0, + 583 + ] + } + ], + "text": "Grey ooze is almost identical to wet rock, but is a slimy, formless substance that devours prey and carrion with its acidic secretions, lashing forward to strike enemies. Grey ooze is immune to spells, heat, and cold damage. Metal (but not stone or wood) must make a saving throw vs. acid when exposed to grey ooze (even if the contact is as brief as the strike of a sword) or be rotted through. When the grey ooze hits a character in metal armor, the armor must make an item saving throw. Only cutting and piercing damages a grey ooze- it is impervious to blunt or crushing attacks.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.58031463623047, + 187.447509765625, + 83.45748901367188, + 202.7154998779297 + ], + "page": 96, + "span": [ + 0, + 11 + ] + } + ], + "text": "green Slime", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.468530654907227, + 136.12249755859375, + 371.60552978515625, + 180.2675018310547 + ], + "page": 96, + "span": [ + 0, + 336 + ] + } + ], + "text": "Green slime isn't technically a monster, just an extremely dangerous hazard in underground tombs and other such places. Any metal or organic substance it touches begins to turn to green slime (saving throw). It can be killed with fire or extreme cold, and the transformation process can be arrested by the use of the spell Cure Disease.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.1175231933594, + 16.887100219726562, + 376.0077209472656, + 28.63210105895996 + ], + "page": 96, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 95", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.490999221801758, + 572.0689697265625, + 63.198150634765625, + 587.3369750976562 + ], + "page": 97, + "span": [ + 0, + 7 + ] + } + ], + "text": "griffon", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.502567291259766, + 489.6953430175781, + 126.4747085571289, + 568.6577758789062 + ], + "page": 97, + "span": [ + 0, + 101 + ] + } + ], + "text": "Armor Class: 3 [16] Hit Dice: 7 Attacks: Bite Special: Flight Move: 12/27 (when flying) HDE/XP: 8/800", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.35739517211914, + 431.94415283203125, + 372.2598876953125, + 486.88909912109375 + ], + "page": 97, + "span": [ + 0, + 387 + ] + } + ], + "text": "Griffons have the body of a lion, with the wings, head, and fore-talons of an eagle. These creatures can be tamed and ridden as mounts. They usually nest in high mountain aeries, where they lay their eggs and hunt their prey. Because the fledglings can be tamed, young griffons and griffon eggs command a very high price in the marketplaces of the great cities, or to barons and wizards.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/65" + }, + { + "prov": [ + { + "bbox": [ + 26.44852638244629, + 285.2440185546875, + 372.50103759765625, + 318.5889892578125 + ], + "page": 97, + "span": [ + 0, + 268 + ] + } + ], + "text": "Harpies have the upper body of a human female and the lower body and wings of a vulture. Their song is a charm that draws its victims to the harpy (saving throw applies), and the harpy's touch casts the equivalent of a Charm Person spell (again, saving throw applies).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.402128219604492, + 257.0690002441406, + 83.53810119628906, + 272.3370056152344 + ], + "page": 97, + "span": [ + 0, + 10 + ] + } + ], + "text": "hell hounD", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.470041275024414, + 174.69537353515625, + 176.37533569335938, + 253.6577911376953 + ], + "page": 97, + "span": [ + 0, + 114 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 4-7 Attacks: Bite Special: Breathes fire Move: 12 HDE/XP: 5/240; 6/400; 7/600; 8/800", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.674766540527344, + 138.54409790039062, + 370.8206481933594, + 171.88909912109375 + ], + "page": 97, + "span": [ + 0, + 210 + ] + } + ], + "text": "Hell hounds are fire-breathing dogs of the underworlds or lower planes. In addition to biting, they can breathe fire each round, inflicting 2 HP damage per hit die (10 foot range, saving throw for half damage).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.862377166748047, + 16.887100219726562, + 184.95040893554688, + 28.63210105895996 + ], + "page": 97, + "span": [ + 0, + 38 + ] + } + ], + "text": "96 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/47" + }, + { + "prov": [ + { + "bbox": [ + 192.5358123779297, + 572.0689697265625, + 241.953369140625, + 587.3369750976562 + ], + "page": 98, + "span": [ + 0, + 10 + ] + } + ], + "text": "hippogriff", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 192.7086181640625, + 489.6953430175781, + 292.4740295410156, + 568.6577758789062 + ], + "page": 98, + "span": [ + 0, + 103 + ] + } + ], + "text": "Armor Class: 5 [14] Hit Dice: 3+1 Attacks: Claws Special: Flight Move: 12/27 (when flying) HDE/XP: 3/60", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 192.6160888671875, + 388.74420166015625, + 372.5625305175781, + 486.88909912109375 + ], + "page": 98, + "span": [ + 0, + 425 + ] + } + ], + "text": "The hippogriff is similar to a griffon, having the head, foreclaws, and wings of an eagle, but instead of the body of a lion, it has the body of a horse. The poem Orlando Furioso (written in 1516) suggests that the hippogriff is the offspring of a griffon and a horse-but they are apparently an independent breed, for folkloric tradition holds that griffons frequently attack hippogriffs. Hippogriffs are not as hard to train", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.419635772705078, + 345.54425048828125, + 371.7569885253906, + 389.689208984375 + ], + "page": 98, + "span": [ + 0, + 290 + ] + } + ], + "text": "as griffons-again, from Orlando Furioso: \"Drawn by enchantment from his distant lair, The wizard thought but how to tame the foal; And, in a month, instructed him to bear Saddle and bit, and gallop to the goal; And execute on earth or in mid air, All shifts of manege, course and caracole…\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.467256546020508, + 317.3689880371094, + 76.63533020019531, + 332.6369934082031 + ], + "page": 98, + "span": [ + 0, + 9 + ] + } + ], + "text": "hobgoblin", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/66" + }, + { + "prov": [ + { + "bbox": [ + 26.546234130859375, + 188.0439910888672, + 373.8168640136719, + 232.18899536132812 + ], + "page": 98, + "span": [ + 0, + 294 + ] + } + ], + "text": "Hobgoblins are simply large goblins, possibly a separate breed living apart from their smaller cousins. As a matter of the campaign's flavoring, the Referee might choose to make hobgoblins the \"fey\" goblins of Irish legend, while regular goblins are the more Tolkien-style underground-dwellers.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.405914306640625, + 159.86900329589844, + 56.44498062133789, + 175.13699340820312 + ], + "page": 98, + "span": [ + 0, + 5 + ] + } + ], + "text": "horSe", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.50517463684082, + 130.1439971923828, + 371.6622009277344, + 152.68899536132812 + ], + "page": 98, + "span": [ + 0, + 109 + ] + } + ], + "text": "Horses are AC 7 [12], with riding horses having 2 HD and warhorses having 3 HD. Horses move at a speed of 18.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.0790100097656, + 16.887100219726562, + 376.11175537109375, + 28.63210105895996 + ], + "page": 98, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 97", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 35.80683517456055, + 563.6395263671875, + 77.79724884033203, + 579.1605224609375 + ], + "page": 99, + "span": [ + 0, + 6 + ] + } + ], + "text": "Humans", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.68439865112305, + 514.6714477539062, + 348.2486572265625, + 562.407470703125 + ], + "page": 99, + "span": [ + 0, + 261 + ] + } + ], + "text": "Humans are such a versatile species that any number of \"monsters\" and NPCs can be made from them. Berserker warriors, tribesmen, cavemen, princesses, evil high priests, captains of the guard, foot-soldiers, and tavern-keepers are all different human \"monsters.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.785057067871094, + 486.17742919921875, + 358.3305358886719, + 509.91943359375 + ], + "page": 99, + "span": [ + 0, + 179 + ] + } + ], + "text": "Don't try to build your non-player characters according to the rules for player characters. Here are some samples, otherwise just make up their stats and abilities as you see fit.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.467708587646484, + 442.6873779296875, + 94.82162475585938, + 457.95538330078125 + ], + "page": 99, + "span": [ + 0, + 13 + ] + } + ], + "text": "human, banDit", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.634422302246094, + 360.3138427734375, + 108.03983306884766, + 439.27618408203125 + ], + "page": 99, + "span": [ + 0, + 83 + ] + } + ], + "text": "Armor Class: 7 [12] Hit Dice: 1 Attacks: Weapon Special: None Move: 12 HDE/XP: 1/15", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.61688995361328, + 334.9624938964844, + 372.5154113769531, + 357.5074768066406 + ], + "page": 99, + "span": [ + 0, + 145 + ] + } + ], + "text": "Bandits are roving groups of thieves, sometimes organized into small armies led by more powerful bandit chiefs and captains with higher hit dice.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.49598503112793, + 306.7875061035156, + 111.13719940185547, + 322.0555114746094 + ], + "page": 99, + "span": [ + 0, + 16 + ] + } + ], + "text": "human, berSerker", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.592761993408203, + 224.41392517089844, + 108.52294921875, + 303.3763122558594 + ], + "page": 99, + "span": [ + 0, + 91 + ] + } + ], + "text": "Armor Class: 7 [12] Hit Dice: 1+2 Attacks: Weapon Special: Berserking Move: 12 HDE/XP: 2/30", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.665973663330078, + 199.0625, + 370.6330871582031, + 221.6074981689453 + ], + "page": 99, + "span": [ + 0, + 167 + ] + } + ], + "text": "Berserkers are normal humans, but they fight with astounding ferocity. A bonus of +2 is added to their attack rolls. They do not wear armor heavier than leather armor.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.499605178833008, + 170.88751220703125, + 146.58895874023438, + 186.15550231933594 + ], + "page": 99, + "span": [ + 0, + 23 + ] + } + ], + "text": "human, Sergeant-at-armS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.523958206176758, + 88.5138931274414, + 108.09105682373047, + 167.47630310058594 + ], + "page": 99, + "span": [ + 0, + 83 + ] + } + ], + "text": "Armor Class: 5 [14] Hit Dice: 3 Attacks: Weapon Special: None Move: 12 HDE/XP: 3/60", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.943626403808594, + 16.887100219726562, + 184.85333251953125, + 28.63210105895996 + ], + "page": 99, + "span": [ + 0, + 38 + ] + } + ], + "text": "98 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.40141487121582, + 563.0225219726562, + 371.5614929199219, + 585.5675048828125 + ], + "page": 100, + "span": [ + 0, + 167 + ] + } + ], + "text": "Human sergeants are normally found in command of 1d6+5 human soldiers. These are the leaders of city guard units and other small military groups in castles and armies.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/67" + }, + { + "prov": [ + { + "bbox": [ + 26.527137756347656, + 416.322509765625, + 371.6753845214844, + 449.66748046875 + ], + "page": 100, + "span": [ + 0, + 196 + ] + } + ], + "text": "Human soldiers serve as city guardsmen, mercenaries, and men-at-arms. They are generally armed with leather armor and a mace, sword, or spear. For every five guardsmen there is usually a sergeant.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.593759536743164, + 388.1474914550781, + 56.5252685546875, + 403.4154968261719 + ], + "page": 100, + "span": [ + 0, + 5 + ] + } + ], + "text": "hyDra", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 305.7739562988281, + 270.666015625, + 384.7362976074219 + ], + "page": 100, + "span": [ + 0, + 161 + ] + } + ], + "text": "Armor Class: 5 [14] Hit Dice: 5-12 (equals # of heads) Attacks: 5-12 bites Special: See below Move: 9 HDE/XP: 7/600; 8/800; 9/1,100; 10/1,400; 11/1,700; 12/2,000", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.51714324951172, + 237.22254943847656, + 371.9511413574219, + 302.9674987792969 + ], + "page": 100, + "span": [ + 0, + 490 + ] + } + ], + "text": "Hydrae are great lizard-like or snake-like creatures with 5-12 heads. Each head has one hit die of its own, and when the head is killed, that head dies. The body has as many hit dice as the total of the heads, so it is a matter of good strategy for adventurers to focus either on killing heads (when all the heads are dead the body dies) or killing the creature by attacking the body (in which case the heads die, too). Hydrae that breathe fire or regenerate their heads are known to exist.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.387237548828125, + 209.04750061035156, + 105.10307312011719, + 224.31549072265625 + ], + "page": 100, + "span": [ + 0, + 17 + ] + } + ], + "text": "inviSible Stalker", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.58997344970703, + 126.67388153076172, + 125.40841674804688, + 205.63629150390625 + ], + "page": 100, + "span": [ + 0, + 100 + ] + } + ], + "text": "Armor Class: 3 [16] Hit Dice: 8 Attacks: Bite Special: Flight, invisibility Move: 12 HDE/XP: 9/1,100", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.449684143066406, + 101.32240295410156, + 371.89093017578125, + 123.86740112304688 + ], + "page": 100, + "span": [ + 0, + 175 + ] + } + ], + "text": "Invisible stalkers are generally only found as a result of the spell Invisible Stalker. They are invisible flying beings created to follow a single command made by the caster.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 320.10052490234375, + 16.887100219726562, + 376.0328369140625, + 28.63210105895996 + ], + "page": 100, + "span": [ + 0, + 13 + ] + } + ], + "text": "monSterS - 99", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.613101959228516, + 572.0689697265625, + 62.29280471801758, + 587.3369750976562 + ], + "page": 101, + "span": [ + 0, + 6 + ] + } + ], + "text": "kobolD", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.556886672973633, + 489.6953430175781, + 107.96399688720703, + 568.6577758789062 + ], + "page": 101, + "span": [ + 0, + 86 + ] + } + ], + "text": "Armor Class: 6 [13] Hit Dice: 1/2 Attacks: Weapon Special: None Move: 6 HDE/XP: < 1/10", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.54506492614746, + 453.54412841796875, + 372.4146728515625, + 486.88909912109375 + ], + "page": 101, + "span": [ + 0, + 212 + ] + } + ], + "text": "Kobolds are subterranean, vaguely goblin-like humanoids. They have a -1 \"tohit\" penalty when fighting above ground. Many use slings or short bows, and they fight with short swords or spiked clubs in melee combat.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 315.14227294921875, + 299.916015625, + 425.3370056152344 + ], + "page": 101, + "span": [ + 0, + 159 + ] + } + ], + "text": "lich Armor Class: 0 [19] Hit Dice: 12-18 Attacks: Touch Special: See below Move: 6 HDE/XP: 15/2,900; 16/3,200; 17/3,500; 18/3,800; 19/4,100; 20/4,400; 21/4,700", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.508787155151367, + 246.1441650390625, + 371.96917724609375, + 311.88909912109375 + ], + "page": 101, + "span": [ + 0, + 490 + ] + } + ], + "text": "Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). A lich has the same spell-casting powers as the original Magic-user (the same level as the lich's HD). A lich's touch causes paralysis with no saving throw, and the very sight of one of these dread creatures causes paralysis in any being of 4 HD or below. Liches are highly malign and intelligent.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/68" + }, + { + "prov": [ + { + "bbox": [ + 26.42400360107422, + 99.4439926147461, + 372.6576843261719, + 132.78900146484375 + ], + "page": 101, + "span": [ + 0, + 267 + ] + } + ], + "text": "Lizardmen are reptilian humanoids, usually living in tribal villages in the depths of fetid swamps. Some can hold their breath for a long duration (an hour or more), while others can actually breathe underwater. Some lizardmen wield a wicked sword made of sharp bone.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.51420021057129, + 16.887100219726562, + 189.59495544433594, + 28.63210105895996 + ], + "page": 101, + "span": [ + 0, + 39 + ] + } + ], + "text": "100 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 35.509246826171875, + 560.6395263671875, + 102.41500091552734, + 576.1605224609375 + ], + "page": 102, + "span": [ + 0, + 12 + ] + } + ], + "text": "Lycanthropes", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.7234992980957, + 511.67144775390625, + 358.6688537597656, + 559.407470703125 + ], + "page": 102, + "span": [ + 0, + 346 + ] + } + ], + "text": "Lycanthropes are were-creatures, particularly those in whom the disease permits assumption of a hybrid form of the human and animal. They cannot be hit by normal weapons; only silver or magical weapons inflict damage on them. If any character is brought lower than 50% hit points by a lycanthrope, the character will be infected with lycanthropy.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.42118263244629, + 474.48748779296875, + 136.49429321289062, + 489.7554931640625 + ], + "page": 102, + "span": [ + 0, + 21 + ] + } + ], + "text": "lycanthrope, werebear", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.613025665283203, + 392.11395263671875, + 108.66121673583984, + 471.0762939453125 + ], + "page": 102, + "span": [ + 0, + 90 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 7+3 Attacks: Bite Special: Lycanthropy Move: 9 HDE/XP: 8/800", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.455738067626953, + 377.5623779296875, + 201.52528381347656, + 389.307373046875 + ], + "page": 102, + "span": [ + 0, + 47 + ] + } + ], + "text": "Werebears are often found in temperate forests.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.29587745666504, + 349.3874816894531, + 131.6977996826172, + 364.6554870605469 + ], + "page": 102, + "span": [ + 0, + 20 + ] + } + ], + "text": "lycanthrope, wererat", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.570775985717773, + 267.0139465332031, + 153.12466430664062, + 345.9762878417969 + ], + "page": 102, + "span": [ + 0, + 105 + ] + } + ], + "text": "Armor Class: 6 [13] Hit Dice: 3 Attacks: Weapon Special: Control rats, lycanthropy Move: 12 HDE/XP: 4/120", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.49709129333496, + 241.66250610351562, + 371.67578125, + 264.2074890136719 + ], + "page": 102, + "span": [ + 0, + 156 + ] + } + ], + "text": "Wererats are mostly found in cities, lurking in shadowy alleyways. Wererats can control rats, and are extremely stealthy (surprising opponents 1-4 on a d6).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.35938262939453, + 213.4875030517578, + 138.36949157714844, + 228.7554931640625 + ], + "page": 102, + "span": [ + 0, + 21 + ] + } + ], + "text": "lycanthrope, werewolf", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.597829818725586, + 131.11387634277344, + 109.5593490600586, + 210.0762939453125 + ], + "page": 102, + "span": [ + 0, + 97 + ] + } + ], + "text": "Armor Class: 5 [14] Hit Dice: 3 Attacks: Bite or Claw Special: Lycanthropy Move: 12 HDE/XP: 4/120", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.487567901611328, + 94.96239471435547, + 372.86383056640625, + 128.30740356445312 + ], + "page": 102, + "span": [ + 0, + 191 + ] + } + ], + "text": "Werewolves are the traditional Lycanthropes seen in horror movies. They are often only affected by silver or magical weapons, and are often humanoid- except for during a full moon, and so on.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 315.67230224609375, + 16.887100219726562, + 375.9999694824219, + 28.63210105895996 + ], + "page": 102, + "span": [ + 0, + 14 + ] + } + ], + "text": "monSterS - 101", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.63250732421875, + 572.0689697265625, + 76.80890655517578, + 587.3369750976562 + ], + "page": 103, + "span": [ + 0, + 9 + ] + } + ], + "text": "manticore", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.517688751220703, + 489.6953430175781, + 119.77784729003906, + 568.6577758789062 + ], + "page": 103, + "span": [ + 0, + 108 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 6+4 Attacks: Tail-spikes Special: Flight Move: 12/8(when flying) HDE/XP: 8/800", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.51331901550293, + 453.54412841796875, + 372.1203918457031, + 486.88909912109375 + ], + "page": 103, + "span": [ + 0, + 225 + ] + } + ], + "text": "A horrid monster with bat wings, the face of a feral human, the body of a lion, and a tail tipped with 24 iron spikes. The manticore can hurl up to 6 of the iron spikes from its tail per round, at a maximum range of 180 feet.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/69" + }, + { + "prov": [ + { + "bbox": [ + 26.49927520751953, + 285.2440490722656, + 372.25262451171875, + 340.1889953613281 + ], + "page": 103, + "span": [ + 0, + 400 + ] + } + ], + "text": "Medusae are horrid creatures from Greek mythology with a female face but hair of writhing snakes; they have no legs, but the body of a serpent. The gaze of a medusa turns anyone looking upon it into stone. In addition to the medusa's relatively weak melee-weapon attack, the snake-hair makes one attack per round, causing no damage but lethally poisonous with a successful hit (saving throw applies).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.583908081054688, + 257.0690002441406, + 71.17211151123047, + 272.3370056152344 + ], + "page": 103, + "span": [ + 0, + 8 + ] + } + ], + "text": "minotaur", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.50826644897461, + 174.69537353515625, + 146.31390380859375, + 253.6577911376953 + ], + "page": 103, + "span": [ + 0, + 106 + ] + } + ], + "text": "Armor Class: 6 [13] Hit Dice: 6+4 Attacks: Weapon Special: Never lost in labyrinths Move: 12 HDE/XP: 6/400", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.513460159301758, + 138.54409790039062, + 371.37786865234375, + 171.88909912109375 + ], + "page": 103, + "span": [ + 0, + 215 + ] + } + ], + "text": "The minotaur is a man-eating predator from Greek mythology, with the head of a bull and the body of a massive human, covered in shaggy hair. Sometimes they wield large axes and most are not particularly intelligent.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.51420021057129, + 16.887100219726562, + 189.61805725097656, + 28.63210105895996 + ], + "page": 103, + "span": [ + 0, + 39 + ] + } + ], + "text": "102 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.62704086303711, + 572.0689697265625, + 63.295833587646484, + 587.3369750976562 + ], + "page": 104, + "span": [ + 0, + 5 + ] + } + ], + "text": "mummy", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.429954528808594, + 554.6889038085938, + 109.49132537841797, + 568.6577758789062 + ], + "page": 104, + "span": [ + 0, + 19 + ] + } + ], + "text": "Armor Class: 3 [16]", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.532020568847656, + 541.690185546875, + 84.17121124267578, + 555.6590576171875 + ], + "page": 104, + "span": [ + 0, + 13 + ] + } + ], + "text": "Hit Dice: 5+1", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.519750595092773, + 528.6914672851562, + 131.2961883544922, + 542.6603393554688 + ], + "page": 104, + "span": [ + 0, + 26 + ] + } + ], + "text": "Attacks: Touch (See below)", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.642072677612305, + 515.6927490234375, + 101.46019744873047, + 529.66162109375 + ], + "page": 104, + "span": [ + 0, + 18 + ] + } + ], + "text": "Special: See below", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.59990692138672, + 502.69403076171875, + 62.5177116394043, + 516.6629638671875 + ], + "page": 104, + "span": [ + 0, + 7 + ] + } + ], + "text": "Move: 6", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.603254318237305, + 489.6953430175781, + 96.12525177001953, + 503.66424560546875 + ], + "page": 104, + "span": [ + 0, + 13 + ] + } + ], + "text": "HDE/XP: 7/600", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.370635986328125, + 431.94415283203125, + 371.70465087890625, + 486.88909912109375 + ], + "page": 104, + "span": [ + 0, + 375 + ] + } + ], + "text": "Mummies cannot be hit by normal weapons and even magical weapons inflict only half damage against them. Their touch also inflicts a rotting disease which prevents magical healing and causes wounds to heal at one-tenth of the normal rate. A Cure Disease spell can increase healing rate to half normal, but a Remove Curse spell is required to completely lift the mummy's curse.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.478591918945312, + 403.76910400390625, + 84.64912414550781, + 419.037109375 + ], + "page": 104, + "span": [ + 0, + 11 + ] + } + ], + "text": "ochre jelly", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.41806983947754, + 386.3890075683594, + 110.03473663330078, + 400.35791015625 + ], + "page": 104, + "span": [ + 0, + 19 + ] + } + ], + "text": "Armor Class: 8 [11]", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.647062301635742, + 373.39031982421875, + 74.40931701660156, + 387.3592224121094 + ], + "page": 104, + "span": [ + 0, + 11 + ] + } + ], + "text": "Hit Dice: 5", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.53809356689453, + 360.3916320800781, + 103.9249038696289, + 374.36053466796875 + ], + "page": 104, + "span": [ + 0, + 20 + ] + } + ], + "text": "Attacks: Acid strike", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 334.3942565917969, + 157.16160583496094, + 361.3618469238281 + ], + "page": 104, + "span": [ + 0, + 43 + ] + } + ], + "text": "Special: Lightning divides creature Move: 3", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.62987518310547, + 321.39556884765625, + 96.20105743408203, + 335.3644714355469 + ], + "page": 104, + "span": [ + 0, + 13 + ] + } + ], + "text": "HDE/XP: 6/400", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.36716651916504, + 296.04400634765625, + 372.3345031738281, + 318.5889892578125 + ], + "page": 104, + "span": [ + 0, + 171 + ] + } + ], + "text": "Ochre jellies are amorphous oozes that damage opponents with their acidic surface. They dissolve any adventurers they kill, making the spell Raise Dead all but impossible.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 203.64263916015625, + 252.5690155029297, + 228.56768798828125, + 267.8370056152344 + ], + "page": 104, + "span": [ + 0, + 4 + ] + } + ], + "text": "ogre", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/48" + }, + { + "prov": [ + { + "bbox": [ + 203.58367919921875, + 170.19537353515625, + 285.3183288574219, + 249.1577911376953 + ], + "page": 104, + "span": [ + 0, + 85 + ] + } + ], + "text": "Armor Class: 5 [14] Hit Dice: 4+1 Attacks: Weapon Special: None Move: 9 HDE/XP: 4/120", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 203.3787078857422, + 123.24408721923828, + 374.6781005859375, + 167.38909912109375 + ], + "page": 104, + "span": [ + 0, + 140 + ] + } + ], + "text": "Ogres are normally quite stupid, but more intelligent versions might be encountered here and there. Sometimes ogres are mistaken for trolls.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 315.7083740234375, + 16.887100219726562, + 376.843505859375, + 28.63210105895996 + ], + "page": 104, + "span": [ + 0, + 14 + ] + } + ], + "text": "monSterS - 103", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.451377868652344, + 572.0689697265625, + 78.8362045288086, + 587.3369750976562 + ], + "page": 105, + "span": [ + 0, + 9 + ] + } + ], + "text": "ogre mage", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.49668312072754, + 489.6953430175781, + 126.49335479736328, + 568.6577758789062 + ], + "page": 105, + "span": [ + 0, + 104 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 5+4 Attacks: Weapon Special: Magic Move: 12/18 (when flying) HDE/XP: 7/600", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.430034637451172, + 410.34417724609375, + 371.74237060546875, + 486.88909912109375 + ], + "page": 105, + "span": [ + 0, + 613 + ] + } + ], + "text": "The ogre mage is an ogre with magic powers, based on Japanese legend. An ogre mage can fly, turn invisible (per the spell), create a 10 foot radius circle of magical darkness, change into human form, cast Sleep and Charm Person once per day, and cast a cone of frost with a range of 60 feet to a base of 30 feet, causing 8d6 damage to any caught within (saving throw applies). Western folklore also contains many examples of shape-shifting, magical ogres (the most famous example being the one in Puss-in-Boots), so there might be many different types of magical ogres, whether or not they are called \"ogre mage.\"", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/70" + }, + { + "prov": [ + { + "bbox": [ + 26.445919036865234, + 231.2440185546875, + 371.9376525878906, + 296.9889831542969 + ], + "page": 105, + "span": [ + 0, + 546 + ] + } + ], + "text": "Orcs are stupid, brutish humanoids that gather in tribes of hundreds. Most are subterranean dwellers, and fight with a -1 penalty \"to-hit\" in sunlight. Occasionally, war-bands or even entire tribes of orcs issue forth from their caverns to raid and pillage by night. Orcish leaders are great brutes with additional HD, and magic-using spellcasters may also be found in the larger tribes. Orcish tribes hate each other, and will fight savagely unless restrained by a powerful and feared commander, such as an evil high priest or a mystic sorcerer.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/71" + }, + { + "prov": [ + { + "bbox": [ + 26.40377426147461, + 95.3440933227539, + 371.0161437988281, + 117.88909912109375 + ], + "page": 105, + "span": [ + 0, + 169 + ] + } + ], + "text": "Pegasus was the winged horse from Greek mythology. Other Pegasus creatures might have bat wings, some might be chaotic; such choices are left entirely up to the Referee.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.511659622192383, + 16.887100219726562, + 189.59364318847656, + 28.63210105895996 + ], + "page": 105, + "span": [ + 0, + 39 + ] + } + ], + "text": "104 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.45656967163086, + 572.0689697265625, + 89.8073959350586, + 587.3369750976562 + ], + "page": 106, + "span": [ + 0, + 11 + ] + } + ], + "text": "purple worm", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.58485984802246, + 489.6953430175781, + 108.06078338623047, + 568.6577758789062 + ], + "page": 106, + "span": [ + 0, + 102 + ] + } + ], + "text": "Armor Class: 6 [13] Hit Dice: 15 Attacks: Bite or sting Special: Poison sting Move: 9 HDE/XP: 17/3,500", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.59109115600586, + 431.94415283203125, + 372.0557556152344, + 486.88909912109375 + ], + "page": 106, + "span": [ + 0, + 404 + ] + } + ], + "text": "Purple worms are massive annelids that grow 40+ feet in length and sometimes exceed 10 feet in width. They are subterranean, chewing tunnels in rock (or through sand, in deserts, where they are a tan color). These beasts swallow their prey whole on a roll 4 higher than the needed number, or if the worm rolls double the number required \"to-hit\". They can swallow anything the size of a horse or smaller.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.470773696899414, + 373.4442138671875, + 371.9319152832031, + 428.38916015625 + ], + "page": 106, + "span": [ + 0, + 431 + ] + } + ], + "text": "In addition to the worm's dreaded bite, it has a poison stinger on its tail, the length of a sword and just as deadly even from the piercing wound it inflicts. The poison injected by the stinger is lethal if the victim fails a saving throw. What prey the purple worms once hunted (or perhaps still do, in deep places) with such natural weapons must have been terrifying indeed. Aquatic versions of the purple worm might also exist.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.519805908203125, + 345.26910400390625, + 76.7796859741211, + 360.537109375 + ], + "page": 106, + "span": [ + 0, + 10 + ] + } + ], + "text": "rat, giant", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.538671493530273, + 262.89556884765625, + 121.2679214477539, + 341.85791015625 + ], + "page": 106, + "span": [ + 0, + 96 + ] + } + ], + "text": "Armor Class: 7 [12] Hit Dice: 1-1 Attacks: Bite Special: 5% are diseased Move: 12 HDE/XP: < 1/10", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.548145294189453, + 226.74400329589844, + 371.4852294921875, + 260.0889892578125 + ], + "page": 106, + "span": [ + 0, + 229 + ] + } + ], + "text": "Giant rats are often found in dungeons, and are about the size of a cat or a lynx. The bite of some (1 in 20) giant rats causes disease. A saving throw vs. poison is allowed. The effects of the disease are decided by the Referee.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.60024070739746, + 198.56900024414062, + 45.89133071899414, + 213.8369903564453 + ], + "page": 106, + "span": [ + 0, + 3 + ] + } + ], + "text": "roc", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.559751510620117, + 116.19538116455078, + 122.05156707763672, + 195.1577911376953 + ], + "page": 106, + "span": [ + 0, + 102 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 12 Attacks: Claw Special: None Move: 3/30 (when flying) HDE/XP: 12/2,000", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.496761322021484, + 69.24408721923828, + 371.8584899902344, + 113.38909912109375 + ], + "page": 106, + "span": [ + 0, + 293 + ] + } + ], + "text": "Rocs are the mythological great birds of legend, large enough to prey upon elephants. They can be trained as fledglings to serve as steeds, so roc eggs or fledglings would be a prize indeed, worth great sums of gold. Rocs might grow as large as 18 HD, with commensurately increased statistics.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 315.709228515625, + 16.887100219726562, + 375.9999694824219, + 28.63210105895996 + ], + "page": 106, + "span": [ + 0, + 14 + ] + } + ], + "text": "monSterS - 105", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.445083618164062, + 572.0689697265625, + 80.96719360351562, + 587.3369750976562 + ], + "page": 107, + "span": [ + 0, + 10 + ] + } + ], + "text": "SalamanDer", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.480928421020508, + 489.6953430175781, + 134.406005859375, + 568.6577758789062 + ], + "page": 107, + "span": [ + 0, + 117 + ] + } + ], + "text": "Armor Class: 5 [14], 3 [16] Hit Dice: 7 Attacks: Constrict or touch Special: Heat, constriction Move: 9 HDE/XP: 8/800", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.415163040161133, + 431.94415283203125, + 371.4949645996094, + 486.88909912109375 + ], + "page": 107, + "span": [ + 0, + 447 + ] + } + ], + "text": "Salamanders are intelligent creatures of the elemental planes of fire. They have the upper body of a human (AC 5 [14]) and the lower body of a snake (AC 3 [16]), and give off tremendous, intense heat. The very touch of a salamander deals 1d6 hit points of fire damage, and they wrap their tails around foes to cause an additional 2d6 points of crushing damage per round. Salamanders cannot be enslaved in the same manner djinn and efreet might be.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.434831619262695, + 408.26910400390625, + 81.63467407226562, + 423.537109375 + ], + "page": 107, + "span": [ + 0, + 11 + ] + } + ], + "text": "Sea Serpent", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/72" + }, + { + "prov": [ + { + "bbox": [ + 26.384017944335938, + 257.34405517578125, + 372.0474548339844, + 323.0889892578125 + ], + "page": 107, + "span": [ + 0, + 507 + ] + } + ], + "text": "The size and nature of sea serpents is a matter for the Referee to determine. The sea serpent depicted here would be about middle size, about 60 feet in length, with smaller ones being half that size (with adjusted statistics, of course), and large ones being about 50% larger than the one described here. A sea serpent would undoubtedly be capable of swallowing a human whole, probably on a natural attack roll of no more than 14. A character swallowed whole would be digested within, perhaps, three hours.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.562965393066406, + 233.66900634765625, + 62.20430374145508, + 248.93699645996094 + ], + "page": 107, + "span": [ + 0, + 6 + ] + } + ], + "text": "ShaDow", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.574298858642578, + 151.29537963867188, + 130.3804473876953, + 230.25779724121094 + ], + "page": 107, + "span": [ + 0, + 102 + ] + } + ], + "text": "Armor Class: 7 [12] Hit Dice: 3+3 Attacks: Touch (See below) Special: See below Move: 12 HDE/XP: 4/130", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.509790420532227, + 71.94397735595703, + 372.50103759765625, + 148.48899841308594 + ], + "page": 107, + "span": [ + 0, + 606 + ] + } + ], + "text": "Shadows may or may not be undead creatures: they are immune to sleep and charm, but the Referee may decide whether they are undead creatures subject to turning or whether they are some horrible \"other\" thing, a manifestation perhaps, or a creature from another dimension. Shadows are dark and resemble shadows, though they may be darker. They are not corporeal, and can only be harmed with magical weapons or by spells. Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, the victim becomes a shadow. Strength points return after 90 minutes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.51420021057129, + 16.887100219726562, + 189.74673461914062, + 28.63210105895996 + ], + "page": 107, + "span": [ + 0, + 39 + ] + } + ], + "text": "106 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.55845069885254, + 572.0689697265625, + 69.29109954833984, + 587.3369750976562 + ], + "page": 108, + "span": [ + 0, + 8 + ] + } + ], + "text": "Skeleton", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.628314971923828, + 489.6953430175781, + 171.06796264648438, + 568.6577758789062 + ], + "page": 108, + "span": [ + 0, + 113 + ] + } + ], + "text": "Armor Class: 8 [11], 7 [12] w/ shield Hit Dice: 1/2 Attacks: Strike or weapon Special: None Move: 12 HDE/XP: 1/15", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.472755432128906, + 464.3441162109375, + 372.4253845214844, + 486.88909912109375 + ], + "page": 108, + "span": [ + 0, + 95 + ] + } + ], + "text": "Skeletons are animated bones of the dead and are usually under the control of some evil master.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/73" + }, + { + "prov": [ + { + "bbox": [ + 26.54438018798828, + 274.4440612792969, + 371.85797119140625, + 350.9889831542969 + ], + "page": 108, + "span": [ + 0, + 636 + ] + } + ], + "text": "These tremendously large masses of slimy, rubbery flesh are completely immune to blunt weapons. In addition to their powerful bite, giant slugs can spit their acidic saliva (one target at a time). The base range for spitting is 60 feet, and within this range the slug's spittle will be 50% likely \"to-hit\" (no \"tohit\" roll required). For every additional 10 feet of range, the chance \"to-hit\" decreases by 10%. On its first spitting attack, the slug only has a 10% chance \"to-hit\" within 60 feet, and no chance of hitting beyond that range. Some giant slugs might have more or less virulent acidity (thus changing the damage inflicted).", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/74" + }, + { + "prov": [ + { + "bbox": [ + 26.490894317626953, + 95.34398651123047, + 372.8899230957031, + 161.08900451660156 + ], + "page": 108, + "span": [ + 0, + 472 + ] + } + ], + "text": "Specters are wraith-like undead creatures without corporeal bodies. When a specter hits an opponent, either with hand or weapon, the touch drains two levels from the victim. Only magical weapons can damage a specter. In some cases, these terrifying creatures may be mounted upon living beasts, if the beasts have been trained to tolerate proximity to the undead. Any being killed (or drained below level 0) by a specter becomes a specter - a pitiful thrall to its creator.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 315.7360534667969, + 16.887100219726562, + 376.02203369140625, + 28.63210105895996 + ], + "page": 108, + "span": [ + 0, + 14 + ] + } + ], + "text": "monSterS - 107", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/49" + }, + { + "prov": [ + { + "bbox": [ + 26.37697982788086, + 362.1873779296875, + 60.63960647583008, + 377.45538330078125 + ], + "page": 109, + "span": [ + 0, + 6 + ] + } + ], + "text": "treant", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.60902976989746, + 291.0092468261719, + 111.3650131225586, + 358.77618408203125 + ], + "page": 109, + "span": [ + 0, + 81 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 7-12 Attacks: Strike Special: Control trees Move: 6", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 279.8138427734375, + 270.666015625, + 293.7827453613281 + ], + "page": 109, + "span": [ + 0, + 59 + ] + } + ], + "text": "HDE/XP: 7/600; 8/800; 9/1,100; 10/1,400; 11/1,700; 12/2,000", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.47057342529297, + 211.2624969482422, + 371.92413330078125, + 277.0074768066406 + ], + "page": 109, + "span": [ + 0, + 517 + ] + } + ], + "text": "Treants are tree-like protectors and \"shepherds\" of forest trees. Depending upon their size, they have different hit dice and damage; treants of 7 to 8 hit dice inflict 2d6 points of damage with each strike of their branch-like hands, treants of 9-10 hit dice inflict 3d6 points, and treants of 11-12 hit dice inflict 4d6 points. All treants can \"wake\" trees within 60 feet, allowing them to walk at a rate of 3, and possibly to attack (no more than two trees at a time can be awake at the behest of a single treant).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.50259017944336, + 183.08740234375, + 55.488033294677734, + 198.3553924560547 + ], + "page": 109, + "span": [ + 0, + 5 + ] + } + ], + "text": "troll", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.547107696533203, + 100.71378326416016, + 111.85770416259766, + 179.6761932373047 + ], + "page": 109, + "span": [ + 0, + 92 + ] + } + ], + "text": "Armor Class: 4 [15] Hit Dice: 6+3 Attacks: Claw Special: Regeneration Move: 12 HDE/XP: 8/800", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.416946411132812, + 53.76249313354492, + 371.9907531738281, + 97.90750122070312 + ], + "page": 109, + "span": [ + 0, + 368 + ] + } + ], + "text": "Trolls are as tall as ogres and just as strong. Unlike ogres, however, they attack with claws and teeth instead of weapons. Trolls regenerate, which is to say that any damage inflicted upon them heals within minutes (3 hit points per round). The only way to utterly kill a troll is to submerse it in acid or burn it. Trolls can even re-grow lopped-off heads and limbs.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.392946243286133, + 16.887100219726562, + 189.78912353515625, + 28.63210105895996 + ], + "page": 109, + "span": [ + 0, + 39 + ] + } + ], + "text": "108 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 200.15078735351562, + 572.0689697265625, + 261.8429260253906, + 587.3369750976562 + ], + "page": 109, + "span": [ + 0, + 13 + ] + } + ], + "text": "SpiDer, giant", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 200.182373046875, + 489.6953430175781, + 295.2817077636719, + 568.6577758789062 + ], + "page": 109, + "span": [ + 0, + 101 + ] + } + ], + "text": "Armor Class: 6 [13] Hit Dice: 2+2 Attacks: Bite (See below) Special: See below Move: 18 HDE/XP: 5/240", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 200.03622436523438, + 399.544189453125, + 373.1830139160156, + 486.88909912109375 + ], + "page": 109, + "span": [ + 0, + 355 + ] + } + ], + "text": "Giant spiders are aggressive hunters. Only the greater giant spiders are web builders. Giant spider webs require a saving throw to avoid becoming stuck. Those who make their saving throw can fight and move (5 feet per round) in the webs. Giant spiders surprise on a roll of 1-5, being able to hide well in shadows. A giant spider's bite is very poisonous.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.47015953063965, + 572.0689697265625, + 65.29786682128906, + 587.3369750976562 + ], + "page": 110, + "span": [ + 0, + 7 + ] + } + ], + "text": "unicorn", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.583293914794922, + 489.6953430175781, + 114.04383087158203, + 568.6577758789062 + ], + "page": 110, + "span": [ + 0, + 95 + ] + } + ], + "text": "Armor Class: 2 [17] Hit Dice: 4 Attacks: Hoof or horn Special: See below Move: 24 HDE/XP: 5/240", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.555461883544922, + 431.94415283203125, + 371.7830505371094, + 486.88909912109375 + ], + "page": 110, + "span": [ + 0, + 472 + ] + } + ], + "text": "Unicorns are generally shy and benevolent creatures, who will only allow a chaste maiden to approach them. They can teleport once per day to a distance of 360 feet, with a rider. When they charge, their horn can deal double damage. Unicorns are 25% resistant to magic. The unicorn's horn has healing properties according to legend (the details of this, if any, are left to the Referee). There is considerable room to create variants of sorts: evil or flying unicorns, etc.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.717565536499023, + 403.76910400390625, + 64.31880187988281, + 419.037109375 + ], + "page": 110, + "span": [ + 0, + 7 + ] + } + ], + "text": "vampire", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/75" + }, + { + "prov": [ + { + "bbox": [ + 26.579927444458008, + 285.2440185546875, + 372.4632263183594, + 318.5889892578125 + ], + "page": 110, + "span": [ + 0, + 190 + ] + } + ], + "text": "Vampires are some of the most powerful of undead creatures. They can only be hit with magic weapons and when \"killed\" in this way they change into a gaseous form, returning to their coffins.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.3908748626709, + 233.04405212402344, + 371.554443359375, + 277.18902587890625 + ], + "page": 110, + "span": [ + 0, + 371 + ] + } + ], + "text": "They regenerate at a rate of 3 hit points per round, can turn into gaseous form or into a giant bat at will, and can summon a horde of bats or 3d6 wolves out from the night. Looking into a vampire's eyes necessitates a saving throw at - 2, or the character is charmed (as per the spell Charm Person). Most terrifyingly, a vampire's bite drains two levels from the victim.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.568267822265625, + 170.04403686523438, + 372.13385009765625, + 224.98904418945312 + ], + "page": 110, + "span": [ + 0, + 463 + ] + } + ], + "text": "Fortunately, vampires have some weaknesses. They can be killed (these are the only known methods) by immersing them in running water, exposing them to sunlight, or driving a wooden stake through the heart. They retreat from the smell of garlic, the sight of a mirror, or the sight of \"good\" holy symbols. Any human killed by a vampire becomes a vampire under the control of its creator. This description will be recognized easily as the \"Dracula\" type of vampire.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.454132080078125, + 117.8440170288086, + 372.2436218261719, + 161.98902893066406 + ], + "page": 110, + "span": [ + 0, + 280 + ] + } + ], + "text": "Many other possibilities for vampires exist in folklore: Chinese vampires, for instance, and blood-drinkers more feral than intelligent. Plus, other cultural templates with different attributes could be created-how about an ancient Egyptian mummified vampire, or an Aztec vampire?", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 315.72808837890625, + 16.887100219726562, + 376.1102600097656, + 28.63210105895996 + ], + "page": 110, + "span": [ + 0, + 14 + ] + } + ], + "text": "monSterS - 109", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.66222381591797, + 572.0689697265625, + 56.5096321105957, + 587.3369750976562 + ], + "page": 111, + "span": [ + 0, + 5 + ] + } + ], + "text": "wight", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.570392608642578, + 489.6953430175781, + 126.09314727783203, + 568.6577758789062 + ], + "page": 111, + "span": [ + 0, + 98 + ] + } + ], + "text": "Armor Class: 5 [14] Hit Dice: 3 Attacks: Claw (See below) Special: See below Move: 9 HDE/XP: 5/240", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.487424850463867, + 442.744140625, + 372.010498046875, + 486.88909912109375 + ], + "page": 111, + "span": [ + 0, + 306 + ] + } + ], + "text": "Wights live in tombs, graveyards, and burial mounds (barrows). They are undead, and thus not affected by sleep or charm spells. Wights are immune to all non-magical weapons, with the exception of silver weapons. Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.610376358032227, + 414.5690002441406, + 53.5129508972168, + 429.8370056152344 + ], + "page": 111, + "span": [ + 0, + 4 + ] + } + ], + "text": "worg", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.602705001831055, + 332.1954650878906, + 107.9793472290039, + 411.1578063964844 + ], + "page": 111, + "span": [ + 0, + 82 + ] + } + ], + "text": "Armor Class: 6 [13] Hit Dice: 4 Attacks: Bite Special: None Move: 18 HDE/XP: 4/120", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.333837509155273, + 306.8441162109375, + 372.3021545410156, + 329.38909912109375 + ], + "page": 111, + "span": [ + 0, + 126 + ] + } + ], + "text": "Worgs are large, intelligent, and evil wolves of chaos. They are sometimes ridden by orcs. They may have supernatural origins.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/50" + }, + { + "prov": [ + { + "bbox": [ + 20.268463134765625, + 16.887100219726562, + 189.63436889648438, + 28.63210105895996 + ], + "page": 111, + "span": [ + 0, + 39 + ] + } + ], + "text": "110 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 226.42495727539062, + 278.66900634765625, + 260.76434326171875, + 293.93701171875 + ], + "page": 111, + "span": [ + 0, + 6 + ] + } + ], + "text": "wraith", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 226.12408447265625, + 196.29539489746094, + 329.8780212402344, + 275.2578125 + ], + "page": 111, + "span": [ + 0, + 100 + ] + } + ], + "text": "Armor Class: 3 [16] Hit Dice: 4 Attacks: Touch (See below) Special: See below Move: 24 HDE/XP: 6/400", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 226.14813232421875, + 73.74396514892578, + 372.8053894042969, + 193.48899841308594 + ], + "page": 111, + "span": [ + 0, + 391 + ] + } + ], + "text": "Wraiths are powerful wights, immune to all non-magical weapons other than silver ones (which inflict only half damage). Arrows are particularly ineffective against them, for even magical and silver arrows inflict only one hit point of damage per hit. They drain 1 level per hit. Wraiths can be found riding well-trained battle steeds or more unusual mounts that will tolerate their presence.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.65332794189453, + 572.0689697265625, + 63.156002044677734, + 587.3369750976562 + ], + "page": 112, + "span": [ + 0, + 6 + ] + } + ], + "text": "wyvern", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.595712661743164, + 489.6953430175781, + 132.2174530029297, + 568.6577758789062 + ], + "page": 112, + "span": [ + 0, + 125 + ] + } + ], + "text": "Armor Class: 3 [16] Hit Dice: 7 Attacks: Bite or sting Special: Flight, poison sting Move: 6/24 (when flying) HDE/XP: 9/1,100", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.431095123291016, + 431.94415283203125, + 371.4792785644531, + 486.88909912109375 + ], + "page": 112, + "span": [ + 0, + 471 + ] + } + ], + "text": "A wyvern is the two-legged form of dragon, and these creatures are smaller and less intelligent than true four-legged dragons, not to mention that they do not have a breath weapon. Wyverns have a poisonous sting at the end of their tails, but they are not coordinated enough to attack with both bite and sting in a single round. In any given round, the wyvern is 60% likely to use its tail, which can lash out to the creature's front even farther than its head can reach.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/76" + }, + { + "prov": [ + { + "bbox": [ + 26.538692474365234, + 263.64404296875, + 372.1824645996094, + 318.5889892578125 + ], + "page": 112, + "span": [ + 0, + 382 + ] + } + ], + "text": "Yellow mold is a subterranean fungus; it neither moves nor attacks. However, if it is poked or struck, it may (50% chance) release a cloud of poisonous spores, roughly 10 feet in diameter. Failing a saving throw against the spores means that the character dies a rather horrible death. Touching yellow mold causes 1d6 points of acid damage. These growths can be destroyed with fire.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/77" + }, + { + "prov": [ + { + "bbox": [ + 26.473039627075195, + 84.54398345947266, + 372.5865783691406, + 150.28900146484375 + ], + "page": 112, + "span": [ + 0, + 464 + ] + } + ], + "text": "Zombies are mindless creatures, the walking dead. These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. However, the standard zombie is simply a corpse animated to do its creator's bidding.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 315.72674560546875, + 16.887100219726562, + 375.9999694824219, + 28.63210105895996 + ], + "page": 112, + "span": [ + 0, + 14 + ] + } + ], + "text": "monSterS - 111", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/51" + }, + { + "prov": [ + { + "bbox": [ + 26.35228157043457, + 323.3910827636719, + 116.97881317138672, + 338.6590881347656 + ], + "page": 113, + "span": [ + 0, + 16 + ] + } + ], + "text": "Tougher Monsters", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 25.915042877197266, + 276.6651306152344, + 371.1502380371094, + 320.8100891113281 + ], + "page": 113, + "span": [ + 0, + 383 + ] + } + ], + "text": "There is really no limit as to how high monsters can go, and often it's fun to trick the players by throwing über-monsters at them. The Referee should feel free to adjust AC, HD, or other factors to make monsters more challenging. Also, feel free to try new options like a super strain of orcs, goblin spider riders, or fire-resistant mummies just to keep the players on their toes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.02361297607422, + 243.89109802246094, + 102.74187469482422, + 259.15911865234375 + ], + "page": 113, + "span": [ + 0, + 14 + ] + } + ], + "text": "Monster Levels", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.087724685668945, + 218.76510620117188, + 370.9571228027344, + 241.3101043701172 + ], + "page": 113, + "span": [ + 0, + 121 + ] + } + ], + "text": "You may notice that while suggested character levels are capped, monster levels are not. The reasons for this are simple:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.5, + 191.29310607910156, + 370.6093444824219, + 215.09060668945312 + ], + "page": 113, + "span": [ + 0, + 91 + ] + } + ], + "text": "1. Players run in packs and big monsters need levels to overcome a disadvantage in numbers.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 25.907712936401367, + 152.59011840820312, + 371.5855712890625, + 187.78761291503906 + ], + "page": 113, + "span": [ + 0, + 207 + ] + } + ], + "text": "2. Players tend to be creative while many Referees allow monsters to \"play stupid.\" The Referee has the option of allowing characters to continue to advance, or to put a cap on monster levels as appropriate.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 20.119081497192383, + 16.887100219726562, + 191.91160583496094, + 28.63210105895996 + ], + "page": 113, + "span": [ + 0, + 39 + ] + } + ], + "text": "112 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.42794418334961, + 572.0689697265625, + 117.60205841064453, + 587.3369750976562 + ], + "page": 114, + "span": [ + 0, + 17 + ] + } + ], + "text": "creating monSterS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.463821411132812, + 471.24420166015625, + 372.4551086425781, + 569.3890991210938 + ], + "page": 114, + "span": [ + 0, + 835 + ] + } + ], + "text": "Monsters are not Player Characters, and their abilities are not at all determined by the rules for PCs-not even the stats for ancestries that can have player characters, such as Dwarves. A monster's abilities are determined by the Referee, not by any rules! Feel free to add wings, breath weapons, extra hit dice, wounded versions, or whatever suits your adventure and your campaign. Toggle and tweak, imagine and invent! You are responsible for the quality of the swords and sorcery in your game, not the rules. So don't try to create monsters according to any sort of power formula. Create monsters based on how they feel and how they play at the gaming table. Create challenges for the players, not headaches for yourself. Your job is to imagine and create, not to bind yourself to rulebooks finding out what you're \"allowed\" to do.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.42236328125, + 440.04119873046875, + 105.3826675415039, + 452.7402038574219 + ], + "page": 114, + "span": [ + 0, + 16 + ] + } + ], + "text": "Monster Creation", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/78" + }, + { + "prov": [ + { + "bbox": [ + 317.4518127441406, + 16.887100219726562, + 377.5103454589844, + 28.63210105895996 + ], + "page": 114, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 113", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.540250778198242, + 410.6226806640625, + 135.09996032714844, + 425.89068603515625 + ], + "page": 115, + "span": [ + 0, + 21 + ] + } + ], + "text": "wilDerneSS aDventureS", + "type": "caption", + "name": "Caption" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/52" + }, + { + "prov": [ + { + "bbox": [ + 26.903411865234375, + 389.523681640625, + 169.12506103515625, + 404.79168701171875 + ], + "page": 115, + "span": [ + 0, + 27 + ] + } + ], + "text": "Wilderness Encounter Tables", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.596214294433594, + 375.19769287109375, + 229.43222045898438, + 386.94268798828125 + ], + "page": 115, + "span": [ + 0, + 57 + ] + } + ], + "text": "In general, hexes are 5 miles across at the widest point.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 25.641265869140625, + 349.09771728515625, + 371.3914794921875, + 371.8857116699219 + ], + "page": 115, + "span": [ + 0, + 181 + ] + } + ], + "text": "Each day, roll 1d6 to check for becoming lost and also roll 1d6 to check for an encounter. Check twice per day for encounters if traveling by air, or by ship along a coast or river.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/79" + }, + { + "prov": [ + { + "bbox": [ + 26.345134735107422, + 250.10427856445312, + 96.37857818603516, + 262.80328369140625 + ], + "page": 115, + "span": [ + 0, + 14 + ] + } + ], + "text": "Encounter Type", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/80" + }, + { + "prov": [ + { + "bbox": [ + 20.237293243408203, + 16.887100219726562, + 190.18255615234375, + 28.63210105895996 + ], + "page": 115, + "span": [ + 0, + 39 + ] + } + ], + "text": "114 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.569303512573242, + 572.982421875, + 60.802425384521484, + 585.681396484375 + ], + "page": 116, + "span": [ + 0, + 5 + ] + } + ], + "text": "Human", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/81" + }, + { + "prov": [ + { + "bbox": [ + 26.51955795288086, + 365.7370300292969, + 74.73540496826172, + 378.43603515625 + ], + "page": 116, + "span": [ + 0, + 8 + ] + } + ], + "text": "Humanoid", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/82" + }, + { + "prov": [ + { + "bbox": [ + 26.290254592895508, + 158.29611206054688, + 59.5774040222168, + 170.9951171875 + ], + "page": 116, + "span": [ + 0, + 6 + ] + } + ], + "text": "Animal", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/83" + }, + { + "prov": [ + { + "bbox": [ + 317.5019836425781, + 16.887100219726562, + 376.89300537109375, + 28.63210105895996 + ], + "page": 116, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 115", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.622461318969727, + 572.982421875, + 64.55421447753906, + 585.681396484375 + ], + "page": 117, + "span": [ + 0, + 7 + ] + } + ], + "text": "Monster", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/84" + }, + { + "prov": [ + { + "bbox": [ + 26.37666130065918, + 324.5710144042969, + 82.12968444824219, + 337.27001953125 + ], + "page": 117, + "span": [ + 0, + 11 + ] + } + ], + "text": "Other Types", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/85" + }, + { + "prov": [ + { + "bbox": [ + 20.18647003173828, + 16.887100219726562, + 190.77389526367188, + 28.63210105895996 + ], + "page": 117, + "span": [ + 0, + 39 + ] + } + ], + "text": "116 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/53" + }, + { + "prov": [ + { + "bbox": [ + 26.700777053833008, + 241.61119079589844, + 144.7303009033203, + 256.87921142578125 + ], + "page": 118, + "span": [ + 0, + 23 + ] + } + ], + "text": "Castles and Settlements", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.556867599487305, + 216.48519897460938, + 372.0600891113281, + 239.0301971435547 + ], + "page": 118, + "span": [ + 0, + 164 + ] + } + ], + "text": "Castles and other settlements may be encountered at the Referee's determination, whether using a pre-determined map or by a die roll if generating terrain randomly.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.40772819519043, + 125.58516693115234, + 371.70367431640625, + 212.93019104003906 + ], + "page": 118, + "span": [ + 0, + 755 + ] + } + ], + "text": "Castles are highly alert to the approach of strangers. If a party of adventurers comes within 3 miles of a castle (anywhere within the castle's 5 or 6 mile hex, if using a hexagonal map), there is a 50% chance that the castle's leader will sally forth with their retainers (but not the castle garrison) to challenge the adventurers. If the party comes within 3-5 miles, there is only a 30% chance of an excursion, and if the party remains 5-10 miles from the castle, there is a 15% chance of an excursion being made. Obviously, if the party actually approaches the castle, the castle's inhabitants will respond (although they might respond by closing the drawbridge and waiting for the adventurers to leave, if the characters look sufficiently dangerous).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.297807693481445, + 88.6851577758789, + 372.07354736328125, + 122.03016662597656 + ], + "page": 118, + "span": [ + 0, + 210 + ] + } + ], + "text": "A castle's garrison is made up of 3d6 x 10 human soldiers, with 1 sergeant at arms per 10 soldiers. Half of the troops are armed with crossbows. A garrison may have special leaders, as shown on the table below.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 317.41217041015625, + 16.887100219726562, + 376.467529296875, + 28.63210105895996 + ], + "page": 118, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 117", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.471799850463867, + 572.982421875, + 99.67183685302734, + 585.681396484375 + ], + "page": 119, + "span": [ + 0, + 14 + ] + } + ], + "text": "Random Castles", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/86" + }, + { + "prov": [ + { + "bbox": [ + 26.448266983032227, + 157.8629913330078, + 372.19683837890625, + 223.60800170898438 + ], + "page": 119, + "span": [ + 0, + 490 + ] + } + ], + "text": "A leader of Lawful alignment will attack any party that includes a Chaos-aligned character, respond neutrally to a party that includes only neutral characters, and be friendly if a party includes at least one Lawful character (as long as there isn't also a Chaotic-aligned character). A friendly response indicates that the leader does not attempt to exact any toll and will allow the characters to stay in the village (although they will not necessarily allow them into the castle itself).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.456340789794922, + 131.7629852294922, + 371.0181579589844, + 154.3079833984375 + ], + "page": 119, + "span": [ + 0, + 174 + ] + } + ], + "text": "A leader of Chaotic alignment will attack any party that includes a Lawfully-aligned character, and respond neutrally to a party that includes no Lawfully-aligned characters.