Welcome to Light!
You remember, don’t you? The sounds of battle heard through the clatter of dice? The shuffling of character
sheets? The war stories shared with your fellow campaigners? There is a longing in the soul of every adventurer
and though it sometimes fades to a whisper, you still hear it. Swords & Wizardry Light marks your return to
fantasy roleplaying – or if you’re curious what fantasy gaming is all about, this is the perfect introduction. This
folio, a twenty-sided die, and a few six-sided dice are all you need to return to the gaming table, recall those
halycon days of heroism, and forge brand new legend. Welcome back to Swords & Wizardry Light!
Ability Scores
The standard way to create ability scores is to roll 3d6 in the order listed below.
Strength – Fighters can use their Str bonus to modify their to–hit and damage results in melee
Intelligence – Magic-Users can use their Int bonus to give their target a penalty to their save
Wisdom – Clerics with a 15 or higher Wisdom gain an extra 1st lvl spell
Constitution – You can use your Constitution bonus to gain additional hit points on each HD. Hit Die (HD) are
rolled with a d6
Dexterity – You can use your Dexterity bonus to modify your “to-hit” number with ranged (also called
“missile”) weapons and modify your character’s armor class
Charisma indicates your character’s personality and likeability. Characters with a Charisma of 15+ start the
game with a
Torchbearer – AC 9[10] Attacks None Special: Carry torch Move 12
Attribute Bonus
Attributes scores of 15 or more have a bonus of +1
Armor Class
Armor Class (AC) rates how difficult it is to hit. It is expressed as X[XX]. The first number represents your AC (a
lower AC is more difficult to hit). The second number in brackets is the number required to hit an opponent with
that AC using a d20.
Example: An unarmored man would be AC9[10], while one wearing leather armor would be 7[12].
Turning Table
Undead Type 1 2 3
Skeleton 10 7 4
Ghoul/Zombie 13 10 7
Shadow/ Wight 15 13 10
Wraith 17 15 13
Levels
Characters gain levels by completing adventures. After completing two adventures, a character progresses to
2nd level in their chosen class. Upon completing three more adventures, a character progresses to 3rd level.
For advancement beyond 3rd level, please refer to the full Swords & Wizardry: Complete rules.
Character Races
Elves populate the great forests, Dwarves carve their halls and mines into the heart of the earth, and
Halflings reside in the comfortable hill-houses of their bucolic shires.
Dwarves progress as fighters or thieves and gain an extra +1 to hit and damage when fighting orcs and
goblins. Dwarves receive a defensive bonus in combat because they are hard to hit (-4 against ogres). Dwarves
get +4 on save vs. magic and +1 on Saving Throws vs.death magic & poisons.
Elves may use either the Fighter, Magic-User or Thief class. Elves gain an extra +1 when fighting goblins,
orcs, intelligent undead, and lycanthropes. Elves are also immune to paralysis caused by undead such as
ghouls. Elves get +2 on Saving Throws vs. magic.
Halflings are awarded a defensive bonus in combat because they are hard to hit (-4 against ogres). Halflings
receive +2 when firing missile weapons in combat. Halflings may be Fighters or Thieves.
Humans may be any class.
Adventurer Packs
Each starting character gets to choose one of the following:
Pack 1
Backpack, bedroll, flint and steel, 6 torches (burn 1 hr and shed light 30’), 50’ Rope, crowbar, 7 days rations, and a
water skin
Pack 2
Backpack, bedroll, flint and steel, hooded lantern with 2 pints lantern oil (each pint burns for 4 hrs and sheds light
30’), hammer, 12 iron spikes, 10’ pole, 7 days rations and a water skin
The Fighter
A battle-hardened warrior that trusts in arms and armor
Hit Dice: 1+1 HD at 1st lvl, a 2nd lvl HD, at 2nd lvl and a 3rd HD at 3rd lvl.
Saving Throw: 16 at 1st level, 15 at 2nd lvl, and 14 at 3rd level.
Basic Hit Bonus (BHB): +1 at 2nd level and +2 at 3rd level.
Fighters start with either Long Sword or Battle Axe (1d6 damage) and Bow with Chain Armor and
Shield AC 4[15] or Two-Handed Sword (1d6+1) and Crossbow with Chain Armor AC 5[14].
Fighters have no armor or weapon restrictions. Fighters get one attack per level each round against
foes of 1 Hit Die (HD) or fewer. Fighters also get +1 on Saving Throws vs. death and poisons.
