Swords & Six-Siders
Swords & Six-Siders
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Level/XP Chart
Beyond Level 6
Combat
Turns
Rounds
Surprise
Initiative
To-Hit/Attack Rolls
Damage Rolls
Casting Spells in Combat
Healing
Saving Throws
Adventuring Advice
Hirelings
Spellbooks
Memorizing Spells
Learning New Spells
Cleric Spells
Wizard/Elf Spells
OGL
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You pesky adventurers have raided my Circle of the Yawning Void for
the last time, cackles the evil wizard GaxArne. Now you will meet
your doom! BizzzZZZZAPT!
Swords & Six-Siders is a beer & pretzels fantasy RPG loosely based
on the original 1974 game, but designed to only use six-sided dice. If you
enjoy games of braving deadly dungeons in search of golden lucre,
outwitting blood-thirsty monsters, and slaying (and being slain by!) evil
wizards, then this game is for you!
The only things required to play Swords & Six-Siders are the Players
and Gamemasters Rulebooks, some pencil and paper, at least one sixsided die, several players, and plenty of imagination.
And since youve just been slain by the evil wizard GaxArne, its time
to roll a new character and seek revenge
The Core Mechanic
This game resolves all rolls with a six-sided die (a d6). A roll of a
natural 1 (the number actually rolled on the die, apart from any
modifiers) always fails, and a roll of a natural 6 always succeeds. This
means that whenever there is a roll, there is always at least a 1-in-6
chance for success and failure.
Rolling Dice
When rolling a single die, especially one with sharp edges such as the
one included with the Swords & Six-Siders boxed set, the die can have
a tendency to roll the same number again and again. It is for this reason
(and to avoid turning your hand into a pin-cushion by the sharp corners!)
recommended that a dice cup or tower is used when rolling.
CHARACTER CREATION
Ability Scores
The standard rules for Swords & Six-Siders do not use ability scores,
freeing players to envision and play their characters as they wish.
However, many players enjoy utilizing ability scores, so below are
optional rules for their inclusion:
Option 1: Roll 1d6 for each of the six abilities: strength, intelligence,
wisdom, dexterity, constitution, and charisma. 1 is low, 2-5 is average,
and 6 is high. These ability scores help define the character, but they do
not grant any bonuses or penalties.
Option 2: Roll ability scores as in option 1, but a 1 results in a penalty of
-1, and a 6 results in a bonus of +1. The bonus/penalty applies to the
following:
Strength melee damage rolls.
Intelligence number of languages known.
Wisdom saving throws vs. magic.
Dexterity ranged to-hit rolls.
Constitution hit dice rolls.
Charisma reaction rolls.
There is a good chance to roll a character that is either a superhero or a
born loser. To avoid a character with all bonuses or penalties, the player
may roll three ability scores and fill in the remaining three abilities with
the opposite of the scores rolled (a 1 for every 6, a 5 for every 2, etc.),
arranging the scores as they wish.
Level 1
1
2
2
3
3
3
2
1
2
2
3
2
Level 4
1
2
Fighter
Fighters are able to use all armors and wield all weapons.
Hit Dice: 1d6+1 per level.
Attack Bonus: +1 on to-hit rolls at levels 1, 3, and 5.
Damage Bonus: +1 to all damage rolls (including ranged attacks) at
levels 2, 4, and 6.
Languages: Fighters speak Common, their alignment tongue, and one
additional language of their choice.
Wizard
Wizards cannot wear armor or use shields or helmets. Wizards may only
use simple weapons, such as daggers, staves, and darts. They are able to
cast wizard spells and craft magic items.
Hit Dice: 1d6 per level.
Attack Bonus: None.
Languages: Wizards speak Common, their alignment tongue, and three
additional languages of their choice.
Wizard Spell Progression:
Wizard Level
1
2
3
4
5
6
Level 1
2
2
3
3
3
4
2
1
2
2
1
3
2
2
3
3
2
6
Level 5
1
2
Crafting Magic Items: Wizards may attempt to create their own magic
items starting at level 1. To create a magic item, first determine the spell
level of the magical effect that is desired. To determine the spell level,
compare it to either the actual level of the spell with the same effect, or if
there is no equivalent, then find the closest approximation (consult the
GM for a final ruling).
Once the spell level of the item is determined, compare it to the wizards
level. If the spell level is above the wizards level, the wizard cannot
succeed in crafting the item (a 2nd level wizard could try to create an item
with a 1st or 2nd spell level effect, but not a 3rd level effect).
Scrolls and potions are the easiest magic items to create. Scrolls take one
week to attempt, and cost 100gp per spell level, per spell. In addition, the
wizard must already have the spell in his spellbook. So a scroll of fireball
(one 3rd level spell) would take one week of work and cost 300gp per
attempt. Potions each take one week of work plus 300gp per spell level
in materials per attempt. So a healing potion (spell level 1) would take
one week and cost 300gp per attempt.