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.425691604614258, + 105.66297149658203, + 371.5083312988281, + 128.20797729492188 + ], + "page": 119, + "span": [ + 0, + 169 + ] + } + ], + "text": "A leader of Neutral alignment will respond neutrally to any group. A neutral response to the characters will be along the lines described below, adjusted as you see fit.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.275585174560547, + 16.887100219726562, + 191.1107940673828, + 28.63210105895996 + ], + "page": 119, + "span": [ + 0, + 39 + ] + } + ], + "text": "118 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/87" + }, + { + "prov": [ + { + "bbox": [ + 26.48691749572754, + 211.4705810546875, + 113.61872100830078, + 224.16958618164062 + ], + "page": 120, + "span": [ + 0, + 18 + ] + } + ], + "text": "Neutral Responses:", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.391559600830078, + 153.37557983398438, + 372.19903564453125, + 208.91458129882812 + ], + "page": 120, + "span": [ + 0, + 471 + ] + } + ], + "text": "Fighter-type Leaders: The leader demands a toll of 1d6 x 100gp for passage (for the entire group). If the characters refuse to pay the toll, the leader will challenge any fighter-types in the party to a combat (although not to the death). If the leader wins, the losing character forfeits their armor; if the character wins, the leader will host the adventurers for up to a month, provide them with two weeks of rations, and provide any player characters with a warhorse.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.46759796142578, + 105.6755599975586, + 372.0973815917969, + 150.41456604003906 + ], + "page": 120, + "span": [ + 0, + 307 + ] + } + ], + "text": "Magic-user Leaders: The magic-user demands the toll of a magic item or 1d4 x 100gp from each character in the adventuring party. If the toll is not paid, the magic-user will cast a geas spell on the characters to undertake some sort of treasure-finding quest and deliver half the proceeds to the magic-user.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.18115997314453, + 57.97555160522461, + 372.6309814453125, + 102.71454620361328 + ], + "page": 120, + "span": [ + 0, + 336 + ] + } + ], + "text": "Cleric Leaders: Clerics will request a tithe of 10% of the characters' coins, gems, and jewelry, and if this is not forthcoming they will cast a quest spell on the characters to undertake a treasure-finding mission, delivering one quarter of the funds (for Lawful Clerics) or threequarters of the funds (for Evil Clerics) to the cleric.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 317.3713073730469, + 16.887100219726562, + 376.7611389160156, + 28.63210105895996 + ], + "page": 120, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 119", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.16771125793457, + 566.4586181640625, + 193.83566284179688, + 588.18798828125 + ], + "page": 121, + "span": [ + 0, + 19 + ] + } + ], + "text": "CHAPTER 9: TREASURE", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.490753173828125, + 493.75323486328125, + 371.9017028808594, + 559.4981689453125 + ], + "page": 121, + "span": [ + 0, + 470 + ] + } + ], + "text": "The amount of treasure a monster owns or guards is usually related to the monster's HDE. That's not necessarily realistic, but keep in mind that treasure is one of the ways the game reflects what a character has done: it's used in awarding experience points. Too many large treasures and the characters will become powerful without actually having done very much. Too many monsters with small treasures and the characters won't gain levels to reflect their achievements.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.476863861083984, + 381.25335693359375, + 372.3255615234375, + 490.1982421875 + ], + "page": 121, + "span": [ + 0, + 909 + ] + } + ], + "text": "As a general guideline, the monetary value of a treasure ought to be about 2-3 times the monster's value in experience points, and keep in mind that hunting and patrolling monsters likely won't be carting their treasure around with them. If the characters can't find the monster's lair, they may get none of the treasure. Also, it obviously doesn't make sense for every wild boar and wolf to have a cache of treasure hidden away somewhere. Averaging the treasure out over several of the monsters in an adventure is a good way of making sure the characters get the right amount of experience points from treasure. Perhaps the goblin treasure hoard contains some \"extra\" treasure to account for the wolves in the area. If the characters avoid the wolves and kill the goblins, so much the better. If they have to fight the wolves and never find the goblins, then the treasure is there for them to find next time.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 44.238162994384766, + 332.97021484375, + 178.07400512695312, + 348.4912109375 + ], + "page": 121, + "span": [ + 0, + 28 + ] + } + ], + "text": "Splitting the Take (Variant)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 44.61048889160156, + 260.0081481933594, + 348.22259521484375, + 331.7381896972656 + ], + "page": 121, + "span": [ + 0, + 465 + ] + } + ], + "text": "Once the monsters are slain and the wounds are bound, it's time to divide up the treasure. It is suggested that the total gp value of the loot is totaled and divided up among the participants with each getting an equal \"share.\" Many Referees rule that treasure must be shared with NPCs getting either a full or half share, depending upon their level. It is also customary for fallen (dead) comrades to still get a share of the take to be given to their next of kin.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.404836654663086, + 220.00314331054688, + 247.98646545410156, + 232.7021484375 + ], + "page": 121, + "span": [ + 0, + 51 + ] + } + ], + "text": "Here are some guidelines to help create a treasure:", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.433597564697266, + 194.3081512451172, + 372.2832946777344, + 216.8531494140625 + ], + "page": 121, + "span": [ + 0, + 111 + ] + } + ], + "text": "Step One: Find the base gold piece value of the treasure, using the total XP value of the monsters guarding it.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.320018768310547, + 174.10313415527344, + 122.92459869384766, + 186.80213928222656 + ], + "page": 121, + "span": [ + 0, + 21 + ] + } + ], + "text": "Treasure Values Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/88" + }, + { + "prov": [ + { + "bbox": [ + 20.38065528869629, + 16.887100219726562, + 189.689208984375, + 28.63210105895996 + ], + "page": 121, + "span": [ + 0, + 39 + ] + } + ], + "text": "120 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/54" + }, + { + "prov": [ + { + "bbox": [ + 26.491025924682617, + 552.8165283203125, + 371.75927734375, + 585.5675048828125 + ], + "page": 122, + "span": [ + 0, + 218 + ] + } + ], + "text": "Remember that coins found are not always gold pieces-there might be a mixture of copper (cp) and silver pieces (sp) in the treasure as well. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.478822708129883, + 495.50457763671875, + 371.9520263671875, + 549.5585327148438 + ], + "page": 122, + "span": [ + 0, + 438 + ] + } + ], + "text": "Roll on the table (or tables) below which correspond to the approximate Base Treasure Value of the treasure. If a treasure is larger than 7000gp, roll for the treasure in chunks, using the largest table possible. So, for a treasure of 60,200gp, roll 8 times on the 4000-7000gp table (accounting for 56,000gp of the treasure), then roll on the 2001-4000gp table once, then on the 101 to 250 table once (to account for the remaining 200gp).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.106672286987305, + 470.6015930175781, + 136.33828735351562, + 483.30059814453125 + ], + "page": 122, + "span": [ + 0, + 24 + ] + } + ], + "text": "Approximately 1 to 50 gp", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/89" + }, + { + "prov": [ + { + "bbox": [ + 26.14731216430664, + 264.96502685546875, + 146.0734100341797, + 277.6640319824219 + ], + "page": 122, + "span": [ + 0, + 26 + ] + } + ], + "text": "Approximately 51 to 100 gp", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/90" + }, + { + "prov": [ + { + "bbox": [ + 317.37152099609375, + 16.887100219726562, + 376.4157409667969, + 28.63210105895996 + ], + "page": 122, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 121", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.159242630004883, + 572.982421875, + 148.79933166503906, + 585.681396484375 + ], + "page": 123, + "span": [ + 0, + 26 + ] + } + ], + "text": "Approximately 101 to 250gp", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/91" + }, + { + "prov": [ + { + "bbox": [ + 26.112407684326172, + 420.8619079589844, + 148.81300354003906, + 433.5609130859375 + ], + "page": 123, + "span": [ + 0, + 26 + ] + } + ], + "text": "Approximately 251 to 500gp", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/92" + }, + { + "prov": [ + { + "bbox": [ + 26.121826171875, + 268.7543640136719, + 153.4673614501953, + 281.453369140625 + ], + "page": 123, + "span": [ + 0, + 27 + ] + } + ], + "text": "Approximately 501 to 1000gp", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/93" + }, + { + "prov": [ + { + "bbox": [ + 20.454132080078125, + 16.887100219726562, + 191.29110717773438, + 28.63210105895996 + ], + "page": 123, + "span": [ + 0, + 39 + ] + } + ], + "text": "122 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.192996978759766, + 572.982421875, + 158.6597442626953, + 585.681396484375 + ], + "page": 124, + "span": [ + 0, + 28 + ] + } + ], + "text": "Approximately 1001 to 2000gp", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/94" + }, + { + "prov": [ + { + "bbox": [ + 26.15021514892578, + 410.2689514160156, + 159.00111389160156, + 422.96795654296875 + ], + "page": 124, + "span": [ + 0, + 28 + ] + } + ], + "text": "Approximately 2001 to 4000gp", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/95" + }, + { + "prov": [ + { + "bbox": [ + 26.018543243408203, + 236.76136779785156, + 158.685302734375, + 249.4603729248047 + ], + "page": 124, + "span": [ + 0, + 28 + ] + } + ], + "text": "Approximately 4001 to 7000gp", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/96" + }, + { + "prov": [ + { + "bbox": [ + 317.3910827636719, + 16.887100219726562, + 376.60662841796875, + 28.63210105895996 + ], + "page": 124, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 123", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.29959487915039, + 572.982421875, + 141.79344177246094, + 585.681396484375 + ], + "page": 125, + "span": [ + 0, + 23 + ] + } + ], + "text": "Minor Gem/Jewelry Table", + "type": "caption", + "name": "Caption" + }, + { + "prov": [ + { + "bbox": [ + 26.155000686645508, + 448.3299255371094, + 151.3414306640625, + 461.0289306640625 + ], + "page": 125, + "span": [ + 0, + 24 + ] + } + ], + "text": "Medium Gem/Jewelry Table", + "type": "caption", + "name": "Caption" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/97" + }, + { + "prov": [ + { + "bbox": [ + 26.2575626373291, + 323.8834533691406, + 141.93971252441406, + 336.58245849609375 + ], + "page": 125, + "span": [ + 0, + 23 + ] + } + ], + "text": "Major Gem/Jewelry Table", + "type": "caption", + "name": "Caption" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/98" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/99" + }, + { + "prov": [ + { + "bbox": [ + 203.53219604492188, + 572.9749755859375, + 310.2044372558594, + 585.6739501953125 + ], + "page": 125, + "span": [ + 0, + 22 + ] + } + ], + "text": "Minor Magic Item Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 203.59930419921875, + 442.22796630859375, + 319.8713073730469, + 454.9269714355469 + ], + "page": 125, + "span": [ + 0, + 23 + ] + } + ], + "text": "Medium Magic Item Table", + "type": "caption", + "name": "Caption" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/100" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/101" + }, + { + "prov": [ + { + "bbox": [ + 203.466796875, + 300.6835021972656, + 310.0910949707031, + 313.38250732421875 + ], + "page": 125, + "span": [ + 0, + 22 + ] + } + ], + "text": "Major Magic Item Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/102" + }, + { + "prov": [ + { + "bbox": [ + 83.09742736816406, + 87.15558624267578, + 308.8318176269531, + 146.8885955810547 + ], + "page": 125, + "span": [ + 0, + 284 + ] + } + ], + "text": "Always remember that these tables are merely guidelines-if you desire the placement of a particular item or treasure type, go ahead and do it! If you don't wish to include gems, jewelry, or magic items, then leave the treasure at coins. These tables are here only to help when wanted.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.460453033447266, + 16.887100219726562, + 190.70591735839844, + 28.63210105895996 + ], + "page": 125, + "span": [ + 0, + 39 + ] + } + ], + "text": "124 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.32331657409668, + 570.77587890625, + 123.91331481933594, + 587.5706787109375 + ], + "page": 126, + "span": [ + 0, + 13 + ] + } + ], + "text": "MAGIC POTIONS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.342456817626953, + 556.3431396484375, + 115.67426300048828, + 569.0421142578125 + ], + "page": 126, + "span": [ + 0, + 19 + ] + } + ], + "text": "Magic Potions Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/103" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/104" + }, + { + "prov": [ + { + "bbox": [ + 26.229705810546875, + 336.6625061035156, + 180.42556762695312, + 348.4075012207031 + ], + "page": 126, + "span": [ + 0, + 40 + ] + } + ], + "text": "* Potions have a duration of 1d6+1 turns", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.53989601135254, + 308.48748779296875, + 152.69674682617188, + 323.7554931640625 + ], + "page": 126, + "span": [ + 0, + 25 + ] + } + ], + "text": "magic potion DeScriptionS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.59627342224121, + 293.6573791503906, + 246.51295471191406, + 306.35638427734375 + ], + "page": 126, + "span": [ + 0, + 55 + ] + } + ], + "text": "Animal Control: Results as per the spell Charm Monster.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.665821075439453, + 278.3573913574219, + 179.76966857910156, + 291.056396484375 + ], + "page": 126, + "span": [ + 0, + 40 + ] + } + ], + "text": "Clairaudience: Results as per the spell.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.72797393798828, + 263.0574035644531, + 175.88397216796875, + 275.75640869140625 + ], + "page": 126, + "span": [ + 0, + 39 + ] + } + ], + "text": "Clairvoyance: Results as per the spell.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.641178131103516, + 247.7574005126953, + 292.1328125, + 260.4564208984375 + ], + "page": 126, + "span": [ + 0, + 68 + ] + } + ], + "text": "Diminution: Imbiber shrinks and becomes 6 inches tall for 2d6 hours.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.60931396484375, + 222.06240844726562, + 371.08380126953125, + 245.15640258789062 + ], + "page": 126, + "span": [ + 0, + 128 + ] + } + ], + "text": "Dragon Control: 1d3 dragons of a specific type (determined randomly by the Referee) are affected as per the spell Charm Monster.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.376760482788086, + 195.96240234375, + 371.5758972167969, + 219.056396484375 + ], + "page": 126, + "span": [ + 0, + 122 + ] + } + ], + "text": "Ethereality: The imbiber of this potion can move through solid objects but cannot attack. Equipment also becomes ethereal.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 87.3806381225586, + 180.25738525390625, + 285.8116149902344, + 192.95639038085938 + ], + "page": 126, + "span": [ + 0, + 46 + ] + } + ], + "text": "Extra Healing: Cures 3d6+3 HP worth of damage.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 90.0, + 143.76239013671875, + 371.10107421875, + 177.65638732910156 + ], + "page": 126, + "span": [ + 0, + 159 + ] + } + ], + "text": "Fire Resistance: Grants immunity to normal fire, +2 saving throws against fire attacks, and half damage to magic fire attacks that do not permit saving throws.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 86.60636138916016, + 128.057373046875, + 218.50450134277344, + 140.75637817382812 + ], + "page": 126, + "span": [ + 0, + 37 + ] + } + ], + "text": "Flying: Results as per the spell Fly.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 100.71621704101562, + 91.56237030029297, + 373.21563720703125, + 125.45638275146484 + ], + "page": 126, + "span": [ + 0, + 176 + ] + } + ], + "text": "Gaseous Form: The user's body turns to a mist that they control, allowing them to access any place that isn't airtight. Equipment is left behind; only the body becomes gaseous.", + "type": "paragraph", + "name": "List-item" + }, + { + "prov": [ + { + "bbox": [ + 109.31749725341797, + 65.46236419677734, + 373.3443603515625, + 88.55636596679688 + ], + "page": 126, + "span": [ + 0, + 118 + ] + } + ], + "text": "Giant Strength: Character gains strength above and beyond 18. Gains an additional 1d6 to damage rolls and +4 \"to-hit\".", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 106.73959350585938, + 49.75736618041992, + 300.51409912109375, + 62.45636749267578 + ], + "page": 126, + "span": [ + 0, + 49 + ] + } + ], + "text": "Growth: Character grows and becomes 30 feet tall.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 317.5123291015625, + 16.887100219726562, + 376.252197265625, + 28.63210105895996 + ], + "page": 126, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 125", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/55" + }, + { + "prov": [ + { + "bbox": [ + 26.42925453186035, + 573.4175415039062, + 198.41192626953125, + 586.1165161132812 + ], + "page": 127, + "span": [ + 0, + 40 + ] + } + ], + "text": "Healing: Cures 1d6+1 HP worth of damage.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.36608123779297, + 558.1175537109375, + 168.21047973632812, + 570.8165283203125 + ], + "page": 127, + "span": [ + 0, + 34 + ] + } + ], + "text": "Heroism: +2 to attacks and damage.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.33003807067871, + 542.8175659179688, + 165.5733642578125, + 555.5165405273438 + ], + "page": 127, + "span": [ + 0, + 39 + ] + } + ], + "text": "Invisibility: Results as per the spell.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.36184310913086, + 527.517578125, + 249.34536743164062, + 540.216552734375 + ], + "page": 127, + "span": [ + 0, + 58 + ] + } + ], + "text": "Invulnerability: +2 saving throws, opponents attack at -2.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.379127502441406, + 512.2175903320312, + 161.99105834960938, + 524.9165649414062 + ], + "page": 127, + "span": [ + 0, + 37 + ] + } + ], + "text": "Levitation: Results as per the spell.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.58168601989746, + 496.9175720214844, + 237.9093017578125, + 509.6165771484375 + ], + "page": 127, + "span": [ + 0, + 54 + ] + } + ], + "text": "Plant Control: Results as per the spell Charm Monster.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.5496768951416, + 481.6175842285156, + 104.35795593261719, + 494.31658935546875 + ], + "page": 127, + "span": [ + 0, + 20 + ] + } + ], + "text": "Poison: Save or die.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.297889709472656, + 455.922607421875, + 371.2347412109375, + 479.0166015625 + ], + "page": 127, + "span": [ + 0, + 126 + ] + } + ], + "text": "Slipperiness: Except for the soles of the feet and the palms of the hands, the character has a virtually frictionless surface.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.346195220947266, + 429.8226318359375, + 371.13140869140625, + 452.9166259765625 + ], + "page": 127, + "span": [ + 0, + 100 + ] + } + ], + "text": "Treasure Finding: Character can detect hoards of treasure within 400 feet of their current location.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.36406135559082, + 403.72265625, + 371.0089111328125, + 426.816650390625 + ], + "page": 127, + "span": [ + 0, + 140 + ] + } + ], + "text": "Undead Control: 2d4 undead of fewer than 4 HD and 1d4 undead of 4+ hit dice fall under the imbiber's control as per the Charm Monster spell.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.529699325561523, + 367.650390625, + 80.52608489990234, + 384.4451904296875 + ], + "page": 127, + "span": [ + 0, + 7 + ] + } + ], + "text": "SCROLLS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.686931610107422, + 353.2174072265625, + 82.49668884277344, + 365.9164123535156 + ], + "page": 127, + "span": [ + 0, + 13 + ] + } + ], + "text": "Scrolls Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.412012100219727, + 338.3224182128906, + 336.52685546875, + 350.3104248046875 + ], + "page": 127, + "span": [ + 0, + 94 + ] + } + ], + "text": "Roll 1d6 and add +0, +6, or +12, depending on whether the treasure is minor, medium, or major.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/105" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/106" + }, + { + "prov": [ + { + "bbox": [ + 26.36648178100586, + 92.0135269165039, + 290.3619689941406, + 103.75852966308594 + ], + "page": 127, + "span": [ + 0, + 75 + ] + } + ], + "text": "* Roll 1d6 for type (1-3 scrolls are for Magic-users, 4-6 are for Clerics).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.428972244262695, + 76.72249603271484, + 344.3406982421875, + 88.46749877929688 + ], + "page": 127, + "span": [ + 0, + 96 + ] + } + ], + "text": "Remember that there are no 6th level Cleric spells, so re-roll for spell level on a result of 6.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.51420021057129, + 16.887100219726562, + 189.69358825683594, + 28.63210105895996 + ], + "page": 127, + "span": [ + 0, + 39 + ] + } + ], + "text": "126 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.327930450439453, + 572.982421875, + 130.9290313720703, + 585.681396484375 + ], + "page": 128, + "span": [ + 0, + 24 + ] + } + ], + "text": "Protection Scrolls Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/107" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/108" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/56" + }, + { + "prov": [ + { + "bbox": [ + 26.605802536010742, + 313.26898193359375, + 176.92340087890625, + 328.5369873046875 + ], + "page": 128, + "span": [ + 0, + 30 + ] + } + ], + "text": "protection Scroll DeScriptionS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.465534210205078, + 288.04400634765625, + 371.4120178222656, + 311.13800048828125 + ], + "page": 128, + "span": [ + 0, + 138 + ] + } + ], + "text": "Demons: Everyone within a 10 foot radius around the reader are protected from the attacks of 1 demon per round for a period of 40 minutes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.36634063720703, + 261.94403076171875, + 373.15087890625, + 285.03802490234375 + ], + "page": 128, + "span": [ + 0, + 111 + ] + } + ], + "text": "Drowning: Everyone within a 10 foot radius of the reader gain the ability to breathe underwater for 1 full day.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.493255615234375, + 235.8440399169922, + 372.0455627441406, + 258.93804931640625 + ], + "page": 128, + "span": [ + 0, + 100 + ] + } + ], + "text": "Elementals: This scroll protects against a single elemental, and lasts for a duration of 40 minutes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.423141479492188, + 209.74403381347656, + 371.3701477050781, + 232.83802795410156 + ], + "page": 128, + "span": [ + 0, + 121 + ] + } + ], + "text": "Lycanthropes: All within a 10 foot radius around the reader, for a duration of one hour, are protected from lycanthropes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.53194236755371, + 183.64402770996094, + 370.96258544921875, + 206.73802185058594 + ], + "page": 128, + "span": [ + 0, + 142 + ] + } + ], + "text": "Magic: Anti-magic shell surrounds and moves with the reader for 1 hour, having a radius of 10 feet. Spells cannot pass in or out of the shell.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.582393646240234, + 167.9390106201172, + 262.2533264160156, + 180.6380157470703 + ], + "page": 128, + "span": [ + 0, + 62 + ] + } + ], + "text": "Metal : Metal cannot harm the reader for a duration of 1 hour.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.39559555053711, + 142.2440185546875, + 372.40386962890625, + 165.3380126953125 + ], + "page": 128, + "span": [ + 0, + 105 + ] + } + ], + "text": "Poison: Poison cannot harm the reader for a period of 6 hours, and any poison in their system is removed.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.265600204467773, + 94.54399871826172, + 371.78106689453125, + 139.23800659179688 + ], + "page": 128, + "span": [ + 0, + 346 + ] + } + ], + "text": "Undead: All within a 10 foot radius of the reader are protected against undead, but only to a limited degree. In any given round, 2d12 undead with HD fewer than 4, and 2d6 undead with hit dice 4-5, and 1d6 undead with hit dice of 6+ are foiled by the protection of the scroll. Thus, the scroll is effective against all but a true horde of undead.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 317.5082702636719, + 16.887100219726562, + 376.5816955566406, + 28.63210105895996 + ], + "page": 128, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 127", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.375728607177734, + 570.77587890625, + 142.8480682373047, + 587.5706787109375 + ], + "page": 129, + "span": [ + 0, + 15 + ] + } + ], + "text": "MAGICAL WEAPONS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.49260139465332, + 556.3431396484375, + 178.55548095703125, + 569.0421142578125 + ], + "page": 129, + "span": [ + 0, + 31 + ] + } + ], + "text": "Magical Weapons and Armor Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.44902229309082, + 541.4481201171875, + 336.6615295410156, + 553.4361572265625 + ], + "page": 129, + "span": [ + 0, + 94 + ] + } + ], + "text": "Roll 1d6 and add +0, +6, or +12, depending on whether the treasure is minor, medium, or major.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/109" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/110" + }, + { + "prov": [ + { + "bbox": [ + 203.83392333984375, + 343.335693359375, + 346.2440490722656, + 356.0346984863281 + ], + "page": 129, + "span": [ + 0, + 30 + ] + } + ], + "text": "Cursed Armor and Shields Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/111" + }, + { + "prov": [ + { + "bbox": [ + 26.334936141967773, + 257.2637939453125, + 269.7677307128906, + 269.0087890625 + ], + "page": 129, + "span": [ + 0, + 63 + ] + } + ], + "text": "* Cannot be laid down without the aid of the spell Remove Curse", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.428546905517578, + 231.16380310058594, + 370.6675109863281, + 253.70880126953125 + ], + "page": 129, + "span": [ + 0, + 147 + ] + } + ], + "text": "**Attracts Missiles: This item attracts missile fire (even those fired at others nearby) and grants a +1 \"to-hit\" bonus to attack on such missiles.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.191957473754883, + 199.96078491210938, + 149.39443969726562, + 212.6597900390625 + ], + "page": 129, + "span": [ + 0, + 25 + ] + } + ], + "text": "Magic Melee Weapons Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/112" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/113" + }, + { + "prov": [ + { + "bbox": [ + 20.51420021057129, + 16.887100219726562, + 189.6376495361328, + 28.63210105895996 + ], + "page": 129, + "span": [ + 0, + 39 + ] + } + ], + "text": "128 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.257841110229492, + 572.982421875, + 155.80418395996094, + 585.681396484375 + ], + "page": 130, + "span": [ + 0, + 27 + ] + } + ], + "text": "Magic Missile Weapons Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/114" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/115" + }, + { + "prov": [ + { + "bbox": [ + 26.252883911132812, + 479.8536682128906, + 203.9949493408203, + 492.55267333984375 + ], + "page": 130, + "span": [ + 0, + 39 + ] + } + ], + "text": "Minor Abilities for Melee Weapons Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/116" + }, + { + "prov": [ + { + "bbox": [ + 26.308895111083984, + 379.224609375, + 144.8885955810547, + 396.0194091796875 + ], + "page": 130, + "span": [ + 0, + 15 + ] + } + ], + "text": "UNUSUAL WEAPONS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.443552017211914, + 366.93170166015625, + 177.34066772460938, + 379.6307067871094 + ], + "page": 130, + "span": [ + 0, + 32 + ] + } + ], + "text": "Unusual Weapons Table (Optional)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/117" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/118" + }, + { + "prov": [ + { + "bbox": [ + 26.493892669677734, + 221.00379943847656, + 166.98036193847656, + 236.27178955078125 + ], + "page": 130, + "span": [ + 0, + 27 + ] + } + ], + "text": "unuSual weapon DeScriptionS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.363990783691406, + 195.77880859375, + 371.146240234375, + 218.872802734375 + ], + "page": 130, + "span": [ + 0, + 162 + ] + } + ], + "text": "Blunt weapon that destroys undead : Blunt weapons are the mace, sling, staff, and war hammer. Lesser undead types don't get a saving throw; more powerful ones do.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.47805404663086, + 169.67880249023438, + 372.80169677734375, + 192.77279663085938 + ], + "page": 130, + "span": [ + 0, + 85 + ] + } + ], + "text": "Thrown weapon returns to hand: These weapons are the hand axe, spear, and war hammer.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.406572341918945, + 143.57879638671875, + 371.8359069824219, + 166.67279052734375 + ], + "page": 130, + "span": [ + 0, + 100 + ] + } + ], + "text": "Bonus vs. particular type of foe: Examples include dragons, giants, orcs, lycanthropes, undead, etc.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.324655532836914, + 127.87378692626953, + 310.7674865722656, + 140.57278442382812 + ], + "page": 130, + "span": [ + 0, + 73 + ] + } + ], + "text": "Weapon flames: Additional 1d6 fire damage: roll 1d4-1 for \"to-hit\" bonus.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.30846405029297, + 112.57377624511719, + 315.98016357421875, + 125.27278137207031 + ], + "page": 130, + "span": [ + 0, + 74 + ] + } + ], + "text": "Weapon freezes: Additional 1d6 cold damage: roll 1d4-1 for \"to-hit\" bonus.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.356189727783203, + 97.2737808227539, + 291.2231140136719, + 109.9727783203125 + ], + "page": 130, + "span": [ + 0, + 67 + ] + } + ], + "text": "Dancing weapon: Fights in the air after 3 rounds, as a +1d3 weapon.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.389448165893555, + 60.77877426147461, + 371.4282531738281, + 94.67277526855469 + ], + "page": 130, + "span": [ + 0, + 238 + ] + } + ], + "text": "Intelligent weapon: Roll 1d3 for to-hit bonus. There is a 10% chance that such a weapon may have the ability to cast a spell once per day. Such swords generally can communicate with their bearers, and often (25% chance) can speak audibly.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 317.503173828125, + 16.887100219726562, + 376.3982849121094, + 28.63210105895996 + ], + "page": 130, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 129", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.341590881347656, + 570.77587890625, + 129.85287475585938, + 587.5706787109375 + ], + "page": 131, + "span": [ + 0, + 13 + ] + } + ], + "text": "UNUSUAL ARMOR", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.172271728515625, + 556.1430053710938, + 167.4053955078125, + 568.8419799804688 + ], + "page": 131, + "span": [ + 0, + 30 + ] + } + ], + "text": "Unusual Armor Table (Optional)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/119" + }, + { + "prov": [ + { + "bbox": [ + 26.44607162475586, + 450.02850341796875, + 160.0931854248047, + 465.2965087890625 + ], + "page": 131, + "span": [ + 0, + 26 + ] + } + ], + "text": "unuSual armor DeScriptionS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.36915397644043, + 424.8034973144531, + 211.38880920410156, + 447.8974914550781 + ], + "page": 131, + "span": [ + 0, + 51 + ] + } + ], + "text": "Armor of Arrow Deflection: +2 against missile fire.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.539400100708008, + 387.9035339355469, + 211.6482391357422, + 421.7975158691406 + ], + "page": 131, + "span": [ + 0, + 92 + ] + } + ], + "text": "Demonic Armor: Possessed by a spirit or demon, with effects to be determined by the Referee.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.57219696044922, + 318.6036071777344, + 215.00460815429688, + 384.8975524902344 + ], + "page": 131, + "span": [ + 0, + 256 + ] + } + ], + "text": "Ethereal Armor: +3 plate mail that also allows the wearer to become insubstantial and incorporeal 50 times, after which it reverts to normal +3 plate mail. In ethereal form, the wearer cannot be hit and cannot attack (unless the opponent is also ethereal).", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/57" + }, + { + "prov": [ + { + "bbox": [ + 26.581331253051758, + 292.5036315917969, + 371.1294860839844, + 315.5976257324219 + ], + "page": 131, + "span": [ + 0, + 100 + ] + } + ], + "text": "Fiery Armor: +1 armor that is surrounded by flames. These flames deal 1d6 damage to melee attackers.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.46070671081543, + 258.23138427734375, + 167.53599548339844, + 275.02618408203125 + ], + "page": 131, + "span": [ + 0, + 19 + ] + } + ], + "text": "MISCELLANEOUS ITEMS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.60335350036621, + 243.79849243164062, + 142.72109985351562, + 256.49749755859375 + ], + "page": 131, + "span": [ + 0, + 25 + ] + } + ], + "text": "Miscellaneous Items Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.347692489624023, + 228.90350341796875, + 345.7727966308594, + 240.89149475097656 + ], + "page": 131, + "span": [ + 0, + 96 + ] + } + ], + "text": "Roll 1d20 and add +0, +20, or +40, depending on whether the treasure is minor, medium, or major.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/120" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/121" + }, + { + "prov": [ + { + "bbox": [ + 20.366594314575195, + 16.887100219726562, + 189.97335815429688, + 28.63210105895996 + ], + "page": 131, + "span": [ + 0, + 39 + ] + } + ], + "text": "130 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.633277893066406, + 570.77587890625, + 70.54582214355469, + 587.5706787109375 + ], + "page": 132, + "span": [ + 0, + 5 + ] + } + ], + "text": "WANDS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.153587341308594, + 556.1430053710938, + 113.13763427734375, + 568.8419799804688 + ], + "page": 132, + "span": [ + 0, + 18 + ] + } + ], + "text": "Lesser Wands Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/122" + }, + { + "prov": [ + { + "bbox": [ + 26.32732391357422, + 472.0716552734375, + 118.5787353515625, + 484.7706604003906 + ], + "page": 132, + "span": [ + 0, + 19 + ] + } + ], + "text": "Greater Wands Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/123" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/124" + }, + { + "prov": [ + { + "bbox": [ + 26.327795028686523, + 334.8224182128906, + 371.7927551269531, + 357.3674011230469 + ], + "page": 132, + "span": [ + 0, + 158 + ] + } + ], + "text": "* Wands become useless with 0 charges. A wand can be recharged by casting a spell into it. There is a 5% chances per recharge that the wand will be destroyed.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.426027297973633, + 312.9474792480469, + 155.990478515625, + 328.2154846191406 + ], + "page": 132, + "span": [ + 0, + 25 + ] + } + ], + "text": "greater wanD DeScriptionS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.352672576904297, + 287.9024963378906, + 371.6514892578125, + 310.9964904785156 + ], + "page": 132, + "span": [ + 0, + 181 + ] + } + ], + "text": "Wand of Detection (enemies): Detects enemies in a radius of 60 feet, provided that the enemies are actually thinking hostile thoughts. Always active when held, does not use charges.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.36065101623535, + 251.18252563476562, + 371.7279357910156, + 285.0765075683594 + ], + "page": 132, + "span": [ + 0, + 190 + ] + } + ], + "text": "Wand of Detection (metal): Detects large caches of metal, with a range of 20 feet. The wand's user also gets a vague sense of the metal's type. Always active when held, does not use charges.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.426103591918945, + 214.4625244140625, + 372.02142333984375, + 248.3565216064453 + ], + "page": 132, + "span": [ + 0, + 208 + ] + } + ], + "text": "Wand of Detection (magic): Functions as a Detect Magic spell with a range of 20 feet. The wand's user gets a vague sense of what sort of magic is being detected. Always active when held, does not use charges.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.367319107055664, + 188.5425262451172, + 372.573974609375, + 211.6365203857422 + ], + "page": 132, + "span": [ + 0, + 147 + ] + } + ], + "text": "Wand of Detection (traps and secret doors ): Detects traps and secret doors with a range of 20 feet. Always active when held, does not use charges.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.342182159423828, + 173.01751708984375, + 370.4454040527344, + 185.71652221679688 + ], + "page": 132, + "span": [ + 0, + 90 + ] + } + ], + "text": "Wand of Polymorph: Casts either Polymorph (self) or Polymorph (other), carries 10 charges.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.379215240478516, + 136.70252990722656, + 371.6695251464844, + 170.59652709960938 + ], + "page": 132, + "span": [ + 0, + 239 + ] + } + ], + "text": "Wand of Fear: Causes creatures in a cone-shaped path to flee (saving throw). There is a 60% chance that they will drop whatever they are holding. The cone extends 60 feet to a base 30 feet across. Holds 25 charges and cannot be recharged).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.389907836914062, + 110.78251647949219, + 371.5380859375, + 133.87652587890625 + ], + "page": 132, + "span": [ + 0, + 181 + ] + } + ], + "text": "Wand of Cold: Casts a cone of cold 60 feet to a base 30 feet across. Creatures in the cone take 6d6 damage (saving throw for half damage). Holds 25 charges and cannot be recharged).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.300888061523438, + 84.86251068115234, + 371.27880859375, + 107.95651245117188 + ], + "page": 132, + "span": [ + 0, + 173 + ] + } + ], + "text": "Wand of Paralyzing: Casts a cone of paralysis 60 feet to a base 30 feet across. Creatures in the cone are paralyzed for 3d6 turns. Holds 25 charges and cannot be recharged).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 317.531982421875, + 16.887100219726562, + 376.6327819824219, + 28.63210105895996 + ], + "page": 132, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 131", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.495498657226562, + 570.77587890625, + 64.44367980957031, + 587.5706787109375 + ], + "page": 133, + "span": [ + 0, + 5 + ] + } + ], + "text": "RINGS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.165733337402344, + 556.1430053710938, + 108.98098754882812, + 568.8419799804688 + ], + "page": 133, + "span": [ + 0, + 18 + ] + } + ], + "text": "Lesser Rings Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/125" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/126" + }, + { + "prov": [ + { + "bbox": [ + 26.43411636352539, + 457.7091064453125, + 143.21986389160156, + 472.97711181640625 + ], + "page": 133, + "span": [ + 0, + 24 + ] + } + ], + "text": "leSSer ring DeScriptionS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.576753616333008, + 442.87908935546875, + 363.9820251464844, + 455.5780944824219 + ], + "page": 133, + "span": [ + 0, + 89 + ] + } + ], + "text": "Fire Resistance: +5 to saving throws vs. magical fire and grants immunity to normal fire.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.469079971313477, + 427.5791015625, + 163.84439086914062, + 440.2781066894531 + ], + "page": 133, + "span": [ + 0, + 37 + ] + } + ], + "text": "Invisibility: Turns wearer invisible.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.480262756347656, + 401.8841247558594, + 371.385986328125, + 424.9781188964844 + ], + "page": 133, + "span": [ + 0, + 128 + ] + } + ], + "text": "Mammal Control: The wearer controls 1d6 mammals at a range of up to 60 feet. Control does not extend to humans or giant animals.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.415103912353516, + 386.17913818359375, + 223.23304748535156, + 398.8781433105469 + ], + "page": 133, + "span": [ + 0, + 50 + ] + } + ], + "text": "Poison Resistance: +5 to saving throws vs. poison.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.384620666503906, + 370.879150390625, + 252.2316436767578, + 383.5781555175781 + ], + "page": 133, + "span": [ + 0, + 58 + ] + } + ], + "text": "Protection: Grants bonus to armor class and saving throws.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.49421501159668, + 349.0811462402344, + 115.25665283203125, + 361.7801513671875 + ], + "page": 133, + "span": [ + 0, + 19 + ] + } + ], + "text": "Greater Rings Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/127" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/128" + }, + { + "prov": [ + { + "bbox": [ + 26.545507431030273, + 217.3090057373047, + 151.24269104003906, + 232.57699584960938 + ], + "page": 133, + "span": [ + 0, + 25 + ] + } + ], + "text": "greater ring DeScriptionS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.624265670776367, + 202.47898864746094, + 278.65521240234375, + 215.17799377441406 + ], + "page": 133, + "span": [ + 0, + 60 + ] + } + ], + "text": "Djinn Summoning: The wearer of this ring can summon a djinn.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.580659866333008, + 176.78399658203125, + 371.6505432128906, + 199.87799072265625 + ], + "page": 133, + "span": [ + 0, + 123 + ] + } + ], + "text": "Human Control: Allows the wearer to cast Charm Person once per day and maintain the charm on up to 3 individuals at a time.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.460988998413086, + 150.68399047851562, + 371.6514892578125, + 173.77798461914062 + ], + "page": 133, + "span": [ + 0, + 114 + ] + } + ], + "text": "Regeneration: The wearer regenerates 1 HP/round and thus cannot die unless the ring is removed or the body burned.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.503381729125977, + 113.78397369384766, + 371.2131042480469, + 147.677978515625 + ], + "page": 133, + "span": [ + 0, + 253 + ] + } + ], + "text": "Shooting Stars: Once per day, this ring can summon 1d6 flaming meteors from the depths of space. Each meteor can target a separate enemy and deals 3d6 damage. If used indoors or underground, the meteors will strike whatever is directly above the target.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.367969512939453, + 66.0839614868164, + 372.01507568359375, + 110.77796936035156 + ], + "page": 133, + "span": [ + 0, + 315 + ] + } + ], + "text": "Spell Storing (Magic-user): The ring contains 1d6 Magic-user spells. Roll 1d6 for each spell to determine their spell levels. The wearer (if a Magic-user) can cast these spells as if they were memorized and prepared spells. Once the spell is cast, it cannot be cast a second time until the caster rests for 8 hours.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.219886779785156, + 16.887100219726562, + 189.8102264404297, + 28.63210105895996 + ], + "page": 133, + "span": [ + 0, + 39 + ] + } + ], + "text": "132 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.521413803100586, + 541.4225463867188, + 372.84124755859375, + 586.1165161132812 + ], + "page": 134, + "span": [ + 0, + 303 + ] + } + ], + "text": "Spell Storing (Cleric): The ring contains 1d6 Cleric spells. Roll 1d6 for each spell to determine their spell levels. The wearer (if a Cleric) can cast these spells as if they were memorized and prepared spells. Once the spell is cast, it cannot be cast a second time until the caster rests for 8 hours.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.556713104248047, + 504.5225830078125, + 371.4153137207031, + 538.4165649414062 + ], + "page": 134, + "span": [ + 0, + 271 + ] + } + ], + "text": "Spell Turning: Any spell (other than from a wand, etc.) directly aimed at the wearer of this ring is partially reflected back at the caster. Roll a d100 to determine how much of the spell's power bounces back; the exact determination of what happens is up to the Referee.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.405261993408203, + 478.422607421875, + 371.356201171875, + 501.5166015625 + ], + "page": 134, + "span": [ + 0, + 101 + ] + } + ], + "text": "Telekinesis: The wearer can mentally lift and move up to 200 pounds of weight at a range of 120 feet.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.39883041381836, + 462.7176208496094, + 296.0561828613281, + 475.4166259765625 + ], + "page": 134, + "span": [ + 0, + 69 + ] + } + ], + "text": "Three Wishes: Grants the wearer 3 wishes; outrageous wishes backfire.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.49563980102539, + 426.22265625, + 371.9610900878906, + 460.11663818359375 + ], + "page": 134, + "span": [ + 0, + 239 + ] + } + ], + "text": "X-ray Vision: The wearer has x-ray vision at a range of 40 feet. The maximum distance through which the character can see through solid rock is just over 10 feet, though solid metals (other than lead) is 1 foot, and through lead is 1 inch.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/58" + }, + { + "prov": [ + { + "bbox": [ + 112.86422729492188, + 390.150390625, + 156.40841674804688, + 406.9451904296875 + ], + "page": 134, + "span": [ + 0, + 6 + ] + } + ], + "text": "STAVES", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 113.2791976928711, + 375.7174072265625, + 166.8192901611328, + 388.4164123535156 + ], + "page": 134, + "span": [ + 0, + 12 + ] + } + ], + "text": "Staves Table", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/129" + }, + { + "prov": [ + { + "bbox": [ + 112.59194946289062, + 173.11370849609375, + 200.04953002929688, + 188.38169860839844 + ], + "page": 134, + "span": [ + 0, + 18 + ] + } + ], + "text": "Staff DeScriptionS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 112.62356567382812, + 115.48869323730469, + 372.4522705078125, + 170.98269653320312 + ], + "page": 134, + "span": [ + 0, + 302 + ] + } + ], + "text": "Absorption: Absorbs spells cast directly at the wielder and allows the wielder to cast a spell from memory using that power (and thus not losing the spell from memory). Once the staff has absorbed 50 levels of spells (whether or not the power has been cast back out again), it no longer absorbs spells.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 112.60071563720703, + 89.38867950439453, + 373.127197265625, + 112.48268127441406 + ], + "page": 134, + "span": [ + 0, + 125 + ] + } + ], + "text": "Beguiling: Casts Charm Person in a radius of 20 feet from the wielder (uses one charge). The duration of the charm is 1 hour.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 112.7541732788086, + 63.288673400878906, + 371.38848876953125, + 86.38267517089844 + ], + "page": 134, + "span": [ + 0, + 90 + ] + } + ], + "text": "Command: A charge can be used to control humans (as per Charm Person), plants, or animals.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 317.5099182128906, + 16.887100219726562, + 376.0927734375, + 28.63210105895996 + ], + "page": 134, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 133", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.396480560302734, + 573.4175415039062, + 238.046142578125, + 586.1165161132812 + ], + "page": 135, + "span": [ + 0, + 53 + ] + } + ], + "text": "Healing: Cures 1d6+1 hit points of damage per charge.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.420368194580078, + 536.9225463867188, + 371.7720031738281, + 570.8165283203125 + ], + "page": 135, + "span": [ + 0, + 209 + ] + } + ], + "text": "Power: Casts Light (no charge used), casts Fireball (4d6 damage), cold as a Wand of Cold, Lightning Bolt (4d6 damage), acts as a ring of Telekinesis (costs one charge) and hits for 2d6 damage (no charge used).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.364723205566406, + 510.82257080078125, + 371.5533142089844, + 533.9165649414062 + ], + "page": 135, + "span": [ + 0, + 94 + ] + } + ], + "text": "Lordly Might: These staves only carry 10 charges, but a charge may be used to cast Raise Dead.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.4127197265625, + 463.12261962890625, + 371.11639404296875, + 507.81658935546875 + ], + "page": 135, + "span": [ + 0, + 365 + ] + } + ], + "text": "Snake, the: +1 \"to-hit\" and +1 damage. When commanded (by using a charge) the staff coils around the target with a successful hit and pinions the victim for 1d4 x 10 minutes. The victim must be about the size of a human or smaller to use this power. The staff will slither back to its owner afterwards at a speed of 24. Only Clerics can employ a Staff of the Snake.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.27457046508789, + 447.4176330566406, + 335.61895751953125, + 460.11663818359375 + ], + "page": 135, + "span": [ + 0, + 85 + ] + } + ], + "text": "Striking: Inflicts 2d6 points of damage with a successful hit (does not use charges).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.390581130981445, + 432.1176452636719, + 272.66119384765625, + 444.816650390625 + ], + "page": 135, + "span": [ + 0, + 66 + ] + } + ], + "text": "Withering: Adds ten years of physical aging with a successful hit.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.304216384887695, + 395.6226806640625, + 371.78729248046875, + 429.51666259765625 + ], + "page": 135, + "span": [ + 0, + 245 + ] + } + ], + "text": "Wizardry: The most powerful of staves. It is a staff of power with additional abilities. At the cost of one charge, it allows invisibility, summoning elementals (calling 1d4 at a time), Hold Person, a Wall of Fire, Passwall, a Web spell, or Fly.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.374446868896484, + 361.3503112792969, + 210.20156860351562, + 378.1451110839844 + ], + "page": 135, + "span": [ + 0, + 25 + ] + } + ], + "text": "MISCELLANEOUS MAGIC ITEMS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.29969024658203, + 346.7174072265625, + 209.36077880859375, + 359.4164123535156 + ], + "page": 135, + "span": [ + 0, + 40 + ] + } + ], + "text": "Miscellaneous Magic Items Table (Lesser)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/130" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/131" + }, + { + "prov": [ + { + "bbox": [ + 20.170242309570312, + 16.887100219726562, + 189.6387939453125, + 28.63210105895996 + ], + "page": 135, + "span": [ + 0, + 39 + ] + } + ], + "text": "134 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.235074996948242, + 572.982421875, + 217.2932891845703, + 585.681396484375 + ], + "page": 136, + "span": [ + 0, + 40 + ] + } + ], + "text": "Miscellaneous Magic Items Table (Medium)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/132" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/133" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/59" + }, + { + "prov": [ + { + "bbox": [ + 26.13967514038086, + 246.98654174804688, + 214.62765502929688, + 259.685546875 + ], + "page": 136, + "span": [ + 0, + 41 + ] + } + ], + "text": "Miscellaneous Magic Items Table (Greater)", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/134" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/135" + }, + { + "prov": [ + { + "bbox": [ + 317.44464111328125, + 16.887100219726562, + 375.9999694824219, + 28.63210105895996 + ], + "page": 136, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 135", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.616683959960938, + 572.0689697265625, + 210.98521423339844, + 587.3369750976562 + ], + "page": 137, + "span": [ + 0, + 37 + ] + } + ], + "text": "miScellaneouS magic item DeScriptionS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.377044677734375, + 546.8441162109375, + 371.34552001953125, + 569.9381103515625 + ], + "page": 137, + "span": [ + 0, + 149 + ] + } + ], + "text": "Amulet against Scrying: Protects the wearer from all scrying, such as Detect Thoughts or being viewed through a crystal ball. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.402359008789062, + 509.94415283203125, + 372.0419616699219, + 543.838134765625 + ], + "page": 137, + "span": [ + 0, + 256 + ] + } + ], + "text": "Amulet of Demon Control: Functions as a Protection from Chaos spell, and allows the wearer to attempt to cast Charm Monster upon a demon. Success means that the demon is enslaved for 1d6 weeks, whereupon it becomes free. Usable by: Magic-users and Clerics.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.437267303466797, + 483.84417724609375, + 371.471435546875, + 506.93817138671875 + ], + "page": 137, + "span": [ + 0, + 147 + ] + } + ], + "text": "Arrow of Direction: Points the direction of whatever the owner requests. Cannot be used more than 7 times in a single week. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.39264678955078, + 436.14422607421875, + 371.92327880859375, + 480.83819580078125 + ], + "page": 137, + "span": [ + 0, + 294 + ] + } + ], + "text": "Bag of Holding: The inside of this bag is larger than the outside. The inside dimensions are roughly 10 x 5 x 3 feet, but the bag cannot carry more than 1,000 pounds of weight. If it is not empty, the bag weighs 50 pounds, no matter how much weight it actually contains. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.487672805786133, + 399.2442626953125, + 372.1240234375, + 433.13824462890625 + ], + "page": 137, + "span": [ + 0, + 214 + ] + } + ], + "text": "Beaker of Potions: This small jug fills itself with the requested potion, out of the 1d4+1 potions it is able to produce. The jug can be used as many times per week as it can create potions. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.441009521484375, + 383.5392761230469, + 351.8073425292969, + 396.23828125 + ], + "page": 137, + "span": [ + 0, + 83 + ] + } + ], + "text": "Boots of Elvenkind: The wearer moves with complete silence. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.458900451660156, + 357.84429931640625, + 373.09869384765625, + 380.93829345703125 + ], + "page": 137, + "span": [ + 0, + 129 + ] + } + ], + "text": "Boots of Levitation: These boots allow the wearer to Levitate (as per the spell) with unlimited duration. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.453779220581055, + 299.3443603515625, + 373.3336181640625, + 354.83831787109375 + ], + "page": 137, + "span": [ + 0, + 432 + ] + } + ], + "text": "Boots of Speed or Boots of Leaping (50%): Boots of Speed double the wearer's movement rate, but require complete rest for a period of time equivalent to the amount of time they were used. Boots of Leaping allow the wearer to make prodigious leaps 10 feet high and up to 30 feet horizontally. These boots also double movement rates, but outdoors only. They do not require the wearer to rest a fter using them. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.403976440429688, + 251.6444091796875, + 371.3636779785156, + 296.33837890625 + ], + "page": 137, + "span": [ + 0, + 366 + ] + } + ], + "text": "Bracers of Defense, AC 4 [15] or AC 2 [17] (50% chance): These bracers improve the wearer's armor class (whatever part of it is due to actual armor) to the stated level-there is no effect if the wearer is already armored to the same or higher degree. The AC granted by the bracers can be increased by magical rings or other protective magics. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.47247314453125, + 203.94439697265625, + 371.79010009765625, + 248.63839721679688 + ], + "page": 137, + "span": [ + 0, + 340 + ] + } + ], + "text": "Bracers of Defense, AC 6 [13]: These bracers improve the wearer's armor class (whatever part of it is due to actual armor) to the stated level-there is no effect if the wearer is already armored to the same or higher degree. The AC granted by the bracers can be increased by magical rings or other protective magics. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.73133087158203, + 167.0443878173828, + 371.2239990234375, + 200.93838500976562 + ], + "page": 137, + "span": [ + 0, + 208 + ] + } + ], + "text": "Carpet of Flying: The carpet can carry as many as three people, and travels at a speed of 18 when it has more than one passenger. With only one rider, the carpet moves at a rate of 30. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.52166175842285, + 108.54435729980469, + 372.9681701660156, + 164.0383758544922 + ], + "page": 137, + "span": [ + 0, + 370 + ] + } + ], + "text": "Censer, Bowl, Brazier, or Stone of Controlling Elementals: Censers control air elementals, bowls (when filled) control water elementals, braziers control fire elementals, and Stones control earth elementals. These items can be used to summon a 12 HD elemental of the appropriate type. Generally, it takes 10 minutes to prepare the object for use. Usable by: Magic-users.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.409109115600586, + 82.4443588256836, + 371.4219665527344, + 105.53836059570312 + ], + "page": 137, + "span": [ + 0, + 128 + ] + } + ], + "text": "Chime of Opening: Sounding this small chime opens any door, even if the door is barred or Wizard Locked. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.18196678161621, + 16.887100219726562, + 189.67332458496094, + 28.63210105895996 + ], + "page": 137, + "span": [ + 0, + 39 + ] + } + ], + "text": "136 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.49490737915039, + 552.2225341796875, + 372.03033447265625, + 586.1165161132812 + ], + "page": 138, + "span": [ + 0, + 221 + ] + } + ], + "text": "Cloak of Displacement: The wearer appears to be in a slightly different location than they really are. Armor class improves by 2, and the wearer gains a +2 saving throw against any targeted attack. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.63039207458496, + 536.517578125, + 368.0091857910156, + 549.216552734375 + ], + "page": 138, + "span": [ + 0, + 91 + ] + } + ], + "text": "Cloak of Elvenkind: The wearer is almost, but not quite, invisible. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.797290802001953, + 510.82257080078125, + 371.23114013671875, + 533.9165649414062 + ], + "page": 138, + "span": [ + 0, + 138 + ] + } + ], + "text": "Cloak of Protection, +1: This cloak improves the wearer's AC by 1, and grants a bonus of +1 on saving throws. Usable by: All but Fighters.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.564361572265625, + 484.72259521484375, + 371.51739501953125, + 507.81658935546875 + ], + "page": 138, + "span": [ + 0, + 174 + ] + } + ], + "text": "Cloak of Protection, +2 or +3 (50%): This cloak improves the wearer's armor class by 2 (or 3), and grants a bonus of +2 (or +3) on saving throws. Usable by: All but Fighters.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.333070755004883, + 426.22265625, + 372.4893798828125, + 481.71661376953125 + ], + "page": 138, + "span": [ + 0, + 411 + ] + } + ], + "text": "Crystal Ball: Allows the user to see what the user desires to see, over a considerable distance. A crystal ball may not be used more than thrice per day, or the user will be driven mad. Certain spells and other precautions may be used to prevent being seen through a crystal ball. Some crystal balls communicate sound or even thoughts from the area being scryed, although these are rare. Usable by: Magic-users.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.617380142211914, + 410.5176696777344, + 194.8911895751953, + 423.2166748046875 + ], + "page": 138, + "span": [ + 0, + 41 + ] + } + ], + "text": "Cursed Item: (See Cursed Items, Page 104)", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.439781188964844, + 384.82269287109375, + 372.28411865234375, + 407.91668701171875 + ], + "page": 138, + "span": [ + 0, + 118 + ] + } + ], + "text": "Decanter of Endless Water: This jug pours out one gallon of water per minute when unstoppered. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.483211517333984, + 326.32275390625, + 372.15814208984375, + 381.81671142578125 + ], + "page": 138, + "span": [ + 0, + 442 + ] + } + ], + "text": "Deck of Many Things: An ordinary-seeming deck of hand-painted cards, this item bears tremendous and varied enchantments, one per card in the deck. The deck contains all the aces and face cards, plus one Joker (the Fool). A character may draw as many cards as they like (with the deck re-shuffled each time), but once the character stops drawing cards, the deck disappears in a sound of faintly malevolent laughter. The results are as follows:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.39453887939453, + 310.11376953125, + 99.78253936767578, + 324.12677001953125 + ], + "page": 138, + "span": [ + 0, + 16 + ] + } + ], + "text": "The Hearts ( ♥ )", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.3984260559082, + 295.7227783203125, + 112.58231353759766, + 307.7107849121094 + ], + "page": 138, + "span": [ + 0, + 20 + ] + } + ], + "text": "Ace: Gain 50,000 xp.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.66990661621094, + 280.42279052734375, + 287.2336120605469, + 292.4107971191406 + ], + "page": 138, + "span": [ + 0, + 67 + ] + } + ], + "text": "King: Gain a magic item from the Misc. Magic Items (Greater) table.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.64263916015625, + 265.122802734375, + 122.06993103027344, + 277.1108093261719 + ], + "page": 138, + "span": [ + 0, + 22 + ] + } + ], + "text": "Queen: Gain 1d3 wishes", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.006568908691406, + 239.02281188964844, + 371.6980285644531, + 261.8108215332031 + ], + "page": 138, + "span": [ + 0, + 103 + ] + } + ], + "text": "Jack: Gain the ability to summon an 8 HD warrior with +3 sword, shield, to serve for a total of 1 hour.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.50435256958008, + 222.8137969970703, + 95.14176940917969, + 236.82679748535156 + ], + "page": 138, + "span": [ + 0, + 15 + ] + } + ], + "text": "The Clubs ( ♣ )", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.48805236816406, + 197.622802734375, + 371.49322509765625, + 220.41079711914062 + ], + "page": 138, + "span": [ + 0, + 136 + ] + } + ], + "text": "Ace: The character's alignment is changed. If the game does not use alignment, the character receives a dangerous Quest (per the spell).", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.507328033447266, + 182.3227996826172, + 357.1302490234375, + 194.310791015625 + ], + "page": 138, + "span": [ + 0, + 87 + ] + } + ], + "text": "K ing: The character's most powerful magic item is sucked into the void and disappears.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.36143493652344, + 167.02279663085938, + 354.1009216308594, + 179.0107879638672 + ], + "page": 138, + "span": [ + 0, + 90 + ] + } + ], + "text": "Queen: The character is instantly turned to stone, a look of great surprise on their face.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 34.76049041748047, + 151.72279357910156, + 266.5886535644531, + 163.71078491210938 + ], + "page": 138, + "span": [ + 0, + 64 + ] + } + ], + "text": "Jack : The character loses one point from their Prime Attribute.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.27756118774414, + 135.51377868652344, + 99.82400512695312, + 149.5267791748047 + ], + "page": 138, + "span": [ + 0, + 16 + ] + } + ], + "text": "The Spades ( ♠ )", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.184654235839844, + 121.1227798461914, + 147.86053466796875, + 133.11077880859375 + ], + "page": 138, + "span": [ + 0, + 31 + ] + } + ], + "text": "Ace: Lose a level of experience", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.297454833984375, + 95.02277374267578, + 371.9205322265625, + 117.81078338623047 + ], + "page": 138, + "span": [ + 0, + 153 + ] + } + ], + "text": "King: A warrior with 9 HD, a +4 weapon, +4 shield, and +4 armor appears and attacks. When he is killed, his body and all his possessions disappear again.