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Defines roles for Referee and Players, then explains dice use, character sheets, attributes, experience, hit points, alignment, languages, character classes and races. Covers movement, equipment burden, assistants, magic systems including spell lists and research, undead turning, dungeon and wilderness design, encounters, combat resolution, morale, healing and saving throws, treasure and magic items, plus optional rules for characters, fighting styles, and non-player character classes.",{"@graph":69,"@context":122},[70,84,105],{"@type":71,"itemListElement":72},"BreadcrumbList",[73,77,79,82],{"item":74,"name":75,"@type":76,"position":8},"https://docshare.wps.com","Home","ListItem",{"item":78,"name":9,"@type":76,"position":14},"https://docshare.wps.com/document/",{"item":80,"name":10,"@type":76,"position":81},"https://docshare.wps.com/document/story-novel/",3,{"item":83,"name":65,"@type":76,"position":19},"https://docshare.wps.com/document/swords-wizardry-whitebox-paul-gormans-house-rules-for-fantastic-medieval-adventures/512165/",{"url":83,"name":65,"@type":85,"image":86,"author":91,"headline":65,"publisher":94,"fileFormat":97,"inLanguage":63,"description":67,"dateModified":98,"datePublished":99,"encodingFormat":97,"isAccessibleForFree":100,"interactionStatistic":101},"DigitalDocument",{"url":87,"@type":88,"width":89,"height":90},"https://docshare.wps.com/thumbnails/swords-wizardry-whitebox-paul-gormans-house-rules-for-fantastic-medieval-adventures/512165.png","ImageObject",300,407,{"name":92,"@type":93},"lilac","Person",{"url":74,"name":95,"@type":96},"DocShare","Organization","application/pdf","2026-10-29","2026-10-06",true,{"@type":102,"interactionType":103,"userInteractionCount":34},"InteractionCounter",{"@type":104},"ViewAction",{"@type":106,"mainEntity":107},"FAQPage",[108,114,118],{"name":109,"@type":110,"acceptedAnswer":111},"What is the central rule in Swords & Wizardry: Whitebox?","Question",{"text":112,"@type":113},"The Referee always has the right to modify the rules, and doing so is encouraged because gaps are left open for players to create needed rules.","Answer",{"name":115,"@type":110,"acceptedAnswer":116},"How are character attributes determined?",{"text":117,"@type":113},"Roll 3d6 in order for Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma, then assign class fit; points may shift into a class “Prime Attribute” on a 2 for 1 basis without dropping any attribute below 9.",{"name":119,"@type":110,"acceptedAnswer":120},"How does the game handle magic?",{"text":121,"@type":113},"Magic is organized with separate spell lists for Clerics and Magic-Users, followed by spell descriptions and procedures for magical research, including effects such as turning undead.","https://schema.org",{"og:url":83,"og:type":124,"og:title":65,"og:site_name":95,"og:description":67},"article",{"robots":126,"canonical":83},"index,follow",{"doc_id":128,"site_id":62},512165,1791296843,{"code":4,"msg":5,"data":131},{"doc_id":128,"user_id":132,"nickname":92,"user_avatar":133,"doc_module":4,"category_id":8,"category_name":10,"doc_title":65,"doc_description":67,"doc_content":134,"file_id":135,"file_url":136,"file_type":137,"file_size":138,"view_count":34,"is_deleted":4,"is_public":8,"is_downloadable":8,"audit_status":8,"page_count":139,"language":140,"language_code":63,"site_id":62,"html_lang":63,"table_of_contents":141,"faqs":142,"seo_title":143,"seo_description":67,"update_tm":144,"read_time":62},3985747861865,"https://ap-avatar.wpscdn.com/davatar_29158cc5080c5b710cf443261637dec0","Swords & Wizardry  \nWhitebox  \nPaul Gorman’s House Rules for Fantastic Medieval Adventures  \nPlayable with Paper and Pencil and Miniature Figures  \nContents  \nGetting Started . . . . . . . . . . . 4  \nRule Number One . . . . . . . . 4  \nDice . . . . . . . . . . . . . . . . 4  \nCharacter Sheets . . . . . . . . . 4  \nCharacters . . . . . . . . . . . . . . 5  \nAttributes . . . . . . . . . . . . . 5  \nExperience . . . . . . . . . . . . 6  \nHit Points . . . . . . . . . . . . . 6  \nAlignment ............. 6  \nLanguages ............ 6  \nLast Will and Testament . . . . . 6  \nCharacter Classes . . . . . . . . 6  \nCharacter Races . . . . . . . . . 8  \nEquipment ............. 9  \nEncumbrance & Movement ... 11  \nHiring Assistants ......... 11  \nOptional Fun & Flavor ...... 