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Less Rules, More Imagination!
Prepare to be introduced to the
old style of free form gaming!
Swords & Wizardry: WhiteBox is
inspired by the original 1974
fantasy role-playing game created
by Gary Gygax and Dave Arneson.
These rules are flexible and open
to interpretation - designed not to
cover all conceivable situations,
but to allow good Referees and
Players the freedom to create and
play games of their own design.
Published under license from Mythmere Games.
Swords & Wizardry: WhiteBox is copyright 2009 by Matt Finch
and Marv Breig and is the property of Mythmere Games.
All Rights Reserved.
FREE
ELECTRONIC
EDITION
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WhiteBox
BOOKS I–IV
By Marv Breig
Based upon the Swords & Wizardry: Core Rules by Matthew J. Finch
Cover illustration copyright © 2009 by Mark Allen
Interior illustrations copyright © 2007–2009 by Matthew J. Finch, Edward M.
Kann, Jef Preston, and Chad horson
Design and Typography: Jesse Rothacher
Editors: Jason Cone, Allan T. Grohe, Jr., Jerry Mapes, and Jesse Rothacher
Additional editing and prooing: Scott Casper, fandomaniac, Eric Norred,
Lord Kilgore, Kuburanar, Lee Reynoldson, and the Swords & Wizardry forum
With special thanks to Jason Cone, Allan T. Grohe, Jr., and Jerry R. Mapes
Dedicated to Dave Arneson (1947–2009), E. Gary Gygax (1938–2008), and
Jerry R. Mapes (1965–2009)
Published by Brave Halling Publishing
Second Print Edition—1 January 2010
>
MYTHMERE GAMES™
www.swordsandwizardry.com
Copyright © 2008 Marv Breig and Matthew J. Finch
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Table of Contents
Introduction . . . . . . . . . . . . . . . . . . i
Chapter 6: Spells
Cleric Spell List. . . . . . . . . . . . . 25
Magic-user Spell List . . . . . . . . . 26
Spells (alphabetical order) . . . . . . 27
Chapter 1: Getting Started
Rule Number One . . . . . . . . . . . . 1
Dice . . . . . . . . . . . . . . . . . . . . 1
Character Sheets . . . . . . . . . . . . . 2
Attribute Scores . . . . . . . . . . . . . 2
Universal Attribute Bonus . . . . 2
Experience Bonus. . . . . . . . . 3
Hit Points . . . . . . . . . . . . . . . . . 4
Starting Gold . . . . . . . . . . . . . . . 4
Chapter 7: Running the Game
Designing an Adventure . . . . . . . 4 9
Creating a Campaign . . . . . . . . . 50
Experience Points . . . . . . . . . . . 50
Scale of Advancement . . . . . 51
Chapter 2: Character Classes
he Cleric . . . . . . . . . . . . . . . . . 5
he Fighter . . . . . . . . . . . . . . . . 6
he Magic-user. . . . . . . . . . . . . . 7
Chapter 8: Monsters
Reading Monster Entries . . . . . . . 5 3
Monster Attack Table. . . . . . 55
Monster Descriptions . . . . . . . . . 55
Better Monsters . . . . . . . . . . . . 81
Monster Levels . . . . . . . . . . . . . 81
Creating Monsters . . . . . . . . . . . 82
Chapter 3: Character Races
he Dwarf. . . . . . . . . . . . . . . . . 9
he Elf . . . . . . . . . . . . . . . . . . 10
he Halling. . . . . . . . . . . . . . . 11
Alignment. . . . . . . . . . . . . . . . 12
Character Retirement . . . . . . . . . 12
Chapter 9: Treasure
Treasure Items . . . . . . . . . . . . . 83
5,000 gp Trade Out . . . . . . . 85
1,000 gp Trade Out . . . . . . . 85
100 gp Trade Out . . . . . . . . 86
Magic Potion Descriptions . . . . . . 87
Protection Scroll Descriptions . . . . 8 9
Unusual Weapon Descriptions . . . 9 1
Unusual Armor Descriptions . . . . 9 1
Greater Wand Descriptions . . . . . 93
Ring Descriptions . . . . . . . . . . . 94
Staf Descriptions . . . . . . . . . . . 95
Misc. Magic Item Descriptions . . . 98
Cursed Items . . . . . . . . . . . . . 104
Chapter 4: Items and Equipment
Equipment Weight. . . . . . . . . . . 13
Calculating Armor Class . . . . . . . 15
Comparing Armor Class Systems . . 16
Hiring Assistants. . . . . . . . . . . . 16
Chapter 5: Playing the Game
Gaining Experience . . . . . . . . . . 17
Time . . . . . . . . . . . . . . . . . . . 18
Movement. . . . . . . . . . . . . . . . 18
Combat . . . . . . . . . . . . . . . . . 18
Determine Initiative . . . . . . 18
he Attack Roll . . . . . . . . . 19
Speciic Situations. . . . . . . . 20
Ascending AC Combat. . . . . 23
Turning the Undead. . . . . . . . . . 22
Gameplay Example . . . . . . . . . . 23
Publishing Your Own Material . . . . . 105
Introduction
SWORDS & WIZARDRY: WHITEBOX is a fantasy role-playing game. he
rules are extremely short compared to the multi-paged rule libraries required
to play most modern games. Yet, this game contains within itself the soul of
mythic fantasy and the kindling of wonder. he game is powerful because it’s
encapsulated by such a small formula—like a genie imprisoned in the small
compass of an unremarkable lamp. his 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 his worlds with variant rules (as it’s always easier to
add rules than to untangle them away).
And remember, with SWORDS & WIZARDRY: WHITEBOX, you are free to
publish your own adventures, house-rules, and any other sort of materials de-
signed for this game. Guidelines and requirements are at the end of the book.
– Matthew J. Finch
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. hese 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!
I have been playing role-playing games since 1975, when I irst discovered a fun
game in a little white box, and I enjoy giving the reader of this book the oppor-
tunity to discover the lavor 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.”
– Marv Breig
i
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