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Swords & Six-Siders

Swords & Six-Siders™ is a “beer & pretzels” fantasy RPG loosely based on the original 1974 game, but designed to only use six-sided dice.

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0% found this document useful (0 votes)
523 views32 pages

Swords & Six-Siders

Swords & Six-Siders™ is a “beer & pretzels” fantasy RPG loosely based on the original 1974 game, but designed to only use six-sided dice.

Uploaded by

h2113811
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

SWORDS & SIX-SIDERS PLAYERS BOOK

Original Free Download Edition


Table of Contents
Dice
Ability Scores
Cleric
Fighter
Wizard
Dwarf
Elf
Halfing
Dual-Classing
Alignment (AL)
Languages
Money
Equipment
Weapons
Armor
Armor Class (AC)
Damage Reduction (DR)
Hit Points (hp)
Experience Points (XP)
Leveling

3
4
5
6
6
8
8
9
10
10
11
11
12
12
13
13
13
13
14
14

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

14
14
16
16
16
16
16
16
16
17
17
17
18
19
21
21
21
22
24
31

Written & Illustrated by Steve Robertson


Published by Vanquishing Leviathan LLC
2013 Vanquishing Leviathan LLC
www.vanquishingleviathan.com
e-mail: [email protected]
Swords & Six-Siders is a trademark of Vanquishing Leviathan LLC
1

SWORDS & SIX-SIDERS PLAYERS BOOK

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.

RACE & CLASS


There are three classes: cleric, fighter, and wizard. Demi-human
adventurers fit roughly into these classes, but due to their racial abilities,
they are presented as separate classes.
Cleric
Clerics can wear any armor, including shields and helmets, but may only
use blunt weapons. They are able to cast cleric spells and turn undead.
Hit Dice: 1d6 per level.
Attack Bonus: +1 on all to-hit rolls at levels 3 and 6.
Languages: Clerics speak Common, their alignment tongue, and one
additional language of their choice.
Turn Undead: To make a turn undead attempt, roll a 1d6 and add half the
clerics level (rounded up). If the sum is 6 or more, the attempt is
successful. A successful turn undead turns 1d6 + half the clerics level
(rounded up) of levels of undead. The cleric cannot attempt to turn
undead if there is an undead present that is higher level than the cleric,
nor can they make a second attempt if the first one failed. Undead that
are turned flee in terror from the cleric. If the turned undead are two or
more levels below the cleric, they are destroyed.
Cleric Spell Progression:
Cleric Level
1
2
3
4
5
6

Level 1
1
2
2
3
3
3

Cleric Spell Level


Level 2
Level 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

Wizard Spell Level


Level 2
Level 3
Level 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.
8

Elf Spell Progression:


Elf Level
1
2
3
4
5
6

Level 1
1
2
2
3
3
3

Wizard Spell Level


Level 2
Level 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.
9

Optional Rule: Dual-Classing


Some Gamemasters (GMs) may allow characters to dual-class. If so,
only humans may dual-class. The dual-class character starts as a cleric,
fighter, or wizard, and then at some time after 2nd and before 5th level, the
character changes to another class, retaining some of the abilities of the
original class. Dual-class characters, like all other characters, are limited
to 6 total levels.
Dual-classed restrictions by class:
Cleric: Dual-classed characters including the cleric class must abide by
the clerics restrictions as to alignment (cannot be neutral). They cast
cleric spells and turn undead according to the number of cleric levels.
Clerics may use any weapon available to clerics or their other class.
Fighter: The attack and damage bonuses are only according to the
number of fighter levels.
Wizard: Dual-classed wizards cannot cast wizard spells while wearing
any kind of armor, helmet, or shield, but may use any weapon permitted
by the other class. Wizard spell ability is according to the number of
levels as a wizard only.
For those dual-classed characters that involve the cleric and fighter
classes, the attack bonuses of the two classes do not stack. Rather, the
character uses whichever bonus is higher. For ex.: a 3 Cleric/3 Fighter
character has a +2 bonus on to-hit rolls, not +3.