12  \nMagic ................. 16  \nCleric Spell List .......... 16  \nMagic-User Spell List ....... 16  \nSpell Descriptions ........ 17  \nMagical Research ........ 28  \nTurning Undead .......... 29  \nPlaying the Game .......... 30  \nTime . . . . . . . . . . . . . . . . 30  \nDoors . . . . . . . . . . . . . . . 30  \nTraps ............... 30  \nLight ................ 30  \nMonster Reaction . . . . . . . . . 31  \nSurprise & Encounter Distance . 31  \nFlight, Pursuit & Evasion ..... 31  \nInitiative . . . . . . . . . . . . . . 31  \nAttacks . . . . . . . . . . . . . . 32  \nDamage and Death . . . . . . . . 32  \nMorale . . . . . . . . . . . . . . . 32  \nHealing .............. 33  \nDisﬁgurement ........... 33  \nSaving Throws .......... 33  \nStronghold Building ........ 33  \nUnderworld & Wilderness . . . . . 36  \nDungeons ............. 36  \nDungeon Levels ......... 36  \nDungeon Stocking ........ 37  \nDungeon Design Tips ...... 38  \nWilderness . . . . . . . . . . . . 39  \nCastles . . . . . . . . . . . . . . 39  \nCities . . . . . . . . . . . . . . . 41  \nWilderness Travel . . . . . . . . . 41  \nMonsters . . . . . . . . . . . . . . . 42  \nCreating Monsters   42  \nMonster List . . . . . . . . . . . . 42  \nTreasure . . . . . . . . . . . . . . . 51  \nTreasure Trade-Outs . . . . . . . 51  \nMagic Items ............ 52  \nMagic Item Descriptions ..... 56  \nOptional Rules ............ 64  \nNon-Player Character Classes .. 64  \nFighting Styles .......... 64  \nIndex . . . . . . . . . . . . . . . . . 66  \nPaul Gorman ([http://quicklyquietlycarefully.blogspot.com](http://quicklyquietlycarefully.blogspot.com)) created this document as a variant of Marv Breig’s Whitebox Rules. This publication is not aﬃliated with Matthew J. Finch or Mythmere Games. Swords & Wizardry, S&W, Whitebox, and Mythmere Games are trademarks of Matthew J. Finch. See [http://www.swordsandwizardry.com](http://www.swordsandwizardry.com. Illustrated by Stefan)[. Illustrated by Stefan](http://www.swordsandwizardry.com. Illustrated by Stefan) Poag, Howard Pyle, and Paul Gorman. Printed on July 26, 2012 .  \nGetting Started  \nSWORDS & WIZARDRY: WHITEBOX requires two kinds of participants: a Referee and Players. Before the game, Players create Player Characters (PC’s) by rolling dice to determine their characters’ basic attributes, picking character classes, and buying in-game equipment. The Referee maps a dungeon on graph paper, and stocks it with monsters, traps, and treasure. During the game, players guide their characters through the dungeon, creating their own map based on the referee’s descriptions.  \nRule Number One  \nThe 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 gapsin 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.  \nDice  \nSWORDS & WIZARDRY: WHITEBOX uses several types of dice, which are abbreviated according to their number of sides. For example, a four-sided die is noted as “d4.” If this text says “3d4” that means to roll three (3) four-sided dice and add the results together.  \nCharacter Sheets  \nA character sheet","cbCaicSzO7Wtku43","https://ap.wps.com/l/cbCaicSzO7Wtku43","pdf",2045692,68,"English","# Getting Started\n## Rule Number One\n## Dice\n## Character Sheets\n## Characters\n### Attributes\n### Experience and Hit Points\n### Alignment, Languages, Classes, Races\n## Equipment\n## Magic\n## Playing the Game\n## Underworld & Wilderness\n## Treasure and Magic Items\n## Optional Rules\n## Index","[{\"question\":\"What is the central rule in Swords \\u0026 Wizardry: Whitebox?\",\"answer\":\"The Referee always has the right to modify the rules, and doing so is encouraged because gaps are left open for players to create needed rules.\"},{\"question\":\"How are character attributes determined?\",\"answer\":\"Roll 3d6 in order for Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma, then assign class fit; points may shift into a class “Prime Attribute” on a 2 for 1 basis without dropping any attribute below 9.\"},{\"question\":\"How does the game handle magic?\",\"answer\":\"Magic is organized with separate spell lists for Clerics and Magic-Users, followed by spell descriptions and procedures for magical research, including effects such as turning undead.\"}]","Swords & Wizardry - Whitebox - Paul Gorman’s House Rules for Fantastic Medieval Adventures | PDF",1791266075]