The Cleric
An armored priest who serves Good/Law or Evil/Chaos
Hit Dice: 1HD at 1st lvl, a 2nd HD at 2nd lvl, and a 3rd HD at 3rd lvl
Saving Throw: 14 at 1st lvl, 13 at 2nd lvl, and 12 at 3rd lvl
Basic Hit Bonus (BHB): +1 at 3rd lvl
Clerics start with either Mace or Hammer (1d6 damage) with Chain Armor and Shield AC 4[15].
Clerics have no armor restrictions, but may only use blunt weapons (club, flail, mace). Clerics get +2
on Saving Throws vs. death and poisons.
Starting at 2nd level Clerics can cast spells. They get their first spell at 2nd lvl and another spell at
3rd lvl.
Cleric spells
Cure Wounds I
Range: Touch Duration: Immediate
This spell cures 1d6+1 hit points of damage.
Detect Evil (Good)
Range: 120 ft Duration: 60 minutes
The caster detects creatures of Evil, evil enchantments, intentions, thoughts, or auras. The
reverse of the spell, Detect Good, works the same except it detects creatures of Good.
Spiritual Protection
Range: Caster only Duration: 2 hours
Creates a magical field of protection around the caster to block out creatures with ill intent,
who suffer -1 penalty to hit, and the caster gains +1 on Saving Throws against such attacks.
Turning
Clerics have the ability to turn undead, causing them to flee. When a turning attempt is made, roll
3d6 and consult the Turning Table for the result. If the number rolled 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 will cower helplessly if they can’t flee
Armor Table
Armor Type Effect on AC Cost
Chain -4 [+4] 75 gp
Leather -2 [+2] 5 gp
Plate -6 [+6] 100 gp
-3 [+3] 30 gp
Shield -1 [+1] 15 gp
The Magic-User
A mysterious student of arcane powers and spell casting
Hit Dice: 1 HD at 1st lvl, +1 HP at 2nd lvl, and a 2nd HD at 3rd lvl
Saving Throw: 15 at 1st lvl, 14 at 2nd lvl, and 13 at 3rd lvl
Magic-Users (MU) may only use daggers or staves (choose one at 1st level) and are not allowed the
use of armor. MUs get +2 on Saving Throws vs. magic. The MU starts with a book of two spells, one
chosen and one randomly awarded. Reading from the book, the MU presses his chosen spell into his
mind.
Once a prepared spell is cast, it disappears from the MU’s ability to cast (until it is prepared again).
It is possible to prepare a spell multiple times using the available “slots” in the MU’s memory. If the
MU finds scrolls of spells, he can copy them into his spell book.
Lvl 1 MUs get one lvl 1 spell, Lvl 2 MU get 2 lvl 1 spells; Lvl 3 MUs get three lvl 1vl & one lvl 2
spells.
Magic-User spells – Level 1
Charm Person
Range: 30 ft Duration: Until dispelled
This spell affects living bipeds of human size or smaller. If the spell succeeds (save allowed), the
creature falls under the caster’s influence.
Detect Magic
Range: 60 ft Duration: 20 minutes
Caster can perceive the presence of magic.
Light I
Range: 60 ft Duration: 1 hour+10 min/level
The target person or object (at a range of up to 120 ft) produces light about as bright as a
torch, to a radius of 20 ft.
Magic Missile
Range: 150 ft Duration: Instantaneous
A magic dart flies where the caster directs, hitting the target, automatically causing 1d6
damage. There is no saving throw.
Sleep
Range: 240 ft Duration: Referee’s discretion
This spell puts 2d6+3 HD enemies into an enchanted slumber. It affects creatures based on
their hit dice.
Magic-User spells – Level 2
Knock – Lock
Range: Close Duration: Permanent until dispelled
The targeted door, gate, or portal can be opened or locked by this spell. A locked target is
unlocked and opened (including those locked by this spell). Targets locked by this spell can be
unlocked by this spell or broken by brute force (GM’s discretion).
Invisibility
Range: 240 ft Duration: Until dispelled or an attack is made
The object of this spell (being or thing) becomes invisible and cannot be seen. An invisible
creature cannot be attacked unless its approximate location is known, and then all attacks are
made at -4 to hit. If the invisible creature makes an attack, the invisibility is ended. Otherwise it
lasts until removed by the caster.
Web
Range: 30 ft Duration: 8 hours
Fibrous, sticky webs fill an area up to 10x10x20 ft. It takes one turn to pass through if a torch
and sword are used. Humans take longer to break through—perhaps 3–4 turns or longer at the
GM’s discretion.