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.
10

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.
11

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.
12

Armor, Armor Class, & Damage Reduction


Helmets and shields each provide a +1 bonus to armor class.
Body armor, such as leather, chain, or plate does not affect armor class,
but does provide damage reduction. Plate reduces damage by 3, chain by
2, and leather by 1. Even though body armor reduces damage taken, it
can never reduce the damage below 1 (every successful hit does at least 1
point of damage).
Encumbrance: Wearing chain mail or plate mail armor makes climbing
more difficult and swimming impossible.
AC
4
5
6

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

A characters armor class (AC) represents how hard it is to land a hit on


them. The higher the armor class, the harder it is to hit them, representing
the number needed to hit them with an attack roll.
A characters damage reduction (DR) represents how many points of
damage are subtracted from a hit (every hit does at least 1 point of
damage, regardless of DR).

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.
13

Experience Points & Leveling


Characters start at level 1 with 0 experience points (XP). XP is
accumulated primarily through the acquiring of treasure, and secondarily
through defeating monsters (by wits or by force).
Characters gain 1 XP per gp of treasure gained while adventuring, and 10
XP per monster level that is defeated or overcome (0-level monsters are
only worth 5 XP each, and especially dangerous monsters can be worth
several times the normal amount of XP). A character can only advance
one level at a time, so any excess XP gained in a single adventure are
lost.
XP are only awarded when the character returns to town to rest. A
character goes up a level upon returning to town with the requisite XP
total and spend gp equal to the XP requirement (the gp is spent on
training, partying, charity, and/or research).
All characters advance using the same XP chart:
Level
1
2
3
4
5
6

XP Required
0
2,000
6,000
15,000
30,000
60,000

Optional Rule: Going Beyond Level 6


If the GM desires, characters may still advance in other ways. For every
10,000 XP earned past level 6, characters gain 1-3 hp (1d6/2, rounded
up) towards the maximum hp possible for their class and level (for
clerics, 36 hp; for fighters, 42 hp, etc.). For those using the optional rules
allowing for ability scores, characters could opt instead to increase one
ability score by 1 (but no ability scores can be raised beyond 6). The GM
may also make other spells or combat abilities available, too.
14

15

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.

16

Casting Spells in Combat: Casters cannot cast spells while in melee


range of an opponent. If a caster is hit by a spell or a ranged attack prior
to the casters turn in the round, the spell he is casting is interrupted and
wasted. If the optional simultaneous initiative rule is being used, ranged
attacks that hit disrupt the spell, but other spells cast that round do not
disrupt the casters spell.
Healing
Apart from healing magic, characters are able to regain lost hp upon
returning to town and resting. Characters in town regain up to 6 hp per
day of rest roll 1d6; if the result is higher than the characters level,
then lower the amount to that characters level.
Ex.: If a 3rd level character rolls a 6, the amount of hp healed that day is
lowered to 3, since that is the most hp he can recover in a day through
normal bed rest. 1st level characters only heal 1 hp per day.

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.
17

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.

Know When to Search and When to Move On


It is good to search for traps, hidden treasures, and secret doors, but also
be aware that searching takes time, and the longer the party spends
searching, the more likely monsters are to wander in upon the party!

Know When to Say When


Greed kills. Sometimes it is best to head back to town and recover before
taking further risks. The deeper a party wanders into a dungeon, the
longer and more dangerous it will be getting out.
18

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.

19

20

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

21

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.

2nd LEVEL CLERIC SPELLS


1. Bless: Allies gain +1 on attack and morale rolls. D: 1 hr
2. Find Traps: Cleric becomes aware of all traps. D: 20 min R: 30 ft r
3. Hold Person: Paralyzes 1-4 humanoids. If it is cast on a single target,
it saves at -1. D: 90 min R:180 ft
4. Resistance: Subject gains +1 on saving throws. D: 12 hr
5. Silence: Negates sound in 20 ft r (preventing any spells). D: 1 hr
6. Speak with Animals: You can communicate with animals. D: 1 hr R:
30 ft
22