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.55164337158203, + 79.72277069091797, + 164.148681640625, + 91.71076965332031 + ], + "page": 138, + "span": [ + 0, + 36 + ] + } + ], + "text": "Queen: The character dies instantly.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 34.54789352416992, + 53.62276840209961, + 371.4651794433594, + 76.4107666015625 + ], + "page": 138, + "span": [ + 0, + 134 + ] + } + ], + "text": "Jack: A random monster, with 1d4+6 HD, attacks the adventurers. The monster gains one round of surprise, for it appears from thin air.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 317.475830078125, + 16.887100219726562, + 376.3714294433594, + 28.63210105895996 + ], + "page": 138, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 137", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 35.58634948730469, + 572.9135131835938, + 111.71700286865234, + 586.926513671875 + ], + "page": 139, + "span": [ + 0, + 18 + ] + } + ], + "text": "The Diamonds ( ♦ )", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 35.99999237060547, + 512.62255859375, + 57.725990295410156, + 570.5105590820312 + ], + "page": 139, + "span": [ + 0, + 23 + ] + } + ], + "text": "Ace: King: Queen: Jack:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.326663970947266, + 512.62255859375, + 262.46368408203125, + 570.2675170898438 + ], + "page": 139, + "span": [ + 0, + 181 + ] + } + ], + "text": "Gain a map to a very significant treasure Gain 5d6 items of jewelry Gain a scroll of seven spells, all 2nd level or higher Add one point to a single attribute of the player's choice", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 35.99999237060547, + 492.82257080078125, + 262.2375183105469, + 504.8105773925781 + ], + "page": 139, + "span": [ + 0, + 59 + ] + } + ], + "text": "The Joker: Gain 25,000 XP or choose to draw two more cards.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.48714256286621, + 412.72265625, + 372.88800048828125, + 489.81658935546875 + ], + "page": 139, + "span": [ + 0, + 590 + ] + } + ], + "text": "Dust of Appearance or Disappearance (50%): Dust of Appearance is tossed in a radius of 10 feet around the user, and makes any invisible, astral, displaced, out-of-phase, or dimensional thing completely visible. The dust generally comes in a pouch, with enough for 20-30 uses. Dust of Disappearance works in the opposite way: when it is sprinkled in a 10 foot radius, everything therein becomes invisible for 5d6 turns. Normal means of detecting invisibility (such as a Detect Invisibility spell) are not strong enough to work against the dust's powerful enchantment. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.476850509643555, + 365.022705078125, + 372.6125793457031, + 409.7166748046875 + ], + "page": 139, + "span": [ + 0, + 350 + ] + } + ], + "text": "Dust of Sneezing and Choking: Pouches containing this dust ordinarily contain only enough for one \"dose.\" When scattered in a radius of 10 feet, the dust causes all in the area to make a saving throw or die. If the nature of the dust is identified before it is experimented with, it can be used as a devastating thrown weapon. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.436796188354492, + 338.9227294921875, + 371.89532470703125, + 362.0167236328125 + ], + "page": 139, + "span": [ + 0, + 167 + ] + } + ], + "text": "Efreeti Bottle: The efreeti of the bottle will serve the bottle's owner for a year and a day unless it is accidentally released from servitude. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.511123657226562, + 291.2227783203125, + 370.3049621582031, + 335.916748046875 + ], + "page": 139, + "span": [ + 0, + 296 + ] + } + ], + "text": "Figurine of the Golden Lions : A small stone figurine that transforms into a lion when the command word is spoken, fighting at the owner's orders. If they are slain, they turn back into figurines, but may be used again. The figurine may be used once per week, and no more. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 191.99700927734375, + 98.6227798461914, + 374.5440979003906, + 218.91680908203125 + ], + "page": 139, + "span": [ + 0, + 428 + ] + } + ], + "text": "Gauntlets of Dexterity: When worn, these gloves grant a bonus of +2 to the wearer's dexterity (to a maximum of 18). Usable by: All Classes. Gauntlets of Ogre Power: These gauntlets raise the wearer's strength to that of an ogre. Hit probability is not increased above normal, but damage bonuses from strength are increased to +4 (not cumulative with the wearer's existing strength bonus, if any). Usable by: all but Magic-users.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.48628044128418, + 221.92282104492188, + 372.169921875, + 288.216796875 + ], + "page": 139, + "span": [ + 0, + 551 + ] + } + ], + "text": "Figurine of the Onyx Dog: This stone figure transforms into a living hound of stone when its command word is spoken. It will seek whatever the owner tells it to find, without stopping until it succeeds or is killed. It has a 75% chance to detect objects that are invisible or hidden (and of course its sense of smell detects invisible and hidden creatures with almost perfect success). For purposes of defense and attack, the stone dog is treated as a wolf. It may be used twelve times before the statuette becomes non-magical. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/60" + }, + { + "prov": [ + { + "bbox": [ + 20.297813415527344, + 16.887100219726562, + 189.6050262451172, + 28.63210105895996 + ], + "page": 139, + "span": [ + 0, + 39 + ] + } + ], + "text": "138 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.377267837524414, + 552.2225341796875, + 372.6153564453125, + 586.1165161132812 + ], + "page": 140, + "span": [ + 0, + 200 + ] + } + ], + "text": "Gauntlets of Swimming and Climbing: These gloves permit the wearer to swim at a rate of 18, and climb sheer walls with a 95% chance of success per ten feet of climbing. Usable by: all but Magic-users.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.52113151550293, + 526.12255859375, + 371.9030456542969, + 549.216552734375 + ], + "page": 140, + "span": [ + 0, + 175 + ] + } + ], + "text": "Gem of Seeing: A gem of seeing is used as a lens, and shows the truth of what it sees, cutting through illusions of all kinds, even very powerful ones. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.45756721496582, + 489.22259521484375, + 371.9525451660156, + 523.1165771484375 + ], + "page": 140, + "span": [ + 0, + 226 + ] + } + ], + "text": "Girdle of Giant Strength: This wide belt grants the wearer the strength of a hill giant (+8 strength damage, not cumulative with any existing strength bonuses). It does not increase \"tohit\" probability. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.347869873046875, + 398.32269287109375, + 372.4125671386719, + 486.21661376953125 + ], + "page": 140, + "span": [ + 0, + 706 + ] + } + ], + "text": "Helm of Fiery Brilliance: This prodigiously powerful helm grants many benefits to the wearer. They gain a +10 on saving throws against fire damage, and can create a Wall of Fire. Fighters wearing the helm may command a weapon in hand to flame (+1d6 damage). Magicusers wearing the helm can add +1 to each die of damage inflicted by a Fireball spell. Clerics wearing the helm can ignite objects within 30 feet at will, and may cast two Light or Continual Light spells for each one actually prepared. The wearer of this helm is likely to be attacked by any air elemental creatures, but fire elemental types (such as efreet or salamanders) will be favorably disposed toward the wearer. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.46183967590332, + 372.22271728515625, + 372.0486145019531, + 395.31671142578125 + ], + "page": 140, + "span": [ + 0, + 119 + ] + } + ], + "text": "Helm of Reading Magic and Languages: The wearer can read all languages, including magic script. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.435815811157227, + 335.32275390625, + 372.1385192871094, + 369.21673583984375 + ], + "page": 140, + "span": [ + 0, + 268 + ] + } + ], + "text": "Helm of Teleportation: When one casts a Teleportation spell on oneself while wearing the helm, they may teleport without error, anywhere they desire. The helm does not permit the casting of a Teleportation spell on anyone other than the wearer. Usable by: Magic-users.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.44294548034668, + 266.0228271484375, + 372.0582275390625, + 332.3167724609375 + ], + "page": 140, + "span": [ + 0, + 554 + ] + } + ], + "text": "Hole, Portable: A piece of dark cloth about five feet in diameter. It is actually the mouth of an inter-dimensional hole 10 feet deep-items and people can fall through it or climb down into it once it is placed on the ground. The piece of cloth can actually be pulled in from the inside to close the hole off entirely, although there is no source of fresh air within, and staying inside will asphyxiate the inhabitant in a short time. The piece of cloth can be picked up and carried off whenever desired-hence the name \"portable.\" Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.419719696044922, + 218.3228302001953, + 372.0202331542969, + 263.016845703125 + ], + "page": 140, + "span": [ + 0, + 331 + ] + } + ], + "text": "Horn of Blasting: This horn, when blown, has the same effect on structures as a catapult, and causes 2d6 points of damage to creatures, deafening them for 10 minutes as well. The cone of sound is 100 feet long, and widens to a base of 20 feet (the \"point\" of the cone, at the horn's mouth, is 10 feet wide). Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.441316604614258, + 192.2228240966797, + 371.7324523925781, + 215.3168182373047 + ], + "page": 140, + "span": [ + 0, + 138 + ] + } + ], + "text": "Horn of Valhalla, Bronze: Summons 2d4 berserk warriors (3 HD) to assist the one who winded the horn. Usable by: Fighters and Clerics only.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.391006469726562, + 166.12281799316406, + 372.6396179199219, + 189.21681213378906 + ], + "page": 140, + "span": [ + 0, + 119 + ] + } + ], + "text": "Horn of Valhalla, Iron: Summons 2d4 berserk warriors (4 HD) to assist the one who winded the horn. Usable by: Fighters.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.358055114746094, + 140.02281188964844, + 372.2121887207031, + 163.11680603027344 + ], + "page": 140, + "span": [ + 0, + 124 + ] + } + ], + "text": "Horn of Valhalla, Silver: Summons 2d4 berserk warriors (2 HD) to assist the one who winded the horn. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.2933349609375, + 124.31780242919922, + 316.823974609375, + 137.0167999267578 + ], + "page": 140, + "span": [ + 0, + 71 + ] + } + ], + "text": "Horseshoes of Speed: Double a horse's movement rate. Usable by: Horses.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 25.792316436767578, + 77.02278900146484, + 372.0141296386719, + 121.716796875 + ], + "page": 140, + "span": [ + 0, + 323 + ] + } + ], + "text": "Jug of Alchemy: This jug produces whatever liquid is desired, in a commonly used large quantity (e.g., 10 gallons of water, but only five gallons of wine). It may be used no more than 7 times per day, and will only produce the liquid first requested in that day. It does not produce magical liquids. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 317.4808349609375, + 16.887100219726562, + 376.392333984375, + 28.63210105895996 + ], + "page": 140, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 139", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.33322525024414, + 552.2225341796875, + 371.77337646484375, + 586.1165161132812 + ], + "page": 141, + "span": [ + 0, + 257 + ] + } + ], + "text": "Lenses of Charming: These lenses, when placed over the eyes, give the wearer the ability to charm anyone who looks into the wearer's eyes (as per a Charm Person spell). The saving throw against the power of the lenses is made at - 2. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.343303680419922, + 526.12255859375, + 370.9276428222656, + 549.216552734375 + ], + "page": 141, + "span": [ + 0, + 187 + ] + } + ], + "text": "Libram, magical (level gain): Magical librams grant a level of experience to the reader, if the reader is of the right class. Randomly determine the class for which the libram is written.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.345888137817383, + 510.4175720214844, + 369.124755859375, + 523.1165771484375 + ], + "page": 141, + "span": [ + 0, + 92 + ] + } + ], + "text": "Luckstone: This stone grants +1 to saving throws and \"to-hit\" rolls. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.393661499023438, + 484.72259521484375, + 371.765869140625, + 507.81658935546875 + ], + "page": 141, + "span": [ + 0, + 137 + ] + } + ], + "text": "Manual of Beneficial Exercise: Reading this tome increases the reader's strength by 1 point (to a maximum of 18). Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.436111450195312, + 415.42266845703125, + 371.7796936035156, + 481.71661376953125 + ], + "page": 141, + "span": [ + 0, + 481 + ] + } + ], + "text": "Manual of Golems: This book contains the basic instructions and formulae for creating a single type of golem. The process is expensive, and the creator must have achieved a certain level of magical expertise in order to use the book, but these are priceless repositories of forgotten lore. Such books are often warded, by the original owner, from the touch of anyone not of the Magic-user class, enchanted to inflict damage or even the loss of a level. Usable by: Magic-users only.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.414030075073242, + 389.32269287109375, + 371.8236083984375, + 412.41668701171875 + ], + "page": 141, + "span": [ + 0, + 134 + ] + } + ], + "text": "Manual of Intelligence: Reading this tome increases the reader's intelligence by 1 point (to a maximum of 18). Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.508846282958984, + 363.22271728515625, + 371.9658508300781, + 386.31671142578125 + ], + "page": 141, + "span": [ + 0, + 128 + ] + } + ], + "text": "Manual of Quickness: Reading this tome increases the reader's dexterity by 1 point (to a maximum of 18). Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.523527145385742, + 337.12274169921875, + 372.5262145996094, + 360.21673583984375 + ], + "page": 141, + "span": [ + 0, + 122 + ] + } + ], + "text": "Manual of Wisdom: Reading this tome increases the reader's wisdom by 1 point (to a maximum of 18). Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.623205184936523, + 311.02276611328125, + 371.4313659667969, + 334.11676025390625 + ], + "page": 141, + "span": [ + 0, + 141 + ] + } + ], + "text": "Medallion of Detect Thoughts (ESP): Functions as a Detect Thoughts (ESP) spell within 30 feet (75%) or 90 feet (25%). Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.326473236083984, + 252.5228271484375, + 372.3426208496094, + 308.01678466796875 + ], + "page": 141, + "span": [ + 0, + 405 + ] + } + ], + "text": "Mirror of Mental Scrying: This hand-mirror (it might also be found as a smaller mirror on a necklace) allows the user to cast Clairaudience, Clairvoyance, and Detect Thoughts (ESP), with the normal range, but for an unlimited time. The mirror will also answer a question about what it portrays (the answer is likely to be quite cryptic), but only one question per week is possible. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.3834171295166, + 226.42282104492188, + 372.0915832519531, + 249.51681518554688 + ], + "page": 141, + "span": [ + 0, + 162 + ] + } + ], + "text": "Necklace of Fireballs: This necklace is hung with 3d4 little baubles. When thrown, the baubles explode into 6d6 fireballs (per the spell). Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.38437271118164, + 146.3227996826172, + 372.1698913574219, + 223.41680908203125 + ], + "page": 141, + "span": [ + 0, + 591 + ] + } + ], + "text": "Pipes of the Sewers: These pipes summon 10d6 giant rats. The piper does not need to concentrate once the rats arrive (which takes 1d4 x 10 minutes), but it is wise to do so. When the rats arrive, there is a 5% chance that they will not obey the piper, and if the piper ceases to concentrate on the tune there is a 10% chance that the piper will lose control of them. Every subsequent round in which the piper fails to concentrate there is another chance to lose control, and the chance increases by 10% each time it is made (first round, 10%, second round 20%, etc.). Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.370494842529297, + 77.02277374267578, + 372.12774658203125, + 143.31678771972656 + ], + "page": 141, + "span": [ + 0, + 478 + ] + } + ], + "text": "Robe of Blending: These robes make the wearer appear to be a part of the surroundings, including the ability to appear as another one of a group of nearby creatures. The wearer will appear to be a small tree when in forest surroundings, a sand formation in the desert, etc. Creatures with 10+ hit dice (or levels of experience) have a 10% chance per level (or HD) above 9th to perceive the wearer as a robed figure rather than a part of the surroundings. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.92937469482422, + 16.887100219726562, + 189.86402893066406, + 28.63210105895996 + ], + "page": 141, + "span": [ + 0, + 39 + ] + } + ], + "text": "140 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/61" + }, + { + "name": "Picture", + "type": "figure", + "$ref": "#/figures/62" + }, + { + "prov": [ + { + "bbox": [ + 26.51738929748535, + 318.2359313964844, + 371.6147766113281, + 341.3299255371094 + ], + "page": 142, + "span": [ + 0, + 137 + ] + } + ], + "text": "Rope of Climbing: A 50 foot length of rope that leaps magically upward and can tie and untie itself upon command. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.47089195251465, + 270.5359802246094, + 372.5516662597656, + 315.2299499511719 + ], + "page": 142, + "span": [ + 0, + 274 + ] + } + ], + "text": "Rope of Entanglement: This rope, on command, twines itself around as many as 2d4+1 human-sized foes. The rope cannot be hit except with a natural roll of 20 (it is magical), and can sustain 20 hit points of damage before fraying and becoming useless. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.4781494140625, + 244.43600463867188, + 373.63616943359375, + 267.5299987792969 + ], + "page": 142, + "span": [ + 0, + 160 + ] + } + ], + "text": "Spade of Excavation: This ordinary-looking spade digs by itself when commanded, shoveling out 1 cubic yard (27 cubic feet) per ten minutes. Usable by: Fighters.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.458663940429688, + 164.3359832763672, + 372.1341857910156, + 241.42999267578125 + ], + "page": 142, + "span": [ + 0, + 603 + ] + } + ], + "text": "Symbol-Scarab of Insanity: This is a carving of a scarab-beetle, or perhaps the petrified remains of a real one. When the scarab is displayed, all creatures with 9 or fewer hit dice, within a radius of 30 feet, fall into temporary insanity lasting for 2 hours. Creatures with 10+ hit dice still do not receive a saving throw, but have a 1 in 4 chance to overcome the scarab's insidious influence. The scarab may be used 12 times, after which it crumbles to dust. At the option of the Referee, it might be recharged but with a 5% chance per charge that the item will be destroyed. Usable by: All Classes.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 317.4513244628906, + 16.887100219726562, + 376.0133361816406, + 28.63210105895996 + ], + "page": 142, + "span": [ + 0, + 14 + ] + } + ], + "text": "treaSure - 141", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.51022720336914, + 570.77587890625, + 115.32402038574219, + 587.5706787109375 + ], + "page": 143, + "span": [ + 0, + 12 + ] + } + ], + "text": "CURSED ITEMS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.42107582092285, + 502.7481689453125, + 372.7881774902344, + 568.4931030273438 + ], + "page": 143, + "span": [ + 0, + 479 + ] + } + ], + "text": "Cursed items come in many shapes and forms-most likely they are ancient magical items whose magic has deteriorated or changed with age, although some of them were clearly fashioned to serve as traps for the unwary (or for the maker's enemies, perhaps). Note that cursed items cannot usually be dropped or removed without the assistance of a Remove Curse spell. Although the Referee is encouraged to create their own cursed items, the following table should prove useful guidance:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.283666610717773, + 480.545166015625, + 112.31938171386719, + 493.2441711425781 + ], + "page": 143, + "span": [ + 0, + 18 + ] + } + ], + "text": "Cursed Items Table", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/136" + }, + { + "name": "Table", + "type": "table", + "$ref": "#/tables/137" + }, + { + "prov": [ + { + "bbox": [ + 26.631389617919922, + 336.7091064453125, + 145.44725036621094, + 351.97711181640625 + ], + "page": 143, + "span": [ + 0, + 24 + ] + } + ], + "text": "curSeD item DeScriptionS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.690391540527344, + 311.4841003417969, + 370.8874816894531, + 334.5780944824219 + ], + "page": 143, + "span": [ + 0, + 104 + ] + } + ], + "text": "Bag of Devouring: Functions as a bag of holding, but devours any item placed into it within 1d4+1 hours.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.63266944885254, + 285.3841247558594, + 373.3551025390625, + 308.4781188964844 + ], + "page": 143, + "span": [ + 0, + 163 + ] + } + ], + "text": "Censer of Hostile Elementals: A censer (or brazier, bowl, or stone) that summons elementals-but the elementals are hostile instead of under the summoner's control.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.513885498046875, + 259.2841491699219, + 370.98541259765625, + 282.3781433105469 + ], + "page": 143, + "span": [ + 0, + 165 + ] + } + ], + "text": "Cloak of Poison: Upon donning this cloak, the wearer's body is suffused with magical poisons of many kinds, and dies instantly, without the chance of a saving throw.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.38606071472168, + 233.1841583251953, + 371.4003601074219, + 256.2781677246094 + ], + "page": 143, + "span": [ + 0, + 171 + ] + } + ], + "text": "Crystal Ball of Suggestion: Does not function as a crystal ball, but implants a suggestion in the viewer's mind. Powerful versions of this item might even implant a Quest.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.447086334228516, + 196.28414916992188, + 371.6374206542969, + 230.1781463623047 + ], + "page": 143, + "span": [ + 0, + 198 + ] + } + ], + "text": "Dancing Boots: These boots function as boots of Elvenkind or speed, until the wearer is in combat or fleeing. Suddenly at that point the wearer will begin to dance a jig, or perhaps a stately waltz.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.35748863220215, + 170.18414306640625, + 371.5085144042969, + 193.27813720703125 + ], + "page": 143, + "span": [ + 0, + 92 + ] + } + ], + "text": "Flask of Stoppered Curses: This flask releases a curse of some kind when its seal is broken.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.390003204345703, + 144.08413696289062, + 371.12579345703125, + 167.17813110351562 + ], + "page": 143, + "span": [ + 0, + 149 + ] + } + ], + "text": "Horn of Collapse: When sounded, this horn causes a blast of destruction straight upwards, destroying any ceiling overhead and causing it to collapse.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.454875946044922, + 128.37911987304688, + 370.13189697265625, + 141.078125 + ], + "page": 143, + "span": [ + 0, + 85 + ] + } + ], + "text": "Medallion of Projecting Thoughts: The wearer's thoughts can be \"heard\" by all nearby.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.55583953857422, + 91.88411712646484, + 371.3149108886719, + 125.77812194824219 + ], + "page": 143, + "span": [ + 0, + 265 + ] + } + ], + "text": "Mirror of Opposition: All persons looking into this mirror are attacked by evil versions of themselves, exact duplicates including spells and magic items. When the mirror-opposites are slain, their bodies and equipment disappear into mist, and return to the mirror.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.36326026916504, + 65.78411102294922, + 371.53631591796875, + 88.87811279296875 + ], + "page": 143, + "span": [ + 0, + 109 + ] + } + ], + "text": "Robe of Feeblemindedness: Anyone donning this cloak has their intelligence reduced to that of a garden snail.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 19.96049690246582, + 16.887100219726562, + 189.73995971679688, + 28.63210105895996 + ], + "page": 143, + "span": [ + 0, + 39 + ] + } + ], + "text": "142 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.301891326904297, + 549.6585693359375, + 289.6022644042969, + 588.18798828125 + ], + "page": 144, + "span": [ + 0, + 41 + ] + } + ], + "text": "CHAPTER 10: PUBLISHING YOUR OWN MATERIALS", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.529651641845703, + 515.6531982421875, + 372.00152587890625, + 548.9981689453125 + ], + "page": 144, + "span": [ + 0, + 222 + ] + } + ], + "text": "Swords & Wizardry WhiteBox is all AELF Open Game Content under the terms of the AELF Open License Version 1.0a, with the exception of artwork and the trademarks \"Mythmere Games,\" \"WhiteBox,\" \"Swords & Wizardry,\" and \"S&W.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 27.0, + 482.8791809082031, + 307.0347595214844, + 498.1471862792969 + ], + "page": 144, + "span": [ + 0, + 54 + ] + } + ], + "text": "What does it mean that this game is Open Game Content?", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.403196334838867, + 436.1532287597656, + 372.4839172363281, + 480.2981872558594 + ], + "page": 144, + "span": [ + 0, + 337 + ] + } + ], + "text": "It means you can (under the rules of the AELF License) copy whatever parts of it you want, add your own content, change the content around, and publish the result. You have to comply with the terms of the AELF License, which is reproduced below. If you don't care about mentioning any of the game's trademarks, that's all you have to do.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.403362274169922, + 362.353271484375, + 371.6549987792969, + 417.2982177734375 + ], + "page": 144, + "span": [ + 0, + 398 + ] + } + ], + "text": "Also, with certain conditions, you can even mention the Swords & Wizardry trademarks (S&W, WhiteBox, and Swords & Wizardry) to indicate that your work is compatible with the game. As long as you follow the requirements below, you can state that your resource \"is compatible with the rules of Swords & Wizardry: WhiteBox\" or, \"with the Swords & Wizardry WhiteBox rules.\" Here are those requirements:", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.253278732299805, + 334.1781921386719, + 291.9593200683594, + 349.4461975097656 + ], + "page": 144, + "span": [ + 0, + 53 + ] + } + ], + "text": "the SworDS & wizarDry compatibility-Statement licenSe", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.529144287109375, + 298.1532287597656, + 371.32037353515625, + 331.4981994628906 + ], + "page": 144, + "span": [ + 0, + 228 + ] + } + ], + "text": "You must state on the first page where you mention S&W that \"Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of Matthew J. Finch,\" and that you are not affiliated with Matthew J. Finch or Mythmere Games™.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.519655227661133, + 256.75323486328125, + 371.91973876953125, + 279.2982177734375 + ], + "page": 144, + "span": [ + 0, + 175 + ] + } + ], + "text": "You must, when referring to the armor class of any creature or character, include both the descending AC and the Ascending System AC, with the Ascending System AC in brackets.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.470359802246094, + 204.55323791503906, + 371.9439697265625, + 237.8982391357422 + ], + "page": 144, + "span": [ + 0, + 283 + ] + } + ], + "text": "If you're using the license to commit legal fraud, you forfeit the right to continue using the license: specifically, if you are claiming compatibility with the rules of S&W, the claim must not constitute legal fraud, or fraud in the inducement, under the laws of the State of Texas.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.566661834716797, + 173.95323181152344, + 296.5013122558594, + 185.69822692871094 + ], + "page": 144, + "span": [ + 0, + 70 + ] + } + ], + "text": "You must comply with the terms of the AELF License if the terms apply.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.419530868530273, + 100.15321350097656, + 372.23565673828125, + 155.0982208251953 + ], + "page": 144, + "span": [ + 0, + 419 + ] + } + ], + "text": "Your cover must include the words \"House Rules\" or \"Variant Rules\" near the title if the document is a full, free-standing game that includes modifications. Feel free to contact the author if you wish to use a different form of disclaimer. Selling a full version of this game with your house rules incorporated into it is perfectly permissible, but you may not sell an effectively unchanged copy of the rules for money.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 227.28802490234375, + 16.887100219726562, + 376.1756286621094, + 28.63210105895996 + ], + "page": 144, + "span": [ + 0, + 35 + ] + } + ], + "text": "puBliShinG your own materialS - 143", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.35602569580078, + 541.4225463867188, + 371.5777282714844, + 585.5675048828125 + ], + "page": 145, + "span": [ + 0, + 293 + ] + } + ], + "text": "If your document is a private house rules document, not being sold for profit or general use, you may scan and use artwork (including the cover) from the printed version, provided that the cover contains the words \"House Rules,\" near the title, and that the artists are appropriately credited.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.40028190612793, + 500.0225830078125, + 370.9620361328125, + 522.5675659179688 + ], + "page": 145, + "span": [ + 0, + 145 + ] + } + ], + "text": "Your rights under this CSL cannot be revoked, and are perpetual, unless you breach the terms of the license, in which case your rights terminate.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.345321655273438, + 447.8226013183594, + 371.89630126953125, + 481.1675720214844 + ], + "page": 145, + "span": [ + 0, + 184 + ] + } + ], + "text": "If you comply with the above, you may state that your resource is \"compatible with the rules of Swords & Wizardry: WhiteBox\" or, \"compatible with the Swords & Wizardry WhiteBox rules.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.285804748535156, + 417.22259521484375, + 284.9219970703125, + 428.96759033203125 + ], + "page": 145, + "span": [ + 0, + 73 + ] + } + ], + "text": "If you have questions about the license, feel free to contact the author.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 53.34902572631836, + 345.3108825683594, + 200.69900512695312, + 362.1056823730469 + ], + "page": 145, + "span": [ + 0, + 21 + ] + } + ], + "text": "AELF LICENSE MATERIAL", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 53.41530227661133, + 320.48309326171875, + 344.3203125, + 343.57708740234375 + ], + "page": 145, + "span": [ + 0, + 130 + ] + } + ], + "text": "Notice. This work includes AELF Open Gaming Content, which may only be used under the terms of the AELF Open License version 1.0a.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 53.34183883666992, + 257.4831237792969, + 348.2333984375, + 302.1770935058594 + ], + "page": 145, + "span": [ + 0, + 261 + ] + } + ], + "text": "Designation of AELF Open Game Content. Swords & Wizardry WhiteBox is all AELF Open Game Content under the terms of the AELF Open License Version 1.0a, with the exception of artwork and the trademarks \"Mythmere Games,\" \"WhiteBox,\" \"Swords & Wizardry,\" and \"S&W.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 53.29862976074219, + 216.0831298828125, + 345.0411682128906, + 239.1771240234375 + ], + "page": 145, + "span": [ + 0, + 136 + ] + } + ], + "text": "Product Identity. Product Identity includes all artwork and the trademarks \"Mythmere Games,\" \"WhiteBox,\" \"Swords & Wizardry,\" and \"S&W.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 53.426456451416016, + 131.4831085205078, + 348.145263671875, + 197.77711486816406 + ], + "page": 145, + "span": [ + 0, + 373 + ] + } + ], + "text": "Required Attributions. This work includes material taken from the System Reference Document 5.1 (\"SRD 5.1\") by Wizards of the Coast LLC and available at: https://dnd.wizards.com/resources/systems-referencedocument. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at: https://creativecommons.org/licenses/ by/4.0/legalcode.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 20.02569580078125, + 16.887100219726562, + 189.66175842285156, + 28.63210105895996 + ], + "page": 145, + "span": [ + 0, + 39 + ] + } + ], + "text": "144 - SwordS & wizardry white Box ruleS", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.527751922607422, + 575.6853637695312, + 284.10028076171875, + 585.472900390625 + ], + "page": 146, + "span": [ + 0, + 59 + ] + } + ], + "text": "ALTERNATIVE TO EXISTING LICENSES FOR FANTASY (AELF) LICENSE", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.66891860961914, + 562.1853637695312, + 155.1432647705078, + 571.972900390625 + ], + "page": 146, + "span": [ + 0, + 30 + ] + } + ], + "text": "AELF OPEN LICENSE VERSION 1.0a", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.4271297454834, + 548.6853637695312, + 147.29942321777344, + 558.472900390625 + ], + "page": 146, + "span": [ + 0, + 39 + ] + } + ], + "text": "Defined Terms are listed in Section 13.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.533971786499023, + 499.1853942871094, + 372.0606994628906, + 544.972900390625 + ], + "page": 146, + "span": [ + 0, + 419 + ] + } + ], + "text": "1. CONSIDERATION AND GRANT: In consideration for Your agreement to abide by the terms of this License, Mythmere Games LLC and each other Contributor grants You an irrevocable, perpetual, worldwide, royalty-free, non-exclusive license to Use the AELF Open Gaming Content that such Contributor has contributed under this License. By Using AELF Open Gaming Content under this License, You accept the terms of this License.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.404979705810547, + 458.6853942871094, + 372.2841796875, + 495.4728698730469 + ], + "page": 146, + "span": [ + 0, + 390 + ] + } + ], + "text": "2. CONTRIBUTION OF OPEN CONTENT: AELF Open Gaming Content may be contributed by any Contributor, and if so contributed may be Used by You, under the terms of this License. In connection with the contribution, Distribution, or Use of any AELF Open Gaming Content under this License, no terms or conditions may be added to or subtracted from this License except as expressly described herein.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.432971954345703, + 400.1853942871094, + 370.9656677246094, + 454.9728698730469 + ], + "page": 146, + "span": [ + 0, + 617 + ] + } + ], + "text": "3. OTHER USAGE BY CONTRIBUTOR: Material that any Contributor contributes as AELF Open Gaming Content may also be released by that Contributor under one or more other licenses so long as it does not include AELF Open Gaming Content that was created by another Contributor without such other Contributor's separate consent. However, such other licenses must be independent of this License: they may not add or subtract terms or conditions to the use of the AELF Open Gaming Content under this License, nor may they affect the validity of the contribution or the rights of Use of such AELF Open Gaming Content hereunder.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.577106475830078, + 305.6853942871094, + 372.0426940917969, + 396.4728698730469 + ], + "page": 146, + "span": [ + 0, + 1055 + ] + } + ], + "text": "4. REQUIREMENTS FOR CONTRIBUTING AELF OPEN GAMING CONTENT: If You are contributing material as AELF Open Gaming Content, You represent that Your contributions are Your original creation and/ or You have sufficient rights to grant the rights conveyed by this License (which may include, without limitation, through a Creative Commons CC-BY or CC0 license grant or another permanent licensing arrangement that allows any use of the intellectual property without any restriction on use other than attribution). Once the material is contributed, it is subject to the grant included in Section 1 and all other terms and conditions of this License. If your material is derived from a Creative Commons CC-BY License grant, you must require the proper attribution to this upstream material by those using your material under this license. Material derived from a Creative Commons License that includes the designators SA, ND, or NC, which restrict the use of the material by downstream users, may not be contributed as AELF Open Gaming Content under this License.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.3709774017334, + 193.1853790283203, + 372.1191711425781, + 301.9728698730469 + ], + "page": 146, + "span": [ + 0, + 1226 + ] + } + ], + "text": "5. NOTICES: In order to Use any AELF Open Gaming Content under this License: (a) You must include a copy of this License in any material in which you Use such AELF Open Gaming Content; (b) in that copy of this License, You must update the COPYRIGHT NOTICE in Section 14 below to include (i) the exact text of the COPYRIGHT NOTICE from any AELF Open Gaming Content contributed by anyone else that You are Using, and (ii) the title, the copyright date, and the copyright holder's name of any AELF Open Gaming Content you are contributing, and (iii) any attributions required under a Creative Commons License or similar permitted open license for the use of any content under either clause (i) or clause (ii); and (c) You must prominently (immediately before the copy of the license required under (a) above, and also on the title page of the work, if possible) include in your work the following statement: \"This work includes AELF Open Gaming Content, which may only be used under the terms of the AELF Open License version 1.0a. This product is not endorsed or reviewed by Mythmere Games LLC or any other contributor of AELF Open Gaming Content and does not represent the views of Mythmere Games LLC or any other contributor.\"", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.47020721435547, + 125.68538665771484, + 371.7509765625, + 189.47288513183594 + ], + "page": 146, + "span": [ + 0, + 682 + ] + } + ], + "text": "6. USE OF PRODUCT IDENTITY: This license does not grant to You any rights in any Product Identity, and the owner of any Product Identity shall retain all rights, title and interest in and to that Product Identity. However, where rights of fair use or other exceptions or limitations on copyright or similar law apply to any Product Identity, such rights, exceptions, and limitations supersede a claim of Product Identity under the terms of this License, but do not exempt You from any notice requirements in Section 5. The inclusion of any Product Identity in any work that includes AELF Open Gaming Content does not constitute a challenge to the ownership of that Product Identity.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.46936798095703, + 94.18539428710938, + 371.09466552734375, + 121.97289276123047 + ], + "page": 146, + "span": [ + 0, + 234 + ] + } + ], + "text": "7. NO NEED TO CONTRIBUTE: Using AELF Open Gaming Content under this license does not require you to contribute any new AELF Open Gaming Content. If you do contribute new AELF Open Gaming Content, it must be clearly identified as such.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.407894134521484, + 53.685394287109375, + 371.8147277832031, + 90.47289276123047 + ], + "page": 146, + "span": [ + 0, + 373 + ] + } + ], + "text": "8. USE OF CONTRIBUTOR CREDITS: You may not market or advertise AELF Open Gaming Content using the name of any Contributor unless You have written permission from the Contributor to do so. You may include a statement of compatibility if the Contributor has set forth terms for statements of compatibility or if your statement complies with relevant law regarding trademarks.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 331.3377990722656, + 16.887100219726562, + 376.1475524902344, + 28.63210105895996 + ], + "page": 146, + "span": [ + 0, + 11 + ] + } + ], + "text": "leGal - 145", + "type": "page-footer", + "name": "Page-footer" + }, + { + "prov": [ + { + "bbox": [ + 26.359210968017578, + 557.6853637695312, + 371.4254150390625, + 585.472900390625 + ], + "page": 147, + "span": [ + 0, + 243 + ] + } + ], + "text": "9. PRIVITY OF CONTRACT: In any dispute hereunder, only the Contributors of content Used by You are considered to be in privity of contract with You. No other person shall be deemed a third-party beneficiary of this License with respect to You.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.598339080810547, + 526.1853637695312, + 371.78619384765625, + 553.972900390625 + ], + "page": 147, + "span": [ + 0, + 283 + ] + } + ], + "text": "10. INABILITY TO COMPLY: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the AELF Open Gaming Content due to statute, judicial order, or governmental regulation, then You may not Use any AELF Open Gaming Content so affected.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.506366729736328, + 449.6853942871094, + 372.3861999511719, + 522.472900390625 + ], + "page": 147, + "span": [ + 0, + 814 + ] + } + ], + "text": "11. TERMINATION FOR FAILURE TO COMPLY WITH LICENSE: This License (under all versions present and future) will terminate automatically, but only as to You (and to all of Your affiliates and subsidiaries), if You fail to comply with any of the terms hereof and You do not cure such failure within 30 days of becoming aware of it. If the License has so terminated with respect to You, it may only be reinstated if all Contributors of the relevant content Used by You, who were adversely affected by Your failure to comply, waive such failure in writing. However, no such termination shall affect the license of any AELF Open Gaming Content (whether contributed by the person as to which this License has terminated or by any other person) under this License to any persons as to which this License has not terminated.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.554683685302734, + 391.1853942871094, + 371.77056884765625, + 445.9728698730469 + ], + "page": 147, + "span": [ + 0, + 565 + ] + } + ], + "text": "12. OTHER PROVISIONS: (a) If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. (b) You agree that before you use this License, you will seek such advice, including legal counsel, as you deem appropriate, and will take such advice into consideration before using this License. As a result, the interpretation of this License shall not be construed against the drafter. (c) This License shall be governed by and construed in accordance with the laws of the State of Texas.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.355422973632812, + 206.6853790283203, + 372.5445251464844, + 387.4728698730469 + ], + "page": 147, + "span": [ + 0, + 2102 + ] + } + ], + "text": "13. DEFINED TERMS: This License includes certain defined terms, which may be identified by the use of a capital letter. (a) \"AELF Open Gaming Content\" means any content clearly identified as AELF Open Gaming Content by a Contributor in any work covered by this License and any material that is purely numerically or game-mechanically derived from such content; (b) \"Contributors\" means Mythmere Games LLC and each other copyright and/or trademark owner who has contributed AELF Open Gaming Content under this License; (c) \"Derivative Material\" means material based on pre-existing copyrighted material, including translations (including translations into computer languages), modifications, corrections, additions, extensions, upgrades, improvements, compilations, abridgments, or any other form in which the pre-existing work may be recast, transformed or adapted; (d) \"Distribute\" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit, or otherwise distribute; (e) \"Product Identity\" means any trademark, any tradename, or any material subject to copyright, in each case in any work covered by this License, that is not clearly identified as AELF Open Gaming Content by the Contributor that owns such intellectual property; Product Identity may include such things as product and product line names; logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, and language; artwork; symbols, designs, depictions, likenesses, formats, or poses; concepts; themes; graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses, and special abilities; places, locations, and environments; equipment; and magical or supernatural abilities or effects; (f) \"Use\", \"Used\" or \"Using\" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of AELF Open Gaming Content; and (g) \"You\" or \"Your\" means a licensee under this License.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 26.7733154296875, + 193.1853790283203, + 117.3065185546875, + 202.97288513183594 + ], + "page": 147, + "span": [ + 0, + 20 + ] + } + ], + "text": "14. COPYRIGHT NOTICE", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.60934829711914, + 179.34788513183594, + 260.6820983886719, + 189.9303741455078 + ], + "page": 147, + "span": [ + 0, + 66 + ] + } + ], + "text": "Swords & Wizardry WhiteBox , Copyright 2008-2023, Matthew J. Finch", + "type": "subtitle-level-1", + "name": "Section-header" + }, + { + "prov": [ + { + "bbox": [ + 26.44801902770996, + 139.1853790283203, + 372.0561828613281, + 175.97288513183594 + ], + "page": 147, + "span": [ + 0, + 371 + ] + } + ], + "text": "Required Attribution: This work includes material taken from the System Reference Document 5.1 (\"SRD 5.1\") by Wizards of the Coast LLC and available at: https://dnd.wizards.com/resources/systems-referencedocument. 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The rules are quick and easy to learn, compared to most modern games. Yet this game contains within itself the soul of mythic fantasy and the kindling of wonder. It's powerful precisely because it's encapsulated by such a small formula-like a genie imprisoned in the small compass of an unremarkable lamp. The WhiteBox version of Swords & Wizardry covers only the three books from the original boxed set released in 1974. If you want to play the complete version of Original D&D as it existed in 1978, you may want to try Swords & Wizardry Complete (Revised), but many players prefer this version for its simplicity and flexibility.", + "type": "paragraph", + "name": "Text" + }, + { + "prov": [ + { + "bbox": [ + 90.84537506103516, + 211.30770874023438, + 307.0608825683594, + 238.7427978515625 + ], + "page": 148, + "span": [ + 0, + 170 + ] + } + ], + "text": "*Dungeons & Dragons is a trademark of Wizards of the Coast, and is mentioned for identification purposes only. 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It will seek whatever the owner tells it to find, without stopping until it succeeds or is killed. It has a 75% chance to detect objects that are invisible or hidden (and of course its sense of smell detects invisible and hidden creatures with almost perfect success). For purposes of defense and attack, the stone dog is treated as a wolf. It may be used twelve times before the statuette becomes non-magical. 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Scores....................................................................................9", + "type": "row_header", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 4, + "row-header": false, + "row-span": [ + 4, + 5 + ] + } + ], + [ + { + "bbox": [ + 76.39892578125, + 503.0354919433594, + 328.39892578125, + 514.780517578125 + ], + "spans": [ + [ + 5, + 0 + ] + ], + "text": "Experience Bonus (XP) ......................................................................10", + "type": "row_header", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 5, + "row-header": false, + "row-span": [ + 5, + 6 + ] + } + ], + [ + { + "bbox": [ + 76.39892578125, + 490.07550048828125, + 328.39892578125, + 501.82049560546875 + ], + "spans": [ + [ + 6, + 0 + ] + ], + "text": "Hit Points (HP) ...................................................................................13", + "type": "row_header", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 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"Loyalty................................................................................................35", + "type": "row_header", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 37, + "row-header": false, + "row-span": [ + 37, + 38 + ] + } + ], + [ + { + "bbox": [ + 76.38094329833984, + 62.395599365234375, + 328.3809509277344, + 74.1406021118164 + ], + "spans": [ + [ + 38, + 0 + ] + ], + "text": "Turning the Undead ..........................................................................37", + "type": "row_header", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 38, + "row-header": false, + "row-span": [ + 38, + 39 + ] + } + ], + [ + { + "bbox": [ + 71.88094329833984, + 49.43560028076172, + 328.3809509277344, + 61.18060302734375 + ], + "spans": [ + [ + 39, + 0 + ] + ], + "text": "Gameplay Example..............................................................................39", + "type": "row_header", + "col": 0, + "col-header": 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"body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 5, + "row-header": false, + "row-span": [ + 5, + 6 + ] + }, + { + "bbox": [ + 71.625, + 228.3821563720703, + 118.74809265136719, + 240.1271514892578 + ], + "spans": [ + [ + 5, + 1 + ] + ], + "text": "Dragon, Red", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 5, + "row-header": false, + "row-span": [ + 5, + 6 + ] + }, + { + "bbox": [ + 171.7050018310547, + 228.3821563720703, + 205.6529998779297, + 240.1271514892578 + ], + "spans": [ + [ + 5, + 2 + ] + ], + "text": "Skeletons", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 5, + "row-header": false, + "row-span": [ + 5, + 6 + ] + }, + { + "bbox": [ + 271.7850036621094, + 228.3821563720703, + 310.8900146484375, + 240.1271514892578 + ], + "spans": [ + [ + 5, + 3 + ] + ], + "text": "Giant, Hill", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, 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"bbox": [ + 271.7850036621094, + 212.2991485595703, + 319.92059326171875, + 224.0441436767578 + ], + "spans": [ + [ + 6, + 3 + ] + ], + "text": "Giant, Storm", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 6, + "row-header": false, + "row-span": [ + 6, + 7 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 196.2161407470703, + 35.625, + 207.9611358642578 + ], + "spans": [ + [ + 7, + 0 + ] + ], + "text": "7", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 7, + "row-header": false, + "row-span": [ + 7, + 8 + ] + }, + { + "bbox": [ + 71.625, + 196.2161407470703, + 102.806396484375, + 207.9611358642578 + ], + "spans": [ + [ + 7, + 1 + ] + ], + "text": "Wyverns", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 7, + "row-header": false, + "row-span": [ + 7, + 8 + ] + }, + { + "bbox": [ + 171.7050018310547, + 196.2161407470703, + 196.77540588378906, + 207.9611358642578 + ], + "spans": [ + [ + 7, + 2 + ] + ], + "text": "Wights", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 7, + "row-header": false, + "row-span": [ + 7, + 8 + ] + }, + { + "bbox": [ + 271.7850036621094, + 196.2161407470703, + 311.45428466796875, + 207.9611358642578 + ], + "spans": [ + [ + 7, + 3 + ] + ], + "text": "Giant, Fire", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 7, + "row-header": false, + "row-span": [ + 7, + 8 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 180.1331329345703, + 35.625, + 191.8781280517578 + ], + "spans": [ + [ + 8, + 0 + ] + ], + "text": "8", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 8, + "row-header": false, + "row-span": [ + 8, + 9 + ] + }, + { + "bbox": [ + 71.625, + 180.1331329345703, + 98.93729400634766, + 191.8781280517578 + ], + "spans": [ + [ + 8, + 1 + ] + ], + "text": "Hydrae", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 8, + "row-header": false, + "row-span": [ + 8, + 9 + ] + }, + { + "bbox": [ + 171.7050018310547, + 180.1331329345703, + 208.36199951171875, + 191.8781280517578 + ], + "spans": [ + [ + 8, + 2 + ] + ], + "text": "Mummies", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 8, + "row-header": false, + "row-span": [ + 8, + 9 + ] + }, + { + "bbox": [ + 271.7850036621094, + 180.1331329345703, + 319.6109924316406, + 191.8781280517578 + ], + "spans": [ + [ + 8, + 3 + ] + ], + "text": "Giant, Cloud", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 8, + "row-header": false, + "row-span": [ + 8, + 9 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 164.0501251220703, + 35.625, + 175.7951202392578 + ], + "spans": [ + [ + 9, + 0 + ] + ], + "text": "9", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 9, + "row-header": false, + "row-span": [ + 9, + 10 + ] + }, + { + "bbox": [ + 71.625, + 164.0501251220703, + 77.25900268554688, + 175.7951202392578 + ], + "spans": [ + [ + 9, + 1 + ] + ], + "text": "--", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 9, + "row-header": false, + "row-span": [ + 9, + 10 + ] + }, + { + "bbox": [ + 171.7050018310547, + 164.0501251220703, + 198.810302734375, + 175.7951202392578 + ], + "spans": [ + [ + 9, + 2 + ] + ], + "text": "Spectre", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 9, + "row-header": false, + "row-span": [ + 9, + 10 + ] + }, + { + "bbox": [ + 271.7850036621094, + 164.0501251220703, + 299.15850830078125, + 175.7951202392578 + ], + "spans": [ + [ + 9, + 3 + ] + ], + "text": "Treants", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 9, + "row-header": false, + "row-span": [ + 9, + 10 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 147.9671173095703, + 40.125, + 159.7121124267578 + ], + "spans": [ + [ + 10, + 0 + ] + ], + "text": "10", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 10, + "row-header": false, + "row-span": [ + 10, + 11 + ] + }, + { + "bbox": [ + 71.625, + 147.9671173095703, + 77.25900268554688, + 159.7121124267578 + ], + "spans": [ + [ + 10, + 1 + ] + ], + "text": "--", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 10, + "row-header": false, + "row-span": [ + 10, + 11 + ] + }, + { + "bbox": [ + 171.7050018310547, + 147.9671173095703, + 205.77989196777344, + 159.7121124267578 + ], + "spans": [ + [ + 10, + 2 + ] + ], + "text": "Vampires", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 10, + "row-header": false, + "row-span": [ + 10, + 11 + ] + }, + { + "bbox": [ + 271.7850036621094, + 147.9671173095703, + 294.9420166015625, + 159.7121124267578 + ], + "spans": [ + [ + 10, + 3 + ] + ], + "text": "Titans", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 10, + "row-header": false, + "row-span": [ + 10, + 11 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 131.8841094970703, + 40.125, + 143.6291046142578 + ], + "spans": [ + [ + 11, + 0 + ] + ], + "text": "11", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 11, + "row-header": false, + "row-span": [ + 11, + 12 + ] + }, + { + "bbox": [ + 71.625, + 131.8841094970703, + 77.25900268554688, + 143.6291046142578 + ], + "spans": [ + [ + 11, + 1 + ] + ], + "text": "--", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 11, + "row-header": false, + "row-span": [ + 11, + 12 + ] + }, + { + "bbox": [ + 171.7050018310547, + 131.8841094970703, + 194.85301208496094, + 143.6291046142578 + ], + "spans": [ + [ + 11, + 2 + ] + ], + "text": "Liches", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 11, + "row-header": false, + "row-span": [ + 11, + 12 + ] + }, + { + "bbox": [ + 271.7850036621094, + 131.8841094970703, + 277.41900634765625, + 143.6291046142578 + ], + "spans": [ + [ + 11, + 3 + ] + ], + "text": "--", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 11, + "row-header": false, + "row-span": [ + 11, + 12 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 115.80110168457031, + 40.125, + 127.54609680175781 + ], + "spans": [ + [ + 12, + 0 + ] + ], + "text": "12", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 12, + "row-header": false, + "row-span": [ + 12, + 13 + ] + }, + { + "bbox": [ + 71.625, + 115.80110168457031, + 77.25900268554688, + 127.54609680175781 + ], + "spans": [ + [ + 12, + 1 + ] + ], + "text": "--", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 12, + "row-header": false, + "row-span": [ + 12, + 13 + ] + }, + { + "bbox": [ + 171.7050018310547, + 115.80110168457031, + 208.694091796875, + 127.54609680175781 + ], + "spans": [ + [ + 12, + 2 + ] + ], + "text": "Roll again", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 12, + "row-header": false, + "row-span": [ + 12, + 13 + ] + }, + { + "bbox": [ + 271.7850036621094, + 115.80110168457031, + 277.41900634765625, + 127.54609680175781 + ], + "spans": [ + [ + 12, + 3 + ] + ], + "text": "--", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 12, + "row-header": false, + "row-span": [ + 12, + 13 + ] + } + ] + ] + }, + { + "prov": [ + { + "bbox": [ + 25.605825424194336, + 254.05941772460938, + 370.0567932128906, + 569.5159912109375 + ], + "page": 119, + "span": [ + 0, + 0 + ] + } + ], + "text": "", + "type": "table", + "#-cols": 4, + "#-rows": 4, + "data": [ + [ + { + "bbox": [ + 31.125, + 552.2890014648438, + 48.325801849365234, + 564.9879760742188 + ], + "spans": [ + [ + 0, + 0 + ] + ], + "text": "Roll", + "type": "col_header", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 0, + "row-header": false, + "row-span": [ + 0, + 1 + ] + }, + { + "bbox": [ + 62.625, + 552.2890014648438, + 92.63099670410156, + 564.9879760742188 + ], + "spans": [ + [ + 0, + 1 + ] + ], + "text": "Leader", + "type": "col_header", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 0, + "row-header": false, + "row-span": [ + 0, + 1 + ] + }, + { + "bbox": [ + 182.91900634765625, + 552.2890014648438, + 254.37899780273438, + 564.9879760742188 + ], + "spans": [ + [ + 0, + 2 + ] + ], + "text": "Special Garrison", + "type": "col_header", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 0, + "row-header": false, + "row-span": [ + 0, + 1 + ] + }, + { + "bbox": [ + 302.0790100097656, + 552.2890014648438, + 345.9540100097656, + 564.9879760742188 + ], + "spans": [ + [ + 0, + 3 + ] + ], + "text": "Alignment", + "type": "col_header", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 0, + "row-header": false, + "row-span": [ + 0, + 1 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 536.6109619140625, + 35.625, + 548.35595703125 + ], + "spans": [ + [ + 1, + 0 + ] + ], + "text": "1", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + }, + { + "bbox": [ + 62.625, + 476.13250732421875, + 145.72109985351562, + 548.906494140625 + ], + "spans": [ + [ + 1, + 1 + ] + ], + "text": "Fighter, 9th level Roll 1d4 to determine Retainers: 1: 1d8 fighters (level 7) 2: 1d6 fighters (level 4) mounted on griffons", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + }, + { + "bbox": [ + 182.91900634765625, + 482.61260986328125, + 285.0149841308594, + 548.3575439453125 + ], + "spans": [ + [ + 1, + 2 + ] + ], + "text": "There is a 25% chance that the garrison includes a mag- ic-user of level 1d4+4, and also a 50% chance that the garrison includes a cleric of level 1d4+2.", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + }, + { + "bbox": [ + 302.0790100097656, + 490.712646484375, + 356.0880126953125, + 548.3576049804688 + ], + "spans": [ + [ + 1, + 3 + ] + ], + "text": "Roll 1d100 01-25: Lawful 26-50: Chaotic 51-00: Neutral", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 434.129638671875, + 35.625, + 445.8746337890625 + ], + "spans": [ + [ + 2, + 0 + ] + ], + "text": "2", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + }, + { + "bbox": [ + 62.625, + 373.6510314941406, + 145.72109985351562, + 446.42498779296875 + ], + "spans": [ + [ + 2, + 1 + ] + ], + "text": "Fighter, 8th level Roll 1d4 to determine Retainers: 1: 1d8 fighters (level 6) 2: 1d4 fighters (level 4) mounted on rocs", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + }, + { + "bbox": [ + 182.91900634765625, + 380.131103515625, + 285.0149841308594, + 445.87603759765625 + ], + "spans": [ + [ + 2, + 2 + ] + ], + "text": "There is a 25% chance that the garrison includes a mag- ic-user of level 1d4+4, and also a 50% chance that the garrison includes a cleric of level 1d4+2.", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + }, + { + "bbox": [ + 302.0790100097656, + 388.23114013671875, + 356.0880126953125, + 445.8760986328125 + ], + "spans": [ + [ + 2, + 3 + ] + ], + "text": "Roll 1d100 01-25: Lawful 26-50: Chaotic 51-00: Neutral", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 331.64813232421875, + 35.625, + 343.39312744140625 + ], + "spans": [ + [ + 3, + 0 + ] + ], + "text": "3", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + }, + { + "bbox": [ + 62.625, + 256.0494384765625, + 155.03338623046875, + 343.9433898925781 + ], + "spans": [ + [ + 3, + 1 + ] + ], + "text": "Magic-user, 11th level Roll 1d4 to determine Retainers: 1: 1d4 dragons 2: 1d4 chimerae 3: 1d4 wyverns 4: 1d4 basilisks", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + }, + { + "bbox": [ + 182.91900634765625, + 277.6495056152344, + 285.0149841308594, + 343.3944396972656 + ], + "spans": [ + [ + 3, + 2 + ] + ], + "text": "There is a 50% chance that the garrison includes a mag- ic-user of level 1d4+3, and also a 25% chance that the garrison includes a fighter of level 1d4+4.", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + }, + { + "bbox": [ + 302.0790100097656, + 259.7814025878906, + 365.32940673828125, + 343.3945007324219 + ], + "spans": [ + [ + 3, + 3 + ] + ], + "text": "Roll 1d100 01-25: Lawful 26-50: Chaotic 51-00: Neutral (continued)", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + } + ] + ] + }, + { + "prov": [ + { + "bbox": [ + 25.44493293762207, + 254.14859008789062, + 370.1842956542969, + 569.6068115234375 + ], + "page": 120, + "span": [ + 0, + 0 + ] + } + ], + "text": "", + "type": "table", + "#-cols": 4, + "#-rows": 4, + "data": [ + [ + { + "bbox": [ + 31.125, + 552.1141967773438, + 48.325801849365234, + 564.8131713867188 + ], + "spans": [ + [ + 0, + 0 + ] + ], + "text": "Roll", + "type": "col_header", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 0, + "row-header": false, + "row-span": [ + 0, + 1 + ] + }, + { + "bbox": [ + 62.625, + 552.1141967773438, + 92.63099670410156, + 564.8131713867188 + ], + "spans": [ + [ + 0, + 1 + ] + ], + "text": "Leader", + "type": "col_header", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 0, + "row-header": false, + "row-span": [ + 0, + 1 + ] + }, + { + "bbox": [ + 182.91900634765625, + 552.1141967773438, + 254.37899780273438, + 564.8131713867188 + ], + "spans": [ + [ + 0, + 2 + ] + ], + "text": "Special Garrison", + "type": "col_header", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 0, + "row-header": false, + "row-span": [ + 0, + 1 + ] + }, + { + "bbox": [ + 302.0790100097656, + 552.1141967773438, + 345.9540100097656, + 564.8131713867188 + ], + "spans": [ + [ + 0, + 3 + ] + ], + "text": "Alignment", + "type": "col_header", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 0, + "row-header": false, + "row-span": [ + 0, + 1 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 536.4361572265625, + 35.625, + 548.18115234375 + ], + "spans": [ + [ + 1, + 0 + ] + ], + "text": "4", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + }, + { + "bbox": [ + 62.625, + 473.7976379394531, + 155.03338623046875, + 548.7316284179688 + ], + "spans": [ + [ + 1, + 1 + ] + ], + "text": "Magic-user, 10th level Roll 1d4 to determine Retainers: 1: 1d4 chimerae 2: 1d6 manticores 3: 1d12 fighters (level 5)", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + }, + { + "bbox": [ + 182.91900634765625, + 482.43768310546875, + 285.0149841308594, + 548.1826171875 + ], + "spans": [ + [ + 1, + 2 + ] + ], + "text": "There is a 50% chance