The Thief
A figure in the shadows, an expert in stealth and delicate tasks
Hit Dice: 1HD at 1st lvl, 2HD at 2nd lvl, and 2HD+1 at 3rd lvl
Saving Throw: 15 at 1st, 14 at 2nd, and 13 at 3rd
Thieves may wear only Leather Armor. Thieves use any weapon.
Thieves start with either Long Sword (1d6) and Dagger (1d61) or Club (1d6) and Short Sword (1d6-
1) with a suit of Leather Armor AC 7[12].
Thieves have class abilities as follows:
Backstab– When attacking with surprise and from behind the thief attacks at +4 to hit and x2
damage
Hear Sounds– Thieves have a 3 in 6 chance to hear and identify noise through closed doors
Read Normal Languages– Thieves have a 4 in 6 chance
to read normal languages
Climb Walls– Thieves have a 5 in 6 chance to climb
walls and cliffs
Thief Skills– Thieves have a 1 in 6 chance to succeed at Finding/Removing Traps, Opening
Locks, Hiding in Shadows/Move Silently. Dwarves have a 2 in 6 chance to Find/Remove Traps,
Elves have a 2 in 6 chance
to Hide in Shadows/Move Silently, and Halflings have a 2 in 6 chance to Open Locks and Hide
in Shadows/Move Silently.
Playing the Game
Time
A turn represents ten minutes, and a combat round is 1 minute.
Movement Rate
Base movement rate for all races is in terms of feet per combat round.
Dwarves and Haflings move at 9ft.
Humans and Elves move at 12ft.
Careful movement halves the rate, running doubles it.
Damage and Death
When a target is hit, the amount of damage is deducted from their hit points. When these hit points
reach zero, the target dies.
Healing
In addition to magical means of restoring hit points, a character will recover 1 hit point per day of
uninterrupted rest.
Saving Throws
A spell or other hazard may require you to make a Saving Throw. A successful Saving Throw means
that the individual avoids the threat or lessens its effect. Each character class has a Saving Throw
target number based on level. Roll that number or higher to succeed.
Monster Saving Throw—target number is calculated by subtracting the monster’s HD from 19.
Combat
When the party of adventurers comes into contact with enemies, the order of events is as follows:
1. Determine Initiative.
2. Party with Initiative acts first (casting spells, attacking, etc.) and results take effect.
3. Party that lost Initiative acts, and their results take effect.
4. The round is complete; keep turn order for the next round if the battle has not been resolved.
Determine Initiative
At the beginning of a combat round, each side rolls Initiative on a d6—high roll wins. The winning
side acts first—moving, attacking, and casting spells. The losing side takes damage and casualties,
and then gets its turn. Initiative rolls may result in a tie. When this happens, both sides are
considered to be acting simultaneously.
Melee Attack
A melee attack is an attack with hand-held weapons such as a sword, spear, or dagger. Two
combatants within ten feet of each other are considered to be “in combat.”
Missile Attack
Missile attacks are attacks with ranged weapons such as a bow or sling. When using missiles to
attack into a melee, randomly determine friend or foe as your target.
The Attack Roll
To attack with a weapon, the player rolls a d20 and adds any bonuses to the result. The total attack
roll hits if equal to or higher than the number shown on the table below.
Monster attack—attack as a lvl 1 Fighter, but add their HD to the attack roll. Monsters
of less than 1 HD attack as 1st lvl Fighters.
Monsters
Beetles, Giant Fire
AC: 4[15] HD: 1+3 Attacks: bite (2d6) Move: 12
A giant fire beetle’s light-glands glow reddishly and continue to give off light for 1d6 days after they
are removed (lights a 10 ft radius).
Bugbears
AC: 5[14] HD: 3+1 Attacks: weapon or bite (1d6) Move: 9
Special: Surprise opponents (1–3 on 1d6 roll)
These goblin-like humanoids are large and hairy. They will surprise alert opponents with a roll of 1–3
on a d6 (50%).
Dryads
AC: 9[10] HD: 2 Attacks: wooden dagger (1d6) Move: 12
Special: Charm Person
Dryads are beautiful female tree spirits, and do not venture far from their home trees. They can cast
a charm person spell with a -2 Saving Throw.
Ghouls
AC: 6[13] HD: 2 Attacks: claw (1d6+paralysis) Move: 9
Special: Immunities, paralysis
Any hit from a ghoul requires a Save or the victim becomes paralyzed for 3d6 turns.
Gnolls
AC: 5[14] HD:2 Attacks: bite (1d6) Move: 9
Gnolls are tall humanoids with hyena-like heads.
