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Write an article for the campus newp01aper that briefly discusses the history of D&D and why it matters today. You might consider using it as a way to combat the types of steroetypes and moral panic around video games.
dungeons & dragons
Single Volume Edition
By Gary Gygax & Dave Arneson
Dedicated to all the fantasy wargamers who have enthusiastically played and ex

panded upon the CHAINMAIL Fantasy Rules, with thanks and gratitude. Here is
something better! Special thanks to the Midwest Military Simulation Association, the
Lake Geneva Tactical Studies Association, Rob Kuntz and Tom Keogh (in memoriam).
Compiled by Greyharp
Edited by Il Male™
Illustrations by Frank Frazetta
© 1974
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TACTICAL STUDY RULES
Magic-User Spell List
First Level Spells
Second Level Spells
Third Level Spells
1
Charm Person
Continual Light
Clairaudience
2
Detect Magic
Detect Evil
Clairvoyance
3
Hold Portal
Detect Invisible
Dispel Magic
4
Light
ESP
Fire Ball
5
Protection from Evil
Invisibility
Fly
6
Read Languages
Knock
Haste Spell
7
Read Magic
Levitate
Hold Person
8
Sleep
Locate Object
Infravision
9
Phantasmal Forces
Invisibility, 10’ Radius
10
Wizard Lock
Lightning Bolt
11
Protection from Evil, 10’ Radius
12
Protection from Normal Missiles
13
Slow Spell
14
Water Breathing
Fourth Level Spells
Fifth Level Spells
Sixth Level Spells
1
Charm Monster
Animate Dead
Anti-Magic Shell
2
Confusion
Cloudkill
Control Weather
3
Dimension Door
Conjure Elemental
Death Spell
4
Growth of Plants
Contact Higher Plane
Disintegrate
5
Hallucinatory Terrain
Feeblemind
Geas
6
Massmorph
Growth of Animals
Invisible Stalker
7
Polymorph Others
Hold Monster
Lower Water
8
Polymorph Self
Magic Jar
Move Earth
9
Remove Curse
Pass-Wall
Part Water
10
Wall of Fire
Telekinesis
Projected Image
11
Wall of Ice
Teleport
Reincarnation
12
Wizard Eye
Transmute Rock to Mud
Stone to Flesh
13
Wall of Iron
14
Wall of Stone
Cleric Spell List
Fourth Level Spells
Fifth Level Spells
Sixth Level Spells
1
Cure Light Wounds*
Bless*
Continual Light*
2
Detect Evil*
Find Traps
Cure Disease*
3
Detect Magic
Hold Person
Locate Object
4
Light
Speak with Animals
Remove Cures
5
Protection from Evil*
6
Purify Food & Water*
Fourth Level Spells
Fifth Level Spells
1
Create Water
Commune
2
Cure Serious Wounds*
Create Food
3
Neutralize Poison
Dispel Evil*
4
Protection from Evil, 10’ Radius*
Insect Plague
5
Speak with Plants
Quest
6
Turn Sticks to Snakes
Raise Dead*
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Spell Explanations
Animate Dead
Type: Magic-User 5
Duration: see below
Range: see below
The creation of animated Skeletons or Zombies. It in
no way brings a creature back to life. For the number
of dead animated simply roll one die for every level
above the 8
th
the Magic-User is, thus a “Sorcerer” gets
one die or from 1-6 animated dead. Note that the
skeletons or dead bodies must be available in order to
animate them. The spell lasts until dispelled or the
animated dead are done away with.
Anti-Magic Shell
Type: Magic-User 6
Duration: 12 turns
Range: caster
A field which surrounds the Magic-User and makes
him totally impervious to all spells. It also prevents any
spells from being sent through the shell by the Magic-
User who conjured it.
Bless (reversible)
Type: Cleric 2
Duration: 6 turns
Range: see below
During any turn the prospective recipients of a Bless
spell are not in combat the Cleric may give them this
benison. A blessing raises morale by +1 and also adds
+1 to attack dice.
Charm Person
Type: Magic-User 1
Duration: see below
Range: 12″
This spell applies to all two-legged, generally mam

malian figures near to or less than man-size, excluding
all monsters in the “Undead” class but including
Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hob

goblins and Gnolls. If the spell is successful it will
cause the charmed entity to come completely under
the influence of the Magic-User until such time as the
“charm” is dispelled (Dispel Magic).
Charm Monster
Type: Magic-User 4
Duration: see below
Range: 12″
The counterpart of a
Charm Person
spell which is em

ployable against all creatures. If animals or creatures
with three or fewer Hit Dice are involved determine
how many are affected by the spell by rolling three six-
sided dice. It is otherwise identical to the
Charm Per

son
spell.
Clairaudience
Type: Magic-User 3
Duration: 12 turns
Range: 6″
A spell which allows the user to hear whatever lurks
behind doors or in the darkness. It can penetrate solid
rock up to about 2′ in thickness, but a thin coating of
lead will prevent its penetration. This is one of the few
spells which can be cast through a Crystal Ball.
Clairvoyance
Type: Magic-User 3
Duration: 12 turns
Range: 6″
Same as Clairaudience spell except the spell user can
visualize rather than hear.
Cloudkill
Type: Magic-User 5
Duration: 6 turns
Range: see below
This spell creates a moving, poisonous cloud of vapor
which is deadly to all creatures with less than five Hit
Dice. Movement: 6″/turn according to wind direction,
or directly away from the spell caster if there is no
wind. Dimensions: 3″ diameter. Duration: 6 turns, but
the cloud is dispelled by unusually strong winds or
trees. Note that the cloud is heavier than air, so it will
sink to the lowest possible level.
Commune
Type: Cleric 5
Duration: referee’s option
Range: caster
A spell which puts the Cleric in touch with the powers
“above” and asks for help in the form of answers to
three questions. Communing is allowed but once each
week) maximum; referee’s option as to making less
frequent). Veracity and knowledge should be near to

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