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Version 1.25
Home
Revision History
Introduction
Introduction for Beginners
Creating a Character (Generic)
Creating a Character for the Campaign
MS-Word Character Sheet
Blank Character Sheet
Example Character
Ability Scores
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Character Races
Dwarf
Elf
Gnome
Half-elf
Halfling
Half-orc
Human
Racial Preferences
Character Classes
Secondary Skills
Gaining Levels
The Cleric
The Druid
The Fighter
The Paladin
The Ranger
The Magic-user
The Illusionist
The Thief
The Assassin
The Monk
Equipment
Money
Character Expenses
Armor
Weapon Proficiency
Weapon Attributes
Missile Weapons
Melee Weapons I
Melee Weapons II
Weapon Descriptions
Miscellaneous Equipment
Encumbrance
Additional Rules
Alignment
Character Traits
Time
Distance
Movement
Exploration
Adjudicating Actions
Languages
Pursuit and Evasion
Combat
How Combat Works
Example of Combat
Aggro the Axe
Abner
Arkayn
Arlanni
Gutboy Barrelhouse
Balto
Blastum
Barjin
Hit Points
Saving Throws
Surprise
Encounter Setup
Encounter Reaction
Declare Intentions
Initiative
Combat Actions
Avoid
Parley and Gauge Reaction
Delay or Ready
Ranged Attacks or Abilities
Move or Manipulate
Melee
Typical Time Requirements
Combat Modifiers
Combat Modifier Tables
Morale
Magic
Preparing Spells
Casting Spells
Acquiring Spells
Spell Books
Adjudicating Spells
Magic Resistance
Spell Research
Spells
Cleric Spell List
Druid Spell List
Magic-user Spell List
Illusionist Spell List
Additional Classes
The Barbarian
The Bard
The Death Master
The Shaman
The Witch Doctor
Dungeonmastering
Encounter Design
Conducting the Game
The Campaign
Monsters and Organization
Construction and Siege
Playing the Game
Sample Dungeon I
Adventures
Dungeon/Underground Environments
Wilderness/Outdoor Environments
Aerial Environments
Waterborne Environments
Underwater Environments
Extraplanar Environments
Non-player Characters
Special Roles of the Dungeon Master
Player Character Interactions
Hirelings
Henchmen
Loyalty
Treasure and Magic Items
Treasure Tables
Potions
Scrolls
Rings
Rods, Staves, & Wands
Miscellaneous Magic Items
Armor and Shields
Swords
Miscellaneous Weapons
Fabrication of Magic Items
Conditions
Deities
Greyhawk Deities List
St. Cuthbert
Corellon Larethian
Fharlanghn
Trithereon
Random Encounters
Dungeon Generation
Wilderness Generation
Dungeon/Underground Encounters
Underwater Encounters
Astral/Ethereal Encounters
Outdoor Encounters
Waterborne Encounters
Airborne Encounters
City/Town Encounters
Character Sheet
Pregenerated Characters
1A. Dwarf Fighter 2
2A. Human Cleric 2
3A. Elf Fighter 2, Magic-user 1
4A. Halfling Thief 2
1B. Human Ranger 1
2B. Human Cleric 1
3B. Gnome Illusionist 1, Thief 1
4B. Human Magic-user 2
Version 1.25
Spells
Cleric Spells
1st Level
Bless (R)
Command
Create Water (R)
Cure Wounds, Light (R)
Detect Evil (R)
Detect Magic
Light (R)
Protection from Evil (R)
Purify Food and Drink (R)
Remove Fear (R)
Resist Cold
Sanctuary
2nd Level
Aid
Augury
Chant
Death’s Door
Find Traps
Hold Person
Resist Fire
Silence, 15 ft. Radius
Slow Poison
Snake Charm
Speak with Animals
Spiritual Weapon
3rd Level
Animate Dead
Create Food and Water
Cure Blindness (R)
Cure Disease (R)
Dispel Magic
Feign Death
Glyph of Warding
Light, Continual (R)
Locate Object (R)
Prayer
Remove Curse (R)
Speak with Dead
4th Level
Cure Wounds, Serious (R)
Detect Lie (R)
Divination
Exorcise
Lower Water (R)
Neutralize Poison (R)
Pro. from Evil, 10 ft. R. (R)
Speak with Plants
Sticks to Snakes
Tongues (R)
5th Level
Atonement
Commune
Cure Wounds, Critical (R)
Dispel Evil (R)
Flame Strike
Insect Plague
Plane Shift
Quest
Raise Dead (R)
True Seeing (R)
6th Level
Aerial Servant
Animate Object
Blade Barrier
Forbiddance
Heal (R)
Part Water
Speak with Monsters
Stone Tell
Summon Mammals
Word of Recall
7th Level
Astral Spell
Control Weather
Earthquake
Gate
Holy Word (R)
Regenerate (R)
Restoration (R)
Resurrection (R)
Succor
Symbol
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