To determine if the attempt is successful, the wizard needs to roll a 6 on
1d6, adding to his roll how many levels (if any) he is above the spell
level of the item. So a 3rd level wizard trying to create a 1st spell level
item adds a +2 to his roll, succeeding on a roll of 4+ on 1d6. If it fails,
then the time, money, and materials are all lost.
Permanent magic items are more difficult to create, take far more time,
and have a much higher materials cost. At the GMs discretion, some
materials may not be available for purchase, but require tracking down
rare and hard to come by ingredients (such as bones from a recently slain
ancient dragon good luck with that, Skippy!).
Dwarf
Dwarves operate as fighters, able to use any kind of weapon or armor,
albeit with some differences due to their build and stature. Dwarves have
a keen eye towards underground and stone construction, detecting traps,
sloping passages, and new construction with great skill.
Hit Dice: 1d6+1 per level.
Attack Bonus: +1 on to-hit rolls at levels 3 and 5.
Damage Bonus: +1 on all damage rolls (including ranged attacks) at
levels 2 and 4.
Defensive Bonus: +1 to armor class against foes larger than humans.
Saving Throw Bonus: +1 to all saving throws versus poison or magic.
Languages: Besides Dwarf, Common, and their alignment tongue,
dwarves also speak Gnome, Goblin, and Kobold.
Elf
Elves advance both as fighters and as wizards. They can wear any armor,
shield, helmet, and may wield any weapon, but may only wear magic
armors while casting spells. Elves have the ability to move silently and
are almost invisible when being still. They are skilled in spotting secret
doors.
Hit Dice: 1d6 per level.
Attack Bonus: +1 on to-hit rolls at level 3.
Damage Bonus: +1 to all damage rolls (including ranged attacks) at level
4.
Languages: Elves speak Elf, Common, their alignment tongue, Gnoll,
Hobgoblin, and Orc.
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Level 1
1
2
2
3
3
3
2
1
2
2
3
2
Level 4
1
2
Halfling
Halflings make for nimble fighters, and may use any armor, shield,
helmet, or weapon, allowing for their small size. Halflings are able to
move silently and are difficult to spot when hiding.
Hit Dice: 1d6 per level.
Attack Bonus: +1 bonus to all ranged to-hit rolls at level 1. +1 to all tohit rolls at levels 3 and 5.
Damage Bonus: +1 to all damage rolls (including ranged attacks) at level
4.
Defensive Bonus: +1 to armor class.
Saving Throw Bonus: +1 to all saving throws versus poison and magic.
Languages: Halflings speak Halfling, Common, and their alignment
tongue.
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Alignment
Characters should choose one of the three alignments: lawful (good),
neutral (indifferent to selfish), and chaotic (evil). Clerics must either be
lawful or chaotic. Each alignment has its own alignment tongue (a
simple, limited spoken language) that is known by all members of that
alignment.
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Languages
All characters speak Common and their alignment tongue. Beyond these,
there are many racial languages that may be learned (most intelligent
creatures that are able to speak have their own racial languages) as well
as other human dialects.
Money
The common currency in Swords & Six-Siders is precious metal coins:
gp = gold piece, sp = silver piece, and cp = copper piece.
1gp = 10sp = 100cp
Every character starts with (1d6+6)x10 gp they can use to buy starting
weapons, armor, and equipment.
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Equipment
Dagger
Hand Axe
Battle Axe
Short Sword
Sword
Two-Handed Sword
Pole Arm
Spear
Club
Mace
Staff
War Hammer
Dart
Sling & 30 Stones
Short Bow
Long Bow
20 Arrows & Quiver
1 Silver Arrow
Crossbow
30 Quarrels & Case
Mule
Draft Horse
Riding Horse
Warhorse
Barding
3gp
3gp
7gp
7gp
10gp
20gp
10gp
1gp
6gp
5gp
1sp
1gp
25gp
40gp
5gp
5gp
35gp
5gp
25gp
30gp
100gp
250gp
200gp
Leather Armor
Chain Mail
Plate Mail
Helmet
Shield
Backpack
Small Sack
Large Sack
10 Pole
50 Rope
Grappling Hook
12 Iron Spikes
Crowbar
Lantern
Oil Flask
6 Torches
Tinder Box
Small Mirror
Waterskin
Rations, 1 week
Iron Rations, 1 week
Holy Water
Holy Symbol
Cart
Wagon
10gp
25gp
60gp
10gp
10gp
5gp
1sp
1gp
1sp
3gp
25gp
5sp
5sp
1gp
5sp
1sp
1sp
5gp
1sp
5gp
15gp
10gp
25gp
75gp
350gp
Weapons
One-handed melee weapons and all ranged weapons do 1d6 damage.