3rd LEVEL CLERIC SPELLS


1. Daylight: 60 ft r of bright light. It can be cast on the eyes of an
opponent to blind them if they fail a save vs. magic. D: permanent
2. Fear: Causes one creature of 5 HD or less to flee. D: 10 min
3. Locate Object: Senses direction toward object (specific or type). R:
90 ft
4. Remove Curse: Frees object or person from curse.
5. Remove Disease: Cures all diseases affecting subject.
6. Spiritual Weapon: Summons a magic weapon that attacks on its own
(1d6 damage, same to-hit as the cleric). D: 10 min

4th LEVEL CLERIC SPELLS


1. Create Food and Water: Feeds a dozen humans (or four horses) for
one day.
2. Cure Serious Wounds: Heals 3d6 hp.
3. Neutralize Poison: Immunizes subject against poison, detoxifies
venom in or on subject. D: 10 min
4. Protection from Evil: +1 to AC and saves, counters mind control, and
hedges out elementals and outsiders in a 10 ft r. D: 2 hr
5. Speak with Plants: You can talk to normal plants and plant creatures.
Wassup, Herbie? D: 1 hr R: 30 ft
6. Resuscitate: Restores life to subject who died as long as one day ago.
The recipient only has 1 hp, cannot fight or cast spells, and must spend a
week in bed before being able to heal (whether by magic or rest).
23

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
24

2nd LEVEL WIZARD SPELLS


1. Arcane Lock: Magically locks a portal or chest. Can automatically be
opened by a wizard/elf of a higher level than the caster. D: indefinitely
2. Daylight: 60 ft r of bright light. It can be cast on the eyes of an
opponent to blind them. D: permanent R: 120 ft
3. Detect Evil: Reveals creatures, spells, or objects of evil. D: 20 min R:
60 ft
4. Detect Thoughts: Can listen to surface thoughts. D: 2 hr R: 60 ft
5. Illusion: Creates an illusion that lasts as long as the caster
concentrates on it or until it is touched/hit (the illusion has an AC of 4).
If the illusion is used to attack, it has +0 to-hit and does 1d6 of
illusionary damage. If the victim is reduced to 0 hp by the illusion, the
victim passes out for 1d6x10 min and regains all of the hp lost due to
being hit by the illusion.
6. Invisibility: Subject is invisible until it attacks. D: permanent until
broken R: 240 ft
7. Knock: Opens locked or magically sealed door. R: 60 ft
8. Levitate: Subject moves up and down at your direction. D: 1 hr + 10
min per caster level R: 20 ft per caster level
9. Locate Object: Senses direction toward object (specific or type). R:
60 ft + 10 ft per caster level
10. Mirror Image: Creates 1d6 decoy duplicates of you. Any attack on
the caster will destroy one of the decoys (even if the attack misses). D: 1
hr
11. See Invisibility: Reveals invisible creatures or objects. D: 1 hr R: 10
ft per level of the caster
12. Web: Fills 10 ft r spread with sticky spiderwebs. Humans need
1d6x10 min to break through. Fire burns the web quickly. D: 8 hr
25

3rd LEVEL WIZARD SPELLS


1. Clairaudience/Clairvoyance: Clairaudience allows the caster to listen
in on an area, and clairvoyance allows the caster to see into an area. The
caster memorizing this spell can cast either one by speaking the magic
words in order or backwards. D: 2 hr R: 60 ft
2. Darkvision: See 60 ft in total darkness. D: 1 day
3. Dispel Magic: Cancels spells and magical effects. If the caster is
lower level than the one who cast the original spell, roll 1d6 ( a 1 means
the dispel magic spell has failed). R: 120 ft
4. Fireball: 1d6 damage per level, 20 ft r. R: 240 ft
5. Fly: Subject is able to fly. D: 10 min per caster level + 1d6x10 min
(rolled secretly by GM)
6. Haste/Slow: Up to two dozen creatures move at double/half speed,
doubles/halves the rate of attack, and +1/-1 to attack rolls, AC, and
saving throws. The caster memorizing this spell can cast either one by
speaking the magic words in order or backwards. D: 30 min R: 240 ft
7. Hold Person: Paralyzes 1-4 humanoids. If it is cast on a single target,
it saves at -1. D: 1 hr + 10 min per caster level R:120 ft
8. Invisibility Sphere: Makes everyone within 10 ft r invisible. D:
permanent until broken
9. Lightning Bolt: Electricity deals 1d6 damage per level. The bolt is 60
ft long and will double back if needed to achieve its full length. R: 240 ft
10. Magic Circle against Evil: +1 to AC and saves, counters mind
control, and hedges out elementals and outsiders in a 10 ft r. D: 2 hr
11. Protection from Arrows: Subject immune to most ranged attacks.
D: 2 hr R: 30 ft
12. Water Breathing: Subjects can breathe underwater. D: 2 hr R: 30 ft
26