that the garrison includes a mag- ic-user of level 1d4+3, and also a 25% chance that the garrison includes a fighter of level 1d4+4.", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + }, + { + "bbox": [ + 302.0790100097656, + 490.5377197265625, + 356.0880126953125, + 548.1826782226562 + ], + "spans": [ + [ + 1, + 3 + ] + ], + "text": "Roll 1d100 01-25: Lawful 26-50: Chaotic 51-00: Neutral", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 444.7547302246094, + 35.625, + 456.4997253417969 + ], + "spans": [ + [ + 2, + 0 + ] + ], + "text": "5", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + }, + { + "bbox": [ + 62.625, + 408.0361328125, + 160.4387969970703, + 457.05010986328125 + ], + "spans": [ + [ + 2, + 1 + ] + ], + "text": "Lawful Cleric, 9th level Roll 1d4 to determine Retainers: 1: 1d20 fighters (level 4)", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + }, + { + "bbox": [ + 182.91900634765625, + 423.15618896484375, + 294.0870056152344, + 456.50115966796875 + ], + "spans": [ + [ + 2, + 2 + ] + ], + "text": "There is a 50% chance that the garrison includes 1d6 assis- tant clerics of level 1d4+3.", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + }, + { + "bbox": [ + 302.0790100097656, + 444.7561950683594, + 327.02703857421875, + 456.5011901855469 + ], + "spans": [ + [ + 2, + 3 + ] + ], + "text": "Lawful", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 336.4591979980469, + 35.625, + 348.2041931152344 + ], + "spans": [ + [ + 3, + 0 + ] + ], + "text": "6", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + }, + { + "bbox": [ + 62.625, + 273.8225402832031, + 169.5351104736328, + 348.7565002441406 + ], + "spans": [ + [ + 3, + 1 + ] + ], + "text": "Cleric of Chaos, 9th level Roll 1d4 to determine Retainers: 1: 1d10 trolls 2: 1d6 vampires 3: 1d20 ogres", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + }, + { + "bbox": [ + 182.91900634765625, + 314.8625793457031, + 294.0870056152344, + 348.2075500488281 + ], + "spans": [ + [ + 3, + 2 + ] + ], + "text": "There is a 50% chance that the garrison includes 1d6 assis- tant clerics of level 1d4+3.", + "type": "body", + "col": 2, + "col-header": false, + "col-span": [ + 2, + 3 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + }, + { + "bbox": [ + 302.0790100097656, + 336.46258544921875, + 325.0469970703125, + 348.20758056640625 + ], + "spans": [ + [ + 3, + 3 + ] + ], + "text": "Chaos", + "type": "body", + "col": 3, + "col-header": false, + "col-span": [ + 3, + 4 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + } + ] + ] + }, + { + "prov": [ + { + "bbox": [ + 25.43292999267578, + 88.89410400390625, + 189.7938690185547, + 175.3345947265625 + ], + "page": 121, + "span": [ + 0, + 0 + ] + } + ], + "text": "", + "type": "table", + "#-cols": 2, + "#-rows": 5, + "data": [ + [ + { + "bbox": [ + 31.125, + 157.8948974609375, + 48.325801849365234, + 170.59390258789062 + ], + "spans": [ + [ + 0, + 0 + ] + ], + "text": "Roll", + "type": "col_header", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 0, + "row-header": false, + "row-span": [ + 0, + 1 + ] + }, + { + "bbox": [ + 67.125, + 157.8948974609375, + 177.23458862304688, + 170.59390258789062 + ], + "spans": [ + [ + 0, + 1 + ] + ], + "text": "Base Treasure Value (gp)*", + "type": "col_header", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 0, + "row-header": false, + "row-span": [ + 0, + 1 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 140.9763946533203, + 36.125, + 154.02639770507812 + ], + "spans": [ + [ + 1, + 0 + ] + ], + "text": "1", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + }, + { + "bbox": [ + 67.125, + 140.9763946533203, + 95.25499725341797, + 154.02639770507812 + ], + "spans": [ + [ + 1, + 1 + ] + ], + "text": "XP x 1", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 123.99639892578125, + 46.125, + 137.04640197753906 + ], + "spans": [ + [ + 2, + 0 + ] + ], + "text": "2-3", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + }, + { + "bbox": [ + 67.125, + 123.99639892578125, + 95.25499725341797, + 137.04640197753906 + ], + "spans": [ + [ + 2, + 1 + ] + ], + "text": "XP x 2", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 107.01640319824219, + 46.125, + 120.06640625 + ], + "spans": [ + [ + 3, + 0 + ] + ], + "text": "4-5", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + }, + { + "bbox": [ + 67.125, + 107.01640319824219, + 95.25499725341797, + 120.06640625 + ], + "spans": [ + [ + 3, + 1 + ] + ], + "text": "XP x 3", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 90.03640747070312, + 36.125, + 103.08641052246094 + ], + "spans": [ + [ + 4, + 0 + ] + ], + "text": "6", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 4, + "row-header": false, + "row-span": [ + 4, + 5 + ] + }, + { + "bbox": [ + 67.125, + 90.03640747070312, + 97.75499725341797, + 103.08641052246094 + ], + "spans": [ + [ + 4, + 1 + ] + ], + "text": "XP x 4", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 4, + "row-header": false, + "row-span": [ + 4, + 5 + ] + } + ] + ] + }, + { + "prov": [ + { + "bbox": [ 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"col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + }, + { + "bbox": [ + 62.625, + 438.74609375, + 123.8916015625, + 450.4910888671875 + ], + "spans": [ + [ + 1, + 1 + ] + ], + "text": "1d10sp, 1d100cp", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 1, + "row-header": false, + "row-span": [ + 1, + 2 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 422.6630859375, + 35.625, + 434.4080810546875 + ], + "spans": [ + [ + 2, + 0 + ] + ], + "text": "2", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + }, + { + "bbox": [ + 62.625, + 422.6630859375, + 116.1083984375, + 434.4080810546875 + ], + "spans": [ + [ + 2, + 1 + ] + ], + "text": "1d6gp, 1d20cp", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 2, + "row-header": false, + "row-span": [ + 2, + 3 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 406.580078125, + 35.625, + 418.3250732421875 + ], + "spans": [ + [ + 3, + 0 + ] + ], + "text": "3", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + }, + { + "bbox": [ + 62.625, + 406.580078125, + 119.76239776611328, + 418.3250732421875 + ], + "spans": [ + [ + 3, + 1 + ] + ], + "text": "1d10gp, 1d10sp", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 3, + "row-header": false, + "row-span": [ + 3, + 4 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 390.4970703125, + 35.625, + 402.2420654296875 + ], + "spans": [ + [ + 4, + 0 + ] + ], + "text": "4", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 4, + "row-header": false, + "row-span": [ + 4, + 5 + ] + }, + { + "bbox": [ + 62.625, + 390.4970703125, + 136.33499145507812, + 402.2420654296875 + ], + "spans": [ + [ + 4, + 1 + ] + ], + "text": "1 gem (10gp), 1d6gp", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 4, + "row-header": false, + "row-span": [ + 4, + 5 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 374.4140625, + 35.625, + 386.1590576171875 + ], + "spans": [ + [ + 5, + 0 + ] + ], + "text": "5", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 5, + "row-header": false, + "row-span": [ + 5, + 6 + ] + }, + { + "bbox": [ + 62.625, + 374.4140625, + 150.65399169921875, + 386.1590576171875 + ], + "spans": [ + [ + 5, + 1 + ] + ], + "text": "1d10gp, 1d10sp, 1d10cp", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 5, + "row-header": false, + "row-span": [ + 5, + 6 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 358.3310546875, + 35.625, + 370.0760498046875 + ], + "spans": [ + [ + 6, + 0 + ] + ], + "text": "6", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 6, + "row-header": false, + "row-span": [ + 6, + 7 + ] + }, + { + "bbox": [ + 62.625, + 358.3310546875, + 172.87319946289062, + 370.0760498046875 + ], + "spans": [ + [ + 6, + 1 + ] + ], + "text": "trinkets worth a total of 4d6gp", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 6, + "row-header": false, + "row-span": [ + 6, + 7 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 342.248046875, + 35.625, + 353.9930419921875 + ], + "spans": [ + [ + 7, + 0 + ] + ], + "text": "7", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 7, + "row-header": false, + "row-span": [ + 7, + 8 + ] + }, + { + "bbox": [ + 62.625, + 342.248046875, + 197.42520141601562, + 353.9930419921875 + ], + "spans": [ + [ + 7, + 1 + ] + ], + "text": "1d10sp, roll once on the potions table", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 7, + "row-header": 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321.8270263671875 + ], + "spans": [ + [ + 9, + 1 + ] + ], + "text": "1d100gp", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 9, + "row-header": false, + "row-span": [ + 9, + 10 + ] + } + ], + [ + { + "bbox": [ + 31.125, + 293.9990234375, + 40.125, + 305.7440185546875 + ], + "spans": [ + [ + 10, + 0 + ] + ], + "text": "10", + "type": "body", + "col": 0, + "col-header": false, + "col-span": [ + 0, + 1 + ], + "row": 10, + "row-header": false, + "row-span": [ + 10, + 11 + ] + }, + { + "bbox": [ + 62.625, + 293.9990234375, + 201.55889892578125, + 305.7440185546875 + ], + "spans": [ + [ + 10, + 1 + ] + ], + "text": "Roll on the next table up (51 to 100gp)", + "type": "body", + "col": 1, + "col-header": false, + "col-span": [ + 1, + 2 + ], + "row": 10, + "row-header": false, + "row-span": [ + 10, + 11 + ] + } + ] + ] + }, + { + "prov": [ + { + "bbox": [ + 25.408334732055664, + 64.978271484375, + 369.9503479003906, + 265.9786376953125 + ], + 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The fourth print edition from 2024 pays tribute to notable figures like E. Gary Gygax. It is a classic fantasy framework emphasizing accessibility, creativity, and role-playing flexibility within a structured yet open-ended environment. The rules streamline essential mechanics, including character roles, class features, spell lists, equipment, armor class systems, combat sequences, experience point guidelines, and monster encounters. The document incorporates a Creative Commons License, allowing adaptations under the AELF Open License. It provides extensive details about character classes (Clerics, Fighters, Magic-users), dice mechanics, spells, magical items, and treasures, aiming for an easy-to-understand game that supports improvisation and an immersive experience.", + "pages": { + "1": { + "entry_1": "MATT FINCH AND MARV BREIG WHITEBOX RULES", + "summary": "Page Number: Unknown\n\nThe document page outlines the Whitebox Rules created by Matt Finch and Marv Breig. These are simplified guidelines designed for a tabletop role-playing game, focusing on essential mechanics and gameplay elements. The rules aim to streamline gameplay, making it accessible and easy to understand. While specifics of characters, plot, and setting are not detailed on this page, the overall theme suggests a classic fantasy role-playing framework. The Whitebox Rules emphasize flexibility and creativity, allowing players and game masters to craft immersive experiences within a structured yet open-ended environment." + }, + "2": { + "entry_1": "SWORDS & WIZARDRY WHITE BOX RULES", + "entry_2": "Author: Matt Finch and Marv Breig", + "entry_3": "Editors: Matt Finch, Jason Cone, Allan T. Grohe, Jr., Jerry Mapes, Jesse Rothacher, and Suzy Moseby", + "entry_4": "Artists: Del Teigeler, Brett Barkley, J.E. Shields, Kennon James, Ed Bickford, Matt Finch, Jeff Preston, Jason Sholtis, Peter Fitzpatrick", + "entry_5": "Cover Art: Brett Barkley Layout: Suzy Moseby Contributors: Michael Shorten, Matt Finch", + "entry_6": "With special thanks to Jason Cone, Allan T. Grohe, Jr., and Jerry R. Mapes for their advice, and to Jesse Rothacher for the generous donation of his time and skills on the layout of prior printings of this book.", + "entry_7": "Dedicated to E. Gary Gygax (1938-2008), Dave Arneson (1947-2009) and Jerry R. Mapes (1965-2009)", + "entry_8": "ISBN: 979-8-88584-013-2 (PDF)", + "entry_9": "Fourth Print Edition-2024", + "entry_10": "©2024 Mythmere Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. Printing a copy of this PDF for personal use is permitted. Mythmere Games and the Mythmere Games logo are trademarks of Mythmere Games, LLC. All characters, names, places, items, art and text herein are copyrighted by Mythmere Games, LLC. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.", + "entry_11": "This work includes material taken from the System Reference Document 5.1 (\"SRD 5.1\") by Wizards of the Coast LLC and available at: https://dnd.wizards.com/resources/systems-referencedocument. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at: https://creativecommons.org/licenses/by/4.0/legalcode.", + "summary": "Page Number: 1, The document is the Swords & Wizardry White Box Rules, a role-playing game book authored by Matt Finch and Marv Breig. Edited by Matt Finch and others, with artwork contributed by several artists, the book is a tribute to E. Gary Gygax, Dave Arneson, and Jerry R. Mapes. It is a 2024 fourth print edition published by Mythmere Games, encompassing content derived from the System Reference Document 5.1 under a Creative Commons License. This page primarily includes acknowledgments, copyright notices, and publication details without delving into gameplay mechanics or narratives." + }, + "8": { + "entry_1": "INTRODUCTION", + "entry_2": "SWORDS & WIZARDRY: WHITEBOX is a fantasy role-playing game. The rules are extremely short compared to most modern games. Yet, this game contains within itself the soul of mythic fantasy and the kindling of wonder. The game is powerful because it's encapsulated by such a small formula-like a genie imprisoned in the small compass of an unremarkable lamp. This game serves as a good introduction for those learning how to play fantasy games, and is the ultimate tool for the expert Referee who customizes worlds with variant rules (as it's always easier to add rules than to untangle them away).", + "entry_3": "And remember, with SWORDS & WIZARDRY: WHITEBOX, you are free to publish your own adventures, house-rules, and any other sort of materials designed for this game. Guidelines and requirements are at the end of the book.", + "entry_4": "- Matthew J. Finch", + "entry_5": "Like an archaeologist unearthing ancient ruins, my task was to uncover and preserve the very essence of what made role-playing so great during the genesis of the hobby. These rules are designed to maintain the spirit and philosophy of the oldest of gaming models, back in the days where rules weren't supposed to be \"complete\"-because half of the fun was making up your own!", + "entry_6": "I have been playing role-playing games since 1975, when I first discovered a fun game in a little white box, and I enjoy giving the reader of this book the opportunity to discover the flavor of what I found so many decades ago. I would like to thank Matthew Finch for giving me the opportunity to do this, Jason Cone for his wonderful suggestions, and, to quote Sir Isaac Newton: \"If I have seen further it is only by standing on the shoulders of giants.\"", + "entry_7": "- Marv Breig", + "summary": "Page Number: 1, The page introduces \"SWORDS & WIZARDRY: WHITEBOX,\" a concise fantasy role-playing game designed to capture the essence of early gaming experiences where improvisation was key. It serves both beginners learning fantasy gaming and expert Referees seeking to customize worlds. The creator, Matthew J. Finch, highlights the freedom to publish custom content, with guidelines at the book's end. Marv Breig reflects on preserving the spirit of early role-playing games from the 1970s and expresses gratitude to collaborators." + }, + "9": { + "entry_1": "CHAPTER 1: GETTING STARTED", + "entry_2": "SWORDS & WIZARDRY: WHITEBOX requires two kinds of participants: (1) The Referee and (2) the Player. For Players, the first step in playing the game is to create a Player Character (PC). This is a simple matter of rolling some dice to determine your character's strength and other basic attributes, picking a character class, and buying in-game equipment. If you're the Referee, however, you've got a bit more preparation to do-that's covered in Chapter 7.", + "entry_3": "Rule Number One: The most important rule in SWORDS & WIZARDRY: WHITEBOX is that the Referee always has the right to modify the rules. In fact, it's encouraged! This is your game, after all. There are gaps in the rules-holes left open on purpose-because much of the fun of \"old school\" gaming is being able to make up rules as needed.", + "entry_4": "8 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 8, The page introduces the roles of participants in the game \"SWORDS & WIZARDRY: WHITEBOX,\" namely the Referee and the Player. Players start by creating a Player Character (PC) through dice rolls to determine attributes, selecting a character class, and purchasing equipment. The Referee's role requires additional preparation detailed in Chapter 7. A key principle is that the Referee has the authority to modify rules, encouraging creativity and adaptation, as gaps in the rules are intentional to allow for \"old school\" gaming flexibility." + }, + "10": { + "entry_1": "Dice", + "entry_2": "Swords & Wizardry: WhiteBox uses several different types of dice, and they are abbreviated herein according to the number of sides they have. For example, a four-sided die is noted as \"d4.\" If this text requires a player to roll \"3d4\" that means to roll three (3) four-sided dice and add the results together. Other die types (six-sided, eight-sided, ten-sided, twelve-sided, and twenty-sided) follow in the same manner.", + "entry_3": "When asked to roll d100, roll two (2) ten-sided dice, treating the first roll as the \"tens\" and the second as the \"ones.\" So, if one were to roll a \"7\" and then a \"3\", the result would be \"73.\"", + "entry_4": "The roll of two zeroes is treated as a result of \"100,\" so you cannot roll a \"0\" on percentile dice. The lowest result possible is a \"1.\"", + "entry_5": "character SheetS", + "entry_6": "A character sheet is a piece of paper designed to organize and contain any and all necessary PC information, for the benefit of both the Referee and Player. For WHITEBOX, the character sheet could be something as simple as a 3x5\" index card-with equipment and spells written on the back:", + "entry_7": "attribute ScoreS", + "entry_8": "The basic abilities are numbers which represent the Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma of a character. The standard way to create attribute scores is to roll 3d6 for each attribute in the previously mentioned order. Once those rolls have been made, it is often obvious which type of character best fits the abilities-though, the player always has the option to play any class desired. Once the player decides on a class, points from other attributes may be shifted around, but only into the \"Prime Attribute\" of that character class (Prime Attributes are discussed later). Shifting points around may not lower another ability score below 9, however.", + "entry_9": "STR", + "entry_10": "INT", + "entry_11": "WIS", + "entry_12": "CON", + "entry_13": "DEX", + "entry_14": "CHR", + "entry_15": "Some Referees allow more flexibility. One example is to let the players roll 3d6 a total of six times and arrange the rolls however they want. This allows the player to put the best results into abilities that best suit the type of character the player wants to be. There are several house rules that can be invented for this later on, if you choose.", + "entry_16": "GettinG Started - 9", + "summary": "Page Number: 9, The page provides information on the dice mechanics and character creation in \"Swords & Wizardry: WhiteBox.\" Dice used include various types like d4, d6, d8, d10, d12, and d20, with guidelines on using d100 through rolling two d10s. A character sheet organizes essential player character (PC) information, useful for both the Referee and Player, with basic attributes encompassing Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma. The standard method for generating attribute scores involves rolling 3d6 per attribute or, alternatively, rolling 3d6 six times and assigning the scores freely. Adjustments to these scores are allowed within rules, specifically shifting points into a character’s Prime Attribute without reducing any ability score below 9." + }, + "11": { + "entry_1": "experience bonuS (xp)", + "entry_2": "Each character gets a bonus percentage to their \"experience points\" (XP) that will increase the amount of experience points gained during an adventure. All characters add together the following: 5% if the character's Prime Attribute is 15+, 5% if Wisdom is 15+, and 5% if Charisma is 15+. A Cleric with Wisdom of 15+ gets the 5% bonus twice: once because it is the Prime Attribute for a Cleric, and again because it is applied to all characters. The maximum attainable bonus is 15%. All awards of XP to the character during play will be increased by the amount of the bonus (by 0%, 5%, 10%, or 15%, whichever it is).", + "entry_3": "An alternate method for the experience point bonus is simply to give the character a bonus of 10% if the Prime Attribute is 15+, 5% if the Prime Attribute is 13-14, and -10% if the Prime Attribute is lower than 9. There is no bonus for scores between 9 and 12. If you use this method, do not also give the +5% bonuses described in the basic rules that follow: if you do it this way, the maximum XP bonus is 10%.", + "entry_4": "Strength (STR)", + "entry_5": "Strength represents the character's physical power. It is the Prime Attribute for Fighters, so when a Fighter character has Strength of 15+, the character gets a 5% bonus to XP.", + "entry_6": "Intelligence (INT)", + "entry_7": "Intelligence represents IQ, reasoning, and the ability to solve puzzles or understand difficult concepts. A high Intelligence score gives a character an additional language for every point above 10. Intelligence is the Prime Attribute for Magic-users, who will get a 5% bonus to XP if the character's Intelligence is 15+.", + "entry_8": "Wisdom (WIS)", + "entry_9": "Wisdom determines a character's insight, perception, and good judgment. Wisdom is the Prime Attribute for Clerics. Any character with a Wisdom score of 15+ gets a 5% bonus to XP, and a Cleric character with Wisdom 15+ gets another 5% (total of 10%) because it is the Prime Attribute for the Cleric class.", + "entry_10": "Constitution (CON)", + "entry_11": "Constitution refers to the health and endurance of a character. A high Constitution score (15+) gives the character a +1 to each hit die, and a low score (6 or lower) gives a -1 penalty to each hit die.", + "entry_12": "Dexterity (DEX)", + "entry_13": "Dexterity is a combination of coordination and quickness. A high Dexterity score (15+) gives a character a bonus on \"to-hit\" rolls when attacking with a bow or other ranged weapon, and a low score (8 or less) gives a penalty of -1 to such rolls.", + "entry_14": "10 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 10\n\nThe page details the mechanics for calculating experience points (XP) bonuses in a game. Characters can receive a bonus of 5% for having a Prime Attribute, Wisdom, or Charisma of 15 or higher, with a maximum bonus of 15%. Clerics specifically get an additional 5% bonus if Wisdom is 15+, as it is their Prime Attribute. An alternate method gives a 10% bonus for a Prime Attribute of 15+, 5% for a score of 13-14, and imposes a -10% penalty for scores below 9, with no bonuses for scores between 9-12. This method caps the maximum XP bonus at 10%. Additionally, the page describes various attributes: Strength for Fighters contributes to physical power, Intelligence for Magic-users relates to IQ and grants extra languages, Wisdom influences perception and judgment, Constitution affects health and hit dice, and Dexterity impacts coordination and ranged attack rolls." + }, + "12": { + "entry_1": "Charisma (CHR)", + "entry_2": "Charisma refers to a character's leadership ability. Any character with a Charisma of 15+ receives a 5% bonus to XP.", + "entry_3": "Charisma also determines the number of Non-Player Character (NPC) hirelings a character can acquire. These hirelings include specialists (ship captains, assassins, etc.) and non-human creatures, but do not usually include basic men-at-arms. Charisma modifies the loyalty of these NPCs (See \"Loyalty\").", + "entry_4": "Charisma Bonus Table", + "entry_5": "Hiring Assistants", + "entry_6": "Many characters, particularly when first starting an adventuring career, are in need of hirelings to assist in carrying loot or fighting monsters. Characters are free to create advertisements and inquire at local establishments to find available hirelings. The table below assumes that a typical adventure lasts roughly one week. Prices are in gold pieces.", + "entry_7": "Hiring Assistants Table", + "entry_8": "These rates are for humans only. Demi-humans cost more to hire-and it may take more than just the promise of gold coins.", + "entry_9": "GettinG Started - 11", + "summary": "Page Number: 11\n\nThe page details the role of Charisma (CHR) in a role-playing game. A character's Charisma affects their leadership skills, granting a 5% experience bonus if it is 15 or higher. It also influences the number and loyalty of Non-Player Character (NPC) hirelings they can acquire, which may include specialists and non-human creatures. The text introduces a Charisma Bonus Table and a Hiring Assistants Table, which outlines the costs associated with hiring human assistants, noting that hiring demi-humans is more expensive. The setting implies a typical adventure lasting about a week, where new adventurers often seek hirelings for assistance." + }, + "13": { + "entry_1": "Alternate Rule: Universal Attribute Bonus", + "entry_2": "Swords & Wizardry: WhiteBox doesn't give many bonuses for having high attribute scores. You can modify the game to increase the effect that these scores have. One quick way to do this is to use the table below whenever you need a quick rule. Feel free to tinker with the values, if you even decide to even use them at all! For example, if you prefer the \"average\" range to be 9-12, adjust the table accordingly.", + "entry_3": "Universal Attribute Bonus Table", + "entry_4": "Here are some examples of how the table can be used (and these are only options, not rules):", + "entry_5": "Strength", + "entry_6": "Fighters can use their Strength Bonus to modify their \"to-hit\" and damage results when using melee weapons.", + "entry_7": "Intelligence", + "entry_8": "Magic-users can use their Intelligence Bonus to improve \"spell effectiveness\" (i.e. target suffers a penalty on saving throws).", + "entry_9": "Wisdom", + "entry_10": "Clerics can use their Wisdom Bonus to improve \"spell effectiveness\" in the same way Magic-users use their Intelligence Bonus.", + "entry_11": "Dexterity", + "entry_12": "Dexterity can be used to modify a character's Armor Class. This may be limited to more swashbuckling campaigns or in games where armor is more limited.", + "entry_13": "Be careful with this, though, unless you want to create super-hero characters!", + "entry_14": "12 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 12\n\nSummary: This page from \"Swords & Wizardry: WhiteBox\" discusses the optional rule of using a Universal Attribute Bonus to enhance gameplay by linking attribute scores directly to character abilities. The page offers a table for modifying the effects of attribute scores, allowing for more impactful contributions from characters' strengths, intelligence, wisdom, or dexterity. For example, fighters can use their Strength Bonus to affect melee combat, magic-users can enhance spell effectiveness with their Intelligence Bonus, and clerics can do likewise with Wisdom. Dexterity can influence a character's Armor Class, but the application might vary depending on the campaign's style. The text encourages customization and adjustment of these rules to fit the desired gameplay style." + }, + "14": { + "entry_1": "hit pointS (hp)", + "entry_2": "Hit points (HP) represent the amount of \"damage\" a character can take before dying: they are determined by the number of hit dice (HD) the character has at each level, which is found in the description of each character class later on. If a player begins the game with a 1st level Fighter (1+1 HD) the player would therefore roll 1 HD (1d6) and add \"+1\" to the end result to determine the PC's starting hit points. When the character accumulates enough XP to gain a level, usually a new hit die is rolled and added to the total (sometimes a new level only gives an additional hit point, though, not a whole new hit die).", + "entry_3": "Hit points are (optionally) re-rolled each time a Player Character gains a level. If the reroll results in the character having fewer hit points for the new level than from the old level, the hit points remain the same.", + "entry_4": "alignment (al)", + "entry_5": "Alignments in the game are described as Law, Chaos, and Neutrality. In general, Law also corresponds to being \"good,\" Chaos corresponds to being \"evil,\" and Neutrality simply means that the character is indifferent between the two moral polarities. It is quite possible for the Referee to make the alignment system more complex: perhaps Lawful only means that you are in favor of centralized hierarchies in society, in which case you could actually be Lawful Evil as well as Lawful Good. It is a matter of preference if you want to make the alignment system more complex.", + "entry_6": "Starting golD", + "entry_7": "Roll 3d6 and multiply the result by 10. This represents the number of gold pieces (gp) that a character possesses at the start of the campaign.", + "entry_8": "character retirement", + "entry_9": "If a character reaches the highest level listed on the table for that character class, what happens? Does advancement stop? Does the character have to retire? Each group has its own play style and a preference for a given range of character levels for their games. If the Referee wants to extend the tables to allow higher-level characters, then go for it!", + "entry_10": "GettinG Started - 13", + "summary": "Page Number: 13, The document outlines key mechanics for character creation and development in a tabletop role-playing game. Hit Points (HP) measure the damage a character can endure and are determined by rolling hit dice (HD) based on character level and class. Characters gain additional HP when leveling up, though sometimes only a single point is added. Rerolling HP upon leveling is optional and cannot reduce HP. The alignment system includes Law, Chaos, and Neutrality, with potential for more complexity depending on the game's rules. Starting gold is determined by rolling 3d6 and multiplying by 10. Characters reaching the highest level may need to retire or extend their abilities based on the group's preferences and the referee's decisions." + }, + "15": { + "entry_1": "CHAPTER 2: CHARACTER CLASSES", + "entry_2": "There are three character classes in the game: the Cleric, the Fighter, and the Magic-user. The Referee is, of course, free to invent or allow other character classes in the game.", + "entry_3": "THE CLERIC", + "entry_4": "Clerics are armored priests who serve a particular alignment, religion, or patron deity. Players may make up the details if the Referee doesn't use a particular mythology for the campaign. Mythologies and other details of a campaign world often come later if the Referee is just starting.", + "entry_5": "Regardless of the details, the Cleric is a champion of their faith and/or moral alignment. The character might be a sinister witch-hunter, an exorcist of demons, a shining knight of the faith, or a secret agent of some temple hierarchy. Since many of the Cleric's abilities are oriented toward healing and protecting, they tend to play a support role during combat. However, they are able to stand shoulder-to-shoulder with the party's Fighters if need be-at least for a while. Clerics must be either Lawful (good) or Chaotic (evil). There are no Neutral Clerics unless the Referee decides otherwise. Chaos, Law, and Neutrality are described further on.", + "entry_6": "Cleric Advancement Table", + "entry_7": "14 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 14, The game features three character classes: Cleric, Fighter, and Magic-user, with flexibility for adding others. Clerics serve a faith or deity, playing roles such as witch-hunters or exorcists. Primarily supportive in nature, they heal and protect but can also combat alongside Fighters. They align as Lawful or Chaotic, with no Neutrals unless specified by the Referee." + }, + "16": { + "entry_1": "Cleric Class Abilities", + "entry_2": "Weapon and Armor Restrictions:", + "entry_3": "Because Clerics are forbidden the shedding of blood, they may only use blunt weapons (club, flail, mace, etc.) and the only missile weapon they are allowed is oil. Clerics have no armor restrictions.", + "entry_4": "Spell Casting: Clerics cast divine spells from a specific spell list, as per the Cleric Advancement table. Each day, the Cleric prays for a certain set of spells, choosing any spells from the standard list. Clerics of specific gods might have entirely different sets of spells as designed by the Referee, but the standard Cleric uses the standard spell list.", + "entry_5": "S aving Throw : Clerics receive a +2 bonus on saving throws vs. poison and paralysis (unless the alternative \"Saving Throw Matrix\" is used).", + "entry_6": "Banishing Undead : Clerics can use their holiness to \"Turn\" the undead, causing them to flee (See Turning Undead, Page 22).", + "entry_7": "Establish Temple : At tenth level, a Cleric who chooses to build and dedicate a temple to a deity may attract a body of loyal followers who swear fealty to the character. If the Cleric changes alignment after establishing a Temple, the character will lose any followers (and probably face a mutiny).", + "entry_8": "Experience Bonus for Wisdom:", + "entry_9": "Wisdom is the Prime Attribute for Clerics. Clerics with Wisdom of 15 or higher receive a 10% to experience, 5% as normal, and 5% because it is the Prime Attribute for the class.", + "entry_10": "CharaCter ClaSSeS - 15", + "summary": "Page Number: 15, The page outlines the abilities and characteristics of the Cleric class. Clerics are restricted to using blunt weapons and oil as a missile weapon due to prohibitions against shedding blood, but have no armor restrictions. They cast divine spells from a standard list and may have different spells if devoted to specific deities. Clerics receive a +2 bonus on saving throws against poison and paralysis, can banish undead through 'Turning,' and may establish temples at level ten, attracting loyal followers. If a Cleric changes alignment, they risk losing those followers. The class benefits from an experience bonus for having a Wisdom score of 15 or higher, as Wisdom is their Prime Attribute." + }, + "17": { + "entry_1": "THE FIGHTER", + "entry_2": "The Fighter is a warrior, trained in battle and in the use of armor and weapons. Your character might be a ferocious Viking raider, a roaming samurai, or a medieval knight. Because they are the best equipped of all the character classes to dish out and absorb damage, Fighters often end up on the front lines, going toe-to-toe with dragons, goblins, and evil cultists. If you are the party's Fighter, the down-and-dirty work is up to you.", + "entry_3": "Fighter Advancement Table", + "entry_4": "16 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 16, The Fighter class is a warrior skilled in combat and proficient with armor and weapons. Character archetypes include Viking raiders, samurai, and medieval knights. Fighters are typically frontline combatants in battle, adept at dealing and absorbing damage, often facing formidable foes like dragons, goblins, and cultists. They play a vital role in their party, handling the most intense combat situations." + }, + "18": { + "entry_1": "Fighter Class Abilities", + "entry_2": "Weapon and Armor Restrictions:", + "entry_3": "Fighters are trained in warfare and, as such, have no restrictions on the kind of weapons or armor they can use.", + "entry_4": "Combat Machine: Against foes of one hit dice (HD) or fewer, Fighters get one attack per level each combat round.", + "entry_5": "Saving Throw: Fighters receive a +2 bonus on saving throws vs. death and poison (unless the alternative \"Saving Throw Matrix\" is used).", + "entry_6": "Establish Stronghold: At ninth level, a Fighter who chooses to build a castle is considered to have reached the rank of \"Baron\" or \"Baroness,\" bestowed by the local ruler or monarch. The character may choose to attract a body of menatarms, who will swear their fealty as loyal followers.", + "entry_7": "Experience Bonus for Strength:", + "entry_8": "Strength is the Prime Attribute for Fighters, which means that a Strength score of 15+ grants an additional 5% experience.", + "entry_9": "CharaCter ClaSSeS - 17", + "summary": "Page Number: 17, The page outlines the abilities and features of the Fighter class. Fighters have no weapon or armor restrictions and gain one attack per level each round against foes of one hit dice or fewer. They receive a +2 bonus on saving throws against death and poison unless altered by a different system. Upon reaching the ninth level, Fighters can establish a stronghold, earning the title of \"Baron\" or \"Baroness,\" with the option to recruit loyal followers. A strength score of 15 or higher grants Fighters a 5% experience bonus, as Strength is their primary attribute." + }, + "19": { + "entry_1": "THE MAGIC-USER", + "entry_2": "The Magic-user is a mysterious figure, a student of arcane powers and spell casting. They can be devastating opponents. However, at lower levels, they are quite vulnerable and must be protected by the other party members. As Magic-users progress, they generally become the most powerful of the character classes-holding sway over the political destinies of great kingdoms and able to create wondrous magical artifacts.", + "entry_3": "Magic-User Advancement Table", + "entry_4": "18 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 18, The Magic-user is depicted as a character class focused on learning and mastering arcane powers and spell casting. Initially, they are vulnerable, requiring protection from other party members. As they advance, they become extremely powerful, influencing political realms and creating magical artifacts. Additionally, a table for Magic-User advancement is suggested to be included, likely outlining their progression." + }, + "20": { + "entry_1": "Magic-user Class Abilities", + "entry_2": "Weapon and Armor Restrictions:", + "entry_3": "Magic-users tend to spend their waking hours in study of arcane tomes and scrolls. As such, they have little time to train with weapons or learn how to properly engage in physical combat. Magic-users may only wield daggers or staves, and are not allowed the use of armor.", + "entry_4": "Spell Casting: Unlike the Cleric, the Magic-user owns a book of spells- which does not necessarily include all of the spells on the standard lists. Reading from this book, the Magic-user presses a select spell formula into memory, effectively \"preparing\" it to be cast. Once a prepared spell is cast, the spell formulae disappears from the Magic-user's mind, and must be prepared again before another attempt can be made to cast it. However, it is possible to prepare a spell multiple times using the available \"slots\" in the Magic-user's memory. If a Magic-user finds spell scrolls during an adventure, they can copy them into their spell book.", + "entry_5": "Saving Throw: Magic-users receive a +2 bonus on saving throws vs. spells- including those cast from wands and staves (unless the Alternate \"Saving Throw Matrix\" is used).", + "entry_6": "Experience Bonus for Intelligence:", + "entry_7": "Intelligence is the Prime Attribute for Magic-users, which means that an Intelligence score of 15+ grants them an additional 5% to all experience points awarded.", + "entry_8": "CharaCter ClaSSeS - 19", + "summary": "Page Number: 19, The document describes the abilities and restrictions of the Magic-user class. They can wield only daggers or staves and are prohibited from using armor due to their focus on arcane studies. Magic-users possess a spell book and must prepare spells from it to cast them, with the spell formula disappearing from their memory upon casting. They can prepare spells multiple times using memory slots and can add spells from scrolls found during adventures. Magic-users gain a +2 bonus on saving throws against spells and an additional 5% experience point bonus if they have an Intelligence score of 15 or higher, as Intelligence is their Prime Attribute." + }, + "21": { + "entry_1": "CHAPTER 3: CHARACTER ANCESTRY", + "entry_2": "In a fantasy world, humans often aren't alone. Elves may populate the great forests, Dwarves may carve their halls and mines into the heart of the earth, and Halflings may reside in the comfortable hill-houses of their bucolic shires. By contrast, some fantasy worlds depict an isolated humanity pitted against ancient pre-human evils and the grim, savage wilderness of worlds at the dawn (or dusk) of human civilization itself. Some fantasy worlds, as a third example, accentuate the bizarre, with a wide variety of fantasy species available to the players-such worlds are filled with conflict and contradictions, always with a new wonder to be found beyond the next corner. The Referee determines what non-human ancestries, if any, you can choose for your character.", + "entry_3": "THE DWARF", + "entry_4": "Dwarves tend to grow up in underground cities. As such, Dwarves easily take note of certain features of stonework: sloping corridors, moving walls, and traps made of stone (in particular: falling blocks, rigged ceilings, and tiny slits designed to release arrows, darts, or poison gas). There are no established rules or die roll for making use of these abilities; exactly what the Dwarf does or does not perceive is for the Referee to decide.", + "entry_5": "Fighting Giants: Giants, ogres, and similar giant-type creatures such as trolls are not good at fighting dwarves, and only inflict half the normal damage against them.", + "entry_6": "20 - SwordS & wizardry white Box ruleS", + "entry_7": "Dwarven Abilities", + "entry_8": "Character Advancement: The only character class available to Dwarves is that of the Fighter, and they are typically allowed to advance only as high as 6th level.", + "entry_9": "Weapon and Armor Restrictions: Like human Fighters, Dwarves have been trained in warfare and have no restrictions on the weapons or armor they may use.", + "entry_10": "Keen Detection: Dwarves are good at spotting traps, slanting passages, and construction while underground.", + "entry_11": "Saving Throw: Dwarves do not use magic and, as such, are somewhat immune to its effects; they receive a +4 bonus on saving throws vs. magic (whether or not the alternate \"Saving Throw Matrix\" is used).", + "entry_12": "Languages: For campaigns that give each ancestry its own dialect, Dwarves should be able to speak with gnomes, goblins, orcs, and kobolds.", + "summary": "Page Number: 20\n\nThe page discusses character ancestry in a fantasy setting, emphasizing the diversity of species players may choose from, such as elves, dwarves, and halflings. It focuses on Dwarves, who grow up in underground cities and have a knack for detecting stonework traps and features. Dwarves excel in fighting giant-type creatures, who inflict half damage against them. The only class available to Dwarves is the Fighter, limited to 6th level advancement. They face no weapon or armor restrictions and possess a +4 bonus on saving throws against magic. Dwarves often speak the languages of gnomes, goblins, orcs, and kobolds." + }, + "22": { + "entry_1": "THE ELF", + "entry_2": "The Referee can interpret Elves in many different ways. Are they faerie-folk of Irish legend, the Vanir of Norse mythology, or perhaps something more akin to the Elves of Tolkien's imagination?", + "entry_3": "As a baseline, most Elves are associated with magic as well as being skilled with the sword and bow. The Elven adventurer may choose, on any given day-perhaps when the moon rises-whether to use the capabilities of the Fighter or Magic-user. As a result, the Elf has two alternate advancement paths (experience points, hit dice, saving throws, \"to-hit\" bonuses, etc.) depending upon whether they donned steel that day or summoned up the power to cast spells.", + "entry_4": "Elves must use a spell book to prepare spells, just as a Magic-user. Spells disappear from the Elf 's casting capability once they are cast, until prepared again.", + "entry_5": "Elven Abilities", + "entry_6": "Character Advancement: Elves may use either the Fighter or Magic-user class advancement charts, to be announced at the start of an adventure. They are typically allowed to progress only to 4th level as Fighters and 8th as Magic-users.", + "entry_7": "Weapon and Armor Restrictions:", + "entry_8": "When an Elf adventures as a Magic-user, the character has the same weapon and armor limitations as a Magic-user. The exception to this would be magic armor, which may still be worn even when the Elf is acting as a Magic-user.", + "entry_9": "Hereditary Foes: Elves gain an extra +1 (\"to-hit\" or to damage) when fighting goblins, orcs, intelligent undead, and lycanthropes. Elves are also immune to paralysis caused by undead such as ghouls.", + "entry_10": "Keen Detection: Elves are good at spotting hidden and concealed doors (1-4 on a d6 when searching, 1-2 on a d6 if just passing by). Languages: For campaigns that give each ancestry its own dialect, Elves should be able to speak with gnolls, goblins, orcs, and hobgoblins.", + "entry_11": "CharaCter anCeStry - 21", + "summary": "Page Number: 21\n\nThe document discusses the Elves' role in a gaming context, exploring different interpretations based on various mythologies or fictional works. Elves are associated with magic and possess skills in swordsmanship and archery. They can alternate between the abilities of a Fighter or Magic-user, requiring them to prepare spells using a spellbook, similar to Magic-users. Elves have two advancement paths and can attain 4th level as Fighters and 8th as Magic-users. Their abilities include a combat bonus against goblins, orcs, intelligent undead, and lycanthropes, as well as immunity to paralysis from undead. Elves excel in detecting hidden doors and have specific language proficiencies to communicate with certain creatures like gnolls and orcs." + }, + "23": { + "entry_1": "THE ELF (VARIANT)", + "entry_2": "Some Referees may want to allow the Elf to advance as a blend of Fighter and Magic-user instead of switching back and forth. In that model, the following advancement table might be used instead. Aside from Character Advancement and Weapon and Armor Restrictions, the abilities of the Elven Ancestry remain the same.", + "entry_3": "Elf (Variant) Advancement Table", + "entry_4": "Elven Abilities (Variant)", + "entry_5": "Weapon and Armor Restrictions: Elves would have the advantage of both magic and armor at the same time, so the Referee may limit the Elf to chain mail. Elves may not use two-handed weapons (two-handed sword, polearms, etc.) or shields while casting spells.", + "entry_6": "22 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 22, The document details an alternative variant for the Elf character class, allowing Elves to advance simultaneously as both Fighters and Magic-users rather than alternating between the two roles. An advancement table is proposed to facilitate this model. Elves retain their inherent abilities despite changes in advancement. However, they face restrictions concerning the use of weapons and armor; they may be limited to chain mail and are prohibited from using two-handed weapons or shields while casting spells." + }, + "24": { + "entry_1": "THE HALFLING", + "entry_2": "Halflings are short, often stout, and live in shires, rustic communities that are usually remote from those of larger folk. A few of them have a mildly adventurous spirit, enough to venture forth for a while at least, exploring the world beyond the farms and fields of the local shire.", + "entry_3": "Fighting Giants: Giants, ogres, and similar giant-type creatures such as trolls are not good at fighting small creatures such as halflings and dwarves, and only inflict half the normal damage against them.", + "entry_4": "Halfling Abilities", + "entry_5": "Character Advancement: The only character class available to Halflings is that of the Fighter, and they are typically allowed to advance only as high as 4th level.", + "entry_6": "Weapon and Armor Restrictions: Like human Fighters, the Halfling has no weapon or armor restrictions.", + "entry_7": "Deadly Accuracy with Missiles:", + "entry_8": "Halflings receive a +2 \"to-hit\" when firing missile weapons in combat.", + "entry_9": "Near Invisibility: When not engaged in combat, Halflings can be quite stealthy, making themselves hard to spot and moving in almost total silence.", + "entry_10": "Saving Throw: Halflings are somewhat immune to magic, and receive +4 on saving throws vs. magic (even if the \"Saving Throw Matrix\" is used).", + "entry_11": "Languages: For campaigns that give each ancestry its own dialect, Halflings should be able to speak with creatures that fit the style of the Referee's campaign.", + "entry_12": "CharaCter anCeStry - 23", + "summary": "Page Number: 23, The page describes Halflings in a fantasy setting as short, stout individuals who primarily reside in shires. They rarely venture beyond their communities, though some display a mild adventurous spirit. In combat, Halflings have an advantage against giants and similar large creatures, which inflict only half damage on them. Halflings can progress only in the Fighter class up to level 4, with no restrictions on weapons or armor. They possess deadly accuracy with missile weapons, gaining a +2 \"to-hit\" bonus. Halflings are also stealthy, making them hard to spot when not in combat, and receive a +4 bonus on saving throws against magic. They may also speak additional languages, contingent on the campaign setting." + }, + "25": { + "entry_1": "CHAPTER 4: ITEMS & EQUIPMENT", + "entry_2": "Each character starts with some gold pieces (3d6x10) at the beginning of the game, used to buy equipment. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp). Prices for equipment are listed on the tables below in amount of gold pieces. The Referee is encouraged to include additional items and equipment.", + "entry_3": "Equipment Weight", + "entry_4": "A \"normal\" level of miscellaneous equipment is assumed to weigh 10 pounds. If treasure is added to this, each coin and gem is assumed to weigh 0.1 pound.", + "entry_5": "Adventuring Gear", + "entry_6": "24 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 24, The page describes how each character in the game begins with a random number of gold pieces, which they use to purchase equipment. The currency is explained as 1 gold piece being equivalent to 10 silver pieces or 100 copper pieces. Equipment prices are given in gold pieces, and additional items may be added by the Referee. An assumed standard weight for miscellaneous equipment is 10 pounds, with each coin and gem weighing 0.1 pound." + }, + "26": { + "entry_1": "Transportation", + "entry_2": "Melee Weapons", + "entry_3": "* Two-handed weapon", + "entry_4": "† Can be used as either a one-handed or two-handed weapon", + "entry_5": "‡ Can be used as either a melee or missile weapon", + "entry_6": "itemS & equipment - 25", + "summary": "Page Number: 25, the page provides details on transportation methods and categories of melee weapons within a game or fictional context. It categorizes melee weapons, describing their versatility in use: two-handed weapons, those that can serve as either one-handed or two-handed weapons, and weapons that can function as melee or missile weapons. The page appears to be part of a larger list or section on items and equipment." + }, + "27": { + "entry_1": "Missile Weapons", + "entry_2": "* Rate of Fire is the number of projectiles than can be fired per combat round", + "entry_3": "† There is a +2 \"to-hit\" bonus for missile weapons utilized at short range (x1), a +1 \"to-hit\" bonus at medium range (x2), and no bonus or penalty for long range (x3) attacks", + "entry_4": "In the Original Game, all weapons did 1d6 damage, regardless of type. Swords & Wizardry WhiteBox provides some slight variation. To play the Original Game as it was written, simply ignore all variations in weapon damage - they all inflict 1d6 damage regardless of whether the weapon is a two-handed sword or a dagger.", + "entry_5": "26 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 26, the section outlines the mechanics of missile weapons in the game \"Swords & Wizardry WhiteBox.\" It specifies the rate of fire, bonus to hit modifiers depending on range, and adopts a consistent damage model where all weapons inflict 1d6 damage to align with the Original Game rules. Variations in weapon damage are offered but can be ignored for traditional gameplay." + }, + "28": { + "entry_1": "Armor", + "entry_2": "* At the Referee's discretion, magical armor weighs either half of its normal weight or nothing at all", + "entry_3": "calculating armor claSS", + "entry_4": "To calculate a character's Armor Class, you must decide which system to use. The two systems have the same numbers, but in one of them a high armor class is better, and in one a low armor class is worse. Just decide which you prefer:", + "entry_5": "Descending AC System", + "entry_6": "In this system, an unarmored human has an AC of 9. The armor you buy lowers your AC and the lower the AC, the harder you are to hit. To calculate your Armor Class, look at the Armor table above, in the \"Effect on…\" column. For whatever type of armor you bought, subtract the number shown from your base AC of 9. That's your new Armor Class.", + "entry_7": "Ascending AC System", + "entry_8": "For the ascending system, an unarmored person has an AAC of [10]. AAC means \"ascending armor class,\" and it is used in brackets as a reminder of which system is in use. Your armor adds to your AAC, so the higher your AAC, the harder it is for your enemies to hit you. To calculate your Ascending Armor Class, look at the Armor table on the previous page, in the \"Effect on…\" column. For whatever type of armor you bought, add the number shown in brackets to your base AAC of [10]. That's your new Armor Class.", + "entry_9": "converting armor claSS SyStemS", + "entry_10": "To translate between the Ascending and Descending AC systems, the ascending armor class (AAC) and descending armor class (AC) values should add up to 19. Thus, AC 7 is the same as AAC [12] (19-7=12).", + "entry_11": "The Referee must decide which of the two armor class systems to use. In the \"Descending\" armor class system, a lower AC means you are harder to hit. In the \"Ascending\" armor class system, it is a higher armor class that is harder to hit.", + "entry_12": "Numbers for the \"Ascending\" armor class system always appear in brackets [like this].", + "entry_13": "itemS & equipment - 27", + "summary": "Page Number: 27, The page provides an overview of two armor class systems used in gameplay: Descending and Ascending. In the Descending AC system, an unarmored human starts with an AC of 9, and purchasing armor reduces this number; a lower AC indicates better protection. Conversely, the Ascending AC system starts with an unarmored AAC of [10], and armor increases this number; a higher AAC signifies better protection. To convert between systems, the sum of AC and AAC should equal 19. The Referee decides which system to use, and magical armor may weigh less or nothing at all." + }, + "29": { + "entry_1": "CHAPTER 5: PLAYING THE GAME", + "entry_2": "Once characters have been created, the Referee will describe where the characters are and what they can see. The game might start in a rural peasant village, a vast and teeming city spiked with towers and minarets, a castle, a tavern, or at the gates of an ancient tomb. From that point on, Players describe what their characters do. Going down stairs, attacking a dragon, talking to other Player Characters (PCs) or Non-Player Characters (NPCs) controlled by the Referee -all of these kinds of actions are decided by the players. The Referee then describes what happens as a result: the stairs lead down to a huge tomb, the dragon attacks the characters, etc. The rules below are guidelines handling events like combat, gaining experience, movement, healing, dying, and other important parts of the game.", + "entry_3": "Basically, you and the Referee work together, with the Referee handling the details of a dangerous fantasy world, and you handling what your character does in it. The epic story of your character's rise to greatness (or death in the effort) is yours to create in the Referee's world.", + "entry_4": "gaining experience", + "entry_5": "Characters are awarded Experience Points (XP) for killing monsters and accumulating treasure. Monsters have set Experience Point values in their descriptions, and one gold piece acquired is equal to one XP. Experience is awarded for accumulating treasure because every gold piece gained by a character is an index of the player's skill. Awarding experience only for killing monsters fails to reward a party of adventurers that successfully lures a dragon away from its hoard so that its treasure can be stolen without a fight- it fails to reward characters that operate by intelligence, stealth, trickery, and misdirection.", + "entry_6": "Each character class has a Prime Attribute listed in its description, and the character creation process details how to determine the character's total XP bonus. There are two different ways of doing it, but each one results in a percent bonus. If a character's bonus is 10%, for example, and the Referee awards 1000xp to each character, that particular character would get 1100xp (10% of 1000 is 100, so the character gets a bonus of 100xp).", + "entry_7": "time", + "entry_8": "The Referee will be required to make general rulings on the passage of time during the course of a campaign (e.g. \"A few hours later...\") and should be governed by common sense. There are, however, two important time measurements that merit brief definitions--the \"turn\" and \"combat round.\" A turn (lasting ten minutes) is used to track and measure actions, movement and resources when our intrepid adventurers are in dangerous places. The shorter combat round (lasting one minute) is used in the midst of battle to allow for a faster blow-by-blow account of the action.", + "entry_9": "28 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 28, The page outlines the gameplay mechanics for a tabletop role-playing game found in Chapter 5 titled \"Playing the Game.