Two-handed melee weapons do 1d6+1 damage. Fighters, dwarves, elves,
and halflings may opt to fight with two one-handed weapons. Dualwielding characters roll 1d6 for damage and may choose to reroll their
damage, but if they do, they must use the second roll.
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Armor worn
none
either a shield or a helmet
wearing both a shield and a helmet
DR
1
2
3
Body Armor
Leather
Chain Mail
Plate Mail
Hit Points
Hit points (hp) measure a characters vitality, toughness, combat skill,
and luck. Hit points are determined by rolling a characters hit dice (HD).
Characters start the game with one HD roll appropriate for their class,
and accumulate additional hp every time they gain a level.
When characters are reduced to 0 hp, they are either slain or knocked
unconscious, depending on the desires of the attacker.
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XP Required
0
2,000
6,000
15,000
30,000
60,000
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COMBAT
Time Measurements
Turns: Time in the game is tracked in turns, where a turn represents 10
minutes.
Rounds: Combat is tracked by rounds, consisting of 6 seconds each.
Combat Encounters
Surprise: When characters first encounter a monster, roll for surprise for
each side that is susceptible to being surprised. To check for surprise, roll
1d6. If the result is a 1 or 2, then that side is surprised. When one side is
surprised and the other is not, the side that is not surprised gets a free
action to flee, cast a spell, or attack.
Initiative: Once any surprise actions have been resolved, at the
beginning of every combat round, everyone rolls for initiative (this can
be done as one roll for the group or for each individual, whichever the
GM prefers). To roll initiative, roll 1d6, highest going first.
Optional Rule: Simultaneous Initiative
Some GMs may wish to speed up combat by doing away with initiative,
resolving all actions per round as having occurred simultaneously.
Attack/To-Hit Rolls: To make an attack, roll 1d6 and add any to-hit
modifiers. If the sum is equal to or greater than the targets AC, then the
attack hits. Remember that a natural 6 always hits, and a natural 1 always
misses, regardless of AC or modifiers.
Damage Rolls: When an attack hits, roll for damage plus any damage
modifiers. If the target has any DR, subtract the DR from the damage
done. Remember, every successful hit does at least 1 point of damage,
regardless of the damage roll or DR.
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Saving Throws
Saving throws are allowed in certain circumstances to attempt to reduce
(by half) or eliminate the effects of non-standard attacks (such as poison
or spells). To make a saving throw, roll 1d6 and add half the characters
level (rounded up) plus any other modifiers. If the sum is 6 or more, the
save succeeds. A natural 6 always succeeds, and a natural 1 always fails.
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ADVENTURING ADVICE
Combat Should Be a Last Resort
Characters get the same XP whether they kill or outsmart a monster, and
they get far more XP by getting its loot. Combat in Swords & SixSiders is dangerous and deadly! It is usually best to avoid combat
whenever possible. Dont be afraid to negotiate with monsters over food
or treasure to avoid a potentially dangerous encounter, to get information
from them, or to team up with them against other monsters.
Use Caution
Whether walking down a hallway, or arranging your battle formation,
care should be used in arranging the characters to maximize their safety
and combat efficiency. This often means using the walls and obstacles in
the dungeon to limit the number of monsters that can attack at a time.
Another good tactic is to have the toughest and/or shortest members of
the party in front, and those with spells, ranged weapons, and long
weapons reinforcing the frontline. Avoid having all of the characters too
close together in case of an area effect trap or attack.
Hirelings
It is often advantageous to take along hirelings when going to explore
dungeons. There are many different kinds of hirelings those that fight
in the front lines, those who only carry torches and supplies, and those
who merely tend the pack animals.
Prices for the services of hirelings vary widely depending on the risks
taken and the reputation of the characters, and hirelings may need the
characters to front the cost of basic armor, weapons, and other supplies.
Hirelings have their own interests apart from the characters, and are
subject to morale checks. Things such as the rate of pay, danger, and how
the characters treat them can either positively or negatively affect the
hirelings loyalty and morale.
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SPELLS
Spellbooks & Memorizing Spells
Clerics, wizards, and elves all need their spellbooks to memorize their
spells. Replacing a lost or destroyed spellbook is possible, but it is very
expensive.
Before a caster can cast a spell, the caster must have a full nights rest
and then take time to memorize the spells they intend to use for that day.
Once memorized, the spells are retained until they are cast. Once cast,
the spell is forgotten. In order to cast the same spell more than once per
day, the spell will have to use additional spell slots.
Learning New Spells
Clerics automatically have access to all the spells from every spell level
they are able to cast. Wizards and elves gain one spell of their choice
from each spell level they are able to cast. How additional spells for them
are learned varies according to the GMs campaign. Some will make
characters randomly roll for spells, while others will require new spells
to be learned from scrolls and spellbooks found as treasure in dungeons.