Goblins
AC: 7[12] HD: 1-1 Attacks: weapon (1d6) Move: 9
Special: -1 “to-hit” in sunlight
Goblins are small creatures (4 ft tall or so) that inhabit dark woods and underground caverns.
Hobgoblins
AC: 5[14] HD: 1+1 Attacks: weapon (1d6) Move: 9
Hobgoblins are simply large goblins.
Kobolds
AC: 6[13] HD: ½ Attacks: weapon (1d6-1) Move:6
Kobolds are subterranean, vaguely goblin-like humanoids.
Lizardmen
AC: 5[14] HD: 2+1 Attacks: claws (1d6) Move: 6 (12 when swimming)
Special: Underwater
Lizardmen are reptilian humanoids, usually living in tribal villages in swamps.
Ogres
AC: 5[14] HD:4+1 Attacks: weapon (1d6+2) Move:9
Ogres are normally quite stupid.
Orcs
AC: 6[13] HD: 1 Attacks: weapon (1d6) Move: 12
Orcs are stupid, brutish humanoids that gather in tribes.
Rats, Giant
AC: 7[12] HD: 1-1 Attacks: bite (1d6) Move: 12
Giant rats are found in dungeons, and are about the size of a cat.
Skeletons
AC: 8[11], 7 [12] with shield HD: 1 Attacks: weapon (1d6) Move: 12
Skeletons are animated bones of the dead.
Spiders, Giant
AC: 6[13] HD: 2+2 Attacks: bite (1d6) Move:18
Special: See Below
Giant spiders spin web-traps as per the Magic-User spell Web. Targets require a saving throw to
avoid becoming stuck. Those who make their Saving Throw can fight and move (5 ft per round) in the
webs. Giant spiders surprise on a roll of 1–5, and can hide in shadows.
Trolls
AC: 4[15] HD: 6+3 Attacks: claw (1d6) Move: 12
Special: Regenerates
Trolls regenerate, healing 3 hit points per round. The only way to utterly kill a troll is to submerse it
in acid or burn it.
Worgs
AC: 6[13] HD: 4 Attacks: bite (1d6) Move: 18
Worgs are large, intelligent, and evil wolves.
Wyverns
AC: 3[16] HD: 8 Attacks: bite or sting (1d6) Move: 6 (24 when flying)
Special: Poison, sting, flight
A wyvern is the two-legged relative of dragons. Wyverns have a poisonous sting at the end of their
tails. In any given round, the wyvern is 4 in 6 likely to use its tail.
Zombies
AC: 8[11], 7[12] with shield HD: 2 Attacks: strike (1d6) Special:Immune to sleep, charm
Move: 6
Zombies are mindless creatures, the walking dead.
Missile/Thrown Weapon Table
Weapo Damag Rate of Range* Cost
n e Fire
15
Bow 1d6 2 50ft
gp
12
Crossbow 1d6+1 1 60 ft
gp
, light
Dagger 1d6-1 1 10ft 2 gp
0.2
Sling 1d6-1 1 40ft
gp
Spear 1d6 1 20ft 1 gp
*Shooting or throwing beyond this range is at a –2 penalty to hit.
The weapon cannot reach farther than twice this range.
Outdoors, these range increments are tripled.
Melee Weapon Table
Weapon Damage Cost
Axe, battle 1d6 5 gp
Club 1d6 0 gp
Dagger 1d6-1 2 gp
(throwable
Hammer,w 1d6 1 gp
ar
Mace, 1d6 10 gp
heavy
Spear 1d6 1 gp
(throwable
Staff, two- 1d6 0 gp
handed)
Sword, 1d6 15 gp
long
Sword, 1d6-1 8 gp
short
Sword, 1d6+1 30 gp
two-handed
Character Target Armor Class [Ascending Armor Class]
Class/Character
3[16 4 5 6 7[12 8 9[10]
Level
Fighter 1 / Cleric 1-2 16 15 14 13 12 11 10
Magic-User / Thief 1-
Fighter 2 / Cleric 3 15 14 13 12 11 10 9
Fighter 3 14 13 12 11 10 9 8
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast,
Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David
Noonan,
Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt,
based on
original material by E. Gary Gygax and Dave Arneson.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
Swords & Wizardry Light, Copyright 2016, Erik Tenkar Stiene
Change Log 1/10/17
-Defined Hit Dice / HD under Constitution
entry
- Dagger or Staff as starting weapons for MU
- Corrected thief starting armor AC numbers
- Combat Table corrected for Fighter
progression
-Various typos corrected