\" It describes how the Referee narrates the setting and environment, such as a village or ancient tomb, while players decide their characters' actions, like battling monsters or interacting with NPCs. Experience Points (XP) are gained through defeating monsters and gathering treasure. A character's class affects their XP bonus, which can increase based on their Prime Attribute. Time in the game is measured in \"turns\" (ten minutes) for general actions and \"combat rounds\" (one minute) for detailed battle sequences." + }, + "30": { + "entry_1": "movement", + "entry_2": "Base movement rate for all ancestries is calculated on the table below in tens of feet per turn, allowing for two moves per turn.", + "entry_3": "Movement Rate", + "entry_4": "Movement Rate Adjustments", + "entry_5": "combat", + "entry_6": "When the party of adventurers comes into contact with enemies, the order of events in the combat round is as follows:", + "entry_7": "1) The Referee determines if one side or the other is entitled to a free attack or move as a result of surprise-this is either a judgement or a die roll of some kind, depending on the circumstances. Normally, anyone is surprised if they roll a 1 or a 2 on a d6. In a random encounter, distance is 2d4 x10ft (underground) and 2d4 x10 yards aboveground.", + "entry_8": "2) Determine initiative. One roll is made for each side, not for each individual in combat.", + "entry_9": "· Party with initiative acts first (missile fire, casting spells, movement, melee attacks, etc.) and results take effect.", + "entry_10": "· Party that lost initiative acts; results take effect.", + "entry_11": "· The round is complete; keep turn order for the next round if the battle has not been resolved.", + "entry_12": "playinG the Game - 29", + "summary": "Page Number: 29, the page provides details on game mechanics, focusing on movement and combat. Movement rates for character ancestries are given in tens of feet per turn, allowing two moves per turn. The combat sequence is outlined: first, determine if any side gains a surprise advantage, usually based on a 1 or 2 roll on a d6. Random encounter distances are specified. Initiative is then determined with one roll per side. The side with initiative acts first, undertaking actions such as missile fire, spellcasting, movement, and melee attacks, followed by the opposing side. Turn order is maintained in unresolved battles." + }, + "31": { + "entry_1": "how initiative workS", + "entry_2": "At the beginning of the first combat round, each side rolls initiative on a d6- high roll wins. The winning side acts first, casting spells, moving, and attacking. The other side takes damage and casualties, and then has its turn.", + "entry_3": "Initiative rolls may result in a tie. When this happens, both sides are considered to be acting simultaneously. The Referee may handle this situation in any way they choose-with one caveat. The damage inflicted by the combatants during any simultaneous initiative is inflicted even if one of the combatants dies during the round. It is possible for two combatants to kill each other in this situation. If you want to play things more simply, just reroll initiative if there is a tie until one side or the other wins the initiative.", + "entry_4": "Some Referees prefer to have all parties make a \" statement of intent \" before they roll initiative in order to force players to decide what they're doing before they know who goes first.", + "entry_5": "Alternate Combat Sequence", + "entry_6": "The sequence of battle is one of the most commonly house-ruled parts of the game. Here is one possibility, also based on the Original Game:", + "entry_7": "1) Roll for surprise . Anyone not surprised gets a free round of combat in the normal order (see below). If neither side, or both sides, are surprised, move on to the next step. In a random encounter, distance is 2d4 x10ft (underground) and 2d4 x10 yards aboveground.", + "entry_8": "2) Roll for initiative (one roll for each whole side), and follow the sequence described:", + "entry_9": "First, any \"prepared\" spells are cast. It takes a full combat round to prepare a spell, but one can be prepared ahead of time. Spellcasters who won the initiative cast their spells first. They may then start preparing a spell for the next round, if desired.", + "entry_10": "Next, missile weapons are fired (if the bow was already in the character's hands and ready to go). This also happens in order of initiative.", + "entry_11": "Then melee combat takes place, in order of initiative. Finally, movement takes place, in order of initiative.", + "entry_12": "If it is important to find out which character in the party goes before another one, just compare their Dexterity scores to see which is higher.", + "entry_13": "30 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 30, The document outlines the rules for determining initiative and an alternate combat sequence in a role-playing game, specifically in the \"Swords & Wizardry White Box\" rules. Initiative is rolled with a d6, and the higher roll allows that side to act first in combat, including casting spells and attacking. Ties result in simultaneous actions where both sides inflict damage even if a combatant dies. The referee can reroll ties or handle them creatively. The alternate combat sequence adds a step for checking surprise, determines distance in encounters, and involves casting spells, firing missile weapons, engaging in melee combat, and moving, all based on initiative order. Dexterity scores can be used to determine action order within a party." + }, + "32": { + "entry_1": "the attack roll", + "entry_2": "The most important rule to understand about combat is the attack roll. To attack with a weapon, the player rolls a d20 and adds any bonuses to the result. These \"to-hit\" bonuses may include a strength bonus (for attacks with hand held weapons), a dexterity bonus (for attacks with missile weapons), and any bonuses for magic weapons. The player then subtracts any \"to-hit\" penalties they might have from their roll.", + "entry_3": "The attack roll is then compared to a table to see if the attack hits. If the attack roll is equal to or higher than the number on the table, the attack hits. If you are using the Ascending AC system, rather than refer to these tables, there is a quick formula presented at the end of this chapter that you can use (See Ascending AC Combat, Page 23). The Referee decides which will be used.", + "entry_4": "If an attack hits, it inflicts damage (as determined by the weapon's damage die). The damage is subtracted from the defender's hit point total (See \"Damage and Death\").", + "entry_5": "Cleric Attack Rolls", + "entry_6": "playinG the Game - 31", + "summary": "Page Number: 31, The page discusses the mechanics of making an attack roll in a combat scenario. Players roll a d20 and add bonuses such as strength, dexterity, or magic weapon bonuses, while subtracting any penalties. The result is checked against a table to determine if the attack hits, but with an Ascending AC system, a formula can be used instead. If successful, damage is dealt and subtracted from the defender's hit points. The importance of the Referee's role in deciding which method to use is emphasized." + }, + "33": { + "entry_1": "Fighter Attack Rolls", + "entry_2": "Magic-user Attack Rolls", + "entry_3": "32 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 32, the page outlines attack roll mechanics for two character classes: Fighters and Magic-users, within the \"Swords & Wizardry White Box\" role-playing game. It provides specific rules and guidelines for how each class performs attack rolls during gameplay, including any differences or modifiers applied to their attacks, contributing to combat strategy in the game. This page serves as a critical reference for players seeking to understand and implement effective combat strategies for Fighters and Magic-users." + }, + "34": { + "entry_1": "SPECIFIC SITUATIONS", + "entry_2": "The following are a compilation of guidelines and instructions for handling certain, specific situations that might arise during combat.", + "entry_3": "Damage anD Death", + "entry_4": "When a character (or creature) is hit, the amount of damage taken is deducted from their hit points. When hit points reach 0, the character dies.", + "entry_5": "A Less Harsh Method", + "entry_6": "Referees have different ideas concerning how lethal a game should be. For this reason, many allow characters to become \"unconscious\" at 0 HP, with death staved off until the character reaches some predetermined negative number.", + "entry_7": "For example, many Referees employ a house rule which allows a character's HP to fall below 0 by as many points as their level before the character dies; a 4th level character might die only if they fall below -4 HP. Generally, though, a character with fewer than 0 HP is considered to be bleeding to death at 1 HP per round until the wounds are bound up.", + "entry_8": "healing", + "entry_9": "In addition to the various magical means of restoring HP, a character will recover 1 full hit point per day of uninterrupted rest. Four weeks of rest will restore all of a character's HP-", + "entry_10": "regardless of how many the character lost.", + "entry_11": "Binding Wounds", + "entry_12": "Referees can allow characters to bind 1d4 HP worth of wounds following a battle. This is of particular use in low-magic campaigns or in adventures where none of the Players has chosen to run a Cleric.", + "entry_13": "Note that the character can only recover HP lost during this particular battle. Recovered HP cannot cause a character to have more hit points than normal.", + "entry_14": "playinG the Game - 33", + "summary": "Page Number: 33, The page details guidelines for handling damage and death in combat situations. It explains that when a character's hit points (HP) drop to 0, they die, but some referees allow characters to become unconscious instead. In these alternate rules, characters might die only if their HP falls below a negative number equal to their level, with characters bleeding out at 1 HP per round unless wounds are bound. Healing can occur through magical means or natural recovery, with characters regaining 1 HP per day of rest or complete recovery after four weeks. Characters can bind wounds post-battle to recover 1d4 HP, useful in low-magic settings." + }, + "35": { + "entry_1": "inviSible opponentS", + "entry_2": "An invisible opponent can only be attacked if its general location is known, and the attack suffers a -4 penalty \"to-hit.\" Note that more powerful monsters (those with sensitive smell, hearing, or those with more than 6 HD) will frequently be able to detect invisible opponents; the Referee should determine the chance of this based on the creature and the situation.", + "entry_3": "melee attack", + "entry_4": "A melee attack is an attack with a hand-held weapon such as a sword, spear, or dagger. Two combatants within ten feet of each other are considered to be \"in melee.\"", + "entry_5": "miSSile attack", + "entry_6": "Missile attacks are attacks with ranged weapons such as crossbows, slings, or thrown axes. When using missiles to fire into melee, it is not possible to choose which opponent (or friend!) will receive the brunt of the attack.", + "entry_7": "morale", + "entry_8": "Certain monsters, such as mindless or undead creatures, are fearless and will always fight to the death. The majority, however, will not continue to fight a hopeless battle and will seek to retreat, surrender, or flee. The Referee will decide when monsters abandon battle and retreat, based upon the situation and the monster's intelligence. Referees should also use morale to determine the actions and loyalty of hirelings or other companion NPCs.", + "entry_9": "negotiation anD Diplomacy", + "entry_10": "Some combats can be averted with a few well-chosen words (even lies). If the party is outmatched, or the monsters don't seem likely to be carrying much in the way of loot, the party might elect to brazen their way through in an attempt to avoid combat or at least delay it until more favorable conditions arise.", + "entry_11": "SpellS", + "entry_12": "Spell casting begins at the start of the combat round. It is possible to prepare a spell while within melee range of an opponent (10 feet) but if the caster suffers damage while preparing a spell, the spell is lost. Unless stated otherwise, the spell is cast (takes effect) in the caster's initiative phase. Note that in the Alternative Sequence of Combat (described above), spell casting works differently. In that system, it takes a full round to prepare a spell, the spell is cast at the beginning of the round before anything else happens, and the caster may spend the rest of the round preparing a new spell (or doing something else such as moving or even fighting).", + "entry_13": "34 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 34, The page discusses various combat mechanics in the \"Swords & Wizardry White Box Rules.\" Key topics include handling invisible opponents, which require knowing the opponent's general location and attacking with a -4 penalty, while some powerful monsters can detect invisibility. Melee attacks occur within ten feet using hand-held weapons, whereas missile attacks involve ranged weapons and have indiscriminate targets in melee. Morale influences monster behavior, with most monsters retreating from hopeless battles, and also affects NPCs' loyalty. Negotiation can prevent combat. Spell casting begins at the start of combat, and spell preparation can be interrupted if the caster takes damage, leading to the spell being lost. In an alternative combat sequence, spells are prepared throughout the round and cast at the beginning of the next round." + }, + "36": { + "entry_1": "loyalty", + "entry_2": "The Referee may wish to make \"loyalty checks\" for NPCs put into dangerous situations or ones offered bribes to change sides during a conflict. When a loyalty check is made, roll 3d6 and consult the Loyalty table for the result. Remember that these checks can be modified by a Player's Charisma score.", + "entry_3": "Good treatment, respect, and a fair share of treasure earned should garner bonuses to loyalty checks, while abuse, physical or otherwise, will bring about penalties, abandonment, or worse. NPCs should be treated as distinct individuals, and not mere extensions of the Player Character.", + "entry_4": "Loyalty Table", + "entry_5": "Saving throwS", + "entry_6": "From time to time, a spell or some other kind of hazard requires you to make a \"saving throw.\" A successful saving throw means that the character avoids a threat or lessens its effect. Each character class has a saving throw target number which gets lower and lower as the character gains levels. To make a saving throw, roll a d20. If the result is equal to or greater than the character's saving throw target number, the saving throw is successful. Monsters can also make saving throws (their saving throw target number is their HD subtracted from 19).", + "entry_7": "playinG the Game - 35", + "summary": "Page Number: 35, the page outlines mechanics for \"loyalty checks\" and \"saving throws\" in a role-playing game. Loyalty checks, using a roll of 3d6 and modified by Charisma, determine if NPCs remain loyal during dangerous situations or when bribed. Positive treatment results in bonuses, while negative treatment leads to penalties. NPCs should be treated as individuals. Saving throws involve rolling a d20 to meet or exceed a target number, allowing characters to avoid or mitigate threats. This target number decreases as characters gain levels, and monsters use their Hit Dice (HD) to determine their saving throw target number." + }, + "37": { + "entry_1": "Alternate Rule: The Saving Throw Matrix", + "entry_2": "The Swords & Wizardry saving throw system is an adaptation of the original, which had several categories of different risks instead of a single basic saving throw as used here. The original version had the following categories and target numbers:", + "entry_3": "Saving Throw Categories (Alternate Method)", + "entry_4": "This table does not integrate directly into Swords & Wizardry: if you were to houserule it in, you would have to eliminate the Swords & Wizardry class bonuses on saving throws (i.e., the bonuses listed for each class in the class description but not racial bonuses for non-humans).", + "entry_5": "*Legal Note: The information in this sidebar is provided for purposes of comparison, and is not to be construed as an indication respecting compatibility with any trademark.", + "entry_6": "36 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 36, The page discusses an alternate rule for saving throws in Swords & Wizardry, inspired by the original game's multiple category system. Instead of a single basic saving throw, the original method utilized various categories with specific target numbers. Integrating this alternate method into Swords & Wizardry requires removing class-specific bonuses to saving throws, but racial bonuses for non-humans remain unaffected. This information is meant for comparison purposes and mentions legal notes regarding trademark compatibility." + }, + "38": { + "entry_1": "turning the unDeaD", + "entry_2": "Lawful clerics (only) have the ability to \"turn\" the undead, causing them to flee or destroying them outright. When a turning attempt is made, roll 3d6 and consult the Turning Undead table (see below) for the result.", + "entry_3": "If the result on the dice is equal to or greater than the number shown on the table, all undead creatures of the targeted type are turned and will flee for 3d6 rounds (or cower helplessly if they are unable to flee).", + "entry_4": "For Lawfully aligned Clerics, if the table indicates a \"D\" then the undead creature is destroyed automatically and will crumble to dust.", + "entry_5": "Turning Undead Table", + "entry_6": "Turn Undead (Variant)", + "entry_7": "Referees who wish to limit the use of the Turn Undead ability might decide to count this as merely a 1st level Cleric spell.", + "entry_8": "Chaotic Clerics and the Undead", + "entry_9": "Many Referees allow Chaotic clerics as well as Lawful clerics to turn the Undead. If Chaotic clerics are allowed to turn the undead, treat a result of \"D\" on the table a bit differently; instead of destroying the undead creature, the Chaotic cleric has forced it into servitude. It will follow the character's commands, although the Referee will decide the limitations on this power. Perhaps the cleric can only keep a certain number of undead under control at one time (or a certain number of hit dice) - the cleric's level is a good number to use for this limit, whether it stands for a maximum number of Undead creatures or for a maximum number of total hit dice.", + "entry_10": "playinG the Game - 37", + "summary": "Page Number: 37, the page outlines the mechanics of the \"Turn Undead\" ability for clerics in a role-playing game. Lawful clerics can use this ability to make undead creatures flee or destroy them by rolling 3d6 and consulting a specific table. A \"D\" result leads to the destruction of the undead. The document also introduces a variant where turning the undead is treated as a 1st level cleric spell. Additionally, it discusses how Chaotic clerics can also turn undead, but instead of destroying them, they can command them if a \"D\" is rolled. The extent of control is based on the cleric's level, possibly limiting the number or total hit dice of undead they can command." + }, + "39": { + "entry_1": "Ascending AC Combat - Quick Method", + "entry_2": "If you're using the Ascending AC system, it may be easier to calculate your \"to-hit\" rolls according to a simple formula. The numbers are the same as the Descending AC tablesthis is just a different way of calculating the results.", + "entry_3": "Here's how it's done:", + "entry_4": "To attack with a weapon, the player rolls a d20 and adds any bonuses to the result. These \"to-hit\" bonuses now include the character's Base \"to-hit\" Bonus, as shown on the table below, and may include a strength bonus (for attacks with handheld weapons), a dexterity bonus (for attacks with missile weapons), and any bonuses for magic weapons. The player then subtracts any \"to-hit\" penalties they might have from their roll. If the result is equal to or greater than the opponent's Ascending AC, the attack hits.", + "entry_5": "Ascending AC Combat Table (Quick Method)", + "entry_6": "Note: This quick system only works for the ascending AC system.", + "entry_7": "In order to use this system, you'll need to write down your Base \"to-hit\" Bonus, and adjust it as you gain levels, but after doing that, you won't have to check the table to see if you score a hit. All you need to know is whether the total result was equal to or higher than the target's armor class.", + "entry_8": "38 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 38, The page explains a streamlined method for calculating attack rolls using the Ascending Armor Class (AC) system in role-playing games. Players roll a d20, add any applicable bonuses (Base \"to-hit\" Bonus, strength, dexterity, and magic weapon bonuses) and subtract penalties. If the modified roll equals or exceeds the opponent's AC, the attack is successful. This method simplifies the process by eliminating the need to reference a table for each attack." + }, + "40": { + "entry_1": "GAMEPLAY EXAMPLE", + "entry_2": "A Fighter, Arnold the Lion, is fighting three goblins in a dark alley of the Glittering City of Semoulia. We eavesdrop just as the encounter begins:", + "entry_3": "Arnold's player: \"I draw myself up to full height and inform them that I'm a captain of the guard. My soldiers are right behind me, and these vermin better disperse or I'll have them brought in for interrogation.\"", + "entry_4": "Referee: \"Um, no. They're not buying it. You're covered in filth from that garbage pit.\"", + "entry_5": "Arnold's player: \"Oh, yeah. I forgot that.\"", + "entry_6": "Referee: \"Roll initiative.\" (Secretly rolls a d6 and gets a result of 6.)", + "entry_7": "Arnold's player : \"I rolled a 2.\"", + "entry_8": "Referee: \"The goblins attack first. They're all more than ten feet from you, and they move forward with their clubs at the ready.\"", + "entry_9": "Arnold's player: \"They don't charge?\"", + "entry_10": "Referee: \"Nope.\"", + "entry_11": "Arnold's player: \"They don't get an attack because they closed in. It's my turn to attack, right?\"", + "entry_12": "Referee: \"Yes.\"", + "entry_13": "Arnold's player: (Rolls a d20.) \"16-sweet! Adding my base to-hit bonus and Strength bonus gives me a total 'to-hit' roll of 18!\"", + "entry_14": "Referee: (Notes that goblins have an Armor Class of 14, using the ascending AC rules.) \"You swing your sword into the leading goblin. Roll for damage.\"", + "entry_15": "Arnold's player: (Rolls a d6.) \"2 points, but I've got a +1 damage bonus, so that's a total of 3 damage.\"", + "entry_16": "Referee: (That's enough to kill it. The goblin had only 2 hit points.) \"Okay, so as it's moving forward, the goblin slips a little bit in a puddle on the stones of the narrow alley where you're fighting, and skids right onto your sword. As you yank out the blade, the goblin falls dead to the ground. The other two are still attacking, but they look nervous now-obviously starting to reconsider this whole thing.\"", + "entry_17": "REMEMBER", + "entry_18": "SWORDS & WIZARDRY is a free-form roleplaying game, meaning that there aren't very many rules. The Referee is responsible for handling situations that aren't covered by the rules, making fair evaluations of what the characters do and deciding what happens as a result. This is not a game in which the players are \"against\" the Referee, even though the Referee is responsible for creating tricky traps, dangerous situations, and running the monsters and other foes the PCs will encounter during the game. In fact, the players and the Referee cooperate with each other to create a fantasy epic, with the Referee creating the setting and the players developing the story of the heroes. If they aren't skillful and smart, the epic might be very short. But it's not the Referee's job to defeat the players-it's their job to provide interesting (and dangerous) challenges, and then guide the story fairly.", + "entry_19": "playinG the Game - 39", + "summary": "Page Number: 39, The page presents a gameplay example from a role-playing game called Swords & Wizardry. The scenario involves a character named Arnold the Lion facing off against three goblins in the Glittering City of Semoulia. Arnold attempts a bluff that fails due to his disheveled appearance, prompting a combat sequence. Initiative is rolled, with the goblins attacking first. Arnold successfully counters, killing one goblin with a sword attack. The remaining goblins are now hesitant. The game is described as free-form, emphasizing cooperative storytelling between players and the referee, who provides challenges and manages the game world, rather than opposing the players." + }, + "41": { + "entry_1": "CHAPTER 6: SPELLS & MAGIC", + "entry_2": "Clerics and Magic-Users can cast spells, Fighters cannot. Spells have three phases. First they are memorized (a character can only memorize a certain number of spells to bring along on an adventure - see the description of the character classes to find out how many, and what level). Second, they are prepared, which is the process of saying the magic words and making the magic gestures. Third, the spell is cast, which means it takes effect and the magic happens. In the normal sequence of combat, the caster starts preparing at the beginning of the round and casts the spell whenever their side has the initiative. In the alternative combat sequence, it takes a whole round to prepare a spell, but spells are cast at the beginning of the next round, and the caster can then take other actions during the round, including preparing a spell for the next round.", + "entry_3": "cleric Spell liSt", + "entry_4": "Level 1", + "entry_5": "1. Cure (Cause) Light Wounds", + "entry_6": "2. Detect Chaos (Law)", + "entry_7": "3. Detect Magic", + "entry_8": "4. Light (Dark)", + "entry_9": "5. Protection from Chaos (Law)", + "entry_10": "6. Purify (Putrefy) Food and Drink", + "entry_11": "Level 2", + "entry_12": "1. Bless (Curse)", + "entry_13": "2. Find Traps", + "entry_14": "3. Hold Person", + "entry_15": "4. Speak with Animals", + "entry_16": "Level 3", + "entry_17": "1. Cure (Cause) Disease", + "entry_18": "2. Light (Dark), Continual", + "entry_19": "3. Locate Object", + "entry_20": "4. Remove Curse", + "entry_21": "40 - SwordS & wizardry white Box ruleS", + "entry_22": "Level 4", + "entry_23": "1. Cure (Cause) Serious Wounds", + "entry_24": "2. Neutralize Poison", + "entry_25": "3. Protection from Chaos (Law), 10 ft. radius", + "entry_26": "5. Speak with Plants", + "entry_27": "6. Sticks to Snakes", + "entry_28": "Level 5", + "entry_29": "1. Commune", + "entry_30": "2. Create Food and Drink", + "entry_31": "3. Dispel Chaos (Law)", + "entry_32": "4. Insect Plague", + "entry_33": "5. Quest", + "entry_34": "6. Raise Dead", + "entry_35": "* The spell name in parenthesis indicates the chaotic incarnation of the spell - the consequences of Lawful Clerics using chaotic spells is determined by the Referee.", + "summary": "Page Number: 40, the section from Chapter 6 discusses spellcasting mechanics in a role-playing game, detailing that Clerics and Magic-Users can cast spells while Fighters cannot. Spellcasting involves three phases: memorization, preparation, and casting. The text outlines alternative combat sequences affecting spell preparation and casting timing. It includes a list of Cleric spells divided by levels, ranging from basic spells like \"Cure Light Wounds\" at level 1 to more powerful spells such as \"Raise Dead\" at level 5. Some spells have chaotic versions, and the consequences for Lawful Clerics using these are determined by the Referee." + }, + "42": { + "entry_1": "magic-uSer Spell liSt", + "entry_2": "Level 1 1. Charm Person 2. Detect Magic 3. Hold Portal 4. Light 5. Protection from Chaos 6. Read Languages 7. Read Magic 8. Sleep", + "entry_3": "Level 2", + "entry_4": "1. Detect Chaos 2. Detect Invisibility 3. Detect Thoughts (ESP) 4. Invisibility 5. Knock 6. Levitate 7. Light, Continual 8. Locate Object 9. Phantasmal Force 10. Web 11. Wizard Lock", + "entry_5": "Level 3 1. Alter Time 2. Crystal Ball 3. Darkvision 4. Dispel Magic 5. Fireball 6. Fly 7. Hold Person 8. Invisibility, 10 ft. radius 9. Lightning Bolt 10. Protection from Chaos, 11. 10 ft. radius 12. Protection from Normal Missiles 13. Water Breathing", + "entry_6": "Level 4", + "entry_7": "Level 4 1. Charm Monster 2. Confusion 3. Dimension Portal 4. Hallucinatory Terrain 5. Massmorph 6. Plant Growth 7. Polymorph 8. Remove Curse 9. Wall of Fire or Ice 10. Wizard Eye", + "entry_8": "Level 5 1. Animal Growth 2. Animate Dead 3. Cloudkill 4. Conjure Elemental 5. Contact Other Plane 6. Feeblemind 7. Hold Monster 8. Magic Jar 9. Passwall 10. Telekinesis 11. Teleport 12. Transform Rock-Mud 13. Wall of Stone or Iron", + "entry_9": "Level 6", + "entry_10": "1. Anti-Magic Shell 2. Control Weather 3. Death Spell 4. Disintegrate 5. Invisible Stalker 6. Move Earth 7. Move Water 8. Project Image 9. Quest 10. Reincarnation 11. Transform Stone-Flesh", + "entry_11": "SpellS & maGiC - 41", + "summary": "Page Number: 41, The page is a spell list for magic-users, categorized by spell level from 1 to 6. It includes various spells, such as \"Charm Person\" and \"Sleep\" at Level 1, \"Invisibility\" and \"Web\" at Level 2, \"Fireball\" and \"Lightning Bolt\" at Level 3, \"Charm Monster\" and \"Polymorph\" at Level 4, \"Teleport\" and \"Cloudkill\" at Level 5, and \"Disintegrate\" and \"Reincarnation\" at Level 6. The list provides a range of abilities from controlling elements and weather to transformation and detection spells." + }, + "43": { + "entry_1": "SPELL DESCRIPTIONS", + "entry_2": "Contained herein are all of the Cleric and Magic-user spells, in alphabetical order. The chaotic-version spells in parentheses are available to Clerics only, not Magic-users.", + "entry_3": "Alter Time", + "entry_4": "Spell Level: M3 Range: 240 ft. Duration: 30 min.", + "entry_5": "The caster must announce which of the two options is being cast. Both options have a 60 foot radius area of effect:", + "entry_6": "1. As a Haste spell, as many as 24 creatures may move and attack at double normal speed.", + "entry_7": "2. As a Slow spell, as many as 24 creatures failing a saving throw may only move and attack at half speed.", + "entry_8": "Animal Growth", + "entry_9": "Spell Level: M5 Range: 120 ft. Duration: 2 hours", + "entry_10": "This spell causes 1d6 normal creatures to grow immediately to giant size. The affected creatures can attack as per a giant version of the normal animal.", + "entry_11": "42 - SwordS & wizardry white Box ruleS", + "entry_12": "Animate Dead Spell Level: M5 Range: Referee's discretion Duration: Permanent", + "entry_13": "This spell animates skeletons or zombies from dead bodies. 1d6 undead are animated (per level of the caster above 8th). The corpses remain animated until destroyed or dispelled.", + "summary": "Page Number: 42\n\nThis page provides descriptions of several spells for Clerics and Magic-users, formatted in alphabetical order. Spells detailed include \"Alter Time,\" which offers two options: doubling or halving the speed of up to 24 creatures within a 60-foot radius for 30 minutes. \"Animal Growth\" allows normal animals to grow to giant size, increasing their attack strength for two hours. \"Animate Dead\" lets the caster animate skeletons or zombies from corpses, with 1d6 undead created per caster level above 8th, remaining until destroyed or dispelled." + }, + "44": { + "entry_1": "Anti-Magic Shell", + "entry_2": "Spell Level: M6 Range: Caster Duration: 2 hours", + "entry_3": "An invisible bubble of force surrounds the caster, impenetrable to magic. Spells and other magical effects cannot pass into or out of the shell.", + "entry_4": "Bless (Curse)", + "entry_5": "Spell Level: C2 Range: Target PC or NPC (out-of-combat) Duration: 1 hour", + "entry_6": "The caster must announce which of the two options is being cast. The recipient of this spell cannot be in combat when it is cast.", + "entry_7": "As a Bless spell, the recipient is granted a +1 bonus to all attack rolls and, if the target is not a Player Character, improves overall morale.", + "entry_8": "As a Curse spell, the recipient is cursed with a -1 penalty to all attack rolls and, if the target is not a Player Character, suffers a decrease to morale.", + "entry_9": "Charm Monster", + "entry_10": "Spell Level: M4 Range: 60 ft. Duration: Until dispelled", + "entry_11": "This spell operates in the same manner as Charm Person, but can affect more powerful monsters. Up to 3d6 monsters of fewer than 3 HD are affected.", + "entry_12": "Charm Person", + "entry_13": "Spell Level: M1 Range: 120 ft. Duration: Until dispelled", + "entry_14": "This spell affects living bipeds of human size or smaller, such as goblins or dryads. If the spell succeeds (saving throw allowed), the unfortunate creature falls under the caster's influence.", + "entry_15": "Cloudkill", + "entry_16": "Spell Level: M5 Range: Close Duration: 1 hour", + "entry_17": "Foul and poisonous vapors boil from the thin air, forming a cloud 15 feet in radius. The cloud moves away from the caster at a rate of 6 feet per minute unless its direction or speed is affected by winds. Unusually strong gusts can dissipate and destroy it. Poison-laden, the horrid mist is heavier than air, and thus sinks down any pits or stairs in its path. This spell affects only creatures with 5 or fewer HD.", + "entry_18": "SpellS & maGiC - 43", + "summary": "Page Number: 43, the document describes several spells from a fantasy setting, detailing their levels, ranges, durations, and effects. \"Anti-Magic Shell\" (Level M6) creates an impervious magical barrier around the caster lasting 2 hours. \"Bless (Curse)\" (Level C2) provides a +1 attack bonus or -1 penalty to attack rolls and affects morale, with a 1-hour duration, applicable only when not in combat. \"Charm Monster\" (Level M4) functions like \"Charm Person\" but targets stronger monsters (up to 3d6 with fewer than 3 HD), with no time limit unless dispelled. \"Charm Person\" (Level M1) targets living bipeds of human size or smaller, lasting until dispelled. \"Cloudkill\" (Level M5) creates a poisonous cloud affecting creatures with 5 or fewer HD, moving slowly and dissipated by strong winds, lasting 1 hour." + }, + "45": { + "entry_1": "Commune", + "entry_2": "Spell Level: C5", + "entry_3": "Range: Caster Duration: 3 questions", + "entry_4": "Higher powers grant answers to three questions the caster poses. Higher powers don't like being constantly interrogated by mere mortals, so the spell should be limited to one casting per week or so. The Referee may rule that a caster may cast a double strength Commune spell composed of six questions once per year.", + "entry_5": "Confusion", + "entry_6": "Spell Level: M4 Range: 120 ft. Duration: 2 hours", + "entry_7": "This spell confuses people and monsters, making them act randomly. The effects of the confusion may shift every 10 minutes or so, and the dice are rolled again to determine any change. Roll 2d6 to determine the creature's behavior:", + "entry_8": "Confusion Reaction Table", + "entry_9": "The spell affects 2d6 creatures, plus an additional creature for every caster level above 8th. Creatures of 3 HD or fewer are automatically affected by the spell, and it takes effect immediately. Creatures of 4 HD or more automatically resist the confusion effect until it reaches its full power, which takes a number of minutes equal to 1d12 minus the caster's level. These creatures must make a saving throw when the effect reaches full power and every 10 minutes thereafter or become confused for the remainder of the spell's duration.", + "entry_10": "Conjure Elemental", + "entry_11": "Spell Level: M5 Range: 240 ft. Duration: Until dispelled", + "entry_12": "The caster summons a 16 HD elemental (any kind) from the elemental planes of existence, and binds it to the caster's commands. Each type of elemental may only be summoned once per day. The elemental obeys the caster only for as long as the caster concentrates on it; when the caster ceases to concentrate, even for a moment, the elemental is released and will attack.", + "entry_13": "44 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 44, The page describes three spells from the \"Swords & Wizardry White Box Rules.\" The \"Commune\" spell (Caster Level 5) allows the caster to pose three questions to higher powers, who may limit the spell's use to avoid overuse. A more powerful version with six questions can be used once per year. The \"Confusion\" spell (Mage Level 4) disrupts the behavior of targets within 120 feet for two hours, affecting lower HD creatures automatically and requiring higher HD creatures to make saving throws. Behavior is randomly determined every 10 minutes. Lastly, the \"Conjure Elemental\" spell (Mage Level 5) summons and binds a 16 HD elemental to the caster's will from up to 240 feet away. The elemental can only be summoned once per day and remains under control while the caster maintains concentration." + }, + "46": { + "entry_1": "Contact Other Plane", + "entry_2": "Spell Level: M5 Range: None Duration: See table", + "entry_3": "The caster creates a mental contact with the planes, forces, powers, and geometries of the beyond, in order to gain affirmative or negative answers to questions the caster contemplates. The spell's effect depends on how deeply the caster wishes to delve into the planes of existence.", + "entry_4": "Contact Other Plane", + "entry_5": "* Planes are the \"depth\" at which the caster chooses to seek the truth; number of Yes/No questions asked.", + "entry_6": "† Temporary insanity lasts for as many weeks equal to the depth of the plane where the caster's sanity failed.", + "entry_7": "‡ This represents the possibility of being misled or misinterpreting an answer.", + "entry_8": "Control Weather", + "entry_9": "Spell Level: M6", + "entry_10": "Range: Referee's discretion", + "entry_11": "Duration: Referee's discretion", + "entry_12": "The caster can summon or stop rainfall, tornadoes, create unusually high or low temperatures, clear the sky of clouds or summon clouds into being.", + "entry_13": "Create Food and Drink", + "entry_14": "Spell Level: C5", + "entry_15": "Range: Close", + "entry_16": "Duration: Instantaneous", + "entry_17": "This spell creates a one-day supply of simple food and drinking water for 24 humans (or horses, which drink the same amount as a human for game purposes).", + "entry_18": "SpellS & maGiC - 45", + "summary": "Page Number: 45\n\nThe page details three spells. \"Contact Other Plane,\" a spell of level M5, allows the caster to mentally contact other planes to get yes or no answers to questions, but with risks such as temporary insanity and misleading answers based on the plane's depth. \"Control Weather,\" a level M6 spell, enables the caster to manipulate weather conditions, with both its range and duration decided by the referee. \"Create Food and Drink,\" a level C5 spell, produces a day's supply of food and water for 24 humans." + }, + "47": { + "entry_1": "Crystal Ball Spell Level: M3 Range: 60 ft. Duration: 2 hours", + "entry_2": "The caster must announce which of the two options is being cast. A two foot thickness of solid stone or a thin layer of lead blocks both options.", + "entry_3": "1. As a Clairaudience spell, the caster can hear through solid obstacles.", + "entry_4": "2. As a Clairvoyance spell, the caster can see through solid obstacles.", + "entry_5": "Cure (Cause) Disease Spell Level: C3 Range: Touch Duration: Instantaneous", + "entry_6": "1. As a Cure Disease spell, the recipient is cured of all diseases- including those magically inflicted.", + "entry_7": "2. As a Cause Disease spell, the recipient is inflicted with a disease to be determined by the Referee.", + "entry_8": "Cure (Cause) Light Wounds", + "entry_9": "Spell Level: C1 Range: Touch Duration: Instantaneous", + "entry_10": "1. As a Cure Light Wounds spell, the caster cures 1d6+1 HP.", + "entry_11": "2. As a Cause Light Wounds spell, the caster causes 1d6+1 damage.", + "entry_12": "Cure (Cause) Serious Wounds", + "entry_13": "Spell Level: C4 Range: Touch Duration: Instantaneous", + "entry_14": "1. As a Cure Serious Wounds spell, the caster cures 3d6+3 HP.", + "entry_15": "2. As a Cause Serious Wounds spell, the caster causes 3d6+3 damage.", + "entry_16": "46 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 46, this page from the \"Swords & Wizardry White Box Rules\" outlines several spells, detailing their level, range, duration, and effects. The \"Crystal Ball\" spell, at Level M3, allows the caster to use either \"Clairaudience\" to hear through obstacles or \"Clairvoyance\" to see through obstacles; both options are blocked by thick stone or lead. The \"Cure (Cause) Disease\" spell at Level C3 cures or inflicts diseases on touch, with instant effect. The \"Cure (Cause) Light Wounds\" spell at Level C1 heals or inflicts 1d6+1 HP damage, while the \"Cure (Cause) Serious Wounds\" spell at Level C4 heals or inflicts 3d6+3 HP damage, both immediately upon touch." + }, + "48": { + "entry_1": "Darkvision", + "entry_2": "Spell Level: M3", + "entry_3": "Range: Touch Duration: 1 day", + "entry_4": "The recipient of the spell can see in total darkness. The recipient should roll 1d6 on the table on the following page to determine the range of the vision.", + "entry_5": "Darkvision Range", + "entry_6": "Death Spell", + "entry_7": "Spell Level: M6 Range: 240 ft. Duration: Permanent", + "entry_8": "Within a 60 foot radius, up to 2d8 creatures with fewer than 7 HD perish.", + "entry_9": "Detect Chaos (Law)", + "entry_10": "Spell Level: C1, M2 Range: 120 ft. (C), 60 ft. (M) Duration: 1 hour (C), 20 min. (M)", + "entry_11": "1. As a Detect Chaos spell, the caster detects creatures of Chaos, or those with chaotic enchantments, intentions, thoughts, or auras within the spell's range. Poison is not inherently evil or chaotic and cannot be detected by means of this spell.", + "entry_12": "2. As a Detect Law spell, the spell works exactly like Detect Chaos except that it detects L aw.", + "entry_13": "Detect Invisibility", + "entry_14": "Spell Level: M2 Range: 10 ft./caster level Duration: 1 hour", + "entry_15": "Caster can perceive invisible creatures and objects.", + "entry_16": "SpellS & maGiC - 47", + "summary": "**Page Number: 47** \nThe page provides details on four spells from a spellcasting system: \"Darkvision,\" \"Death Spell,\" \"Detect Chaos (Law),\" and \"Detect Invisibility.\" \n\n- **Darkvision**: A level three spell that allows the recipient to see in total darkness for one day. The range of vision is determined by a 1d6 roll.\n- **Death Spell**: A level six spell with a range of 240 feet, which permanently affects a 60-foot radius, causing 2d8 creatures with fewer than 7 HD to die.\n- **Detect Chaos (Law)**: Depending on the version cast, it detects chaotic or lawful creatures, enchantments, or auras within a specified range. The spell duration and range differ for Chaos and Law.\n- **Detect Invisibility**: A level two spell permitting the caster to see invisible creatures and objects within 10 feet per caster level for one hour." + }, + "49": { + "entry_1": "Detect Magic", + "entry_2": "Spell Level: C1, M1 Range: 60 ft. Duration: 20 min.", + "entry_3": "The caster can perceive in places, people, or things the presence of a magical spell or enchantment. Magical items or secretly placed charms may be discovered with this spell.", + "entry_4": "Detect Thoughts (ESP)", + "entry_5": "Spell Level: M2 Range: 60 ft. Duration: 2 hours", + "entry_6": "The caster can detect the thoughts of other beings. The spell cannot penetrate more than two feet of stone and is blocked by even a thin sheet of lead.", + "entry_7": "Dimensional Portal", + "entry_8": "Dimensional Portal is a weak form of the Teleport spell that can be managed by lesser magicians. The caster can teleport themselves, an object, or another person with perfect accuracy to the stated location, as long as it is within the spell's given range.", + "entry_9": "48 - SwordS & wizardry white Box ruleS", + "entry_10": "Disintegrate", + "entry_11": "Spell Level: M6 Range: 60 ft. Duration: Permanent", + "entry_12": "The caster defines one specific target such as a door, a peasant, or a statue, and it disintegrates into dust. Magical materials are not disintegrated, and living creatures (such as the aforementioned peasant) are permitted a saving throw. The Disintegrate spell cannot be dispelled.", + "summary": "Page Number: 48, The page details several magical spells from a fantasy setting, focusing on their levels, ranges, durations, and effects. \"Detect Magic\" allows the caster to perceive magic in places, people, or things. \"Detect Thoughts (ESP)\" lets the caster read minds within a limited range, blocked by stone or lead. \"Dimensional Portal\" is a simpler teleportation spell for lesser magicians, enabling precise teleportation within a certain range. \"Disintegrate\" targets a single entity to turn it into dust, with a saving throw allowed for living beings. The spell does not affect magical materials and is permanent and irremovable once cast." + }, + "50": { + "entry_1": "Dispel Chaos (Law)", + "entry_2": "Spell Level: C5 Range: 30 ft. Duration: 10 min. (on magic items)", + "entry_3": "1. As a Dispel Chaos spell, the spell is similar to the arcane spell Dispel Magic, but works against items, spells, or agents of Chaos. However, unlike Dispel Magic, this spell also functions against chaotic sendings, possibly including dreams or supernatural hunting-beasts.", + "entry_4": "2. As a Dispel Law spell, the spell works exactly like Dispel Chaos, except that it will dispel L aw.", + "entry_5": "Dispel Magic", + "entry_6": "Spell Level: M3 Range: 120 ft. Duration: 10 min. (on magic items)", + "entry_7": "Dispel magic can be used to completely dispel most spells and enchantments. As an example of how one might referee this spell, the chance of dispelling magic could be a percentage based on the ratio of the level of the caster trying to dispel over the level of the caster (or HD of the monster) who hurled the original magic.", + "entry_8": "Thus, a 6th level Magic-user attempting to dispel a charm cast by a 12th level Magic-user has a 50% chance of success (6 / 12 = 1/2). If the 12th level Magic-user were dispelling the 6th level Magic-user's charm, the dispelling caster's chance of success would be 200% (12 / 6 = 2).", + "entry_9": "Feeblemind", + "entry_10": "Spell Level: M5", + "entry_11": "Range: 240 ft.", + "entry_12": "Duration: Permanent until dispelled", + "entry_13": "Feeblemind is a spell that affects only Magic-users. The saving throw against the spell is made at a -4 penalty, and if the saving throw fails, the targeted Magic-user becomes feebleminded until the magic is dispelled.", + "entry_14": "Find Traps", + "entry_15": "Spell Level: C2 Range: 30 ft. Duration: 20 min.", + "entry_16": "Find Traps can allow the caster to perceive both magical and non-magical traps at a distance of 30 feet.", + "entry_17": "SpellS & maGiC - 49", + "summary": "Page Number: 49, The page details specific spells, their levels, ranges, and durations in a magical system. \"Dispel Chaos (Law)\" is a spell that counters chaotic elements and resembles \"Dispel Magic,\" which nullifies magical effects based on caster level comparisons. \"Feeblemind\" targets Magic-users, making them feebleminded with a permanent effect unless dispelled, with a saving throw penalty. \"Find Traps\" enables identifying traps within 30 feet for 20 minutes." + }, + "51": { + "entry_1": "Fireball", + "entry_2": "Spell Level: M3", + "entry_3": "Range: 240 ft.", + "entry_4": "Duration: Instantaneous", + "entry_5": "A missile shoots from the caster's finger to explode at the targeted location in a furnace-like blast of fire. It has a burst radius of 20 feet and damage is 1d6 per level of the caster. The blast shapes itself to the available volume. A successful saving throw means that the target only takes half damage.", + "entry_6": "Duration: 1d6 turns + 1 turn/level", + "entry_7": "This spell grants the power of flight, with a movement rate of 120 feet per round. The Referee rolls for the duration of the spell in secret and does not disclose this information to the Player.", + "entry_8": "Hallucinatory Terrain", + "entry_9": "Spell Level: M4", + "entry_10": "Range: 240 ft.", + "entry_11": "Duration: Until touched by an enemy or dispelled", + "entry_12": "This spell changes the appearance of the terrain into the semblance of what the caster desires. A hill can be made to disappear, or could be replaced with an illusory forest, for example.", + "entry_13": "50 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 50\n\nSummary: The page provides descriptions of two spells. The first is \"Fireball,\" a level 3 spell allowing a caster to shoot a missile that explodes in a 20-foot radius, dealing 1d6 damage per caster level. Targets can take half damage with a successful saving throw. The second is \"Hallucinatory Terrain,\" a level 4 spell that changes the appearance of terrain within 240 feet, lasting until touched by an enemy or dispelled. The page is part of the \"Swords & Wizardry White Box\" rules." + }, + "52": { + "entry_1": "Hold Monster", + "entry_2": "Spell Level: M5", + "entry_3": "Range: 120 ft.", + "entry_4": "Duration: 1 hour + 10 min./level", + "entry_5": "The caster can target either 1d4 creatures (saving throw applies) or may instead target a single creature who must make their save at a -2 penalty.", + "entry_6": "Hold Person", + "entry_7": "Spell Level: C2, M3 Range: 180 ft. (C), 120 ft. (M) Duration: 90 min. (C), 1 hour + 10 min./level (M)", + "entry_8": "The caster can target either 1d4 persons (with the same parameters as Charm Person; saving throw applies) or may instead target a single creature who must make their save at a -2 penalty.", + "entry_9": "Hold Portal", + "entry_10": "Spell Level: M1 Range: Referee's discretion Duration: 2d6 turns", + "entry_11": "This spell magically holds a door or gate in position for the spell's duration (or until dispelled). Creatures with magic resistance can shatter the spell without much effort.", + "entry_12": "Insect Plague", + "entry_13": "Spell Level: C5 Range: 480 ft. Duration: 1 day", + "entry_14": "This spell only works outdoors. A storm of insects gathers, and goes wherever the caster directs. The cloud is approximately 400 square feet (20 x 20 feet, with roughly corresponding height). Any creature with fewer than 2 HD exposed to the cloud of insects will flee in terror (no saving throw).", + "entry_15": "Invisibility", + "entry_16": "Spell Level: M2 Range: 240 ft. Duration: Until dispelled or an attack is made", + "entry_17": "The object of this spell, whether a person or a thing, becomes invisible to both normal vision and to darkvision. If the Referee is using the invisibility rules unchanged, the result is that an invisible creature cannot be attacked unless its approximate location is known, and all attacks are made at -4 to-hit.", + "entry_18": "SpellS & maGiC - 51", + "summary": "Page Number: 51\n\nThe page describes various spells and their mechanics for use in a magical context. \"Hold Monster\" (Spell Level M5) can immobilize 1d4 creatures or one with a saving throw penalty, lasting 1 hour plus 10 minutes per level. \"Hold Person\" (Spell Level C2, M3) similarly targets 1d4 people or a single creature, also with a penalty to their saving throw, with varying durations. \"Hold Portal\" (Spell Level M1) is used to keep doors or gates shut for 2d6 turns, with notable weaknesses to magic resistance. \"Insect Plague\" (Spell Level C5) creates a large swarm of insects that causes creatures with fewer than 2 HD to flee, lasting one day and only usable outdoors. Finally, \"Invisibility\" (Spell Level M2) makes an object or person invisible, breaking upon making an attack. Each spell includes specific parameters such as range and conditions that can affect their use." + }, + "53": { + "entry_1": "Invisibility, 10 ft. radius", + "entry_2": "Spell Level: M3", + "entry_3": "Range: 240 ft.", + "entry_4": "Duration: Until dispelled or an attack is made", + "entry_5": "Identical to the Invisibility spell, which makes the target creature or object invisible to normal vision and to dark vision, except that it also throws a sphere of invisibility (with a 10 foot radius) around the recipient, which moves along with the target.", + "entry_6": "Invisible Stalker", + "entry_7": "Spell Level: M6", + "entry_8": "Range: Near Caster", + "entry_9": "Duration: Until mission is completed", + "entry_10": "This spell summons an Invisible Stalker with 8 HD. The stalker will perform one task as commanded by the caster, regardless of how long the task may take or how far the stalker may have to travel. The stalker cannot be banished by means of Dispel Magic; it must be killed in order to deter it from its mission.", + "entry_11": "Knock", + "entry_12": "Spell Level: M2 Range: 60 ft. Duration: Instantaneous", + "entry_13": "This spell unlocks and unbars all doors, gates, and portals within its range, including those held or locked by normal magic.", + "entry_14": "Levitate", + "entry_15": "Spell Level: M2 Range: 20 ft./level Duration: 10 min./level", + "entry_16": "This spell allows the Magic-user to levitate, moving vertically up or down, but the spell itself provides no assistance with lateral movement. A wall, cliff side, or ceiling could be used to move along hand-over-hand. Levitation allows up or downward movement at a rate of up to 6 feet per minute (60 feet per turn), and the caster cannot levitate more than 20 feet per level from the ground level where the spell was cast (such range being applied both to movement into the air and to downward movement into a pit or chasm).", + "entry_17": "52 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 52, The page provides details of several spells: Invisibility, 10 ft. radius (M3) creates a sphere of invisibility around the target which moves with them; Invisible Stalker (M6) summons a stalker to complete a task with no time or distance limits, immune to Dispel Magic; Knock (M2) unlocks all doors, gates, and portals within 60 ft.; Levitate (M2) allows vertical movement up to 20 ft. per level for 10 minutes per level without lateral assistance." + }, + "54": { + "entry_1": "Light (Dark)", + "entry_2": "Spell Level: C1, M1 Range: 120 ft. Duration: 2 hours (C), 1 hour + 10 min./level (M)", + "entry_3": "1. As a Light spell, the caster targets a person or object which then produces a light about as bright as a torch with a radius of 20 feet.", + "entry_4": "2. As a Dark spell, the caster instead causes night-time darkness to fall upon the area with a radius of 20 feet.", + "entry_5": "Light (Dark), Continual", + "entry_6": "Spell Level: C3, M2 Range: 120 ft. Duration: Permanent until dispelled", + "entry_7": "1. As a Light, Continual spell, the caster targets a person or object which then produces a light about as bright as a torch with a radius of 20 feet.", + "entry_8": "2. As a Dark, Continual spell, the caster instead causes night-time darkness to fall upon the area with a radius of 20 feet.", + "entry_9": "Lightning Bolt", + "entry_10": "Spell Level: M3 Range: 60 ft. Duration: Instantaneous", + "entry_11": "A nearly ten foot wide bolt of lightning extends 60 feet from the fingertip of the caster. Anyone in its path suffers 1d6 points of damage per level of the caster, though a successful saving throw halves damage. The bolt always extends 60 feet, even if this means that it ricochets backward from something that blocks its path.", + "entry_12": "Locate Object", + "entry_13": "Spell Level: C3, M2 Range: 90 ft. (C), 60 ft. + 10 ft./level (M) Duration: 1 min./level", + "entry_14": "This spell gives the caster the correct direction (as the crow flies) toward an object the caster specifies with a description. The object cannot be something the caster has never seen, although the spell can detect an object in a general class of items known to the caster: stairs, gold, etc.", + "entry_15": "SpellS & maGiC - 53", + "summary": "Page Number: 53, The page describes several spells with their levels, range, and durations. \"Light (Dark)\" spells have two versions: a basic version casting either light or darkness over a 20-foot radius, and a \"Continual\" version with permanent effect until dispelled. \"Lightning Bolt\" is a spell that sends a nearly ten-foot wide bolt of lightning up to 60 feet, inflicting 1d6 damage per caster level, reduced by half if a saving throw is successful. \"Locate Object\" allows the caster to determine the direction of a described object, within a range of 90 feet for clerics and 60 feet plus 10 feet per level for mages, lasting one minute per level." + }, + "55": { + "entry_1": "Magic Jar", + "entry_2": "Spell Level: M5 Range: See below Duration: See below", + "entry_3": "This spell relocates the caster's life essence, intelligence, and soul into an object (of virtually any kind). The \"jar\" must be within 30 feet of the caster's body for the transition to succeed.", + "entry_4": "Once within the magic jar, the caster can possess the bodies of other creatures and people, provided that they are within 120 feet of the jar and fail a saving throw. The caster can return their soul to the magic jar at any time, and if a body they control is slain, the caster's life essence returns immediately to the jar. If the caster's body is destroyed while their soul is in the magic jar, the soul no longer has a home other", + "entry_5": "than within the magic jar (although the disembodied wizard can still possess other bodies as before). If the jar itself is destroyed while the Magic-user's soul is within, the soul is lost. The Magic-user can return from the jar to their own body whenever desired, thus ending the spell.", + "entry_6": "Massmorph", + "entry_7": "Spell Level: M4 Range: 240 ft. Duration: Until negated or dispelled", + "entry_8": "One hundred or fewer human-sized creatures are changed to appear like innocent trees. The illusion is so perfect that creatures moving through the \"forest\" will not detect the deception.", + "entry_9": "Move Earth", + "entry_10": "Spell Level: M6 Range: 240 ft. Duration: Permanent", + "entry_11": "This spell can only be used above ground. It allows the caster to move hills and other raised land or stone at a rate of 6 feet per minute for 1 hour.", + "entry_12": "54 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 54, The page outlines three spells from the \"Swords & Wizardry White Box Rules.\" The \"Magic Jar\" spell allows the caster's soul to inhabit an object and possess nearby creatures, with specific conditions for transitioning between bodies and the risks if the jar or the original body is destroyed. The \"Massmorph\" spell creates an illusion transforming up to 100 human-sized creatures into the appearance of trees, undetectable to passersby until dispelled. The \"Move Earth\" spell permits manipulation of terrain, enabling the caster to move hills or raised land at a specified rate for one hour, with permanent effects." + }, + "56": { + "entry_1": "Move Water", + "entry_2": "Spell Level: M6 Range: 240 ft. Duration: See below", + "entry_3": "The caster must announce which of the two options are being cast:", + "entry_4": "1. The spell lowers the depth and water level of lakes, rivers, wells, and other bodies of water to 1/2 their normal levels. Used this way, the spell lasts for 10 turns.", + "entry_5": "2. Alternately, this spell creates a gap through water, but only to a depth of 10 feet. Used this way, the spell lasts for 6 turns.", + "entry_6": "Neutralize Poison", + "entry_7": "Spell Level: C4 Range: Referee's discretion Duration: 10 min.", + "entry_8": "This spell counteracts poison, but does not bring the dead back to life.", + "entry_9": "Passwall", + "entry_10": "Spell Level: M5 Range: 30 ft. Duration: 30 min.", + "entry_11": "This spell creates a hole through solid rock. The hole or tunnel is up to 10 feet deep and is large enough to allow the passage of an average sized man.", + "entry_12": "Phantasmal Force", + "entry_13": "Spell Level: M2 Range: 240 ft. Duration: Until negated or dispelled", + "entry_14": "This spell creates a realistic illusion in the sight of all who view it. The illusion disappears when it is touched, but if the viewer believes the illusion is real they can take damage from it.", + "entry_15": "SpellS & maGiC - 55", + "summary": "Page Number: 55, This page details several spells with descriptions of their effects, range, duration, and additional notes. \n\n1. **Move Water (Spell Level: M6)** - A spell with a range of 240 feet, offering two options: reducing water bodies to half their levels for 10 turns, or creating a 10-foot deep gap in the water for 6 turns.\n \n2. **Neutralize Poison (Spell Level: C4)** - Effective within an unspecified range determined by a referee, this spell nullifies poison effects for 10 minutes without resurrecting the dead.\n\n3. **Passwall (Spell Level: M5)** - Creates a 10-foot deep tunnel through solid rock, allowing an average-sized person to pass, lasting for 30 minutes within a 30-foot range.\n\n4. **Phantasmal Force (Spell Level: M2)** - Generates a believable illusion at a range of 240 feet, persisting until disrupted. The illusion can cause damage if viewers perceive it as real.\n\nThe page is part of a section on \"SpellS & maGiC\" and outlines practical applications and restrictions for casting these spells." + }, + "57": { + "entry_1": "Plant Growth", + "entry_2": "Spell Level: M4 Range: 120 ft.", + "entry_3": "Duration: Permanent until dispelled", + "entry_4": "Up to 300 square feet of ground can be affected by this spell; undergrowth in the area suddenly grows into an impassable forest of thorns and vines. The caster can decide the shape of the area to be enchanted. An alternate version (Referee's decision) would allow the spell to affect an area of 300 x 300 feet, for a total of 90,000 square feet.", + "entry_5": "Polymorph", + "entry_6": "Spell Level: M4 Range: See below Duration: See below", + "entry_7": "The caster must announce which of the two options are being cast:", + "entry_8": "1. The caster assumes the form of any object or creature, gaining the new form's attributes (the use of wings, for example), but not its hit points or combat abilities. The Referee might allow the benefit of the new form's armor class, if it is due to heavily armored skin. A great deal of the spell's effect is left to the Referee to decide. This form of the spell lasts for roughly one hour plus one additional hour for each level of the caster.", + "entry_9": "2. Alternately, this spell allows the caster to turn another being into a different type of creature (such as a dragon, a garden slug, and of course, a frog or newt). The polymorphed creature gains all the abilities of the new form, but retains its own mind and hit points. Used in this way, the range on this spell is 60 feet. This form of the spell lasts until dispelled.", + "entry_10": "Project Image Spell Level: M6 Range: 240 ft. Duration: 1 hour", + "entry_11": "The caster projects their image to a maximum range of 240 feet. Not only does the projected image mimic the caster's sounds and gestures, but any spells cast will appear to originate from the image.", + "entry_12": "56 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 56, the page describes three spells from a role-playing game system: \"Plant Growth,\" \"Polymorph,\" and \"Project Image.\" \n\n- \"Plant Growth\" is a level 4 spell that creates an impassable area of thorns and vines over 300 square feet, with a range of 120 feet, and permanence until dispelled. An alternate version covers 90,000 square feet, contingent on the Referee's decision.\n\n- \"Polymorph\" is a level 4 spell offering two options: turning the caster into another form with its attributes (excluding combat abilities), lasting for one hour per caster level, or transforming another being within 60 feet into a different creature while retaining its mind and hit points, lasting until dispelled.\n\n- \"Project Image\" is a level 6 spell that projects the caster's likeness up to 240 feet away for one hour. The image can mimic the caster's actions and be the apparent source of any spells cast." + }, + "58": { + "entry_1": "Protection from Chaos (Law)", + "entry_2": "Spell Level: C1, M1 Range: Caster only Duration: 2 hours (C), 1 hour (M)", + "entry_3": "1. As a Protection from Chaos spell, the caster creates a magical field of protection around themselves to block out all chaotic monsters, who suffer a -1 penalty \"to-hit\" against the caster, and the caster gains +1 on all saving throws against such attacks.", + "entry_4": "2. As a Protection from Law spell, it does the same thing except that lawful creatures suffer the -1 penalty.", + "entry_5": "Protection from Chaos (Law), 10 ft. radius", + "entry_6": "Spell Level: C4, M3 Range: 10 ft. radius around caster Duration: 2 hours", + "entry_7": "1. As a Protection from Chaos, 10 ft. radius spell, it has the same effect as Protection from Chaos-except that its effect covers an area rather than an individual.", + "entry_8": "2. As a Protection from Law, 10 ft. radius spell, it has the same effect as Protection from Law-except that its effect covers an area rather than an individual.", + "entry_9": "Protection from Normal Missiles", + "entry_10": "Spell Level: M3 Range: 30 ft. Duration: 2 hours", + "entry_11": "The recipient becomes invulnerable small non-magical missiles. Only normal missiles projected by normal weapons are affected.", + "entry_12": "Purify (Putrefy) Food and Drink", + "entry_13": "Spell Level: C1 Range: Close/Touch Duration: Instantaneous", + "entry_14": "1. As a Purify Food and Drink spell. the caster causes enough food and water for up to a dozen people to be made pure, removing spoilage and poisons.", + "entry_15": "2. As a Putrefy Food and Drink spell. the caster causes enough food and water for up to a dozen people to be made putrid, creating spoilage and poisons.", + "entry_16": "SpellS & maGiC - 57", + "summary": "Page Number: 57\n\nThis page details various spells and their mechanics. \n\n1. **Protection from Chaos (Law)**: Available at different spell levels (C1, M1, C4, M3), offering protection to the caster or within a 10 ft. radius against chaotic or lawful creatures, respectively. Those protected receive a defensive bonus in combat and resistance to attacks.\n \n2. **Protection from Normal Missiles**: A spell at level M3 that grants the recipient invulnerability to small non-magical projectiles for two hours within a 30 ft. range.\n\n3. **Purify (Putrefy) Food and Drink**: A level C1 spell allowing the caster to either purify or spoil enough food and water for up to twelve people instantaneously.\n\nThese spells focus on defensive capabilities, area protection, and manipulation of food and drink purity, providing strategic advantages in certain situations." + }, + "59": { + "entry_1": "Quest", + "entry_2": "Spell Level: C5, M6", + "entry_3": "Range: 30 ft. Duration: Until completed", + "entry_4": "If the victim fails a saving throw, the caster may set a task for the victim to perform, such as, \"Find the Goblet of Morde and return here to tell me its location.