New spells may or may not be available from wizard guilds (for a hefty
fee or a dangerous quest).
All beginning wizards and elves start with one spell of their choice, plus
Read Magic in their spellbooks. GMs may allow starting wizards one
additional spell (rolled randomly, rerolling if a spell is repeated) since
they begin with two spell slots.
Spell Description Abbreivations
Abbreviations Used in Spell Descriptions
D = duration
hr = hour
r = radius
R = range
min = minute
ft = feet
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CLERIC SPELLS
1st LEVEL CLERIC SPELLS
1. Cure Light Wounds: Heals 1d6+1 hp.
2. Detect Evil: Reveals creatures, spells, or objects of evil. D: 1 hr R:
120 ft
3. Detect Magic: Detects spells and magic items within 60 ft.
4. Light: Causes an object to shine like a torch. It can be cast on the eyes
of an opponent to blind them. D: 2 hr
5. Protection from Evil: +1 to AC and saves, counters mind control, and
hedges out elementals and outsiders. D: 1 hr
6. Purify Food and Drink: Purifies enough food and water for a dozen
people from spoilage or poison.
WIZARD SPELLS
To choose a random wizard spell, roll a d6 twice. On 1-3, add 0 to the
second roll; on 4-6, add 6 to the second roll, resulting in a 1-12 range.
1st LEVEL WIZARD SPELLS
1. Charm Person: Makes one humanoid of up to 3 HD your friend. D: 1
day, week, or month depending on subjects intelligence. R: 120 ft
2. Comprehend Languages: You understand all spoken and written
languages. D: 10 min
3. Detect Magic: Detects spells and magic items within 60 ft.
4. Feather Fall: Objects or creatures fall slowly until they reach the
ground. R: 10 ft per caster level
5. Hold Portal: Holds door shut. D: 1d6x20 min
6. Light: Object shines like a torch. It can be cast on the eyes of an
opponent to blind them if they fail a save vs. magic. D: 1 hr + 10 min per
caster level
7. Magic Missile: Magic arrow automatically hits target for 1d6+1
damage, bypassing any DR. R: 150 ft
8. Protection from Evil: +1 to AC and saves, counters mind control, and
hedges out elementals and outsiders. D: 1 hr
9. Read Magic: Read scrolls and spellbooks. D: 1 scroll or spellbook
10. Shield: Invisible disc gives +2 to AC, blocks magic missiles. D: 20
min
11. Sleep: Puts either one 3 HD creature or 2d6 HD of 2 or less HD
creatures into a magical slumber. R: 240 ft
12. Spider Climb: Grants ability to walk on walls and ceilings. D: 10
min
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# Questions
3
4
5
6
7
8
Chance to Know
5-6
4-6
4-6
3-6
3-6
2-6
Truthful
5-6
4-6
4-6
3-6
3-6
2-6
Going Insane
never
1
1-2
1-3
1-4
1-5
3. Feeblemind: This spell can only be used against wizards and elves,
making the target too feeble-minded to cast any spells. D: until dispelled
R: 240 ft
4. Finger of Death: Death-ray kills one subject. R: 120 ft
5. Flesh to Stone/ Stone to Flesh: Turns subject creature into statue. If
spoken in reverse, it reverses the effect. R: 120 ft
6. Geas: Commands subject of 6 HD or less to accomplish the task
commanded by the caster. If the target tries to divert from carrying out
the task, they are struck with weakness. Refusal to carry out the task
results in instant death. D: until completed R: 30 ft
7. Hold Monster: As hold person, but any creature.
8. Passwall: Creates passage through wood or stone wall, human-sized,
up to 10 ft in length. D: 30 min R: 30 ft
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11. Wall of Iron : Creates an iron wall 3 inches thick and a maximum 50
sq ft in height and length. D: 2 hr R: 60 ft
12. Wall of Stone: Creates a stone wall 2 ft thick and up to 100 sq ft in
height and length. D: until dispelled R: 60 ft
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reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
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.
END OF LICENSE
Designation of Product Identity and Open Game Content:
The term Swords & Six-Siders is product identity and trademarked; all formatting and art is
product identity. All spell descriptions are Open Game Content, all other text is product identity.
Swords & Six-Siders is the trademark of Vanquishing Leviathan LLC. Swords & Six-Siders
Players Book 2013 Vanquishing Leviathan LLC. Swords& Six-Siders Players Book published
by Vanquishing Leviathan LLC.
www.vanquishingleviathan.com
[email protected]
In that day the LORD will punish Leviathan the fleeing serpent, with His fierce and great and
mighty sword, even Leviathan the twisted serpent; and He will kill the dragon who lives in the sea.
Isaiah 27:1
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