4th LEVEL WIZARD SPELLS


1. Animal Growth: 1d6 animals double in size. D: 2 hr R: 120 ft
2. Arcane Eye: Invisible floating eye allows the wizard to see through it.
D: 1 hr R: 240 ft

3. Charm Monster: Makes monster believe it is your ally, affecting all


intelligent monsters. D: 1 day, week, or month depending on subjects
intelligence. R: 120 ft
4. Confusion: Subjects behave oddly for 1 round per level. Roll 1d6: 1 =
attacks casters party, 2-5 = stand confused, 6 = attack monsters own
party.
5. Dimension Door: Teleports you up to 360 ft in any direction.
6. Hallucinatory Terrain: Makes one type of terrain appear like another
(field into forest, or the like). D: until touched R: 240 ft
7. Plant Growth: Grows vegetation so as to make an area impassable,
up to 300 sq ft. D: until dispelled R: 120 ft
8. Polymorph Other: Target is transformed into a new form. R: 60 ft
9. Polymorph Self: Gives caster a new form. D: 1 hr + 10 min per caster
level
10. Remove Curse: Frees object or person from curse. R: touch
11. Wall of Fire: Creates a wall of fire 60 ft wide and 20 ft tall that
does1d6 fire damage to any who cross it (2d6 vs. undead). R: 60 ft
12. Wall of Ice: Creates a wall of ice 60 ft wide and 20 ft tall. Only
monsters of 3rd level or higher may break through, taking 1d6 damage in
the process. R: 120 ft
27

5th LEVEL WIZARD SPELLS


1. Cloudkill: Kills monsters of 3 HD or less. The cloud moves 60 ft per
10 min, and sinks down since the cloud is heavier than air. D: 1 hr
2. Contact Other Plane: Lets you ask question of an extraplanar entity.
Only questions that can be answered by a yes or no may be asked.
The higher the plane that is contacted, the more questions that may be
asked, the higher the likelihood of knowing the answer, the higher the
likelihood of the answers being true, but also the higher the chance of the
caster going insane (chances are on 1d6).
Plane
3rd
4th
5th
6th
7th
8th

# 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

28

9. Telekinesis: Moves object or creature, or hurls object at creature, 200


lbs per caster level. D: 1 hr R: 120 ft
10. Teleport: Instantly transports you across any distance. If completely
unfamiliar with the destination, the teleport is likely to end in death (1-4
on 1d6). If casually familiar, there is only a 1-in-6 (1 on 1d6) of
teleporting either too high (falling) or too low (if into solid ground,
death) (1-3 too low, 4-6 too high). The caster may teleport safely if he is
very familiar with the destination.

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

29

30

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b)"Derivative Material" means copyrighted material including
derivative works and translations (including into other computer languages), potation, modification,
correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce,
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game
Content" means the game mechanic and includes the methods, procedures, processes and routines to
the extent such content does not embody the Product Identity and is an enhancement over the prior
art and any additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works under
copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and
product line names, logos and identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other
visual or audio representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as Product identity by the owner
of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark"
means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or
its products or the associated products contributed to the Open Game License by the Contributor (g)
"Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the
licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating
that the Open Game Content may only be Used under and in terms of this License. You must affix
such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from
this License except as described by the License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License
to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original creation and/or You have
sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date, and the copyright holder's
name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as
to compatibility, except as expressly licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with

31

any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of such Trademark
or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute
a challenge to the ownership of that Product Identity. The owner of any Product Identity used in
Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
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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