\" If a Magic-user casts this spell the victim will die if they ignore the Quest altogether. If a Cleric casts this spell the victim's failure to obey will result in a curse to be determined by the Referee.", + "entry_5": "Raise Dead", + "entry_6": "Spell Level: C5 Range: Line of sight Duration: See below", + "entry_7": "Raise Dead allows the Cleric to raise a corpse from the dead, provided it has not been dead too long. The normal time limit is 4 days, but for every caster level higher than 8th, the time limit extends another 4 days. Characters with low constitution might not survive the ordeal; and even for those with a strong constitution, a period of two weeks is required before they can function normally. This spell only functions on ancestries that can be used for Player Characters (i.e., \"human-like\").", + "entry_8": "Read Languages", + "entry_9": "Spell Level: M1 Range: Reading distance Duration: 1 or 2 readings", + "entry_10": "This spell allows the caster to read directions, instructions, and similar notations that are written in unfamiliar or even unknown languages. It is especially useful for treasure maps.", + "entry_11": "Read Magic", + "entry_12": "Spell Level: M1 Range: Caster only Duration: 2 scrolls or other writings", + "entry_13": "This spell allows the caster to read magical writings on items and scrolls. Magical writing cannot be read without the use of this spell.", + "entry_14": "58 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 58, the document outlines several spells from a fantasy game setting, detailing their levels, ranges, and effects. The \"Quest\" spell requires a victim to complete a specified task or suffer dire consequences, depending on whether a Magic-user or Cleric casts it. \"Raise Dead\" allows Clerics to resurrect recently deceased beings, with time limits based on the Cleric's level and restrictions on whom it can resurrect. \"Read Languages\" enables reading unknown languages, useful for deciphering documents like treasure maps. \"Read Magic\" allows casters to understand magical writings essential for casting from scrolls or identifying magical texts." + }, + "60": { + "entry_1": "Reincarnation", + "entry_2": "Spell Level: M6 Range: Touch Duration: Instantaneous", + "entry_3": "This spell brings a dead character's soul back from the dead, but the soul reappears in a newly formed body of the same alignment as the deceased.", + "entry_4": "Remove Curse", + "entry_5": "Spell Level: C3, M4 Range: Close/Touch Duration: Instantaneous", + "entry_6": "This spell removes one curse from a person or object.", + "entry_7": "Sleep", + "entry_8": "Spell Level: M1 Range: 240 ft. Duration: Referee's discretion", + "entry_9": "This spell puts enemies into an enchanted slumber (no saving throw is permitted). It can affect a number of creatures based on their hit dice.", + "entry_10": "Affected by Sleep", + "entry_11": "Speak with Animals", + "entry_12": "Spell Level: C2 Range: 30 ft. Duration: 1 hour", + "entry_13": "The caster can speak with animals within range. There is a chance that the animals will assist the caster and they will not attack the caster or the caster's party (unless the caster said something particularly offensive).", + "entry_14": "runninG the Game - 59", + "summary": "Page Number: 59, the page provides descriptions of various spells in a game setting, including \"Reincarnation,\" which allows a dead character's soul to be reborn in a new body of the same alignment; \"Remove Curse,\" which eliminates a curse from a person or object; \"Sleep,\" which can put enemies into a magical slumber without a saving throw, affecting multiple creatures based on their hit dice; and \"Speak with Animals,\" enabling communication with animals for up to an hour, with the possibility of gaining their assistance." + }, + "61": { + "entry_1": "Speak with Plants", + "entry_2": "Spell Level: C4 Range: 30 ft. Duration: 1 hour", + "entry_3": "The caster can speak to and understand the replies of plants. Plants will obey the caster's commands as far as they are able (e.g. twisting or bending aside to allow passage, etc.).", + "entry_4": "Sticks to Snakes", + "entry_5": "Spell Level: C4 Range: 120 ft. Duration: 1 hour", + "entry_6": "The caster may turn as many as 2d8 normal sticks into snakes, each one having a 50% chance of being venomous. The snakes follow the caster's commands, but turn back into sticks at the end of the spell (or when killed).", + "entry_7": "Telekinesis M5", + "entry_8": "Spell Level: Range: 120 ft. Duration: 1 hour", + "entry_9": "The caster can move objects using mental power alone. The amount of weight the caster can lift and move is 20 pounds per level.", + "entry_10": "60 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 60\n\nThe page describes three spells for use in gameplay: \"Speak with Plants,\" \"Sticks to Snakes,\" and \"Telekinesis.\" \"Speak with Plants\" (Spell Level: C4) allows the caster to communicate with plants within a 30 ft. range for 1 hour, and the plants can obey simple commands. \"Sticks to Snakes\" (Spell Level: C4) enables the caster to transform 2d8 sticks into snakes, which have a 50% chance of being venomous, for 1 hour within a 120 ft. range. \"Telekinesis\" (Spell Level: M5) allows the caster to move objects up to 20 pounds per caster level using mental power, with a range of 120 ft. for 1 hour. These spells are part of the \"Swords & Wizardry White Box Rules.\"" + }, + "62": { + "entry_1": "Teleport", + "entry_2": "Spell Level: M5 Range: Touch Duration: Instantaneous", + "entry_3": "This spell transports the caster or another person to a destination that the caster knows (at least knowing what it looks like from a painting or a map). Success depends on how well the caster knows the targeted location:", + "entry_4": "1. If the caster has only indirect experience of the destination (known only through a picture or map) there is a 25% chance of success- with failure resulting in death.", + "entry_5": "2. If the caster has seen but not studied the destination there is an 20% chance of failure. Half of failures will place the traveler 1d10 x 10 feet below the intended location, possibly resulting in death from arrival within a solid substance. The other half of failures will place the traveler 1d10 x 10 feet above the targeted location, possibly resulting in a deadly fall.", + "entry_6": "3. If the caster is familiar with the location or has studied it carefully there is a 5% chance of failure, with 1 in 6 failures arriving below and 5 in 6 arriving above the targeted location. In either case, the arrival is 1d4 x 10 feet low or high.", + "entry_7": "Transform Rock-Mud", + "entry_8": "Spell Level: M5 Range: 120 ft. Duration: 3d6 days, or spell reversal", + "entry_9": "This spell transforms rock (and any other form of earth) into mud, or mud to rock. An area of roughly 300 x 300 feet becomes a deep mire, reducing movement to 10% of normal.", + "entry_10": "Transform Stone-Flesh", + "entry_11": "Spell Level: M6 Range: 120 ft. Duration: Permanent until reversed", + "entry_12": "This spell transforms flesh into stone or stone into flesh, as desired by the caster. A saving throw is permitted to avoid being turned into stone, but if the spell succeeds the victim is transformed into a statue.", + "entry_13": "runninG the Game - 61", + "summary": "Page Number: 61\n\nThis page describes three magical spells. The \"Teleport\" spell (level M5) allows the caster to instantly transport themselves or another person to a known location. Success rates vary based on the caster's familiarity with the destination, with higher risks and possible fatal consequences when the location is less familiar. The \"Transform Rock-Mud\" spell (level M5) converts rock into mud or vice versa within a 300 x 300 feet area, lasting for 3d6 days or until reversed, drastically slowing movement in the affected area. The \"Transform Stone-Flesh\" spell (level M6) can permanently change flesh to stone or stone to flesh. The target can avoid transformation by succeeding on a saving throw." + }, + "63": { + "entry_1": "Wall of Fire or Ice", + "entry_2": "Spell Level: M4 Range: 60 ft. Duration: Concentration", + "entry_3": "The caster must announce which of the two options are being cast:", + "entry_4": "1. As a Wall of Fire spell, the caster conjures a wall of fire that flares into being and burns for as long as the caster concentrates upon it. Creatures with 3 or fewer hit dice cannot pass through it, and no creature can see through it to the other side. Passing through the fire inflicts 1d6 hit points of damage (no saving throw) and undead creatures sustain twice the normal damage. The caster may choose to create a straight wall 60 feet long and 20 feet high, or a circular wall with a 15 foot radius, also 20 feet high.", + "entry_5": "2. As a Wall of Ice spell, the caster conjures up a 6 foot thick wall of ice. The caster may choose to create a straight wall 60 feet long and 20 feet high, or a circular wall with a 15 foot radius, also 20 feet high. Creatures with 3 or fewer hit dice cannot affect the wall, but creatures of 4+ hit dice are able to smash through it, taking 1d6 points of damage in the process. Creatures with fire-based metabolisms take 2d6 instead of the normal 1d6. Fire spells and magical effects are negated in the vicinity of the wall.", + "entry_6": "Wall of Stone or Iron", + "entry_7": "Spell Level: M5 Range: 60 ft. Duration: Permanent (stone) or 2 hours (iron)", + "entry_8": "The caster must announce which of the two options are being cast:", + "entry_9": "1. As a Wall of Stone spell, the caster conjures a wall of stone 2 feet", + "entry_10": "thick, with a surface area of 1,000 square feet.", + "entry_11": "2. As a Wall of Iron spell, the caster conjures an iron wall from thin air.", + "entry_12": "The wall is 3 feet thick, with a surface area of 500 square feet.", + "entry_13": "Water Breathing", + "entry_14": "Spell Level: M3 Range: 30 ft. Duration: 2 hours", + "entry_15": "This spell grants the ability to breathe underwater until the spell's duration expires.", + "entry_16": "62 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 62, the page details the mechanics of four different spells in the \"Swords & Wizardry White Box Rules.\" \n\n1. **Wall of Fire** (M4): Creates a fiery barrier that lasts with concentration. Creatures with 3 or fewer hit dice cannot pass through, while others take damage. Options include a straight or circular wall.\n\n2. **Wall of Ice** (M4): Summons a thick ice wall, breakable by stronger creatures with damage incurred. It negates fire spells nearby.\n\n3. **Wall of Stone** (M5): Conjures a permanent stone wall 2 feet thick with a large surface area.\n\n4. **Wall of Iron** (M5): Creates a temporary iron wall, thicker and smaller in surface area than stone.\n\n5. **Water Breathing** (M3): Allows underwater breathing for 2 hours." + }, + "64": { + "entry_1": "Web", + "entry_2": "Spell Level: M2 Range: 30 ft. Duration: 8 hours", + "entry_3": "Fibrous, sticky webs fill an area up to 10 x 10 x 20 feet. It is extremely difficult to get through the mass of strands-it takes one turn if a torch and sword (or a flaming sword) are used, and creatures larger than a horse can break through in 2 turns. Humans take longer to break through-perhaps 3 to 4 turns or longer at the Referee's discretion.", + "entry_4": "Wizard Eye", + "entry_5": "Spell Level: M4 Range: 240 ft. Duration: 1 hour", + "entry_6": "The caster conjures up an invisible, magical \"eye,\" that can move a maximum of 240 feet from its creator. It floats along as directed by the caster, at a rate of 120 feet per turn.", + "entry_7": "Wizard Lock", + "entry_8": "Spell Level: M2 Range: Close Duration: Permanent until dispelled", + "entry_9": "As with a Hold Portal spell, but it is permanent until dispelled. Creatures with magic resistance can shatter the spell without effort. Any Magicuser three levels or higher than the caster can open the portal, and a Knock spell will open it as well (although the spell is not permanently destroyed in these cases).", + "entry_10": "runninG the Game - 63", + "summary": "Page Number: 63. The page describes three magical spells. The \"Web\" spell (Level M2) creates fibrous, sticky webs over a large area, impeding movement for up to 8 hours. Large creatures can break through in 2 turns, while humans take longer, dependent on the Referee's discretion. The \"Wizard Eye\" spell (Level M4) creates an invisible floating eye that follows the caster's directions up to 240 feet for 1 hour. The \"Wizard Lock\" spell (Level M2) is similar to a Hold Portal spell but remains permanent until dispelled. It can be bypassed by creatures with magic resistance, Magic-users of higher levels, and the Knock spell." + }, + "65": { + "entry_1": "CHAPTER 7: RUNNING THE GAME", + "entry_2": "Running a game of SWORDS & WIZARDRY: WHITEBOX is a lot easier than running most other role-playing games, simply because there are not as many rules and your own discretion overrides them anyway. Most situations are handled by making \"common sense\" decisions concerning what happens next.", + "entry_3": "For example, if there are a bunch of zombies around the next corner and the Players decide not to go around that corner, it's up to the Referee to determine whether or not it makes sense for the zombies to rush around the corner and attack-or whether their orders are to simply stay where they are. If a Player decides that the character is going to jump through a wall of fire, with several bottles of flammable oil in a backpack, it's up to the Referee to determine whether or not they explode.", + "entry_4": "This means \"making up\" a lot of stuff on the spot; it's a game with a lot of improvisation. If you're not a good storyteller or if you're not up to doing a lot of creative thinking on the fly, it might be better that you try a different game-one that provides more rules and guidance for every little situation that might arise. But if you're a good storyteller, creative and fair, SWORDS & WIZARDRY: WHITEBOX's small, Spartan rule-set frees up your creativity to create a fantasy role-playing experience completely different from the type of game that depends on a multitude of rules.", + "entry_5": "SWORDS & WIZARDRY: WHITEBOX also frees up your creativity in terms of customizing the game. Unlike a more complex game, you can add house rules wherever you want to without accidentally messing up something else buried in the rules. If you want to use critical hits and fumbles, add 'em in. You won't break anything-there's not that much to break!", + "entry_6": "DeSigning an aDventure", + "entry_7": "Basically, the \"adventure\" is just the setting for the game-usually a map and then notes about certain locations on that map. As the Players tell you where their characters go and what they do, you're referring to the map and your notes to describe what happens as a result. Don't try to plan for all contingencies-it's guaranteed that the players will do something unexpected during the adventure and you'll just have to roll with it, thinking on your feet and making up new things as you go. Just as you challenge the Players with adventure, they challenge you to keep up with their collective creativity.", + "entry_8": "creating a campaign", + "entry_9": "A campaign is the world beyond the adventure-the cities, forests, coastlines, and kingdoms of the fantasy world. The players will almost certainly want their characters to explore the wilderness, visit cities, and do all sorts of things in the fantasy world. At the beginning of the game, you might want to sketch out a map of a single village (as the starting point) and some of the surrounding area. (The location of the first adventure-a dark forest, perhaps) As the players move their characters around from adventure to adventure, you can expand the little map into an entire fantasy world with the continents, kingdoms, and great empires at your disposal.", + "entry_10": "64 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 64. The page from \"SWORDS & WIZARDRY: WHITEBOX\" discusses the simplicity and improvisational nature of running the game. It emphasizes the role of the Referee in making judgment calls and adapting to player choices without being constrained by extensive rules. The game's minimal rule set encourages creativity and customization, allowing for the addition of house rules without disrupting game balance. The page also outlines the creation of adventures through maps and notes, as well as campaign creation, starting from a village and expanding into a larger fantasy world based on player exploration and storytelling." + }, + "66": { + "entry_1": "If you want to take a shortcut, you can set your entire campaign in a fictional world created by the author of one of your favorite fantasy stories. Most of these have maps and the author has already created the details and feel of the world for you. For example, the worlds of Conan's Hyboria (Robert E. Howard), of Elric and the Eternal Champions (Michael Moorcock), and of the Dying Earth (Jack Vance) are popular fictional settings ready for gaming. Indeed, publishers have already created pre-packaged campaigns for all three of these examples.", + "entry_2": "experience pointS", + "entry_3": "Experience Points are awarded to Players for gaining treasure and killing monsters, as an earlier Player's section has described. It may seem counterintuitive that treasure somehow makes characters more experienced, but that's not what awarding experience for gold pieces is all about. Gold pieces are an after-the-fact measurement of how ingenious the character (Player) was in getting them. The gold pieces are not the source of the experience-they are the measurable product of it.", + "entry_4": "That being said, there are many alterative ways for Referees to award XP. For example, active participation in the campaign might warrant experience for each hour of real-time play, as could solving puzzles and aiding allies. A particularly clever solution or epic victory might warrant double the normal XP amount awarded, while an abysmal failure might merit half. Some Referees make all earned Experience Points a part of a community total to be divided evenly, since not all the characters have the same opportunities in a given adventure. Others prefer a more competitive game, whereby each player earns XP according to individual accomplishments.", + "entry_5": "If you find that whatever system you're using leads the players toward bad decisions-seeking out unnecessary combat or looking for traps to spring- you might consider adjusting your system. This is true for the \"official\" system of awarding experience as well. Remember, the Referee is the ultimate judge of what works best for a game and any rule can be changed to fit the group.", + "entry_6": "Scale of Advancement", + "entry_7": "Referees all have their own style of campaign, and it would be silly for one author to impose needless restrictions on anyone playing the game. However, it is worth noting that this rules set was designed with the notion that 4th level characters are \"heroic\" and thus the tables were capped at level 10. A Referee who wishes to extend the tables to higher levels is encouraged to do so if it fits the style of the campaign.", + "entry_8": "guiDelineS for running a Dungeon aDventure", + "entry_9": "Random Monsters and Treasure", + "entry_10": "When randomly stocking a dungeon, you can use the following guidelines for placing treasure and monsters. For every room, roll 1d6. If the result is a 1 or 2, there is a monster present, and that monster has a 50% chance of having a treasure. For rooms that don't have a monster, there is still a 1 in 6 chance that there is a hidden treasure in the room.", + "entry_11": "runninG the Game - 65", + "summary": "Page Number: 65, the document discusses experience points (XP) in role-playing games, emphasizing that XP is typically awarded for acquiring treasure and defeating monsters. However, alternative methods are suggested, such as granting XP for real-time play, puzzle-solving, or notable actions. The text advises referees to adjust XP systems to avoid incentivizing undesirable player behavior. Additionally, it touches on the scale of advancement, noting that while rules consider 4th level characters as \"heroic\" and cap at level 10, referees can extend levels. Guidelines for dungeon adventures include using random rolls to determine the presence of monsters and treasures in rooms." + }, + "67": { + "entry_1": "Hidden Treasure", + "entry_2": "Hidden Treasure is always hidden, and often guarded by a trap. At the very least, the treasure is hidden in a secret compartment (treat as a secret door). Keep in mind that secret doors require a lot of time for searching, and if the compartment is in a pillar or statue a player must state that they are searching (or, if an elf, the player must at least state that they are examining the thing before getting their automatic chance to detect a secret door).", + "entry_3": "Where Treasure is Hidden", + "entry_4": "66 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 66, The text discusses the mechanics of hidden treasure in a game setting, noting that it is often concealed and may be trapped. To discover the treasure, players need to find a secret compartment, which is treated like a secret door. Searching for these hidden spots requires significant time. If the compartment is located in a structure like a pillar or statue, players must declare their search intentions. Elves have an automatic chance to detect such secret doors but must at least be examining the structure." + }, + "68": { + "entry_1": "Traps on Hidden Treasure", + "entry_2": "Type of Trap", + "entry_3": "runninG the Game - 67", + "summary": "Page Number: 67, the page discusses different types of traps that can be encountered while searching for hidden treasure. It likely details the mechanics or descriptions of the traps, how they are implemented within the game, and possibly strategies for detecting or overcoming them. The focus is on enhancing gameplay through these obstacles during quests or adventures involving treasures." + }, + "69": { + "entry_1": "Alarm or Summons traps either sound a loud alarm which alerts wandering monsters to the area or (at higher levels) magically summons a guardian of the treasure. Such alarms might also occasionally be silent, to keep intruders unaware that their presence has been noted.", + "entry_2": "Individual Damage traps inflict roughly 1d6 hit points of damage per dungeon level. Thus, on level 2 you might find a 20ft deep pit trap or a scything blade that inflicts 2d6 points of damage.", + "entry_3": "Group Damage traps usually inflict roughly 1d6 points of damage per dungeon level to multiple people in a blast radius, but there is often a saving throw to cut the damage in half.", + "entry_4": "Individual Chance of Death traps usually involve a saving throw for the person who triggers the trap, but not to anyone else. These traps are usually poison, but can be anything that involves a saving throw, including sleep, disintegration, charm, and petrifaction.", + "entry_5": "Group Chance of Death traps are the same as Individual Chance of Death traps, but have an area of effect.", + "entry_6": "Other Dungeon Features", + "entry_7": "Secret Doors: When the characters search a 10-foot area for one turn, each character has a 2-in-6 chance to find a secret door if there is one. Elves, however, have a 4-in-6 chance to find it and a 1-in-6 chance to notice it without even searching. Finding a secret door does not necessarily mean the characters know how to open it; they just know that it is there. The same rules apply for smaller-scale searches (such as checking a pillar for secret compartments), which require only half the time.", + "entry_8": "Listening at Doors: Listening at a door has a 1-in-6 chance of success for humans; nonhuman characters most likely have better hearing than humans and can hear noises with a 2-in-6 chance of success.", + "entry_9": "Opening Doors: Doors in a dungeon are stuck, and require a die roll of 1-2 on a d6 to force open. Multiple characters - up to a maximum of three - can smash through a door together, giving each one a separate, normal chance of success all at once. However, they spill into the room and should automatically lose initiative if there are monsters within. It is important to get the door open on the first try, because a failed attempt warns any monsters on the other side of the door that there is trouble. Monsters know their doors, and can go through them without difficulty.", + "entry_10": "68 - SwordS & wizardry white Box ruleS", + "summary": "**Page Number: 68**\n\nThe page discusses mechanics for dealing with traps and dungeon exploration in the \"Swords & Wizardry White Box\" game. It covers different types of traps, including Alarm or Summons traps that alert monsters or summon guardians, and various Damage and Chance of Death traps, detailing their effects and potential saving throws. Secret doors can be found with different success rates; elves have a higher chance than humans. Listening and opening doors also have specific success probabilities, with nuances like better odds for non-humans. Multiple characters can attempt to open stuck doors collectively, but failure alerts nearby monsters." + }, + "70": { + "entry_1": "Traps and Pits: In general, unless the Referee rules otherwise for a particular trap, anyone passing over or through the trigger for a trap has a 2-in-6 chance to spring it. It is suggested (but not required) that the Referee allow Dwarves to recognize traps involving stonework. Here is a starter rule that the Referee can modify as desired: For traps involving a stone trigger (such as a pressure plate) or a hole or gap in stonework (such as a falling block or an arrowhole), a Dwarf has a 1-in-6 chance to notice the features of a trap before passing over/through it, as long as movement is at a careful speed; the Dwarf has a 4-in-6 chance to notice features of a stonework trap when searching (one turn per 10-foot square of wall or floor). Identifying the features of a trap does not tell the dwarf how to disarm the trap, although in some cases the disarming mechanism might be obvious once the trap's visible features are identified. This rule treats stone traps for Dwarves in the same way that secret doors are treated for Elves.", + "entry_2": "Wandering Monsters: Each turn, there is a 1-in-6 chance that a wandering monster arrives (at the standard perception distance of 2d4 x10ft). Wandering monsters do not carry treasure.", + "entry_3": "runninG the Game - 69", + "summary": "Page Number: 69, the document provides guidelines for dealing with traps and wandering monsters in a role-playing game setting. It suggests that traps have a 2-in-6 chance of being sprung when a character passes over or through the trigger unless the Referee decides otherwise. Dwarves have a special ability to notice stonework-related traps, with a 1-in-6 chance during normal movement and a 4-in-6 chance when actively searching. Identifying a trap does not necessarily indicate how to disarm it. Additionally, there is a 1-in-6 chance each turn for a wandering monster to appear, but these creatures do not possess treasure." + }, + "71": { + "entry_1": "Monsters on Dungeon Level 1", + "entry_2": "Monsters on Dungeon Level 2", + "entry_3": "70 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 70, The page provides an overview of the monsters found on Dungeon Levels 1 and 2 within the Swords & Wizardry White Box rules. It includes the types of creatures adventurers might encounter, likely categorized by difficulty and characteristics, tailored for these initial exploration levels of a dungeon craw. This serves as a critical reference for game masters to ensure an appropriately challenging encounter design for new players." + }, + "72": { + "entry_1": "Monsters on Dungeon Level 3", + "entry_2": "runninG the Game - 71", + "summary": "Page Number: 71, The document discusses the monsters encountered on Dungeon Level 3 in a role-playing game. It provides details on managing the game at this level, likely outlining specific creatures, their abilities, and strategies for dungeon masters to effectively run encounters. The content is crucial for understanding the challenges and dynamics players might face at this stage of the game." + }, + "73": { + "entry_1": "Monsters on Dungeon Level 4", + "entry_2": "72 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 72\n\nThe page provides details about monsters encountered on Dungeon Level 4 in the \"Swords & Wizardry White Box\" game. It covers various creatures, their abilities, and attributes essential for gameplay. The descriptions likely include information on the monsters' special attacks, defenses, and the experience points awarded for defeating them. This data is crucial for players to strategize their encounters and progress through the dungeon effectively." + }, + "74": { + "entry_1": "Monsters on Dungeon Level 5", + "entry_2": "runninG the Game - 73", + "summary": "Page Number: 73. This page provides guidance for running a game involving monsters on Dungeon Level 5. It includes details about the types of monsters players are likely to encounter, their abilities, weaknesses, and behaviors. The section is essential for game masters to understand the dynamics of interactions and challenges the players will face on this level, ensuring an immersive and engaging gameplay experience." + }, + "75": { + "entry_1": "Monsters on Dungeon Level 6", + "entry_2": "Monsters on Dungeon Level 7", + "entry_3": "74 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 74, The page provides a list of monsters found on Dungeon Levels 6 and 7 in a role-playing game context, referencing the \"Swords & Wizardry White Box\" rules. This likely includes details about the types, strengths, and potential abilities of the monsters players might encounter on these dungeon levels. The page seems to serve as a reference for game masters or players navigating these specific levels, although specific monster details or names are not provided in the text excerpt." + }, + "76": { + "entry_1": "Monsters on Dungeon Level 8", + "entry_2": "runninG the Game - 75", + "summary": "Page Number: 75, the document details the monsters encountered on Dungeon Level 8, providing essential information for running a game. It likely includes descriptions of various creatures, their abilities, and combat mechanics, crucial for the game's progress at this level. This page serves as a guide for dungeon masters to effectively manage encounters and maintain the game's flow." + }, + "77": { + "entry_1": "CHAPTER 8: MONSTERS", + "entry_2": "There's not a lot of detail given about the monsters, because the more detail given, the more your own mental image of the fantasy world is going to be locked into a single track. We're not going to say that giant ants are red, nocturnal, three feet long, and fond of eating Elves. Because, in your mind, they might be blue, diurnal, five feet long, and eat only plants unless attacked. Details about monsters toss roadblocks in front of the imagination. Yes, details can also inspire imagination, but we're making the assumption that if you're interested in fantasy gaming in the first place, you've got a good imagination as-is and don't require details about the size of a giant ant.", + "entry_3": "One important characteristic of all monsters, though, is that they can see in the dark.", + "entry_4": "The following is a quick reference guide for how to read monster descriptions:", + "entry_5": "Armor Class", + "entry_6": "\"Armor Class\" is explained earlier in the rules for combat. If you're using the Descending AC system (where lower AC is better), disregard the numbers in brackets. If you're using the Ascending AC system (where a high AC is better), use the numbers in brackets.", + "entry_7": "Hit Dice", + "entry_8": "\"Hit Dice\" is the number of dice (d6) rolled to determine an individual creature's HP. If there is a plus or minus after the number, add or subtract that number once from the total rolled.", + "entry_9": "76 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 76, The chapter discusses the description of monsters in fantasy gaming, highlighting the importance of leaving certain details to the player's imagination to foster creativity. Despite this, the essential trait noted is that all monsters can see in the dark. The page also serves as a guide for understanding monster descriptions, specifically focusing on \"Armor Class\" (with guidance on Descending versus Ascending AC systems) and \"Hit Dice,\" which determine a creature's hit points." + }, + "78": { + "entry_1": "Attacks", + "entry_2": "\"Attacks\" lists the number of attacks a monster has and the damage they inflict. Most monsters have one attack and inflict 1d6 damage-there are, however, some exceptions.", + "entry_3": "Special", + "entry_4": "\"Special\" is just a \"marker\" of sorts for the Referee, a reminder that a monster has a special ability.", + "entry_5": "Move", + "entry_6": "\"Move\" is the monster's movement rate and is handled like it is for PCs.", + "entry_7": "Hit Dice Equivalent (HDE)", + "entry_8": "\"Hit Dice Equivalent\" is used to separate monsters into \"difficulty levels\" so that when creating an adventure the Referee has some guidelines concerning what characters can and cannot handle. Some monsters have multiple HDE's listed-this is because certain monsters have a range of hit dice. Order is always from lowest HD to highest HD.", + "entry_9": "Experience Points (XP)", + "entry_10": "\"Experience Points\" are presented after a monster's Hit Dice Equivalent (HDE) rating, and list the number of XP the adventuring party gains as a result of killing the creature. In some cases, however, the Referee may choose to award experience points for defeating a creature without killing it (circumventing it by creative means, capturing it to bring home, etc.). Some monsters have multiple Experience Points listed-this is because certain monsters have a range of hit dice. Order is always from lowest HD to highest HD.", + "entry_11": "Magic Resistance", + "entry_12": "\"Magic Resistance\" isn't one of the entries, but some creatures may have \"magic resistance.\" The given percentage chance is the likelihood that any magic used against the creature (other than bonuses from weapons) will fail to take effect. To determine whether or not magic used will have an impact, roll a d100. The magic fails if the result is less than the given percentage.", + "entry_13": "Saving Throw", + "entry_14": "\"Saving Throw\" isn't one of the entries, but all creatures have a saving throw. It is the number on the d20 the monster needs to equal or exceed in order to avoid a threat or lessen its effect. It is found by subtracting the monster's HD from 19. For example, a monster with 4 HD has a saving throw of 15. Alternatively, a monster can simply be treated as a Fighter or whatever character class makes sense for that monster, with the monster's hit dice being used for its level.", + "entry_15": "monSterS - 77", + "summary": "Page Number: 77, the page provides guidelines for understanding the mechanics related to monsters in a role-playing game. It includes definitions for various attributes such as \"Attacks,\" which indicates the number of attacks a monster can make and the damage they deal; \"Special,\" a marker for special abilities; and \"Move,\" which describes movement rates similar to player characters. Hit Dice Equivalent (HDE) categorizes monsters by difficulty level to guide adventure creation, while Experience Points (XP) indicate the rewards for defeating monsters. \"Magic Resistance\" details the percentage chance that magic against a monster will fail, determined by a d100 roll. Lastly, \"Saving Throw\" refers to the die roll needed to avoid or lessen threats, calculated by subtracting the monster's HD from 19 or treating it as a character class for more context-fitting monsters." + }, + "79": { + "entry_1": "Monster Attack Rolls", + "entry_2": "Note", + "entry_3": "If you are using the quick formula for calculating attacks using the ascending armor class system, the monster's normal \"to-hit\" bonus is equal to its hit dice (capped at +15). For example, a monster with 3 HD attacks with a +3 \"to-hit\" bonus.", + "entry_4": "78 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 78, The page discusses the mechanics of monster attack rolls in the context of the \"Swords & Wizardry White Box\" role-playing game. It explains using the ascending armor class system for calculating attack rolls, where the monster's \"to-hit\" bonus is equivalent to its number of hit dice, with a maximum cap of +15. For instance, a monster with 3 hit dice (HD) attacks with a +3 \"to-hit\" bonus." + }, + "80": { + "entry_1": "MONSTER DESCRIPTIONS", + "entry_2": "Contained herein are all of the monsters presented in alphabetical order.", + "entry_3": "banShee", + "entry_4": "Armor Class: 0 [19] Hit Dice: 7 Attacks: Claw Special: See below Move: 12 HDE/XP: 11/1,700", + "entry_5": "Banshees are horrid fey (or undead) creatures that live in swamps and other desolate places. They can only be harmed by magical or silver weapons. Banshees have a 49% resistance to magic, and they are immune to enchantments. Their shriek (once per day) necessitates a saving throw versus death or the hearer will die in 2d6 rounds. They can travel over water and other terrain as if it were land, but crossing running water causes it to lose its magic resistance for 3d6 hours. They look like gaunt humans with long, stringy hair and glowing yellow eyes. They often wear hooded cloaks. At the Referee's discretion, such creatures might be undead rather than faerie-folk, and are considered to have 9 HD for turning purposes.", + "entry_6": "baSiliSk", + "entry_7": "Basilisks are great lizards whose gaze turns to stone anyone meeting its eye (fighting without looking incurs a -4 penalty \"to-hit\"). If the basilisk's own gaze is reflected back at it, it has a 10% chance to force the basilisk into a saving throw against being turned to stone itself.", + "entry_8": "beetle, giant fire", + "entry_9": "Armor Class: 4 [15] Hit Dice: 1+3 Attacks: Bite Special: None Move: 12 HDE/XP: 1/15", + "entry_10": "A giant fire beetle's oily light-glands glow red, and continue to give off light for 1d6 days after they are removed (shedding light in a 10 foot radius).", + "entry_11": "monSterS - 79", + "summary": "Page Number: 79\n\nThe page provides descriptions of three types of monsters: Banshee, Basilisk, and Giant Fire Beetle. Banshees are fearsome fey or undead creatures resistant to magic and immune to enchantments; their shriek can be lethal. They appear like gaunt humans with stringy hair and often wear hooded cloaks. Basilisks are large lizards whose gaze can petrify creatures, and reflection of their gaze can turn them to stone. Fighting them without direct sight incurs a penalty. Giant Fire Beetles have glowing glands that emit light for days, useful for navigation. The page categorizes these monsters for gameplay, providing details like armor class, hit dice, and xp value." + }, + "81": { + "entry_1": "black puDDing", + "entry_2": "Armor Class: 6 [13] Hit Dice: 10 Attacks: Strike Special: Acidic Move: 6 HDE/XP: 11/1,700", + "entry_3": "Black puddings are amorphous globs with an acidic surface. They are subterranean predators and scavengers. Any weapon or armor contacting a black pudding will be eaten away by the acid as follows: weapon (1 hit by weapon), chain mail or lesser armor (1 hit by pudding), plate mail (2 hits by pudding). If a weapon or armor is magical, it can take an additional hit per +1 before being dissolved. They are immune to cold and divide when attacked by lightning.", + "entry_4": "Blink dogs are pack hunters, intelligent and usually friendly to those who are not of evil intent. They can teleport short distances (without error) and attack in the same turn-in most cases (75%) a blink dog will be able to teleport behind an opponent and attack from the rear (with bonuses).", + "entry_5": "These large, hairy, goblin-like humanoids are stealthier than their size would suggest, almost always getting the chance to surprise even the most alert opponents with a roll of 1-3 on a d6 (50% of the time).", + "entry_6": "80 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 80\n\nThe page describes three creatures: black puddings, blink dogs, and large, goblin-like humanoids, likely referring to bugbears. Black puddings are amorphous predators with an acidic surface that destroys non-magical weapons and armor on contact, immune to cold and dividing when struck by lightning. Blink dogs, which hunt in packs, are intelligent and friendly to non-evil beings; they can teleport accurately and attack from advantageous positions. The goblin-like humanoids are described as stealthy despite their size, capable of surprising even vigilant opponents half of the time." + }, + "82": { + "entry_1": "centaur", + "entry_2": "Armor Class: 5 [14], 4 [16] w/ shield Hit Dice: 4 Attacks: Weapon or kick Special: None Move: 18 HDE/XP: 5/240", + "entry_3": "Half man, half horse, centaurs are fierce warriors and well-known creatures of mythology. The Referee may choose any \"version\" of the centaur from folklore for the campaign: some are chaotic, some aloof, and some are soothsayers.", + "entry_4": "centipeDe, giant (Small)", + "entry_5": "Armor Class: 9 [10] Hit Dice: 1d2 HP Attacks: Bite Special: Poison (see below) Move: 13 HDE/XP: 2/30", + "entry_6": "Giant lethal centipedes of the small size inflict a lethal amount of poison with each bite, but inflict no damage if the saving throw is successful (+4 modifier to opponent's saving throw).", + "entry_7": "centipeDe, giant (meDium)", + "entry_8": "Armor Class: 5 [14] Hit Dice: 2 Attacks: Bite Special: Poison (see below) Move: 15 HDE/XP: 4/240", + "entry_9": "This man-sized giant centipede is a deadly predator with armored segments, a vicious bite, and a lethal (though relatively weak) poison (+6 modifier to opponent's saving throw).", + "entry_10": "monSterS - 81", + "summary": "Page Number: 81, The page describes different creatures, including centaurs and giant centipedes, detailing their attributes for use in a role-playing game. Centaurs, half man and half horse, are strong warriors with variable personalities depending on mythology. They have an Armor Class of 5 [14] or 4 [16] with a shield, Hit Dice of 4, and move at a speed of 18 with an experience point value of 240. In contrast, the page lists two types of giant centipedes: small and medium. Small giant centipedes have an Armor Class of 9 [10], Hit Dice of 1d2 HP, and a poison bite attack, with a move speed of 13 and an experience value of 30. Medium giant centipedes, similar to the size of a human, possess an Armor Class of 5 [14], Hit Dice of 2, and also utilize a poison bite attack, moving at a speed of 15 with an experience value of 240. The poison from these creatures is potentially lethal but includes saving throw modifiers making it easier to resist its effects." + }, + "83": { + "entry_1": "centipeDe, giant (large)", + "entry_2": "Armor Class: 0 [19] Hit Dice: 4 Attacks: Bite Special: Poison (see below) Move: 18 HDE/XP: 6/400", + "entry_3": "A twenty-foot long horror of chitin, multiple legs, and clashing pincers dripping with venom (+6 modifier to opponent's saving throw).", + "entry_4": "cockatrice", + "entry_5": "Armor Class: 6 [13] Hit Dice: 5 Attacks: Bite Special: Bite turns bitten into stone Move: 6/18 (when flying) HDE/XP: 7/600", + "entry_6": "Resembles a bat-winged rooster with a long, serpentine tail. Its bite turns enemies to stone unless a successful saving throw is made.", + "entry_7": "82 - SwordS & wizardry white Box ruleS", + "entry_8": "chimera", + "entry_9": "Armor Class: 4 [15] Hit Dice: 9 Attacks: Bite (equals # of heads) Special: Breathes fire, flies Move: 12/18 (when flying) HDE/XP: 11/1,700", + "entry_10": "The chimera is a winged, three headed beast; one is the head of a goat, one the head of a lion, and one the head of a dragon. The dragon head can breathe fire (3 times per day) with a range of 50 feet, causing 3d8 damage to anyone caught within the fiery blast (saving throw for half damage).", + "summary": "Page Number: 82, the page contains descriptions of three mythical creatures from a role-playing game rulebook, \"Swords & Wizardry White Box.\" The creatures are the giant centipede, cockatrice, and chimera, each with specific attributes such as armor class, hit dice, and special abilities. The giant centipede is a 20-foot-long creature with venomous pincers. The cockatrice, resembling a winged rooster, turns victims to stone with its bite. The chimera is a three-headed beast with goat, lion, and dragon heads, capable of flying and breathing fire." + }, + "84": { + "entry_1": "Demons", + "entry_2": "Demons are creatures of the lower planes of existence, but they are occasionally encountered in places where they have been enslaved to serve as guardians by powerful Magic-users or Chaotic Clerics. The more intelligent varieties might also be interrupted while carrying out plots of their own. There is no meaningful game distinction between demons and devils.", + "entry_3": "Demon, baalroch", + "entry_4": "Armor Class: 2 [17] Hit Dice: 9 Attacks: Sword or whip (2d6) Special: See below Move: 6/15 (when flying) HDE/XP: 10/1,400", + "entry_5": "The Baalroch's name means, roughly, the Bull of Baal: the Baal-aurochs (the aurochs was a bull that stood twelve feet tall at the shoulder, and Baal is an ancient and evil pagan deity). These powerful demons somewhat resemble vast minotaurs with great, spreading bat-wings; they burn with the fires of hell and are wreathed in flame. The spells of casters below 6th level do not affect them, and against higher-level spell casters they are yet 75% immune to all spells. In combat, a Baalroch uses whip and sword; the whip can be used to reach great distances-on a successful hit the victim is pulled close to the Baalroch and burned by the fires of the demon's body (3d6 damage). Baalrochs are sometimes referred to in ancient texts as Balor or Baalor, which may be the name of a single demon rather than a term for all of them. A Baalroch could be forced or tricked into the service of a powerful wizard, but the risk would be immense.", + "entry_6": "Demon, lemure", + "entry_7": "Armor Class: 7 [12] Hit Dice: 3 Attacks: Claw Special: Regenerate (1 HP/round) Move: 3 HDE/XP: 4/120", + "entry_8": "Lemures are vaguely humanoid-their flesh is mud-like, shifting and soft upon their horrible bodies. Like manes and wretches, lemures are lower forms of demons, the fleshly manifestations of damned souls. These demons can only be permanently destroyed by sprinkling their disgusting bodies with holy water.", + "entry_9": "monSterS - 83", + "summary": "Page Number: 83, The page discusses two types of demons: Baalroch and lemure. Baalrochs, known as \"the Bull of Baal,\" resemble large minotaurs with bat wings and are engulfed in flames. They are highly resistant to magic and can inflict severe damage with a sword or a whip that pulls victims close for additional fire damage. They are formidable and risky to control. Lemures are lower demons, with mud-like, shifting flesh, only permanently destroyed by holy water. They can regenerate, but are weaker and less intelligent than Baalrochs. The text elaborates on the nature, capabilities, and vulnerabilities of these demons." + }, + "85": { + "entry_1": "Djinni", + "entry_2": "Armor Class: 5 [14] Hit Dice: 7+1 Attacks: Fist or weapon (2d6) Special: See below Move: 9/24 (when flying) HDE/XP: 9/1,100", + "entry_3": "Djinn are one of the genies of folklore, creatures of the air (and possibly of the elemental planes). They can carry 700 pounds of weight, and have a number of magical powers. A djinni can create food and water of high quality, as well as wooden and cloth objects. They can also create objects of metal (including coins), but all such magically created metals disappear in time. Djinn can call up illusions, and although these are quite excellent they disappear when touched. Djinni can turn themselves into gaseous form (cannot attack or be attacked, can enter any area that is not airtight), and can become invisible at will. Finally, a djinni can turn itself into a whirlwind much like an air elemental, sweeping away any creature with one or fewer hit dice (the diameter of the whirlwind is 10 feet). More powerful types of djinn might be capable of granting limited wishes or even true wishes.", + "entry_4": "A doppelganger can change its form to resemble the physical appearance (including clothing and gear) of any person. These creatures are immune to sleep and charm, and are considered magic resistant for purposes such as breaking through wizard locks and similar spells. They have a very good saving throw (+5) against magic of all kinds.", + "entry_5": "84 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 84\n\nThe page provides details on two creatures: Djinni and doppelgangers, from the \"Swords & Wizardry White Box Rules.\" Djinni are air creatures with various magical abilities, including creating food, water, and objects; casting illusions; transforming into gaseous form or becoming invisible; and assuming a whirlwind form capable of sweeping away weaker creatures. They can carry heavy weights and potentially grant limited or true wishes. Doppelgangers can mimic any person's appearance, are immune to sleep and charm spells, and have a high resistance to magic, making them difficult to restrain or affect with some spells." + }, + "86": { + "entry_1": "Dragons", + "entry_2": "All dragons have a breath weapon of some kind, which can be used up to three times in a day. The Referee chooses when a dragon will use the breath weapon or may roll for it (50% chance) in any given round.", + "entry_3": "Referees should not roll for a dragon's hit points, like one would for other monsters. Instead, determine the age category of the dragon-this will give both the dragon's hit points per hit dice and how many points of breath weapon damage per hit dice the dragon inflicts.", + "entry_4": "Dragon Age Category", + "entry_5": "Dragon Breath Weapons", + "entry_6": "* The dimensions of a dragon's breath differ according to the dragon's type. For example, an \"Adult\" dragon has both 4 hit points and 4 points of breath weapon damage per hit dice. So an \"Adult\" black dragon with 6 HD would have 24 HP and deal 24 points of acid damage when using its breath weapon.", + "entry_7": "monSterS - 85", + "summary": "Page Number: 85, The text provides information on the mechanics of dragons in a game setting. Dragons have a breath weapon that can be used up to three times a day, with a 50% chance of usage in any given round, as determined by the referee. Unlike other monsters, dragon hit points should not be rolled. Instead, they are based on the dragon's age category, which determines the hit points per hit die and breath weapon damage per hit die. For example, an \"Adult\" black dragon with 6 hit dice would have 24 hit points and deal 24 points of acid damage with its breath weapon." + }, + "87": { + "entry_1": "Note that dragons, while dangerous opponents, are not by any means invincible. In a medieval-type fantasy world, dragons are a common problem rather than a godlike creature of legend-so the statistics for dragons reflect a deadly but not mythical foe. The Referee is, of course, free to create stats for a more \"mythical\" conception of dragons. Since dice aren't rolled for dragon hit points, it is possible for a truly mythical dragon to have more \"numbers\" per die than it's actually possible to roll on a hit dice.", + "entry_2": "Black dragons spit a deadly, corrosive acid rather than a breath of fire. The acid covers everything in a line 5 feet wide and 60 feet long.", + "entry_3": "Blue dragons spit a blast of electric lightning, affecting everything in its path, in a line 5 feet wide and 100 feet long. A successful saving throw against the blast of lightning indicates half damage.", + "entry_4": "Dragon, golD", + "entry_5": "Armor Class: 2 [17] Hit Dice: 10-12 Attacks: Bite Special: Breathes poisonous gas or fire Move: 12/24 (when flying) HDE/XP: 12/2,000; 13/2,300; 14/2,600", + "entry_6": "Gold dragons are of lawful alignment, can always speak, and cast spells as if they were a Magic-user of equal level to their age category (so that \"Very Old\" gold dragons are 6th level Magic-users). They can choose to either breathe fire in a cone 90 feet long and roughly 30 feet wide at the base or breathe chlorine gas in a cloud 50 feet in diameter.", + "entry_7": "86 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 86, The page describes the characteristics and abilities of different dragon types within a medieval fantasy setting, emphasizing that while dragons are powerful, they are not invincible. It provides specific details about the attacks of black, blue, and gold dragons. Black dragons emit a corrosive acid in a 5x60 feet line, while blue dragons release electrical lightning in a 5x100 feet line, with half damage from a successful saving throw. Gold dragons have an armor class of 2 [17] and hit dice ranging from 10-12. They are lawful, can communicate, and cast spells equivalent to their age category. Gold dragons can breathe either fire in a 90-foot cone or chlorine gas in a 50-foot diameter cloud." + }, + "88": { + "entry_1": "Dragon, green", + "entry_2": "Armor Class: 2 [17] Hit Dice: 7-9 Attacks: Bite Special: Breathes poisonous gas Move: 12/24 (when flying) HDE/XP: 9/1,100; 10/1,400; 11/1,700", + "entry_3": "Green dragons breathe a cloud of poisonous gas that is 50 feet in diameter. A successful saving throw indicates half damage.", + "entry_4": "Dragon, reD", + "entry_5": "Armor Class: 2 [17] Hit Dice: 9-11 Attacks: Bite Special: Breathes fire Move: 12/24 (when flying) HDE/XP: 11/1,700; 12/2,000; 13/2,300", + "entry_6": "Red dragons are the fire-breathing wyrms of legend. They breathe fire in a cone-shape 90 feet long and roughly 30 feet wide at the base.", + "entry_7": "Dragon, white", + "entry_8": "Armor Class: 2 [17] Hit Dice: 5-7 Attacks: Bite Special: Breathes cold Move: 12/24 (when flying) HDE/XP: 7/600; 8/800; 9/1,100", + "entry_9": "White dragons are usually found in cold regions, where they can utilize their natural camouflage in the ice and snow to ambush their prey. They breathe intensely cold air and frost in a cone shape 70 feet long and roughly 30 feet wide at the base.", + "entry_10": "monSterS - 87", + "summary": "Page Number: 87, The page provides statistics and attributes for three types of dragons: green, red, and white. Each dragon has an Armor Class of 2 [17] and different hit dice, denoting their varying strengths. Green dragons can exhale a 50-foot diameter cloud of poisonous gas, red dragons breathe fire in a 90-foot-long cone, and white dragons emit freezing air in a 70-foot-long cone. The page also details their potential experience values upon defeat, with higher values linked to stronger dragons. The movement speed of all dragons is noted as 12/24 when flying." + }, + "89": { + "entry_1": "DryaD", + "entry_2": "Armor Class: 5 [14] Hit Dice: 2 Attacks: Dagger, wooden Special: Charm Person Move: 12 HDE/XP: 3/60", + "entry_3": "Dryads are beautiful female tree spirits, and do not venture far from their home trees. They can cast (as a native magical power) a strong charm that operates as a Charm Person spell with a -2 saving throw. Those who are charmed seldom return, or might be kept for a hundred years and a day within the dryad's tree.", + "entry_4": "Dwarf", + "entry_5": "Armor Class: 4 [15] Hit Dice: 1+1 Attacks: War Hammer Special: Stonework insight Move: 6 HDE/XP: 1/15", + "entry_6": "Statistics above are for the common Dwarf with no particular unusual characteristics. A Dwarf-at-arms would usually have a full 7 HP, reflecting skill and general toughness. Stronger Dwarves (sergeants-atarms, for example) might have more hit dice or unusual bonuses \"to-hit\", even magical abilities if Dwarves are magical in your fantasy universe. (Norse myths are a", + "entry_7": "good example of this.) Do not bother to treat more powerful NPC Dwarves as Fighters or character types; just assign the right number of HD and abilities (if any) and keep moving along with the fantasy.", + "entry_8": "efreeti", + "entry_9": "Armor Class: 3 [16] Hit Dice: 10 Attacks: Fist or sword (2d6) Special: Wall of Fire Move: 9/24 (when flying) HDE/XP: 12/2,000", + "entry_10": "Efreet are a type of genie, associated with fire (unlike the djinn, who have powers over the air). Efreet can carry up to a thousand pounds of weight, and under the right circumstances they can be forced into servitude (until they figure out how to free themselves). An efreeti can cast Wall of Fire. They appear as giant humans with cruel features, their skin flickering with flames.", + "entry_11": "88 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 88\n\nThe page provides information on three fantasy creatures: Dryads, Dwarves, and Efreeti, detailing their characteristics and abilities for a game setting. Dryads are enchanting female tree spirits that can cast a strong charm similar to the spell Charm Person, affecting victims' return. Dwarves have keen insights into stonework, with base statistics provided for common and Dwarf-at-arms variants, potentially possessing magical abilities in certain lore. Efreeti are fire-associated genies capable of flying, casting Wall of Fire, and bearing heavy loads. They are depicted as large, flame-skinned humans with aggressive tendencies." + }, + "90": { + "entry_1": "Elementals", + "entry_2": "Elementals are living manifestations of the basic forms of matter; earth, air, fire, and water. They are usually summoned from their native planes of existence to do the bidding of a powerful wizard. These beings can also be \"chained\" within objects or structures to give the objects magical properties. Elementals are barely intelligent at all, but they are as powerful as the forces of nature that they actually are.", + "entry_3": "elemental, air", + "entry_4": "Armor Class: 2 [17] Hit Dice: 8, 12, 16 Attacks: Strike (2d6) Special: Whirlwind Move: 36 (when flying) HDE/XP: 9/1,100; 13/2,300; 17/3,400", + "entry_5": "Air elementals can turn into a whirlwind of air with a diameter of 30 feet, hurling any creature of 1 HD or less for great distances (almost certainly killing them). Elemental whirlwinds are approximately 100 feet tall.", + "entry_6": "elemental, earth", + "entry_7": "Armor Class: 2 [17] Hit Dice: 8, 12, 16 Attacks: Fist (2d6) Special: Stone destruction Move: 6 HDE/XP: 9/1,100; 13/2,300; 17/3,400", + "entry_8": "Earth elementals are hulking man-shapes of rock and earth. They batter opponents with their great fists, although damage is reduced by 1d6 if the opponent is not standing upon earth or rock. Earth elementals can tear apart stone structures, able to rip down even a castle wall in a matter of 1d4+4 minutes.", + "entry_9": "elemental, fire", + "entry_10": "Armor Class: 2 [17] Hit Dice: 8, 12, 16 Attacks: Strike (2d6) Special: Ignite materials Move: 12 HDE/XP: 9/1,100; 13/2,300; 17/3,400", + "entry_11": "Fire elementals are formless masses of flame, perhaps with a vaguely human shape. Their attacks cause flammable materials to ignite if the material fails a saving throw (as determined by the Referee).", + "entry_12": "monSterS - 89", + "summary": "Page Number: 89, This page describes three types of elementals—air, earth, and fire—detailing their characteristics, abilities, and mechanics. Elementals are powerful, barely intelligent beings embodying air, earth, fire, or water, usually summoned or bound by wizards for various purposes. \n\n- **Air Elementals**: Have high mobility, can transform into destructive whirlwinds 30 feet in diameter and 100 feet tall, and can hurl lesser creatures to almost certain death.\n- **Earth Elementals**: Resemble massive figures of rock and earth, capable of demolishing stone structures such as castle walls within minutes.\n- **Fire Elementals**: Vaguely humanoid masses of flame that can ignite flammable materials upon attacking.\n\nEach elemental type has variable hit dice (8, 12, or 16) affecting their power level and corresponding experience points (XP) rewards, with detailed mechanics for armor class, movement, and attack capabilities. The information is part of a section on monsters." + }, + "91": { + "entry_1": "elemental, water", + "entry_2": "Armor Class: 2 [17] Hit Dice: 8, 12, 16 Attacks: Strike (2d6) Special: Overturn ships Move: 6/18 (when swimming) HDE/XP: 9/1,100; 13/2,300; 17/3,400", + "entry_3": "Water elementals cannot move more than 60 feet from a large body of water, and their damage is reduced by 1d6 if the opponent is not standing (or in) a body of water. These powerful beings can overturn small boats, and can overturn a ship if given 1d4+4 minutes to work at it. On water, they can attack ships, battering them to pieces within one hour if not prevented or distracted.", + "entry_4": "The example above is for a typical Elf; trained warriors would likely have the maximum 7 HP. Obviously, Elves encountered in the course of a party's adventuring will have a variety of powers and different attributes. The Referee will assign such powers as they see fit, in accordance with the way they envision Elves. Elves might be the woodland dwellers of Tolkien's The Hobbit, or the high Elves of the Lord of the Rings, or might be the faerie-folk of Irish legend. In any case, as with Dwarves, don't bother trying to fit your \"advanced\" elves into the constraints of character classes-just make up their attributes to fit what you need. NPCs aren't subject to the rules that govern building a player character; they are your tools for good fantasy, not an exercise in formula application.", + "entry_5": "Gargoyles are winged creatures resembling the carved monstrosities that bedeck the walls of cathedrals and many subterranean dungeons. They can be vicious predators.", + "entry_6": "90 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 90\n\nThis page provides detailed information on the characteristics and mechanics of water elementals, elves, and gargoyles. Water elementals are powerful beings tied to large bodies of water, capable of overturning ships and attacking them effectively. They become less effective when opponents are not in water. Elves are discussed in terms of their adaptability in character creation, with varying powers that can be modified to fit narrative needs, without strict adherence to player character rules. They can represent different cultural depictions, from Tolkien's high Elves to Irish legend faerie-folk. Gargoyles are described as winged, vicious predators resembling stone carvings found on cathedrals or in dungeons." + }, + "92": { + "entry_1": "gelatinouS cube", + "entry_2": "Armor Class: 8 [11] Hit Dice: 4 Attacks: Strike Special: See below Move: 6 HDE/XP: 5/240", + "entry_3": "Gelatinous cubes are semi-transparent cubes that slosh through subterranean passages, engulfing debris and", + "entry_4": "carrion to digest. Their entire substance is acidic: if the cube hits successfully, the victim must make a saving throw or become paralyzed (6 turns)-during which time the cube will attempt to devour its victim. Most gelatinous cubes contain various metallic treasures or gems that they have engulfed but not yet digested. Gelatinous cubes are immune to lightning and cold.", + "entry_5": "Ghouls are pack-hunting undead, corpse eaters. They are immune, like most undead, to charms and sleep spells. The most dangerous feature of these horrid, cunning creatures is their paralyzing touch: any hit from a ghoul requires a saving throw or the victim becomes paralyzed for 3d6 turns.", + "entry_6": "Giants", + "entry_7": "Giants are a staple of fantasy gaming, huge and dangerous creatures that often have a taste for human flesh. Most are not particularly intelligent.", + "entry_8": "giant, clouD", + "entry_9": "Armor Class: 4 [15] Hit Dice: 12+2 Attacks: Weapon (3d6) Special: Hurls boulders Move: 15 HDE/XP: 13/2,300", + "entry_10": "Cloud giants are cunning beasts, often living in cloud-castles in the sky (hence their name). They throw rocks for 6d6 hit points of damage. Cloud giants are famous for their ability to smell out food, enemies, and Englishmen.", + "entry_11": "monSterS - 91", + "summary": "Page Number: 91, The page provides descriptions and mechanics for several monsters commonly found in fantasy settings. **Gelatinous Cubes** are acidic, semi-transparent creatures that move through passages, digesting debris. They can paralyze victims they strike, contain metallic treasures, and are immune to lightning and cold. **Ghouls** are undead pack hunters with a paralyzing touch, immune to charms and sleep spells. **Cloud Giants** are massive creatures residing in sky castles, known for their intelligence and ability to hurl boulders and detect various scents, including those of humans." + }, + "93": { + "entry_1": "giant, fire", + "entry_2": "Armor Class: 4 [15] Hit Dice: 11+3 Attacks: Weapon (2d6) Special: Hurls boulders, fire immunity Move: 12 HDE/XP: 12/2,000", + "entry_3": "Fire giants are usually found near volcanic mountains, in great castles of basalt or even iron. They throw boulders for 5d6 hit points and are immune to fire.", + "entry_4": "giant, froSt", + "entry_5": "Armor Class: 4 [15] Hit Dice: 10+1 Attacks: Weapon (2d6) Special: Hurls boulders, cold immunity Move: 12 HDE/XP: 12/2,000", + "entry_6": "Frost giants dwell in cold regions, where they build (or conquer) castles in remote places of ice and snow. They throw boulders or great chunks of ice for 4d6 points of damage and are immune to cold.", + "entry_7": "giant, hill", + "entry_8": "Armor Class: 4 [15] Hit Dice: 8 Attacks: Weapon (2d6) Special: Hurls boulders Move: 12 HDE/XP: 9/1,100", + "entry_9": "Hill giants are the least of the giant types; most are brutish cave-dwellers who dress in pelts and uncured hides. They throw rocks for 2d8 points of damage.", + "entry_10": "giant, Stone", + "entry_11": "Armor Class: 4 [15] Hit Dice: 9 Attacks: Club (2d6) Special: Hurls boulders Move: 12 HDE/XP: 10/1,400", + "entry_12": "92 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 92, the document details four types of giants, each with unique traits. Fire giants, found near volcanoes, are immune to fire and throw boulders (5d6 damage). Frost giants reside in icy regions, immune to cold, and hurl ice chunks (4d6 damage). Hill giants, the least formidable, live in caves and throw rocks (2d8 damage). Stone giants dwell in rocky environments and wield clubs, also throwing boulders (damage unspecified). All giants have 4 [15] Armor Class and move with a speed of 12." + }, + "94": { + "entry_1": "Stone giants dwell in caves, isolated in the mountain fastness. They throw rocks for 3d6 points of damage, and can be quite crafty in setting up ambushes in their native mountains-travelers who wander into the territory of stone giants seldom return.", + "entry_2": "giant, Storm", + "entry_3": "Armor Class: 1 [18] Hit Dice: 16 Attacks: Weapon (3d6) Special: See below Move: 15 HDE/XP: 16/3,200", + "entry_4": "Storm giants are the largest of giants, the most intelligent, the most magical, and the most likely to talk with humans rather than simply devour them. Storm giants can live in underwater sea-castles as well as on the heights of mountains. They throw boulders for 7d6 points of damage, and have the power to cast Control Weather.", + "entry_5": "Gnolls are tall humanoids with hyena-like heads. They may be found both above ground and in subterranean caverns. They form into loosely organized clans, often ranging far from home to steal and kill with rapacious ferocity.", + "entry_6": "goblin", + "entry_7": "Armor Class: 6 [13] Hit Dice: 1-1 Attacks: Weapon Special: -1 \"to-hit\" in sunlight Move: 9 HDE/XP: < 1/10", + "entry_8": "Goblins are small creatures (4 feet tall or so) that inhabit dark woods, underground caverns, and (possibly) the otherworldly realms of the fey. They attack with a -1 \"to-hit\" in the full sunlight.", + "entry_9": "monSterS - 93", + "summary": "Page Number: 93, The document describes various types of creatures. Stone giants, residing in mountainous caves, are proficient at ambushes and cause 3d6 damage with rock throwing. Storm giants, the largest and most intelligent giants, dwell on mountains or in sea-castles and cause 7d6 damage with boulders; they can also cast Control Weather and prefer negotiation over violence with humans. Gnolls are tall, hyena-headed humanoids organized into clans, known for their ruthless behavior both above ground and in caverns. Goblins are small, residing in dark woods or underground, with reduced attack accuracy in sunlight." + }, + "95": { + "entry_1": "Golems", + "entry_2": "Golems are man-shaped creatures built to serve their masters, usually powerful wizards or high priests. They are often used as guardians. Golems cannot be hit with non-magical weapons, and are immune to the sorts of spells used to create them (iron golems being immune to fire, for instance). You can find the details in the specific monster descriptions.", + "entry_3": "golem, fleSh", + "entry_4": "Armor Class: 9 [10] Hit Dice: 12 Attacks: Fist Special: See below Move: 8 HDE/XP: 12/2,000", + "entry_5": "A creation stitched together from human limbs and other parts, like Frankenstein's monster. Damage inflicted by lightning heals the golem, and it is slowed by fire and cold. No other type of spell than lightning, fire, or cold affects a flesh golem. Only +1 or better magic weapons can harm a flesh golem.", + "entry_6": "golem, iron", + "entry_7": "Armor Class: 3 [16] Hit Dice: 13 Attacks: Fist or weapon Special: See below Move: 6 HDE/XP: 17/3,500", + "entry_8": "Iron golems are huge moving statues of iron. They can breathe a 10 foot radius cloud of poison gas as well as attacking with great power. Only +3 or better magic weapons can harm an iron golem. These hulking statues are slowed by lightning spells, but fire-based spells actually restore hit points to them. No other type of spell affects them.", + "entry_9": "94 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 94, The page discusses golems, which are human-shaped constructs created by wizards or priests to serve or guard. Golems are impervious to non-magical weapons and specific spells related to their creation. The page details two types of golems: flesh and iron. Flesh golems, resembling Frankenstein's monster, heal from lightning damage and are slowed by fire and cold, requiring +1 or better magic weapons to be damaged. Iron golems, large statues of iron, attack powerfully and can emit poison gas, healing from fire spells and slowed by lightning, requiring +3 or better magic weapons for damage." + }, + "96": { + "entry_1": "Stone golems are massive stone statues animated by very powerful magics (much more than just animate object, in other words). They are slowed by fire spells, and damaged/healed by rock to mud spells and the reverse. Spells that affect rock (and fire spells) are the only magic that affects them. They can only be hit by weapons +2 or better.", + "entry_2": "Gorgons are bull-like creatures with dragon-like scales. Their breath turns people to stone (60 foot range, saving throw applies).", + "entry_3": "Grey ooze is almost identical to wet rock, but is a slimy, formless substance that devours prey and carrion with its acidic secretions, lashing forward to strike enemies. Grey ooze is immune to spells, heat, and cold damage. Metal (but not stone or wood) must make a saving throw vs. acid when exposed to grey ooze (even if the contact is as brief as the strike of a sword) or be rotted through. When the grey ooze hits a character in metal armor, the armor must make an item saving throw. Only cutting and piercing damages a grey ooze- it is impervious to blunt or crushing attacks.", + "entry_4": "green Slime", + "entry_5": "Green slime isn't technically a monster, just an extremely dangerous hazard in underground tombs and other such places. Any metal or organic substance it touches begins to turn to green slime (saving throw). It can be killed with fire or extreme cold, and the transformation process can be arrested by the use of the spell Cure Disease.", + "entry_6": "monSterS - 95", + "summary": "Page Number: 95\n\nThe page describes various creatures and hazards in a fantasy setting. Stone golems are powerful animated statues affected only by rock and fire-related magic, and can be damaged or healed by \"rock to mud\" spells. Only weapons +2 or better can harm them. Gorgons are bull-like beings with dragon-like scales, capable of turning people to stone with their breath. Grey oozes mimic wet rock, are immune to magic, heat, and cold, and can corrode metal with their acidic secretions. They are susceptible only to cutting and piercing attacks, not blunt or crushing ones. Finally, green slime is a dangerous hazard, not a creature, that transforms touched metal or organic material into more slime unless stopped by fire, extreme cold, or the Cure Disease spell." + }, + "97": { + "entry_1": "griffon", + "entry_2": "Armor Class: 3 [16] Hit Dice: 7 Attacks: Bite Special: Flight Move: 12/27 (when flying) HDE/XP: 8/800", + "entry_3": "Griffons have the body of a lion, with the wings, head, and fore-talons of an eagle. These creatures can be tamed and ridden as mounts. They usually nest in high mountain aeries, where they lay their eggs and hunt their prey. Because the fledglings can be tamed, young griffons and griffon eggs command a very high price in the marketplaces of the great cities, or to barons and wizards.", + "entry_4": "Harpies have the upper body of a human female and the lower body and wings of a vulture. Their song is a charm that draws its victims to the harpy (saving throw applies), and the harpy's touch casts the equivalent of a Charm Person spell (again, saving throw applies).", + "entry_5": "hell hounD", + "entry_6": "Armor Class: 4 [15] Hit Dice: 4-7 Attacks: Bite Special: Breathes fire Move: 12 HDE/XP: 5/240; 6/400; 7/600; 8/800", + "entry_7": "Hell hounds are fire-breathing dogs of the underworlds or lower planes. In addition to biting, they can breathe fire each round, inflicting 2 HP damage per hit die (10 foot range, saving throw for half damage).", + "entry_8": "96 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 96\n\nThe page describes various fantasy creatures and their characteristics. Griffons have the body of a lion with the wings, head, and fore-talons of an eagle. They can be tamed and are valuable, especially young griffons and their eggs. Harpies have the upper body of a human female and the lower body of a vulture, with a charming song and touch that can magically bind victims. Hell hounds are fire-breathing dogs from the underworld, able to inflict fire damage along with their bite. The entry is part of the \"Swords & Wizardry White Box Rules.\"" + }, + "98": { + "entry_1": "hippogriff", + "entry_2": "Armor Class: 5 [14] Hit Dice: 3+1 Attacks: Claws Special: Flight Move: 12/27 (when flying) HDE/XP: 3/60", + "entry_3": "The hippogriff is similar to a griffon, having the head, foreclaws, and wings of an eagle, but instead of the body of a lion, it has the body of a horse. The poem Orlando Furioso (written in 1516) suggests that the hippogriff is the offspring of a griffon and a horse-but they are apparently an independent breed, for folkloric tradition holds that griffons frequently attack hippogriffs. Hippogriffs are not as hard to train", + "entry_4": "as griffons-again, from Orlando Furioso: \"Drawn by enchantment from his distant lair, The wizard thought but how to tame the foal; And, in a month, instructed him to bear Saddle and bit, and gallop to the goal; And execute on earth or in mid air, All shifts of manege, course and caracole…\"", + "entry_5": "hobgoblin", + "entry_6": "Hobgoblins are simply large goblins, possibly a separate breed living apart from their smaller cousins. As a matter of the campaign's flavoring, the Referee might choose to make hobgoblins the \"fey\" goblins of Irish legend, while regular goblins are the more Tolkien-style underground-dwellers.", + "entry_7": "horSe", + "entry_8": "Horses are AC 7 [12], with riding horses having 2 HD and warhorses having 3 HD. Horses move at a speed of 18.", + "entry_9": "monSterS - 97", + "summary": "Page Number: 97\n\nThe page provides descriptions and mechanics for various creatures: \n\n- **Hippogriff:** A creature with the head, foreclaws, and wings of an eagle, and the body of a horse. It has an Armor Class of 5 [14], 3+1 Hit Dice, and can fly. They are described in folklore as independent creatures often attacked by griffons and are easier to train than griffons, as illustrated in the poem \"Orlando Furioso.\"\n\n- **Hobgoblin:** Large goblins that might be considered a separate breed from smaller goblins. They can be flavored as the \"fey\" goblins of Irish legend in contrast to their Tolkien-style cousins.\n\n- **Horse:** They have an Armor Class of 7 [12]. Riding horses have 2 Hit Dice, while warhorses have 3 Hit Dice, with a movement speed of 18. \n\nThese descriptions help in understanding the characteristics and potential uses or interactions of each creature in a game setting." + }, + "99": { + "entry_1": "Humans", + "entry_2": "Humans are such a versatile species that any number of \"monsters\" and NPCs can be made from them. Berserker warriors, tribesmen, cavemen, princesses, evil high priests, captains of the guard, foot-soldiers, and tavern-keepers are all different human \"monsters.\"", + "entry_3": "Don't try to build your non-player characters according to the rules for player characters. Here are some samples, otherwise just make up their stats and abilities as you see fit.", + "entry_4": "human, banDit", + "entry_5": "Armor Class: 7 [12] Hit Dice: 1 Attacks: Weapon Special: None Move: 12 HDE/XP: 1/15", + "entry_6": "Bandits are roving groups of thieves, sometimes organized into small armies led by more powerful bandit chiefs and captains with higher hit dice.", + "entry_7": "human, berSerker", + "entry_8": "Armor Class: 7 [12] Hit Dice: 1+2 Attacks: Weapon Special: Berserking Move: 12 HDE/XP: 2/30", + "entry_9": "Berserkers are normal humans, but they fight with astounding ferocity. A bonus of +2 is added to their attack rolls. They do not wear armor heavier than leather armor.", + "entry_10": "human, Sergeant-at-armS", + "entry_11": "Armor Class: 5 [14] Hit Dice: 3 Attacks: Weapon Special: None Move: 12 HDE/XP: 3/60", + "entry_12": "98 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 98, the document discusses various archetypes of human non-player characters (NPCs) that can be created in a role-playing game. Humans serve as versatile templates for characters such as berserkers, bandits, and sergeants-at-arms, each with specific characteristics and stats. Bandits have an armor class of 7, 1 hit die, and no special abilities, often forming groups under a leader. Berserkers, with an armor class of 7 and 1+2 hit dice, gain a +2 bonus on attack rolls due to their ferocity, but only wear leather armor. Sergeants-at-arms have a better armor class of 5 and 3 hit dice, serving in more structured roles. These examples emphasize the adaptability of human characters in creating diverse game scenarios." + }, + "100": { + "entry_1": "Human sergeants are normally found in command of 1d6+5 human soldiers. These are the leaders of city guard units and other small military groups in castles and armies.", + "entry_2": "Human soldiers serve as city guardsmen, mercenaries, and men-at-arms. They are generally armed with leather armor and a mace, sword, or spear. For every five guardsmen there is usually a sergeant.", + "entry_3": "hyDra", + "entry_4": "Armor Class: 5 [14] Hit Dice: 5-12 (equals # of heads) Attacks: 5-12 bites Special: See below Move: 9 HDE/XP: 7/600; 8/800; 9/1,100; 10/1,400; 11/1,700; 12/2,000", + "entry_5": "Hydrae are great lizard-like or snake-like creatures with 5-12 heads. Each head has one hit die of its own, and when the head is killed, that head dies. The body has as many hit dice as the total of the heads, so it is a matter of good strategy for adventurers to focus either on killing heads (when all the heads are dead the body dies) or killing the creature by attacking the body (in which case the heads die, too). Hydrae that breathe fire or regenerate their heads are known to exist.", + "entry_6": "inviSible Stalker", + "entry_7": "Armor Class: 3 [16] Hit Dice: 8 Attacks: Bite Special: Flight, invisibility Move: 12 HDE/XP: 9/1,100", + "entry_8": "Invisible stalkers are generally only found as a result of the spell Invisible Stalker. They are invisible flying beings created to follow a single command made by the caster.", + "entry_9": "monSterS - 99", + "summary": "Page Number: 99\n\nThe page provides details on human soldiers and their sergeants, noting that sergeants lead small groups of city guards or military units. Soldiers typically wear leather armor and carry maces, swords, or spears, with a sergeant for every five guards. The page then describes two monster types: Hydrae and Invisible Stalkers. Hydrae are large, multi-headed creatures (5-12 heads), challenging to defeat, as adventurers must decide whether to sever heads or attack the body directly. Some can breathe fire or regenerate. Invisible Stalkers are flying entities summoned through magic, usually created to follow a singular command from the caster." + }, + "101": { + "entry_1": "kobolD", + "entry_2": "Armor Class: 6 [13] Hit Dice: 1/2 Attacks: Weapon Special: None Move: 6 HDE/XP: < 1/10", + "entry_3": "Kobolds are subterranean, vaguely goblin-like humanoids. They have a -1 \"tohit\" penalty when fighting above ground. Many use slings or short bows, and they fight with short swords or spiked clubs in melee combat.", + "entry_4": "lich Armor Class: 0 [19] Hit Dice: 12-18 Attacks: Touch Special: See below Move: 6 HDE/XP: 15/2,900; 16/3,200; 17/3,500; 18/3,800; 19/4,100; 20/4,400; 21/4,700", + "entry_5": "Liches are the undead remnants of wizards, either made undead by their own deliberate acts during life or as the result of other magical forces (possibly including their own magics gone awry). A lich has the same spell-casting powers as the original Magic-user (the same level as the lich's HD). A lich's touch causes paralysis with no saving throw, and the very sight of one of these dread creatures causes paralysis in any being of 4 HD or below. Liches are highly malign and intelligent.", + "entry_6": "Lizardmen are reptilian humanoids, usually living in tribal villages in the depths of fetid swamps. Some can hold their breath for a long duration (an hour or more), while others can actually breathe underwater. Some lizardmen wield a wicked sword made of sharp bone.", + "entry_7": "100 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 100, The text provides brief descriptions of creatures in a fantasy setting for the \"Swords & Wizardry White Box Rules\" game. Kobolds, subterranean humanoids, face a -1 penalty when fighting above ground and typically use slings, short bows, short swords, or spiked clubs. Liches, powerful undead wizards, retain their original spell-casting abilities, cause paralysis with their touch, and instill fear in weaker creatures. They are extremely intelligent and malign. Lizardmen are reptilian humanoids found in swampy areas, capable of holding their breath for extended periods or breathing underwater, with some wielding bone swords." + }, + "102": { + "entry_1": "Lycanthropes", + "entry_2": "Lycanthropes are were-creatures, particularly those in whom the disease permits assumption of a hybrid form of the human and animal. They cannot be hit by normal weapons; only silver or magical weapons inflict damage on them. If any character is brought lower than 50% hit points by a lycanthrope, the character will be infected with lycanthropy.", + "entry_3": "lycanthrope, werebear", + "entry_4": "Armor Class: 2 [17] Hit Dice: 7+3 Attacks: Bite Special: Lycanthropy Move: 9 HDE/XP: 8/800", + "entry_5": "Werebears are often found in temperate forests.", + "entry_6": "lycanthrope, wererat", + "entry_7": "Armor Class: 6 [13] Hit Dice: 3 Attacks: Weapon Special: Control rats, lycanthropy Move: 12 HDE/XP: 4/120", + "entry_8": "Wererats are mostly found in cities, lurking in shadowy alleyways. Wererats can control rats, and are extremely stealthy (surprising opponents 1-4 on a d6).", + "entry_9": "lycanthrope, werewolf", + "entry_10": "Armor Class: 5 [14] Hit Dice: 3 Attacks: Bite or Claw Special: Lycanthropy Move: 12 HDE/XP: 4/120", + "entry_11": "Werewolves are the traditional Lycanthropes seen in horror movies. They are often only affected by silver or magical weapons, and are often humanoid- except for during a full moon, and so on.", + "entry_12": "monSterS - 101", + "summary": "Page Number: 101, The page provides descriptions of various lycanthropes, highlighting their characteristics and combat mechanics. Lycanthropes, or were-creatures, can assume a hybrid form between human and animal and are resistant to normal weapons, being vulnerable only to silver or magical ones. Characters bitten and reduced to under 50% health by a lycanthrope become infected with lycanthropy. Specific lycanthropes detailed include: Werebears, found in temperate forests, with high Hit Dice and Armor Class; Wererats, common in cities, capable of controlling rats and surprising opponents frequently; and Werewolves, classic lycanthropes that change form during a full moon. Each type has unique special abilities and experience points associated with their defeat." + }, + "103": { + "entry_1": "manticore", + "entry_2": "Armor Class: 4 [15] Hit Dice: 6+4 Attacks: Tail-spikes Special: Flight Move: 12/8(when flying) HDE/XP: 8/800", + "entry_3": "A horrid monster with bat wings, the face of a feral human, the body of a lion, and a tail tipped with 24 iron spikes. The manticore can hurl up to 6 of the iron spikes from its tail per round, at a maximum range of 180 feet.", + "entry_4": "Medusae are horrid creatures from Greek mythology with a female face but hair of writhing snakes; they have no legs, but the body of a serpent. The gaze of a medusa turns anyone looking upon it into stone. In addition to the medusa's relatively weak melee-weapon attack, the snake-hair makes one attack per round, causing no damage but lethally poisonous with a successful hit (saving throw applies).", + "entry_5": "minotaur", + "entry_6": "Armor Class: 6 [13] Hit Dice: 6+4 Attacks: Weapon Special: Never lost in labyrinths Move: 12 HDE/XP: 6/400", + "entry_7": "The minotaur is a man-eating predator from Greek mythology, with the head of a bull and the body of a massive human, covered in shaggy hair. Sometimes they wield large axes and most are not particularly intelligent.", + "entry_8": "102 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 102, The page describes mythical creatures and their characteristics for a \"Swords & Wizardry\" game setting. It includes stats for a manticore, medusae, and minotaur. The manticore has a lion's body, a human-like face, bat wings, and a tail with iron spikes that can be hurled. The medusae are snake-haired beings whose gaze turns victims to stone; their snake hair delivers a lethal, poisonous attack. The minotaur, a bull-headed creature, is known for never getting lost in labyrinths and often uses large axes. It emphasizes the creatures' combat abilities, including armor class, hit dice, movement, and special attacks." + }, + "104": { + "entry_1": "mummy", + "entry_2": "Armor Class: 3 [16]", + "entry_3": "Hit Dice: 5+1", + "entry_4": "Attacks: Touch (See below)", + "entry_5": "Special: See below", + "entry_6": "Move: 6", + "entry_7": "HDE/XP: 7/600", + "entry_8": "Mummies cannot be hit by normal weapons and even magical weapons inflict only half damage against them. Their touch also inflicts a rotting disease which prevents magical healing and causes wounds to heal at one-tenth of the normal rate. A Cure Disease spell can increase healing rate to half normal, but a Remove Curse spell is required to completely lift the mummy's curse.", + "entry_9": "ochre jelly", + "entry_10": "Armor Class: 8 [11]", + "entry_11": "Hit Dice: 5", + "entry_12": "Attacks: Acid strike", + "entry_13": "Special: Lightning divides creature Move: 3", + "entry_14": "HDE/XP: 6/400", + "entry_15": "Ochre jellies are amorphous oozes that damage opponents with their acidic surface. They dissolve any adventurers they kill, making the spell Raise Dead all but impossible.", + "entry_16": "ogre", + "entry_17": "Armor Class: 5 [14] Hit Dice: 4+1 Attacks: Weapon Special: None Move: 9 HDE/XP: 4/120", + "entry_18": "Ogres are normally quite stupid, but more intelligent versions might be encountered here and there. Sometimes ogres are mistaken for trolls.", + "entry_19": "monSterS - 103", + "summary": "Page Number: 103\n\nThe page provides descriptions and mechanics for three types of monsters: mummies, ochre jellies, and ogres. Mummies have an Armor Class of 3, 5+1 Hit Dice, and their touch inflicts a rotting disease that hinders healing. They require specialized spells to lift their curse, and only take half damage from magical weapons. Ochre jellies are amorphous entities with an Armor Class of 8 and 5 Hit Dice. They attack with acid, dissolving opponents and rendering resurrection spells ineffective. They also split when struck by lightning. Ogres, with an Armor Class of 5 and 4+1 Hit Dice, attack using weapons. They are typically unintelligent but can be mistaken for trolls." + }, + "105": { + "entry_1": "ogre mage", + "entry_2": "Armor Class: 4 [15] Hit Dice: 5+4 Attacks: Weapon Special: Magic Move: 12/18 (when flying) HDE/XP: 7/600", + "entry_3": "The ogre mage is an ogre with magic powers, based on Japanese legend. An ogre mage can fly, turn invisible (per the spell), create a 10 foot radius circle of magical darkness, change into human form, cast Sleep and Charm Person once per day, and cast a cone of frost with a range of 60 feet to a base of 30 feet, causing 8d6 damage to any caught within (saving throw applies). Western folklore also contains many examples of shape-shifting, magical ogres (the most famous example being the one in Puss-in-Boots), so there might be many different types of magical ogres, whether or not they are called \"ogre mage.\"", + "entry_4": "Orcs are stupid, brutish humanoids that gather in tribes of hundreds. Most are subterranean dwellers, and fight with a -1 penalty \"to-hit\" in sunlight. Occasionally, war-bands or even entire tribes of orcs issue forth from their caverns to raid and pillage by night. Orcish leaders are great brutes with additional HD, and magic-using spellcasters may also be found in the larger tribes. Orcish tribes hate each other, and will fight savagely unless restrained by a powerful and feared commander, such as an evil high priest or a mystic sorcerer.", + "entry_5": "Pegasus was the winged horse from Greek mythology. Other Pegasus creatures might have bat wings, some might be chaotic; such choices are left entirely up to the Referee.", + "entry_6": "104 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 104 - This page provides details on various mythical creatures, including their abilities and characteristics. The ogre mage is a magical creature based on Japanese legend, capable of flying, turning invisible, and casting spells like Sleep and Charm Person. It can also create magical darkness and cast a damaging cone of frost. In Western folklore, shape-shifting ogres are also noted. Meanwhile, orcs are described as brutish, tribal humanoids who struggle in sunlight and occasionally raid at night. Orc tribes are usually aggressive unless controlled by a powerful leader like an evil priest or sorcerer. Lastly, the page references the Pegasus from Greek mythology, mentioning variant wing types like bat wings and potential chaotic nature, customizable by the game Referee." + }, + "106": { + "entry_1": "purple worm", + "entry_2": "Armor Class: 6 [13] Hit Dice: 15 Attacks: Bite or sting Special: Poison sting Move: 9 HDE/XP: 17/3,500", + "entry_3": "Purple worms are massive annelids that grow 40+ feet in length and sometimes exceed 10 feet in width. They are subterranean, chewing tunnels in rock (or through sand, in deserts, where they are a tan color). These beasts swallow their prey whole on a roll 4 higher than the needed number, or if the worm rolls double the number required \"to-hit\". They can swallow anything the size of a horse or smaller.", + "entry_4": "In addition to the worm's dreaded bite, it has a poison stinger on its tail, the length of a sword and just as deadly even from the piercing wound it inflicts. The poison injected by the stinger is lethal if the victim fails a saving throw. What prey the purple worms once hunted (or perhaps still do, in deep places) with such natural weapons must have been terrifying indeed. Aquatic versions of the purple worm might also exist.", + "entry_5": "rat, giant", + "entry_6": "Armor Class: 7 [12] Hit Dice: 1-1 Attacks: Bite Special: 5% are diseased Move: 12 HDE/XP: < 1/10", + "entry_7": "Giant rats are often found in dungeons, and are about the size of a cat or a lynx. The bite of some (1 in 20) giant rats causes disease. A saving throw vs. poison is allowed. The effects of the disease are decided by the Referee.", + "entry_8": "roc", + "entry_9": "Armor Class: 4 [15] Hit Dice: 12 Attacks: Claw Special: None Move: 3/30 (when flying) HDE/XP: 12/2,000", + "entry_10": "Rocs are the mythological great birds of legend, large enough to prey upon elephants. They can be trained as fledglings to serve as steeds, so roc eggs or fledglings would be a prize indeed, worth great sums of gold. Rocs might grow as large as 18 HD, with commensurately increased statistics.", + "entry_11": "monSterS - 105", + "summary": "Page Number: 105\n\nThis page provides a description of three different monsters: the purple worm, giant rat, and roc. The purple worm is a massive subterranean creature with deadly capabilities, including a poison stinger and a tendency to swallow prey whole. It is described as growing over 40 feet in length and 10 feet in width, able to tunnel through rock or sand. The giant rat is typically found in dungeons, comparable to the size of a cat, with a risk of carrying diseases, affecting about 5% of them. Lastly, the roc is a mythical giant bird, capable of preying on elephants and used as a steed if trained young. It is extremely valuable in its egg or fledgling form and can fly at great speeds." + }, + "107": { + "entry_1": "SalamanDer", + "entry_2": "Armor Class: 5 [14], 3 [16] Hit Dice: 7 Attacks: Constrict or touch Special: Heat, constriction Move: 9 HDE/XP: 8/800", + "entry_3": "Salamanders are intelligent creatures of the elemental planes of fire. They have the upper body of a human (AC 5 [14]) and the lower body of a snake (AC 3 [16]), and give off tremendous, intense heat. The very touch of a salamander deals 1d6 hit points of fire damage, and they wrap their tails around foes to cause an additional 2d6 points of crushing damage per round. Salamanders cannot be enslaved in the same manner djinn and efreet might be.", + "entry_4": "Sea Serpent", + "entry_5": "The size and nature of sea serpents is a matter for the Referee to determine. The sea serpent depicted here would be about middle size, about 60 feet in length, with smaller ones being half that size (with adjusted statistics, of course), and large ones being about 50% larger than the one described here. A sea serpent would undoubtedly be capable of swallowing a human whole, probably on a natural attack roll of no more than 14. A character swallowed whole would be digested within, perhaps, three hours.", + "entry_6": "ShaDow", + "entry_7": "Armor Class: 7 [12] Hit Dice: 3+3 Attacks: Touch (See below) Special: See below Move: 12 HDE/XP: 4/130", + "entry_8": "Shadows may or may not be undead creatures: they are immune to sleep and charm, but the Referee may decide whether they are undead creatures subject to turning or whether they are some horrible \"other\" thing, a manifestation perhaps, or a creature from another dimension. Shadows are dark and resemble shadows, though they may be darker. They are not corporeal, and can only be harmed with magical weapons or by spells. Their chill touch drains one point of strength with a successful hit, and if a victim is brought to a strength of 0, the victim becomes a shadow. Strength points return after 90 minutes.", + "entry_9": "106 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 106\n\nThe page provides descriptions and mechanics for three creatures: Salamander, Sea Serpent, and Shadow. Salamanders are intelligent fire elemental creatures with a humanoid upper body and a snake-like lower body, inflicting fire and crushing damage. Sea Serpents vary in size, are capable of swallowing humans whole, and require Referee determination for specifics. Shadows are potentially non-corporeal, undead-like entities that drain strength with their touch and can only be harmed with magic. They can transform victims into shadows if the victim's strength is depleted." + }, + "108": { + "entry_1": "Skeleton", + "entry_2": "Armor Class: 8 [11], 7 [12] w/ shield Hit Dice: 1/2 Attacks: Strike or weapon Special: None Move: 12 HDE/XP: 1/15", + "entry_3": "Skeletons are animated bones of the dead and are usually under the control of some evil master.", + "entry_4": "These tremendously large masses of slimy, rubbery flesh are completely immune to blunt weapons. In addition to their powerful bite, giant slugs can spit their acidic saliva (one target at a time). The base range for spitting is 60 feet, and within this range the slug's spittle will be 50% likely \"to-hit\" (no \"tohit\" roll required). For every additional 10 feet of range, the chance \"to-hit\" decreases by 10%. On its first spitting attack, the slug only has a 10% chance \"to-hit\" within 60 feet, and no chance of hitting beyond that range. Some giant slugs might have more or less virulent acidity (thus changing the damage inflicted).", + "entry_5": "Specters are wraith-like undead creatures without corporeal bodies. When a specter hits an opponent, either with hand or weapon, the touch drains two levels from the victim. Only magical weapons can damage a specter. In some cases, these terrifying creatures may be mounted upon living beasts, if the beasts have been trained to tolerate proximity to the undead. Any being killed (or drained below level 0) by a specter becomes a specter - a pitiful thrall to its creator.", + "entry_6": "monSterS - 107", + "summary": "Page Number: 107. This page provides details on various monster types in a fantasy setting. Skeletons are basic undead controlled by an evil master, with low armor class and hit points. Giant slugs are massive creatures immune to blunt weapons, capable of powerful bites and spitting acidic saliva with varying accuracy depending on distance. Specters are incorporeal undead that drain two levels from their victims upon hitting; they can only be harmed by magical weapons, and those they kill become specters themselves. Specters can sometimes be mounted on trained living beasts." + }, + "109": { + "entry_1": "treant", + "entry_2": "Armor Class: 2 [17] Hit Dice: 7-12 Attacks: Strike Special: Control trees Move: 6", + "entry_3": "HDE/XP: 7/600; 8/800; 9/1,100; 10/1,400; 11/1,700; 12/2,000", + "entry_4": "Treants are tree-like protectors and \"shepherds\" of forest trees. Depending upon their size, they have different hit dice and damage; treants of 7 to 8 hit dice inflict 2d6 points of damage with each strike of their branch-like hands, treants of 9-10 hit dice inflict 3d6 points, and treants of 11-12 hit dice inflict 4d6 points. All treants can \"wake\" trees within 60 feet, allowing them to walk at a rate of 3, and possibly to attack (no more than two trees at a time can be awake at the behest of a single treant).", + "entry_5": "troll", + "entry_6": "Armor Class: 4 [15] Hit Dice: 6+3 Attacks: Claw Special: Regeneration Move: 12 HDE/XP: 8/800", + "entry_7": "Trolls are as tall as ogres and just as strong. Unlike ogres, however, they attack with claws and teeth instead of weapons. Trolls regenerate, which is to say that any damage inflicted upon them heals within minutes (3 hit points per round). The only way to utterly kill a troll is to submerse it in acid or burn it. Trolls can even re-grow lopped-off heads and limbs.", + "entry_8": "108 - SwordS & wizardry white Box ruleS", + "entry_9": "SpiDer, giant", + "entry_10": "Armor Class: 6 [13] Hit Dice: 2+2 Attacks: Bite (See below) Special: See below Move: 18 HDE/XP: 5/240", + "entry_11": "Giant spiders are aggressive hunters. Only the greater giant spiders are web builders. Giant spider webs require a saving throw to avoid becoming stuck. Those who make their saving throw can fight and move (5 feet per round) in the webs. Giant spiders surprise on a roll of 1-5, being able to hide well in shadows. A giant spider's bite is very poisonous.", + "summary": "Page Number: 108\n\nThis page provides details about the monsters treant, troll, and giant spider in a fantasy setting. Treants are tree-like creatures, ranging from 7 to 12 hit dice, capable of striking with branch-like hands and controlling trees to wake and attack. Trolls, comparable in size and strength to ogres, possess claw attacks and regenerate 3 hit points per round, only being killable by acid or fire. Giant spiders, aggressive hunters, can surprise opponents and have poisonous bites. Greater giant spiders also build webs that can entrap foes, requiring a saving throw to escape. Each creature's characteristics, including armor class, hit dice, movement, attacks, and special abilities, are described alongside their experience points (XP) values for defeating them." + }, + "110": { + "entry_1": "unicorn", + "entry_2": "Armor Class: 2 [17] Hit Dice: 4 Attacks: Hoof or horn Special: See below Move: 24 HDE/XP: 5/240", + "entry_3": "Unicorns are generally shy and benevolent creatures, who will only allow a chaste maiden to approach them. They can teleport once per day to a distance of 360 feet, with a rider. When they charge, their horn can deal double damage. Unicorns are 25% resistant to magic. The unicorn's horn has healing properties according to legend (the details of this, if any, are left to the Referee). There is considerable room to create variants of sorts: evil or flying unicorns, etc.", + "entry_4": "vampire", + "entry_5": "Vampires are some of the most powerful of undead creatures. They can only be hit with magic weapons and when \"killed\" in this way they change into a gaseous form, returning to their coffins.", + "entry_6": "They regenerate at a rate of 3 hit points per round, can turn into gaseous form or into a giant bat at will, and can summon a horde of bats or 3d6 wolves out from the night. Looking into a vampire's eyes necessitates a saving throw at - 2, or the character is charmed (as per the spell Charm Person). Most terrifyingly, a vampire's bite drains two levels from the victim.", + "entry_7": "Fortunately, vampires have some weaknesses. They can be killed (these are the only known methods) by immersing them in running water, exposing them to sunlight, or driving a wooden stake through the heart. They retreat from the smell of garlic, the sight of a mirror, or the sight of \"good\" holy symbols. Any human killed by a vampire becomes a vampire under the control of its creator. This description will be recognized easily as the \"Dracula\" type of vampire.", + "entry_8": "Many other possibilities for vampires exist in folklore: Chinese vampires, for instance, and blood-drinkers more feral than intelligent. Plus, other cultural templates with different attributes could be created-how about an ancient Egyptian mummified vampire, or an Aztec vampire?", + "entry_9": "monSterS - 109", + "summary": "Page Number: 109\n\nThe page provides descriptions of unicorns and vampires within a role-playing game context. Unicorns are shy, benevolent creatures that allow only a chaste maiden to approach; they can teleport with a rider once per day and have a charging attack that deals double damage. Unicorns are 25% resistant to magic and their horn is believed to have healing properties. Variants like evil or flying unicorns can be created. Vampires, powerful undead beings, can only be harmed by magic weapons and have the ability to regenerate, transform, and summon creatures. They charm victims by gaze and drain life levels by bite. Vampires can be killed by sunlight, running water, or a wooden stake, among other weaknesses. Different vampiric variations from global folklore and cultural templates, like Chinese or Aztec vampires, are suggested for creative incorporation." + }, + "111": { + "entry_1": "wight", + "entry_2": "Armor Class: 5 [14] Hit Dice: 3 Attacks: Claw (See below) Special: See below Move: 9 HDE/XP: 5/240", + "entry_3": "Wights live in tombs, graveyards, and burial mounds (barrows). They are undead, and thus not affected by sleep or charm spells. Wights are immune to all non-magical weapons, with the exception of silver weapons. Any human killed or completely drained of levels (1 level per hit) by a wight becomes a wight.", + "entry_4": "worg", + "entry_5": "Armor Class: 6 [13] Hit Dice: 4 Attacks: Bite Special: None Move: 18 HDE/XP: 4/120", + "entry_6": "Worgs are large, intelligent, and evil wolves of chaos. They are sometimes ridden by orcs. They may have supernatural origins.", + "entry_7": "110 - SwordS & wizardry white Box ruleS", + "entry_8": "wraith", + "entry_9": "Armor Class: 3 [16] Hit Dice: 4 Attacks: Touch (See below) Special: See below Move: 24 HDE/XP: 6/400", + "entry_10": "Wraiths are powerful wights, immune to all non-magical weapons other than silver ones (which inflict only half damage). Arrows are particularly ineffective against them, for even magical and silver arrows inflict only one hit point of damage per hit. They drain 1 level per hit. Wraiths can be found riding well-trained battle steeds or more unusual mounts that will tolerate their presence.", + "summary": "Page Number: 110, the page provides details on creatures from a fantasy setting, specifically their combat and resistance traits. Wights are undead beings found in tombs, immune to normal and sleep/charm spells, vulnerable only to silver weapons, and can turn humans into wights. Worgs are large, malevolent wolves, occasionally used as mounts by orcs, without any special attack abilities. Wraiths are stronger undead similar to wights, highly resistant to weapons—silver weapons do half damage and arrows only cause one point of damage. They can drain a level per hit and occasionally ride specialized mounts." + }, + "112": { + "entry_1": "wyvern", + "entry_2": "Armor Class: 3 [16] Hit Dice: 7 Attacks: Bite or sting Special: Flight, poison sting Move: 6/24 (when flying) HDE/XP: 9/1,100", + "entry_3": "A wyvern is the two-legged form of dragon, and these creatures are smaller and less intelligent than true four-legged dragons, not to mention that they do not have a breath weapon. Wyverns have a poisonous sting at the end of their tails, but they are not coordinated enough to attack with both bite and sting in a single round. In any given round, the wyvern is 60% likely to use its tail, which can lash out to the creature's front even farther than its head can reach.", + "entry_4": "Yellow mold is a subterranean fungus; it neither moves nor attacks. However, if it is poked or struck, it may (50% chance) release a cloud of poisonous spores, roughly 10 feet in diameter. Failing a saving throw against the spores means that the character dies a rather horrible death. Touching yellow mold causes 1d6 points of acid damage. These growths can be destroyed with fire.", + "entry_5": "Zombies are mindless creatures, the walking dead. These are merely animated corpses, not carriers of any sort of undead contagion as ghouls are. If their undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. However, the standard zombie is simply a corpse animated to do its creator's bidding.", + "entry_6": "monSterS - 111", + "summary": "Page Number: 111, the document details three creatures: wyverns, yellow mold, and zombies. Wyverns are two-legged dragons with a poisonous tail sting and limited attack coordination, choosing between biting or stinging each round. Yellow mold is an immobile subterranean fungus that releases deadly spores if disturbed and can be destroyed by fire. Zombies are mindless, animated corpses serving a creator's commands without spreading any contagion, differing from ghouls." + }, + "113": { + "entry_1": "Tougher Monsters", + "entry_2": "There is really no limit as to how high monsters can go, and often it's fun to trick the players by throwing über-monsters at them. The Referee should feel free to adjust AC, HD, or other factors to make monsters more challenging. Also, feel free to try new options like a super strain of orcs, goblin spider riders, or fire-resistant mummies just to keep the players on their toes.", + "entry_3": "Monster Levels", + "entry_4": "You may notice that while suggested character levels are capped, monster levels are not. The reasons for this are simple:", + "entry_5": "1. Players run in packs and big monsters need levels to overcome a disadvantage in numbers.", + "entry_6": "2. Players tend to be creative while many Referees allow monsters to \"play stupid.\" The Referee has the option of allowing characters to continue to advance, or to put a cap on monster levels as appropriate.", + "entry_7": "112 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 112, The document discusses the concept of using tougher monsters in gameplay to challenge players. There is no limit to monster levels, unlike character levels, which are capped. This allows for versatility in creating powerful opponents, such as enhanced versions of existing creatures. Referees are encouraged to modify attributes like Armor Class (AC) and Hit Dice (HD) and to introduce new monster variations to maintain player engagement. Monster levels are often higher to counteract players' numerical advantage and creativity in overcoming challenges." + }, + "114": { + "entry_1": "creating monSterS", + "entry_2": "Monsters are not Player Characters, and their abilities are not at all determined by the rules for PCs-not even the stats for ancestries that can have player characters, such as Dwarves. A monster's abilities are determined by the Referee, not by any rules! Feel free to add wings, breath weapons, extra hit dice, wounded versions, or whatever suits your adventure and your campaign. Toggle and tweak, imagine and invent! You are responsible for the quality of the swords and sorcery in your game, not the rules. So don't try to create monsters according to any sort of power formula. Create monsters based on how they feel and how they play at the gaming table. Create challenges for the players, not headaches for yourself. Your job is to imagine and create, not to bind yourself to rulebooks finding out what you're \"allowed\" to do.", + "entry_3": "Monster Creation", + "entry_4": "treaSure - 113", + "summary": "Page Number: 113, The document emphasizes that creating monsters in a game is a creative process not bound by player character rules or ancestry stats. The Referee has full autonomy to design monsters with any abilities, such as wings or breath weapons, to suit the adventure. The focus is on creativity and providing engaging challenges for players rather than adhering to strict formulas or rules." + }, + "115": { + "entry_1": "wilDerneSS aDventureS", + "entry_2": "Wilderness Encounter Tables", + "entry_3": "In general, hexes are 5 miles across at the widest point.", + "entry_4": "Each day, roll 1d6 to check for becoming lost and also roll 1d6 to check for an encounter. Check twice per day for encounters if traveling by air, or by ship along a coast or river.", + "entry_5": "Encounter Type", + "entry_6": "114 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 114, The section provides wilderness encounter mechanics for a tabletop role-playing game, specifically using the Swords & Wizardry White Box rules. Hexes on the map measure 5 miles at their widest point. There are daily dice rolls (1d6) to determine if the party becomes lost or has an encounter. Travelling by air or water necessitates two encounter checks per day." + }, + "116": { + "entry_1": "Human", + "entry_2": "Humanoid", + "entry_3": "Animal", + "entry_4": "treaSure - 115", + "summary": "Page Number: 115\n\nThe page likely discusses elements related to characters categorized as \"Human,\" \"Humanoid,\" and \"Animal\" within the context of a narrative or game mechanics. Additionally, there is mention of \"treaSure,\" suggesting that treasure or valuable items play a role in the content's setting or plot." + }, + "117": { + "entry_1": "Monster", + "entry_2": "Other Types", + "entry_3": "116 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 116 - This page from the \"Swords & Wizardry White Box Rules\" document provides details about various types of monsters within the game. It categorizes the monsters into different types, outlining their characteristics and potentially unique abilities. This information is crucial for understanding the role of these monsters in the game's setting and how they interact with player characters during gameplay." + }, + "118": { + "entry_1": "Castles and Settlements", + "entry_2": "Castles and other settlements may be encountered at the Referee's determination, whether using a pre-determined map or by a die roll if generating terrain randomly.", + "entry_3": "Castles are highly alert to the approach of strangers. If a party of adventurers comes within 3 miles of a castle (anywhere within the castle's 5 or 6 mile hex, if using a hexagonal map), there is a 50% chance that the castle's leader will sally forth with their retainers (but not the castle garrison) to challenge the adventurers. If the party comes within 3-5 miles, there is only a 30% chance of an excursion, and if the party remains 5-10 miles from the castle, there is a 15% chance of an excursion being made. Obviously, if the party actually approaches the castle, the castle's inhabitants will respond (although they might respond by closing the drawbridge and waiting for the adventurers to leave, if the characters look sufficiently dangerous).", + "entry_4": "A castle's garrison is made up of 3d6 x 10 human soldiers, with 1 sergeant at arms per 10 soldiers. Half of the troops are armed with crossbows. A garrison may have special leaders, as shown on the table below.", + "entry_5": "treaSure - 117", + "summary": "Page Number: 117, The document details mechanics for encountering castles and other settlements during gameplay. Castles are highly vigilant; when adventurers come within 10 miles, there's a varying probability (15%-50%) of the castle's leader challenging them based on proximity. If adventurers approach the castle directly, the inhabitants will respond defensively. A castle garrison consists of 30-180 soldiers and sergeants, with half of the troops equipped with crossbows. Additional special leaders may also be present." + }, + "119": { + "entry_1": "Random Castles", + "entry_2": "A leader of Lawful alignment will attack any party that includes a Chaos-aligned character, respond neutrally to a party that includes only neutral characters, and be friendly if a party includes at least one Lawful character (as long as there isn't also a Chaotic-aligned character). A friendly response indicates that the leader does not attempt to exact any toll and will allow the characters to stay in the village (although they will not necessarily allow them into the castle itself).", + "entry_3": "A leader of Chaotic alignment will attack any party that includes a Lawfully-aligned character, and respond neutrally to a party that includes no Lawfully-aligned characters.", + "entry_4": "A leader of Neutral alignment will respond neutrally to any group. A neutral response to the characters will be along the lines described below, adjusted as you see fit.", + "entry_5": "118 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 118, The document outlines interactions between a party of adventurers and leaders of various alignments in a setting with random castles. A Lawful leader is hostile to parties with Chaotic members, neutral to those with only Neutral characters, and friendly towards those with at least one Lawful character, provided there are no Chaotic members. A Chaotic leader attacks parties with Lawful members and is neutral otherwise. Neutral leaders are neutral to all parties. A friendly response from a leader allows the party to stay in the village without a toll, but not necessarily enter the castle. This system is from the \"Sword & Wizardry White Box Rules.\"" + }, + "120": { + "entry_1": "Neutral Responses:", + "entry_2": "Fighter-type Leaders: The leader demands a toll of 1d6 x 100gp for passage (for the entire group). If the characters refuse to pay the toll, the leader will challenge any fighter-types in the party to a combat (although not to the death). If the leader wins, the losing character forfeits their armor; if the character wins, the leader will host the adventurers for up to a month, provide them with two weeks of rations, and provide any player characters with a warhorse.", + "entry_3": "Magic-user Leaders: The magic-user demands the toll of a magic item or 1d4 x 100gp from each character in the adventuring party. If the toll is not paid, the magic-user will cast a geas spell on the characters to undertake some sort of treasure-finding quest and deliver half the proceeds to the magic-user.", + "entry_4": "Cleric Leaders: Clerics will request a tithe of 10% of the characters' coins, gems, and jewelry, and if this is not forthcoming they will cast a quest spell on the characters to undertake a treasure-finding mission, delivering one quarter of the funds (for Lawful Clerics) or threequarters of the funds (for Evil Clerics) to the cleric.", + "entry_5": "treaSure - 119", + "summary": "Page Number: 119\n\nThe page outlines potential encounters with three types of leaders in a role-playing game: Fighter-type, Magic-user, and Cleric leaders. Fighter leaders demand a toll of 1d6 x 100 gold pieces for passage and will challenge fighter characters to non-lethal combat if refused. Winning characters receive hospitality and resources. Magic-user leaders demand a toll of a magic item or 1d4 x 100 gold pieces per character, casting a geas spell for treasure quests if refused. Cleric leaders request a tithe of 10% of the party's wealth and will cast a quest spell on the party if not paid, with different amounts owed based on the cleric's alignment." + }, + "121": { + "entry_1": "CHAPTER 9: TREASURE", + "entry_2": "The amount of treasure a monster owns or guards is usually related to the monster's HDE. That's not necessarily realistic, but keep in mind that treasure is one of the ways the game reflects what a character has done: it's used in awarding experience points. Too many large treasures and the characters will become powerful without actually having done very much. Too many monsters with small treasures and the characters won't gain levels to reflect their achievements.", + "entry_3": "As a general guideline, the monetary value of a treasure ought to be about 2-3 times the monster's value in experience points, and keep in mind that hunting and patrolling monsters likely won't be carting their treasure around with them. If the characters can't find the monster's lair, they may get none of the treasure. Also, it obviously doesn't make sense for every wild boar and wolf to have a cache of treasure hidden away somewhere. Averaging the treasure out over several of the monsters in an adventure is a good way of making sure the characters get the right amount of experience points from treasure. Perhaps the goblin treasure hoard contains some \"extra\" treasure to account for the wolves in the area. If the characters avoid the wolves and kill the goblins, so much the better. If they have to fight the wolves and never find the goblins, then the treasure is there for them to find next time.", + "entry_4": "Splitting the Take (Variant)", + "entry_5": "Once the monsters are slain and the wounds are bound, it's time to divide up the treasure. It is suggested that the total gp value of the loot is totaled and divided up among the participants with each getting an equal \"share.\" Many Referees rule that treasure must be shared with NPCs getting either a full or half share, depending upon their level. It is also customary for fallen (dead) comrades to still get a share of the take to be given to their next of kin.", + "entry_6": "Here are some guidelines to help create a treasure:", + "entry_7": "Step One: Find the base gold piece value of the treasure, using the total XP value of the monsters guarding it.", + "entry_8": "Treasure Values Table", + "entry_9": "120 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 120\n\nThis page provides guidelines on managing treasure in an adventure game, emphasizing its role in awarding experience points. A monster's treasure is typically 2-3 times its experience value. It's important that characters gain appropriate experience from treasure without becoming overpowered. Consider averaging out treasures across multiple monsters. There's also advice on dividing treasure among participants, with NPCs getting a partial or full share, and provisions for fallen members' next of kin. The process starts with determining the base gold piece value using a Treasure Values Table." + }, + "122": { + "entry_1": "Remember that coins found are not always gold pieces-there might be a mixture of copper (cp) and silver pieces (sp) in the treasure as well. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp).", + "entry_2": "Roll on the table (or tables) below which correspond to the approximate Base Treasure Value of the treasure. If a treasure is larger than 7000gp, roll for the treasure in chunks, using the largest table possible. So, for a treasure of 60,200gp, roll 8 times on the 4000-7000gp table (accounting for 56,000gp of the treasure), then roll on the 2001-4000gp table once, then on the 101 to 250 table once (to account for the remaining 200gp).", + "entry_3": "Approximately 1 to 50 gp", + "entry_4": "Approximately 51 to 100 gp", + "entry_5": "treaSure - 121", + "summary": "Page Number: 121, the section covers mechanics for calculating treasure values in a game setting. It explains the conversion rates between different coin types: 1 gold piece (gp) equals 10 silver pieces (sp) or 100 copper pieces (cp). It advises using tables to determine the treasure composition, particularly focusing on larger treasures. For instance, a total treasure value of 60,200 gp should be broken down and rolled in segments, starting with the largest applicable table to account efficiently for the total amount." + }, + "123": { + "entry_1": "Approximately 101 to 250gp", + "entry_2": "Approximately 251 to 500gp", + "entry_3": "Approximately 501 to 1000gp", + "entry_4": "122 - SwordS & wizardry white Box ruleS", + "summary": "I'm sorry, could you please provide the text entries from the document page? This will help me parse and summarize the content effectively." + }, + "124": { + "entry_1": "Approximately 1001 to 2000gp", + "entry_2": "Approximately 2001 to 4000gp", + "entry_3": "Approximately 4001 to 7000gp", + "entry_4": "treaSure - 123", + "summary": "Page Number: 7\n\nThe page contains a list of approximate gold piece (gp) values for various ranges: 1001 to 2000gp, 2001 to 4000gp, and 4001 to 7000gp. Additionally, there is a single treasure entry marked as having a value of 123gp. The content seems focused on providing guidelines or references for determining the value of treasures or loot within a specific context, possibly related to a game or a system involving currency or rewards." + }, + "125": { + "entry_1": "Minor Gem/Jewelry Table", + "entry_2": "Medium Gem/Jewelry Table", + "entry_3": "Major Gem/Jewelry Table", + "entry_4": "Minor Magic Item Table", + "entry_5": "Medium Magic Item Table", + "entry_6": "Major Magic Item Table", + "entry_7": "Always remember that these tables are merely guidelines-if you desire the placement of a particular item or treasure type, go ahead and do it! If you don't wish to include gems, jewelry, or magic items, then leave the treasure at coins. These tables are here only to help when wanted.", + "entry_8": "124 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 124, The page provides tables for determining treasure types in the context of a role-playing game, including Minor, Medium, and Major Gem or Jewelry Tables, as well as Minor, Medium, and Major Magic Item Tables. It emphasizes that these tables are guidelines, and the game master has the freedom to include or exclude specific items or treasure types, such as gems, jewelry, or magic items, opting instead for coins if preferred. These tables are meant to assist in treasure placement decisions." + }, + "126": { + "entry_1": "MAGIC POTIONS", + "entry_2": "Magic Potions Table", + "entry_3": "* Potions have a duration of 1d6+1 turns", + "entry_4": "magic potion DeScriptionS", + "entry_5": "Animal Control: Results as per the spell Charm Monster.", + "entry_6": "Clairaudience: Results as per the spell.", + "entry_7": "Clairvoyance: Results as per the spell.", + "entry_8": "Diminution: Imbiber shrinks and becomes 6 inches tall for 2d6 hours.", + "entry_9": "Dragon Control: 1d3 dragons of a specific type (determined randomly by the Referee) are affected as per the spell Charm Monster.", + "entry_10": "Ethereality: The imbiber of this potion can move through solid objects but cannot attack. Equipment also becomes ethereal.", + "entry_11": "Extra Healing: Cures 3d6+3 HP worth of damage.", + "entry_12": "Fire Resistance: Grants immunity to normal fire, +2 saving throws against fire attacks, and half damage to magic fire attacks that do not permit saving throws.", + "entry_13": "Flying: Results as per the spell Fly.", + "entry_14": "Gaseous Form: The user's body turns to a mist that they control, allowing them to access any place that isn't airtight. Equipment is left behind; only the body becomes gaseous.", + "entry_15": "Giant Strength: Character gains strength above and beyond 18. Gains an additional 1d6 to damage rolls and +4 \"to-hit\".", + "entry_16": "Growth: Character grows and becomes 30 feet tall.", + "entry_17": "treaSure - 125", + "summary": "Page Number: 125\n\nThis document page describes various magic potions with specific effects and durations. Each potion typically lasts for 1d6+1 turns. Notable potions include:\n\n- **Animal Control**: Functions like the spell Charm Monster.\n- **Clairaudience/Clairvoyance**: Function as per their respective spells.\n- **Diminution**: Shrinks the user to 6 inches tall for 2d6 hours.\n- **Dragon Control**: Charms 1d3 dragons of a specific type.\n- **Ethereality**: Allows movement through solid objects without the ability to attack.\n- **Extra Healing**: Restores 3d6+3 HP.\n- **Fire Resistance**: Provides fire immunity, +2 on saving throws against fire, and reduces damage from magic fire attacks.\n- **Flying**: Grants the ability to fly, as per the spell.\n- **Gaseous Form**: Transforms the user into a mist, leaving equipment behind.\n- **Giant Strength**: Increases strength beyond 18 and enhances damage rolls.\n- **Growth**: Enlarges the user to 30 feet tall." + }, + "127": { + "entry_1": "Healing: Cures 1d6+1 HP worth of damage.", + "entry_2": "Heroism: +2 to attacks and damage.", + "entry_3": "Invisibility: Results as per the spell.", + "entry_4": "Invulnerability: +2 saving throws, opponents attack at -2.", + "entry_5": "Levitation: Results as per the spell.", + "entry_6": "Plant Control: Results as per the spell Charm Monster.", + "entry_7": "Poison: Save or die.", + "entry_8": "Slipperiness: Except for the soles of the feet and the palms of the hands, the character has a virtually frictionless surface.", + "entry_9": "Treasure Finding: Character can detect hoards of treasure within 400 feet of their current location.", + "entry_10": "Undead Control: 2d4 undead of fewer than 4 HD and 1d4 undead of 4+ hit dice fall under the imbiber's control as per the Charm Monster spell.", + "entry_11": "SCROLLS", + "entry_12": "Scrolls Table", + "entry_13": "Roll 1d6 and add +0, +6, or +12, depending on whether the treasure is minor, medium, or major.", + "entry_14": "* Roll 1d6 for type (1-3 scrolls are for Magic-users, 4-6 are for Clerics).", + "entry_15": "Remember that there are no 6th level Cleric spells, so re-roll for spell level on a result of 6.", + "entry_16": "126 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 126, This page from the \"Swords & Wizardry White Box Rules\" provides detailed information on various magical abilities and spells, including Healing, Heroism, Invisibility, Invulnerability, Levitation, Plant Control, Poison, Slipperiness, Treasure Finding, and Undead Control. It also includes mechanics for generating scroll types and effects, noting the distinction between Magic-user and Cleric scrolls. The page includes a table for rolling scroll types based on the treasure's level (minor, medium, major) and provides instructions for handling spell levels for Clerics, emphasizing the absence of 6th-level Cleric spells." + }, + "128": { + "entry_1": "Protection Scrolls Table", + "entry_2": "protection Scroll DeScriptionS", + "entry_3": "Demons: Everyone within a 10 foot radius around the reader are protected from the attacks of 1 demon per round for a period of 40 minutes.", + "entry_4": "Drowning: Everyone within a 10 foot radius of the reader gain the ability to breathe underwater for 1 full day.", + "entry_5": "Elementals: This scroll protects against a single elemental, and lasts for a duration of 40 minutes.", + "entry_6": "Lycanthropes: All within a 10 foot radius around the reader, for a duration of one hour, are protected from lycanthropes.", + "entry_7": "Magic: Anti-magic shell surrounds and moves with the reader for 1 hour, having a radius of 10 feet. Spells cannot pass in or out of the shell.", + "entry_8": "Metal : Metal cannot harm the reader for a duration of 1 hour.", + "entry_9": "Poison: Poison cannot harm the reader for a period of 6 hours, and any poison in their system is removed.", + "entry_10": "Undead: All within a 10 foot radius of the reader are protected against undead, but only to a limited degree. In any given round, 2d12 undead with HD fewer than 4, and 2d6 undead with hit dice 4-5, and 1d6 undead with hit dice of 6+ are foiled by the protection of the scroll. Thus, the scroll is effective against all but a true horde of undead.", + "entry_11": "treaSure - 127", + "summary": "Page Number: 127\n\nThe document page describes various protection scrolls that provide defensive magical abilities to those within a 10-foot radius of the reader. The scrolls offer protection from demons (protects against 1 per round for 40 minutes), drowning (underwater breathing for 1 day), elementals (single elemental for 40 minutes), lycanthropes (1 hour protection), magic (anti-magic shell lasting 1 hour), metal (immune to metal harm for 1 hour), poison (removes poison effects for 6 hours), and undead (varying effectiveness against undead with different hit dice). Each scroll is specialized, providing specific but temporary shielding powers." + }, + "129": { + "entry_1": "MAGICAL WEAPONS", + "entry_2": "Magical Weapons and Armor Table", + "entry_3": "Roll 1d6 and add +0, +6, or +12, depending on whether the treasure is minor, medium, or major.", + "entry_4": "Cursed Armor and Shields Table", + "entry_5": "* Cannot be laid down without the aid of the spell Remove Curse", + "entry_6": "**Attracts Missiles: This item attracts missile fire (even those fired at others nearby) and grants a +1 \"to-hit\" bonus to attack on such missiles.", + "entry_7": "Magic Melee Weapons Table", + "entry_8": "128 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 128. The page provides tables related to magical weapons, armor, and curses, including instructions for determining the strength of magical items using a 1d6 roll modified by treasure magnitude (minor, medium, or major). The page describes a specific curse on armor and shields, which requires a Remove Curse spell to lay down and one that attracts missile fire, offering a +1 to-hit bonus on such attacks. The content is part of the \"Swords & Wizardry White Box Rules\" gaming system." + }, + "130": { + "entry_1": "Magic Missile Weapons Table", + "entry_2": "Minor Abilities for Melee Weapons Table", + "entry_3": "UNUSUAL WEAPONS", + "entry_4": "Unusual Weapons Table (Optional)", + "entry_5": "unuSual weapon DeScriptionS", + "entry_6": "Blunt weapon that destroys undead : Blunt weapons are the mace, sling, staff, and war hammer. Lesser undead types don't get a saving throw; more powerful ones do.", + "entry_7": "Thrown weapon returns to hand: These weapons are the hand axe, spear, and war hammer.", + "entry_8": "Bonus vs. particular type of foe: Examples include dragons, giants, orcs, lycanthropes, undead, etc.", + "entry_9": "Weapon flames: Additional 1d6 fire damage: roll 1d4-1 for \"to-hit\" bonus.", + "entry_10": "Weapon freezes: Additional 1d6 cold damage: roll 1d4-1 for \"to-hit\" bonus.", + "entry_11": "Dancing weapon: Fights in the air after 3 rounds, as a +1d3 weapon.", + "entry_12": "Intelligent weapon: Roll 1d3 for to-hit bonus. There is a 10% chance that such a weapon may have the ability to cast a spell once per day. Such swords generally can communicate with their bearers, and often (25% chance) can speak audibly.", + "entry_13": "treaSure - 129", + "summary": "Page Number: 129\n\nThe page provides details on unusual weapons and their magical abilities. Blunt weapons can destroy undead, with lesser undead not getting a saving throw. Thrown weapons like hand axes or spears return to the user's hand after being thrown. Some weapons offer bonuses against specific foes, such as dragons or undead. \"Weapon flames\" inflicts additional fire damage and \"Weapon freezes\" adds cold damage; both modify attack rolls. A \"dancing weapon\" fights independently after three rounds, and \"intelligent weapons\" might confer a to-hit bonus and potentially cast a spell once per day. Intelligent weapons often communicate with their bearers, possibly even audibly." + }, + "131": { + "entry_1": "UNUSUAL ARMOR", + "entry_2": "Unusual Armor Table (Optional)", + "entry_3": "unuSual armor DeScriptionS", + "entry_4": "Armor of Arrow Deflection: +2 against missile fire.", + "entry_5": "Demonic Armor: Possessed by a spirit or demon, with effects to be determined by the Referee.", + "entry_6": "Ethereal Armor: +3 plate mail that also allows the wearer to become insubstantial and incorporeal 50 times, after which it reverts to normal +3 plate mail. In ethereal form, the wearer cannot be hit and cannot attack (unless the opponent is also ethereal).", + "entry_7": "Fiery Armor: +1 armor that is surrounded by flames. These flames deal 1d6 damage to melee attackers.", + "entry_8": "MISCELLANEOUS ITEMS", + "entry_9": "Miscellaneous Items Table", + "entry_10": "Roll 1d20 and add +0, +20, or +40, depending on whether the treasure is minor, medium, or major.", + "entry_11": "130 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 130, the page outlines various unique types of armor with special abilities for use in a role-playing game. The armors include: Armor of Arrow Deflection (+2 bonus against missiles), Demonic Armor (possessed with uncertain effects), Ethereal Armor (+3 plate mail with temporary insubstantial properties), and Fiery Armor (+1 armor causing 1d6 damage to melee attackers). There's also a table for rolling miscellaneous items, where the roll is modified based on the treasure's significance (minor, medium, or major)." + }, + "132": { + "entry_1": "WANDS", + "entry_2": "Lesser Wands Table", + "entry_3": "Greater Wands Table", + "entry_4": "* Wands become useless with 0 charges. A wand can be recharged by casting a spell into it. There is a 5% chances per recharge that the wand will be destroyed.", + "entry_5": "greater wanD DeScriptionS", + "entry_6": "Wand of Detection (enemies): Detects enemies in a radius of 60 feet, provided that the enemies are actually thinking hostile thoughts. Always active when held, does not use charges.", + "entry_7": "Wand of Detection (metal): Detects large caches of metal, with a range of 20 feet. The wand's user also gets a vague sense of the metal's type. Always active when held, does not use charges.", + "entry_8": "Wand of Detection (magic): Functions as a Detect Magic spell with a range of 20 feet. The wand's user gets a vague sense of what sort of magic is being detected. Always active when held, does not use charges.", + "entry_9": "Wand of Detection (traps and secret doors ): Detects traps and secret doors with a range of 20 feet. Always active when held, does not use charges.", + "entry_10": "Wand of Polymorph: Casts either Polymorph (self) or Polymorph (other), carries 10 charges.", + "entry_11": "Wand of Fear: Causes creatures in a cone-shaped path to flee (saving throw). There is a 60% chance that they will drop whatever they are holding. The cone extends 60 feet to a base 30 feet across. Holds 25 charges and cannot be recharged).", + "entry_12": "Wand of Cold: Casts a cone of cold 60 feet to a base 30 feet across. Creatures in the cone take 6d6 damage (saving throw for half damage). Holds 25 charges and cannot be recharged).", + "entry_13": "Wand of Paralyzing: Casts a cone of paralysis 60 feet to a base 30 feet across. Creatures in the cone are paralyzed for 3d6 turns. Holds 25 charges and cannot be recharged).", + "entry_14": "treaSure - 131", + "summary": "Page Number: 131, the page provides details on magical wands, including mechanics and descriptions of various types. Wands become useless at 0 charges but can be recharged with a spell, with a 5% risk of destruction per recharge. Greater wands are described with unique abilities: Wands of Detection reveal enemies, metal, magic, traps, or secret doors within specific ranges and are always active without charge use. Other wands include the Wand of Polymorph for transformation, the Wand of Fear inducing fear with a chance of item drop, the Wand of Cold dealing cold damage, and the Wand of Paralyzing causing paralysis; all have fixed charges and are non-rechargeable." + }, + "133": { + "entry_1": "RINGS", + "entry_2": "Lesser Rings Table", + "entry_3": "leSSer ring DeScriptionS", + "entry_4": "Fire Resistance: +5 to saving throws vs. magical fire and grants immunity to normal fire.", + "entry_5": "Invisibility: Turns wearer invisible.", + "entry_6": "Mammal Control: The wearer controls 1d6 mammals at a range of up to 60 feet. Control does not extend to humans or giant animals.", + "entry_7": "Poison Resistance: +5 to saving throws vs. poison.", + "entry_8": "Protection: Grants bonus to armor class and saving throws.", + "entry_9": "Greater Rings Table", + "entry_10": "greater ring DeScriptionS", + "entry_11": "Djinn Summoning: The wearer of this ring can summon a djinn.", + "entry_12": "Human Control: Allows the wearer to cast Charm Person once per day and maintain the charm on up to 3 individuals at a time.", + "entry_13": "Regeneration: The wearer regenerates 1 HP/round and thus cannot die unless the ring is removed or the body burned.", + "entry_14": "Shooting Stars: Once per day, this ring can summon 1d6 flaming meteors from the depths of space. Each meteor can target a separate enemy and deals 3d6 damage. If used indoors or underground, the meteors will strike whatever is directly above the target.", + "entry_15": "Spell Storing (Magic-user): The ring contains 1d6 Magic-user spells. Roll 1d6 for each spell to determine their spell levels. The wearer (if a Magic-user) can cast these spells as if they were memorized and prepared spells. Once the spell is cast, it cannot be cast a second time until the caster rests for 8 hours.", + "entry_16": "132 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 132\n\nThe page describes the abilities of various magical rings classified as Lesser and Greater Rings in the Swords & Wizardry White Box rules. Lesser Rings include Fire Resistance (offering saving throw bonuses and immunity to normal fire), Invisibility (making the wearer invisible), Mammal Control (controlling 1d6 mammals within 60 feet, excluding humans and giants), Poison Resistance (providing saving throw bonuses against poison), and Protection (enhancing armor class and saving throws). Greater Rings include Djinn Summoning (summoning a djinn), Human Control (casting Charm Person daily on up to 3 individuals), Regeneration (healing 1 HP per round, preventing death unless the ring is removed or the body is burned), Shooting Stars (summoning meteors once per day dealing 3d6 damage, targeting multiple enemies), and Spell Storing for magic-users (holding 1d6 spells, castable as if memorized)." + }, + "134": { + "entry_1": "Spell Storing (Cleric): The ring contains 1d6 Cleric spells. Roll 1d6 for each spell to determine their spell levels. The wearer (if a Cleric) can cast these spells as if they were memorized and prepared spells. Once the spell is cast, it cannot be cast a second time until the caster rests for 8 hours.", + "entry_2": "Spell Turning: Any spell (other than from a wand, etc.) directly aimed at the wearer of this ring is partially reflected back at the caster. Roll a d100 to determine how much of the spell's power bounces back; the exact determination of what happens is up to the Referee.", + "entry_3": "Telekinesis: The wearer can mentally lift and move up to 200 pounds of weight at a range of 120 feet.", + "entry_4": "Three Wishes: Grants the wearer 3 wishes; outrageous wishes backfire.", + "entry_5": "X-ray Vision: The wearer has x-ray vision at a range of 40 feet. The maximum distance through which the character can see through solid rock is just over 10 feet, though solid metals (other than lead) is 1 foot, and through lead is 1 inch.", + "entry_6": "STAVES", + "entry_7": "Staves Table", + "entry_8": "Staff DeScriptionS", + "entry_9": "Absorption: Absorbs spells cast directly at the wielder and allows the wielder to cast a spell from memory using that power (and thus not losing the spell from memory). Once the staff has absorbed 50 levels of spells (whether or not the power has been cast back out again), it no longer absorbs spells.", + "entry_10": "Beguiling: Casts Charm Person in a radius of 20 feet from the wielder (uses one charge). The duration of the charm is 1 hour.", + "entry_11": "Command: A charge can be used to control humans (as per Charm Person), plants, or animals.", + "entry_12": "treaSure - 133", + "summary": "Page Number: 133, the page outlines magical equipment including rings and staves. Critical details include:\n\n- **Spell Storing (Cleric) Ring**: Contains 1d6 Cleric spells of varying levels. Clerics can cast these spells once, requiring an 8-hour rest before re-casting.\n- **Spell Turning Ring**: Reflects a portion of targeted spells back to the caster, determined by a d100 roll.\n- **Telekinesis Ring**: Allows the wearer to lift and move 200 pounds up to 120 feet away.\n- **Three Wishes Ring**: Grants 3 wishes, with a warning against making outrageous wishes due to potential backlash.\n- **X-ray Vision Ring**: Provides vision through solid materials, with varying maximum distances depending on the material.\n\nAdditionally, it describes staves abilities:\n\n- **Absorption**: Absorbs spells targeting the wielder, allowing spell casting without memory loss. Ceases to absorb after 50 spell levels.\n- **Beguiling**: Charms people in a 20-foot radius for 1 hour using one charge.\n- **Command**: Controls humans, plants, or animals using charges." + }, + "135": { + "entry_1": "Healing: Cures 1d6+1 hit points of damage per charge.", + "entry_2": "Power: Casts Light (no charge used), casts Fireball (4d6 damage), cold as a Wand of Cold, Lightning Bolt (4d6 damage), acts as a ring of Telekinesis (costs one charge) and hits for 2d6 damage (no charge used).", + "entry_3": "Lordly Might: These staves only carry 10 charges, but a charge may be used to cast Raise Dead.", + "entry_4": "Snake, the: +1 \"to-hit\" and +1 damage. When commanded (by using a charge) the staff coils around the target with a successful hit and pinions the victim for 1d4 x 10 minutes. The victim must be about the size of a human or smaller to use this power. The staff will slither back to its owner afterwards at a speed of 24. Only Clerics can employ a Staff of the Snake.", + "entry_5": "Striking: Inflicts 2d6 points of damage with a successful hit (does not use charges).", + "entry_6": "Withering: Adds ten years of physical aging with a successful hit.", + "entry_7": "Wizardry: The most powerful of staves. It is a staff of power with additional abilities. At the cost of one charge, it allows invisibility, summoning elementals (calling 1d4 at a time), Hold Person, a Wall of Fire, Passwall, a Web spell, or Fly.", + "entry_8": "MISCELLANEOUS MAGIC ITEMS", + "entry_9": "Miscellaneous Magic Items Table (Lesser)", + "entry_10": "134 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 134\n\nThe page provides information on various magical staffs and their effects. Each staff has distinct abilities and charge requirements. The Healing staff cures 1d6+1 hit points per charge. The Power staff can cast Light, Fireball, Lightning Bolt, acts as a Wand of Cold or a Ring of Telekinesis, and hits for 2d6 damage, utilizing charges for some actions. The Lordly Might staff, limited to 10 charges, can cast Raise Dead. The Staff of the Snake grants a +1 bonus to hit and damage, and can pinion a human-sized target for 1d4 x 10 minutes, slithering back after use. Clerics can use this staff. The Striking staff inflicts 2d6 damage on a hit without using charges, while the Withering staff ages the target by ten years with each hit. Lastly, the Wizardry staff, the most powerful, allows invisibility, elemental summoning, and various spells like Hold Person and Fly, consuming charges as necessary. The page mentions miscellaneous magic items, specifically referring to a Lesser Magic Items Table for Swords & Wizardry White Box rules." + }, + "136": { + "entry_1": "Miscellaneous Magic Items Table (Medium)", + "entry_2": "Miscellaneous Magic Items Table (Greater)", + "entry_3": "treaSure - 135", + "summary": "Page Number: 135, The page contains two tables listing miscellaneous magic items: the \"Medium\" category and the \"Greater\" category. These tables likely detail various magical items that can be found within the context of a larger game or story, potentially serving as loot or treasures for characters." + }, + "137": { + "entry_1": "miScellaneouS magic item DeScriptionS", + "entry_2": "Amulet against Scrying: Protects the wearer from all scrying, such as Detect Thoughts or being viewed through a crystal ball. Usable by: All Classes.", + "entry_3": "Amulet of Demon Control: Functions as a Protection from Chaos spell, and allows the wearer to attempt to cast Charm Monster upon a demon. Success means that the demon is enslaved for 1d6 weeks, whereupon it becomes free. Usable by: Magic-users and Clerics.", + "entry_4": "Arrow of Direction: Points the direction of whatever the owner requests. Cannot be used more than 7 times in a single week. Usable by: All Classes.", + "entry_5": "Bag of Holding: The inside of this bag is larger than the outside. The inside dimensions are roughly 10 x 5 x 3 feet, but the bag cannot carry more than 1,000 pounds of weight. If it is not empty, the bag weighs 50 pounds, no matter how much weight it actually contains. Usable by: All Classes.", + "entry_6": "Beaker of Potions: This small jug fills itself with the requested potion, out of the 1d4+1 potions it is able to produce. The jug can be used as many times per week as it can create potions. Usable by: All Classes.", + "entry_7": "Boots of Elvenkind: The wearer moves with complete silence. Usable by: All Classes.", + "entry_8": "Boots of Levitation: These boots allow the wearer to Levitate (as per the spell) with unlimited duration. Usable by: All Classes.", + "entry_9": "Boots of Speed or Boots of Leaping (50%): Boots of Speed double the wearer's movement rate, but require complete rest for a period of time equivalent to the amount of time they were used. Boots of Leaping allow the wearer to make prodigious leaps 10 feet high and up to 30 feet horizontally. These boots also double movement rates, but outdoors only. They do not require the wearer to rest a fter using them. Usable by: All Classes.", + "entry_10": "Bracers of Defense, AC 4 [15] or AC 2 [17] (50% chance): These bracers improve the wearer's armor class (whatever part of it is due to actual armor) to the stated level-there is no effect if the wearer is already armored to the same or higher degree. The AC granted by the bracers can be increased by magical rings or other protective magics. Usable by: All Classes.", + "entry_11": "Bracers of Defense, AC 6 [13]: These bracers improve the wearer's armor class (whatever part of it is due to actual armor) to the stated level-there is no effect if the wearer is already armored to the same or higher degree. The AC granted by the bracers can be increased by magical rings or other protective magics. Usable by: All Classes.", + "entry_12": "Carpet of Flying: The carpet can carry as many as three people, and travels at a speed of 18 when it has more than one passenger. With only one rider, the carpet moves at a rate of 30. Usable by: All Classes.", + "entry_13": "Censer, Bowl, Brazier, or Stone of Controlling Elementals: Censers control air elementals, bowls (when filled) control water elementals, braziers control fire elementals, and Stones control earth elementals. These items can be used to summon a 12 HD elemental of the appropriate type. Generally, it takes 10 minutes to prepare the object for use. Usable by: Magic-users.", + "entry_14": "Chime of Opening: Sounding this small chime opens any door, even if the door is barred or Wizard Locked. Usable by: All Classes.", + "entry_15": "136 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 136\n\nThe document details various magical items, their functions, and usability by different character classes. Items include: \n\n1. **Amulet against Scrying** - Prevents all forms of scrying.\n2. **Amulet of Demon Control** - Acts like a Protection from Chaos spell; can charm and enslave demons temporarily.\n3. **Arrow of Direction** - Points to any requested direction, limited to 7 uses per week.\n4. **Bag of Holding** - Inside is larger than it appears, can hold up to 1,000 pounds.\n5. **Beaker of Potions** - Produces a requested potion out of a set number.\n6. **Boots of Elvenkind** - Grants silent movement.\n7. **Boots of Levitation** - Allows unlimited levitation.\n8. **Boots of Speed/Leaping** - Double movement rate or enable high leaps, with different rest requirements.\n9. **Bracers of Defense** - Improve armor class with variations in effectiveness.\n10. **Carpet of Flying** - Transport for up to three people with variable speed.\n11. **Censer, Bowl, Brazier, Stone of Controlling Elementals** - Summons and controls elementals of different types.\n12. **Chime of Opening** - Opens any door, including barred ones. \n\nThese magical items are usable by different classes, with most accessible to all except certain items like the Amulet of Demon Control and elemental control items limited to magic-users." + }, + "138": { + "entry_1": "Cloak of Displacement: The wearer appears to be in a slightly different location than they really are. Armor class improves by 2, and the wearer gains a +2 saving throw against any targeted attack. Usable by: All Classes.", + "entry_2": "Cloak of Elvenkind: The wearer is almost, but not quite, invisible. Usable by: All Classes.", + "entry_3": "Cloak of Protection, +1: This cloak improves the wearer's AC by 1, and grants a bonus of +1 on saving throws. Usable by: All but Fighters.", + "entry_4": "Cloak of Protection, +2 or +3 (50%): This cloak improves the wearer's armor class by 2 (or 3), and grants a bonus of +2 (or +3) on saving throws. Usable by: All but Fighters.", + "entry_5": "Crystal Ball: Allows the user to see what the user desires to see, over a considerable distance. A crystal ball may not be used more than thrice per day, or the user will be driven mad. Certain spells and other precautions may be used to prevent being seen through a crystal ball. Some crystal balls communicate sound or even thoughts from the area being scryed, although these are rare. Usable by: Magic-users.", + "entry_6": "Cursed Item: (See Cursed Items, Page 104)", + "entry_7": "Decanter of Endless Water: This jug pours out one gallon of water per minute when unstoppered. Usable by: All Classes.", + "entry_8": "Deck of Many Things: An ordinary-seeming deck of hand-painted cards, this item bears tremendous and varied enchantments, one per card in the deck. The deck contains all the aces and face cards, plus one Joker (the Fool). A character may draw as many cards as they like (with the deck re-shuffled each time), but once the character stops drawing cards, the deck disappears in a sound of faintly malevolent laughter. The results are as follows:", + "entry_9": "The Hearts ( ♥ )", + "entry_10": "Ace: Gain 50,000 xp.", + "entry_11": "King: Gain a magic item from the Misc. Magic Items (Greater) table.", + "entry_12": "Queen: Gain 1d3 wishes", + "entry_13": "Jack: Gain the ability to summon an 8 HD warrior with +3 sword, shield, to serve for a total of 1 hour.", + "entry_14": "The Clubs ( ♣ )", + "entry_15": "Ace: The character's alignment is changed. If the game does not use alignment, the character receives a dangerous Quest (per the spell).", + "entry_16": "K ing: The character's most powerful magic item is sucked into the void and disappears.", + "entry_17": "Queen: The character is instantly turned to stone, a look of great surprise on their face.", + "entry_18": "Jack : The character loses one point from their Prime Attribute.", + "entry_19": "The Spades ( ♠ )", + "entry_20": "Ace: Lose a level of experience", + "entry_21": "King: A warrior with 9 HD, a +4 weapon, +4 shield, and +4 armor appears and attacks. When he is killed, his body and all his possessions disappear again.", + "entry_22": "Queen: The character dies instantly.", + "entry_23": "Jack: A random monster, with 1d4+6 HD, attacks the adventurers. The monster gains one round of surprise, for it appears from thin air.", + "entry_24": "treaSure - 137", + "summary": "Page Number: 137, the document describes several magical items and their effects. These include various cloaks such as:\n\n- **Cloak of Displacement**: Makes the wearer appear in a different location, enhances armor class by 2, and provides +2 on saving throws against targeted attacks. Usable by all classes.\n- **Cloak of Elvenkind**: Makes the wearer nearly invisible. Usable by all classes.\n- **Cloak of Protection**: Available in +1, +2, or +3 variants, improving armor class and saving throws accordingly but not usable by fighters.\n\nThe page also details other magical items:\n\n- **Crystal Ball**: Allows distant viewing three times a day, but overuse can lead to madness. Usable by magic-users.\n- **Decanter of Endless Water**: Produces water indefinitely. Usable by all classes.\n- **Deck of Many Things**: A magical deck with varying powerful effects per card, divided into suits (Hearts, Clubs, Spades) leading to positive or severe negative outcomes like gaining experience or death. Once drawing stops, the deck vanishes with sinister laughter.\n\nA reference to cursed items on Page 104 is mentioned but not detailed here." + }, + "139": { + "entry_1": "The Diamonds ( ♦ )", + "entry_2": "Ace: King: Queen: Jack:", + "entry_3": "Gain a map to a very significant treasure Gain 5d6 items of jewelry Gain a scroll of seven spells, all 2nd level or higher Add one point to a single attribute of the player's choice", + "entry_4": "The Joker: Gain 25,000 XP or choose to draw two more cards.", + "entry_5": "Dust of Appearance or Disappearance (50%): Dust of Appearance is tossed in a radius of 10 feet around the user, and makes any invisible, astral, displaced, out-of-phase, or dimensional thing completely visible. The dust generally comes in a pouch, with enough for 20-30 uses. Dust of Disappearance works in the opposite way: when it is sprinkled in a 10 foot radius, everything therein becomes invisible for 5d6 turns. Normal means of detecting invisibility (such as a Detect Invisibility spell) are not strong enough to work against the dust's powerful enchantment. Usable by: All Classes.", + "entry_6": "Dust of Sneezing and Choking: Pouches containing this dust ordinarily contain only enough for one \"dose.\" When scattered in a radius of 10 feet, the dust causes all in the area to make a saving throw or die. If the nature of the dust is identified before it is experimented with, it can be used as a devastating thrown weapon. Usable by: All Classes.", + "entry_7": "Efreeti Bottle: The efreeti of the bottle will serve the bottle's owner for a year and a day unless it is accidentally released from servitude. Usable by: All Classes.", + "entry_8": "Figurine of the Golden Lions : A small stone figurine that transforms into a lion when the command word is spoken, fighting at the owner's orders. If they are slain, they turn back into figurines, but may be used again. The figurine may be used once per week, and no more. Usable by: All Classes.", + "entry_9": "Gauntlets of Dexterity: When worn, these gloves grant a bonus of +2 to the wearer's dexterity (to a maximum of 18). Usable by: All Classes. Gauntlets of Ogre Power: These gauntlets raise the wearer's strength to that of an ogre. Hit probability is not increased above normal, but damage bonuses from strength are increased to +4 (not cumulative with the wearer's existing strength bonus, if any). Usable by: all but Magic-users.", + "entry_10": "Figurine of the Onyx Dog: This stone figure transforms into a living hound of stone when its command word is spoken. It will seek whatever the owner tells it to find, without stopping until it succeeds or is killed. It has a 75% chance to detect objects that are invisible or hidden (and of course its sense of smell detects invisible and hidden creatures with almost perfect success). For purposes of defense and attack, the stone dog is treated as a wolf. It may be used twelve times before the statuette becomes non-magical. Usable by: All Classes.", + "entry_11": "138 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 138, the page from the \"Swords & Wizardry White Box Rules\" describes various magical items and their effects. These include cards from the Diamonds suite with specific rewards: Ace provides a map to treasure, King offers jewelry, Queen grants a spell scroll, and Jack boosts an attribute. The Joker card gives a choice of 25,000 XP or more card draws. Additionally, there are magical dusts like Dust of Appearance and Disappearance, which reveal and hide things within a radius, respectively, and Dust of Sneezing and Choking, which can be fatal. Other items like the Efreeti Bottle offer servitude from an efreeti for a year, while figurines like the Golden Lions and Onyx Dog transform into animals to fight or search. Gauntlets of Dexterity enhance dexterity, and Gauntlets of Ogre Power enhance strength. Most items are usable by all classes, with Gauntlets of Ogre Power being an exception, excluding Magic-users." + }, + "140": { + "entry_1": "Gauntlets of Swimming and Climbing: These gloves permit the wearer to swim at a rate of 18, and climb sheer walls with a 95% chance of success per ten feet of climbing. Usable by: all but Magic-users.", + "entry_2": "Gem of Seeing: A gem of seeing is used as a lens, and shows the truth of what it sees, cutting through illusions of all kinds, even very powerful ones. Usable by: All Classes.", + "entry_3": "Girdle of Giant Strength: This wide belt grants the wearer the strength of a hill giant (+8 strength damage, not cumulative with any existing strength bonuses). It does not increase \"tohit\" probability. Usable by: All Classes.", + "entry_4": "Helm of Fiery Brilliance: This prodigiously powerful helm grants many benefits to the wearer. They gain a +10 on saving throws against fire damage, and can create a Wall of Fire. Fighters wearing the helm may command a weapon in hand to flame (+1d6 damage). Magicusers wearing the helm can add +1 to each die of damage inflicted by a Fireball spell. Clerics wearing the helm can ignite objects within 30 feet at will, and may cast two Light or Continual Light spells for each one actually prepared. The wearer of this helm is likely to be attacked by any air elemental creatures, but fire elemental types (such as efreet or salamanders) will be favorably disposed toward the wearer. Usable by: All Classes.", + "entry_5": "Helm of Reading Magic and Languages: The wearer can read all languages, including magic script. Usable by: All Classes.", + "entry_6": "Helm of Teleportation: When one casts a Teleportation spell on oneself while wearing the helm, they may teleport without error, anywhere they desire. The helm does not permit the casting of a Teleportation spell on anyone other than the wearer. Usable by: Magic-users.", + "entry_7": "Hole, Portable: A piece of dark cloth about five feet in diameter. It is actually the mouth of an inter-dimensional hole 10 feet deep-items and people can fall through it or climb down into it once it is placed on the ground. The piece of cloth can actually be pulled in from the inside to close the hole off entirely, although there is no source of fresh air within, and staying inside will asphyxiate the inhabitant in a short time. The piece of cloth can be picked up and carried off whenever desired-hence the name \"portable.\" Usable by: All Classes.", + "entry_8": "Horn of Blasting: This horn, when blown, has the same effect on structures as a catapult, and causes 2d6 points of damage to creatures, deafening them for 10 minutes as well. The cone of sound is 100 feet long, and widens to a base of 20 feet (the \"point\" of the cone, at the horn's mouth, is 10 feet wide). Usable by: All Classes.", + "entry_9": "Horn of Valhalla, Bronze: Summons 2d4 berserk warriors (3 HD) to assist the one who winded the horn. Usable by: Fighters and Clerics only.", + "entry_10": "Horn of Valhalla, Iron: Summons 2d4 berserk warriors (4 HD) to assist the one who winded the horn. Usable by: Fighters.", + "entry_11": "Horn of Valhalla, Silver: Summons 2d4 berserk warriors (2 HD) to assist the one who winded the horn. Usable by: All Classes.", + "entry_12": "Horseshoes of Speed: Double a horse's movement rate. Usable by: Horses.", + "entry_13": "Jug of Alchemy: This jug produces whatever liquid is desired, in a commonly used large quantity (e.g., 10 gallons of water, but only five gallons of wine). It may be used no more than 7 times per day, and will only produce the liquid first requested in that day. It does not produce magical liquids. Usable by: All Classes.", + "entry_14": "treaSure - 139", + "summary": "Page Number: 139\n\nThe page details various magical items and their effects in a role-playing game. \n\n- **Gauntlets of Swimming and Climbing**: Enhance wearer's swimming speed and climbing ability, usable by all but Magic-users.\n- **Gem of Seeing**: Allows wearer to see through illusions, usable by all classes.\n- **Girdle of Giant Strength**: Increases wearer's strength to that of a hill giant, usable by all classes.\n- **Helm of Fiery Brilliance**: Provides fire-related benefits, such as increased fire damage for spells, and favorable recognition from fire elementals, usable by all classes.\n- **Helm of Reading Magic and Languages**: Allows wearer to read all languages, usable by all classes.\n- **Helm of Teleportation**: Ensures error-free teleportation for the wearer, usable by Magic-users.\n- **Hole, Portable**: A cloth creating a 10-foot-deep inter-dimensional hole, usable by all classes.\n- **Horn of Blasting**: Functions like a catapult, dealing damage and deafening creatures, usable by all classes.\n- **Horn of Valhalla**: Different versions summon berserk warriors to assist; bronze and iron versions are class-specific.\n- **Horseshoes of Speed**: Double a horse’s speed, usable by horses.\n- **Jug of Alchemy**: Produces large quantities of a liquid once daily, excluding magical liquids, usable by all classes." + }, + "141": { + "entry_1": "Lenses of Charming: These lenses, when placed over the eyes, give the wearer the ability to charm anyone who looks into the wearer's eyes (as per a Charm Person spell). The saving throw against the power of the lenses is made at - 2. Usable by: All Classes.", + "entry_2": "Libram, magical (level gain): Magical librams grant a level of experience to the reader, if the reader is of the right class. Randomly determine the class for which the libram is written.", + "entry_3": "Luckstone: This stone grants +1 to saving throws and \"to-hit\" rolls. Usable by: All Classes.", + "entry_4": "Manual of Beneficial Exercise: Reading this tome increases the reader's strength by 1 point (to a maximum of 18). Usable by: All Classes.", + "entry_5": "Manual of Golems: This book contains the basic instructions and formulae for creating a single type of golem. The process is expensive, and the creator must have achieved a certain level of magical expertise in order to use the book, but these are priceless repositories of forgotten lore. Such books are often warded, by the original owner, from the touch of anyone not of the Magic-user class, enchanted to inflict damage or even the loss of a level. Usable by: Magic-users only.", + "entry_6": "Manual of Intelligence: Reading this tome increases the reader's intelligence by 1 point (to a maximum of 18). Usable by: All Classes.", + "entry_7": "Manual of Quickness: Reading this tome increases the reader's dexterity by 1 point (to a maximum of 18). Usable by: All Classes.", + "entry_8": "Manual of Wisdom: Reading this tome increases the reader's wisdom by 1 point (to a maximum of 18). Usable by: All Classes.", + "entry_9": "Medallion of Detect Thoughts (ESP): Functions as a Detect Thoughts (ESP) spell within 30 feet (75%) or 90 feet (25%). Usable by: All Classes.", + "entry_10": "Mirror of Mental Scrying: This hand-mirror (it might also be found as a smaller mirror on a necklace) allows the user to cast Clairaudience, Clairvoyance, and Detect Thoughts (ESP), with the normal range, but for an unlimited time. The mirror will also answer a question about what it portrays (the answer is likely to be quite cryptic), but only one question per week is possible. Usable by: All Classes.", + "entry_11": "Necklace of Fireballs: This necklace is hung with 3d4 little baubles. When thrown, the baubles explode into 6d6 fireballs (per the spell). Usable by: All Classes.", + "entry_12": "Pipes of the Sewers: These pipes summon 10d6 giant rats. The piper does not need to concentrate once the rats arrive (which takes 1d4 x 10 minutes), but it is wise to do so. When the rats arrive, there is a 5% chance that they will not obey the piper, and if the piper ceases to concentrate on the tune there is a 10% chance that the piper will lose control of them. Every subsequent round in which the piper fails to concentrate there is another chance to lose control, and the chance increases by 10% each time it is made (first round, 10%, second round 20%, etc.). Usable by: All Classes.", + "entry_13": "Robe of Blending: These robes make the wearer appear to be a part of the surroundings, including the ability to appear as another one of a group of nearby creatures. The wearer will appear to be a small tree when in forest surroundings, a sand formation in the desert, etc. Creatures with 10+ hit dice (or levels of experience) have a 10% chance per level (or HD) above 9th to perceive the wearer as a robed figure rather than a part of the surroundings. Usable by: All Classes.", + "entry_14": "140 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 140\n\nThe document page outlines various magical items and their effects. These include Lenses of Charming, which allow the wearer to charm others with a -2 saving throw penalty. Librams can grant experience levels when read by the appropriate class. The Luckstone boosts saving throws and attack rolls by +1. Manuals of different attributes can increase strength, intelligence, dexterity, or wisdom by 1 point, capped at 18, for any class. The Manual of Golems, however, is exclusive to Magic-users and contains instructions for golem creation, warded against non-Magic-users. The Medallion of Detect Thoughts and Mirror of Mental Scrying allow for thought detection and scrying abilities. The Necklace of Fireballs can release explosive fireballs, and the Pipes of the Sewers summon and potentially control giant rats. The Robe of Blending camouflages the wearer into their surroundings, although high-level creatures may see through the disguise. Most items are usable by all classes except where specified." + }, + "142": { + "entry_1": "Rope of Climbing: A 50 foot length of rope that leaps magically upward and can tie and untie itself upon command. Usable by: All Classes.", + "entry_2": "Rope of Entanglement: This rope, on command, twines itself around as many as 2d4+1 human-sized foes. The rope cannot be hit except with a natural roll of 20 (it is magical), and can sustain 20 hit points of damage before fraying and becoming useless. Usable by: All Classes.", + "entry_3": "Spade of Excavation: This ordinary-looking spade digs by itself when commanded, shoveling out 1 cubic yard (27 cubic feet) per ten minutes. Usable by: Fighters.", + "entry_4": "Symbol-Scarab of Insanity: This is a carving of a scarab-beetle, or perhaps the petrified remains of a real one. When the scarab is displayed, all creatures with 9 or fewer hit dice, within a radius of 30 feet, fall into temporary insanity lasting for 2 hours. Creatures with 10+ hit dice still do not receive a saving throw, but have a 1 in 4 chance to overcome the scarab's insidious influence. The scarab may be used 12 times, after which it crumbles to dust. At the option of the Referee, it might be recharged but with a 5% chance per charge that the item will be destroyed. Usable by: All Classes.", + "entry_5": "treaSure - 141", + "summary": "Page Number: 141\n\nThe page describes magical items and their effects: \n\n1. **Rope of Climbing** - A 50-foot magical rope that can leap, tie, and untie itself on command, usable by all classes.\n \n2. **Rope of Entanglement** - A magical rope that can entangle 2d4+1 foes, requiring a natural roll of 20 to hit and has 20 hit points before being rendered useless, usable by all classes.\n \n3. **Spade of Excavation** - An enchanted spade that can dig 1 cubic yard every ten minutes, usable only by Fighters.\n \n4. **Symbol-Scarab of Insanity** - A magical scarab causing creatures with up to 9 hit dice to fall into insanity for 2 hours, affecting a 30-foot radius without saving throws. Creatures with 10+ hit dice have a 1 in 4 chance to resist. Usable 12 times before possibly crumbling, with potential for recharging but a risk of destruction. Usable by all classes." + }, + "143": { + "entry_1": "CURSED ITEMS", + "entry_2": "Cursed items come in many shapes and forms-most likely they are ancient magical items whose magic has deteriorated or changed with age, although some of them were clearly fashioned to serve as traps for the unwary (or for the maker's enemies, perhaps). Note that cursed items cannot usually be dropped or removed without the assistance of a Remove Curse spell. Although the Referee is encouraged to create their own cursed items, the following table should prove useful guidance:", + "entry_3": "Cursed Items Table", + "entry_4": "curSeD item DeScriptionS", + "entry_5": "Bag of Devouring: Functions as a bag of holding, but devours any item placed into it within 1d4+1 hours.", + "entry_6": "Censer of Hostile Elementals: A censer (or brazier, bowl, or stone) that summons elementals-but the elementals are hostile instead of under the summoner's control.", + "entry_7": "Cloak of Poison: Upon donning this cloak, the wearer's body is suffused with magical poisons of many kinds, and dies instantly, without the chance of a saving throw.", + "entry_8": "Crystal Ball of Suggestion: Does not function as a crystal ball, but implants a suggestion in the viewer's mind. Powerful versions of this item might even implant a Quest.", + "entry_9": "Dancing Boots: These boots function as boots of Elvenkind or speed, until the wearer is in combat or fleeing. Suddenly at that point the wearer will begin to dance a jig, or perhaps a stately waltz.", + "entry_10": "Flask of Stoppered Curses: This flask releases a curse of some kind when its seal is broken.", + "entry_11": "Horn of Collapse: When sounded, this horn causes a blast of destruction straight upwards, destroying any ceiling overhead and causing it to collapse.", + "entry_12": "Medallion of Projecting Thoughts: The wearer's thoughts can be \"heard\" by all nearby.", + "entry_13": "Mirror of Opposition: All persons looking into this mirror are attacked by evil versions of themselves, exact duplicates including spells and magic items. When the mirror-opposites are slain, their bodies and equipment disappear into mist, and return to the mirror.", + "entry_14": "Robe of Feeblemindedness: Anyone donning this cloak has their intelligence reduced to that of a garden snail.", + "entry_15": "142 - SwordS & wizardry white Box ruleS", + "summary": "**Page Number: 142**\n\nThe page provides a brief overview of cursed items in a role-playing game setting, emphasizing their nature as ancient magical artifacts with altered or deteriorated magic. Cursed items generally require a Remove Curse spell to be discarded. A table of examples includes items such as the Bag of Devouring, which consumes items placed inside it, and the Censer of Hostile Elementals that summons uncontrollable hostile elementals. Other examples are the Cloak of Poison, which kills the wearer instantly, and the Crystal Ball of Suggestion that plants suggestions in the viewer's mind. Additional entries include Dancing Boots compelling the wearer to dance during combat, the Flask of Stoppered Curses releasing a curse upon opening, and the Horn of Collapse bringing destruction overhead. Also listed are the Medallion of Projecting Thoughts, allowing others to hear the wearer's thoughts, the Mirror of Opposition creating evil duplicates of viewers, and the Robe of Feeblemindedness, which greatly reduces intelligence. The page encourages the Referee to invent their own cursed items." + }, + "144": { + "entry_1": "CHAPTER 10: PUBLISHING YOUR OWN MATERIALS", + "entry_2": "Swords & Wizardry WhiteBox is all AELF Open Game Content under the terms of the AELF Open License Version 1.0a, with the exception of artwork and the trademarks \"Mythmere Games,\" \"WhiteBox,\" \"Swords & Wizardry,\" and \"S&W.\"", + "entry_3": "What does it mean that this game is Open Game Content?", + "entry_4": "It means you can (under the rules of the AELF License) copy whatever parts of it you want, add your own content, change the content around, and publish the result. You have to comply with the terms of the AELF License, which is reproduced below. If you don't care about mentioning any of the game's trademarks, that's all you have to do.", + "entry_5": "Also, with certain conditions, you can even mention the Swords & Wizardry trademarks (S&W, WhiteBox, and Swords & Wizardry) to indicate that your work is compatible with the game. As long as you follow the requirements below, you can state that your resource \"is compatible with the rules of Swords & Wizardry: WhiteBox\" or, \"with the Swords & Wizardry WhiteBox rules.\" Here are those requirements:", + "entry_6": "the SworDS & wizarDry compatibility-Statement licenSe", + "entry_7": "You must state on the first page where you mention S&W that \"Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of Matthew J. Finch,\" and that you are not affiliated with Matthew J. Finch or Mythmere Games™.", + "entry_8": "You must, when referring to the armor class of any creature or character, include both the descending AC and the Ascending System AC, with the Ascending System AC in brackets.", + "entry_9": "If you're using the license to commit legal fraud, you forfeit the right to continue using the license: specifically, if you are claiming compatibility with the rules of S&W, the claim must not constitute legal fraud, or fraud in the inducement, under the laws of the State of Texas.", + "entry_10": "You must comply with the terms of the AELF License if the terms apply.", + "entry_11": "Your cover must include the words \"House Rules\" or \"Variant Rules\" near the title if the document is a full, free-standing game that includes modifications. Feel free to contact the author if you wish to use a different form of disclaimer. Selling a full version of this game with your house rules incorporated into it is perfectly permissible, but you may not sell an effectively unchanged copy of the rules for money.", + "entry_12": "puBliShinG your own materialS - 143", + "summary": "Page Number: 143, this page provides guidance on publishing materials based on Swords & Wizardry WhiteBox using the AELF Open License. This role-playing game is mostly open content, except for the trademarks, which include \"Mythmere Games,\" \"WhiteBox,\" \"Swords & Wizardry,\" and \"S&W.\" Under the AELF License, creators can copy, modify, and publish content while adhering to necessary terms. There's an optional compatibility statement for mentioning game trademarks, which requires disclosure of copyrights and dual armor class systems. The license prohibits legal fraud, and modifications must be labeled as \"House Rules\" or \"Variant Rules.\" Selling modified versions is allowed, but not unchanged versions for profit." + }, + "145": { + "entry_1": "If your document is a private house rules document, not being sold for profit or general use, you may scan and use artwork (including the cover) from the printed version, provided that the cover contains the words \"House Rules,\" near the title, and that the artists are appropriately credited.", + "entry_2": "Your rights under this CSL cannot be revoked, and are perpetual, unless you breach the terms of the license, in which case your rights terminate.", + "entry_3": "If you comply with the above, you may state that your resource is \"compatible with the rules of Swords & Wizardry: WhiteBox\" or, \"compatible with the Swords & Wizardry WhiteBox rules.\"", + "entry_4": "If you have questions about the license, feel free to contact the author.", + "entry_5": "AELF LICENSE MATERIAL", + "entry_6": "Notice. This work includes AELF Open Gaming Content, which may only be used under the terms of the AELF Open License version 1.0a.", + "entry_7": "Designation of AELF Open Game Content. Swords & Wizardry WhiteBox is all AELF Open Game Content under the terms of the AELF Open License Version 1.0a, with the exception of artwork and the trademarks \"Mythmere Games,\" \"WhiteBox,\" \"Swords & Wizardry,\" and \"S&W.\"", + "entry_8": "Product Identity. Product Identity includes all artwork and the trademarks \"Mythmere Games,\" \"WhiteBox,\" \"Swords & Wizardry,\" and \"S&W.\"", + "entry_9": "Required Attributions. This work includes material taken from the System Reference Document 5.1 (\"SRD 5.1\") by Wizards of the Coast LLC and available at: https://dnd.wizards.com/resources/systems-referencedocument. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at: https://creativecommons.org/licenses/ by/4.0/legalcode.", + "entry_10": "144 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 144\n\nThe page is focused on the licensing and attribution requirements for materials compatible with the Swords & Wizardry: WhiteBox rules. It outlines the terms of the AELF Open License, including the designation of AELF Open Game Content, and specifies the exceptions related to artwork and trademarks such as \"Mythmere Games,\" \"WhiteBox,\" and \"Swords & Wizardry.\" There are guidelines for how creators can state compatibility with the WhiteBox rules, emphasizing the perpetual nature of the license unless breached. The page also mentions the inclusion of material from the System Reference Document 5.1, which requires attribution and is licensed under the Creative Commons Attribution 4.0 International License." + }, + "146": { + "entry_1": "ALTERNATIVE TO EXISTING LICENSES FOR FANTASY (AELF) LICENSE", + "entry_2": "AELF OPEN LICENSE VERSION 1.0a", + "entry_3": "Defined Terms are listed in Section 13.", + "entry_4": "1. CONSIDERATION AND GRANT: In consideration for Your agreement to abide by the terms of this License, Mythmere Games LLC and each other Contributor grants You an irrevocable, perpetual, worldwide, royalty-free, non-exclusive license to Use the AELF Open Gaming Content that such Contributor has contributed under this License. By Using AELF Open Gaming Content under this License, You accept the terms of this License.", + "entry_5": "2. CONTRIBUTION OF OPEN CONTENT: AELF Open Gaming Content may be contributed by any Contributor, and if so contributed may be Used by You, under the terms of this License. In connection with the contribution, Distribution, or Use of any AELF Open Gaming Content under this License, no terms or conditions may be added to or subtracted from this License except as expressly described herein.", + "entry_6": "3. OTHER USAGE BY CONTRIBUTOR: Material that any Contributor contributes as AELF Open Gaming Content may also be released by that Contributor under one or more other licenses so long as it does not include AELF Open Gaming Content that was created by another Contributor without such other Contributor's separate consent. However, such other licenses must be independent of this License: they may not add or subtract terms or conditions to the use of the AELF Open Gaming Content under this License, nor may they affect the validity of the contribution or the rights of Use of such AELF Open Gaming Content hereunder.", + "entry_7": "4. REQUIREMENTS FOR CONTRIBUTING AELF OPEN GAMING CONTENT: If You are contributing material as AELF Open Gaming Content, You represent that Your contributions are Your original creation and/ or You have sufficient rights to grant the rights conveyed by this License (which may include, without limitation, through a Creative Commons CC-BY or CC0 license grant or another permanent licensing arrangement that allows any use of the intellectual property without any restriction on use other than attribution). Once the material is contributed, it is subject to the grant included in Section 1 and all other terms and conditions of this License. If your material is derived from a Creative Commons CC-BY License grant, you must require the proper attribution to this upstream material by those using your material under this license. Material derived from a Creative Commons License that includes the designators SA, ND, or NC, which restrict the use of the material by downstream users, may not be contributed as AELF Open Gaming Content under this License.", + "entry_8": "5. NOTICES: In order to Use any AELF Open Gaming Content under this License: (a) You must include a copy of this License in any material in which you Use such AELF Open Gaming Content; (b) in that copy of this License, You must update the COPYRIGHT NOTICE in Section 14 below to include (i) the exact text of the COPYRIGHT NOTICE from any AELF Open Gaming Content contributed by anyone else that You are Using, and (ii) the title, the copyright date, and the copyright holder's name of any AELF Open Gaming Content you are contributing, and (iii) any attributions required under a Creative Commons License or similar permitted open license for the use of any content under either clause (i) or clause (ii); and (c) You must prominently (immediately before the copy of the license required under (a) above, and also on the title page of the work, if possible) include in your work the following statement: \"This work includes AELF Open Gaming Content, which may only be used under the terms of the AELF Open License version 1.0a. This product is not endorsed or reviewed by Mythmere Games LLC or any other contributor of AELF Open Gaming Content and does not represent the views of Mythmere Games LLC or any other contributor.\"", + "entry_9": "6. USE OF PRODUCT IDENTITY: This license does not grant to You any rights in any Product Identity, and the owner of any Product Identity shall retain all rights, title and interest in and to that Product Identity. However, where rights of fair use or other exceptions or limitations on copyright or similar law apply to any Product Identity, such rights, exceptions, and limitations supersede a claim of Product Identity under the terms of this License, but do not exempt You from any notice requirements in Section 5. The inclusion of any Product Identity in any work that includes AELF Open Gaming Content does not constitute a challenge to the ownership of that Product Identity.", + "entry_10": "7. NO NEED TO CONTRIBUTE: Using AELF Open Gaming Content under this license does not require you to contribute any new AELF Open Gaming Content. If you do contribute new AELF Open Gaming Content, it must be clearly identified as such.", + "entry_11": "8. USE OF CONTRIBUTOR CREDITS: You may not market or advertise AELF Open Gaming Content using the name of any Contributor unless You have written permission from the Contributor to do so. You may include a statement of compatibility if the Contributor has set forth terms for statements of compatibility or if your statement complies with relevant law regarding trademarks.", + "entry_12": "leGal - 145", + "summary": "Page Number: 145, The AELF Open License Version 1.0a outlines the terms under which Mythmere Games LLC and other contributors allow the use of AELF Open Gaming Content. It provides a worldwide, royalty-free, non-exclusive license to those who abide by its terms, allowing contributions and distributions of AELF content without altering original terms. Contributors can release their material under different licenses if they consent to others using their AELF contributions. Contributions must be original or have sufficient rights for use without restrictions. Users must include the license text and attribution with any AELF content used, acknowledging it as under the AELF Open License. Product Identity rights are not granted, and the license non-restrictively permits fair use of content. There is no obligation to contribute new content unless clearly identified, and contributor credits or marketing require written permission." + }, + "147": { + "entry_1": "9. PRIVITY OF CONTRACT: In any dispute hereunder, only the Contributors of content Used by You are considered to be in privity of contract with You. No other person shall be deemed a third-party beneficiary of this License with respect to You.", + "entry_2": "10. INABILITY TO COMPLY: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the AELF Open Gaming Content due to statute, judicial order, or governmental regulation, then You may not Use any AELF Open Gaming Content so affected.", + "entry_3": "11. TERMINATION FOR FAILURE TO COMPLY WITH LICENSE: This License (under all versions present and future) will terminate automatically, but only as to You (and to all of Your affiliates and subsidiaries), if You fail to comply with any of the terms hereof and You do not cure such failure within 30 days of becoming aware of it. If the License has so terminated with respect to You, it may only be reinstated if all Contributors of the relevant content Used by You, who were adversely affected by Your failure to comply, waive such failure in writing. However, no such termination shall affect the license of any AELF Open Gaming Content (whether contributed by the person as to which this License has terminated or by any other person) under this License to any persons as to which this License has not terminated.", + "entry_4": "12. OTHER PROVISIONS: (a) If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. (b) You agree that before you use this License, you will seek such advice, including legal counsel, as you deem appropriate, and will take such advice into consideration before using this License. As a result, the interpretation of this License shall not be construed against the drafter. (c) This License shall be governed by and construed in accordance with the laws of the State of Texas.", + "entry_5": "13. DEFINED TERMS: This License includes certain defined terms, which may be identified by the use of a capital letter. (a) \"AELF Open Gaming Content\" means any content clearly identified as AELF Open Gaming Content by a Contributor in any work covered by this License and any material that is purely numerically or game-mechanically derived from such content; (b) \"Contributors\" means Mythmere Games LLC and each other copyright and/or trademark owner who has contributed AELF Open Gaming Content under this License; (c) \"Derivative Material\" means material based on pre-existing copyrighted material, including translations (including translations into computer languages), modifications, corrections, additions, extensions, upgrades, improvements, compilations, abridgments, or any other form in which the pre-existing work may be recast, transformed or adapted; (d) \"Distribute\" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit, or otherwise distribute; (e) \"Product Identity\" means any trademark, any tradename, or any material subject to copyright, in each case in any work covered by this License, that is not clearly identified as AELF Open Gaming Content by the Contributor that owns such intellectual property; Product Identity may include such things as product and product line names; logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, and language; artwork; symbols, designs, depictions, likenesses, formats, or poses; concepts; themes; graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses, and special abilities; places, locations, and environments; equipment; and magical or supernatural abilities or effects; (f) \"Use\", \"Used\" or \"Using\" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of AELF Open Gaming Content; and (g) \"You\" or \"Your\" means a licensee under this License.", + "entry_6": "14. COPYRIGHT NOTICE", + "entry_7": "Swords & Wizardry WhiteBox , Copyright 2008-2023, Matthew J. Finch", + "entry_8": "Required Attribution: This work includes material taken from the System Reference Document 5.1 (\"SRD 5.1\") by Wizards of the Coast LLC and available at: https://dnd.wizards.com/resources/systems-referencedocument. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at: https://creativecommons.org/licenses/by/4.0/legalcode.", + "entry_9": "[Insert both (i) the exact text of the COPYRIGHT NOTICE from any AELF Open Gaming Content You are Using, together with any required attribution under Section 5(b)(iii), and (ii) the title, the copyright date, and the copyright holder's name of your product, together with any additional required attribution under Section 5(b) (iii).]", + "entry_10": "146 - SwordS & wizardry white Box ruleS", + "summary": "Page Number: 146, the document outlines key provisions of the license for using AELF Open Gaming Content, including: the principle of privity of contract, stipulating that only Contributors are in privity with the user; conditions under which it is prohibited to use the content if compliance is impossible due to laws or regulations; automatic license termination if terms are not met within 30 days of awareness; and conditions for license reinstatement post-termination requiring written waivers from affected Contributors. It also covers general provisions about unenforceable terms, seeking legal counsel before use, and the governing law of Texas. Defined terms include \"AELF Open Gaming Content,\" \"Contributors,\" \"Derivative Material,\" \"Distribute,\" \"Product Identity,\" and \"Use.\" Finally, it provides a copyright notice regarding Swords & Wizardry WhiteBox and requires specific attributions from any AELF Open Gaming Content used, referencing Wizards of the Coast's System Reference Document 5.1." + }, + "148": { + "entry_1": "SWORDS & WIZARDRY: WHITEBOX is a fastmoving fantasy role-playing game which re-creates the rules from the original 1974 printing of Dungeons & Dragons*. The rules are quick and easy to learn, compared to most modern games. Yet this game contains within itself the soul of mythic fantasy and the kindling of wonder. It's powerful precisely because it's encapsulated by such a small formula-like a genie imprisoned in the small compass of an unremarkable lamp. The WhiteBox version of Swords & Wizardry covers only the three books from the original boxed set released in 1974. If you want to play the complete version of Original D&D as it existed in 1978, you may want to try Swords & Wizardry Complete (Revised), but many players prefer this version for its simplicity and flexibility.", + "entry_2": "*Dungeons & Dragons is a trademark of Wizards of the Coast, and is mentioned for identification purposes only. Mythmere Games is not affiliated with Wizards of the Coast.", + "summary": "Page Number: 1, The page describes \"Swords & Wizardry: WhiteBox,\" a streamlined fantasy role-playing game that emulates the original 1974 rules of Dungeons & Dragons. It highlights the game's ease of learning and its embodiment of mythic fantasy through a simple rule set. The WhiteBox edition focuses on the three original books from the 1974 boxed set, offering a simpler, more flexible option compared to the 1978 complete version. While it mentions Dungeons & Dragons, it clarifies that Mythmere Games is not affiliated with Wizards of the Coast." + } + } +} \ No newline at end of file