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New Classes and Racial Variants for Basic Dungeons & Dragons

By Michael Curtis The Society of Torch, Pole and Rope http://poleandrope.blogspot.com

Like many of the older cadre of gamers out there, I was introduced to this hobby by way of the early boxed editions of Dungeons & Dragons. I got my start in gaming through the Holmes edition of the Basic Set, but the first set that I owned for myself was the popular Tom Moldvay edition published in 1981. Despite the changes and advancements that have occurred as the game enters its 35th year of existence, the earlier forms of the rules are still both viable and entertaining options for gamers seeking a simpler set of rules to guide their play, as well as allowing them to tinker and customize the game to their own liking. While the earlier versions of the game brought me much joy in my youth, it wasnt too long before I moved on to the more complex and, to my adolescent mind, more mature version of the game: Advanced Dungeons & Dragons. One of the aspects of this form of the game was the introduction of race as a separate aspect of the player character. Unlike the earlier editions of the rules, where race was portrayed as a class in itself, AD&D open up the game field to allow players to create characters that were more than just a Dwarf or an Elf by divorcing race from class. At the time, I found this mind-blowing. They werent kidding about that whole Advanced thing, were they? While AD&D still remains my most beloved edition of the rules, my recent experiences with the burgeoning Old School Renaissance reminded me that out-of-print does not mean out-of-date when it comes to the hobby of role-playing games. After looking back on the Holmes and Moldvay rules (and the later Mentzer edition and Goblinoid Games retro-clone Labyrinth Lord), I became enamored again at the simplicity and room for home-brewing that exists in those earlier editions. There was a problem, however. When AD&D divorced race and class, they let a genie out of a bottle that Ive never been able to quite get back in. Race as class had become my personal mental hobgoblin, and every time I decided I was going to run a game using the earlier editions of the rules, this hobgoblin kept me from committing myself whole-heartedly. I couldnt just stop worrying and move past it. Recently, however, a solution presented itself when I rediscovered the article Customized Classes from Dragon Magazine #109. In that article, author Paul Montgomery Crabaugh presented a system by which referees and players could calculate experience point costs for classes other than what was presented in the rulebooks. After a bit of tinkering, I managed to make certain alterations to his system that would produce results more in line with those that appear in the rules. Armed with this, I set about see if I could utilize this method to produce an additional set of classes that would be comprised of both the skills of one of the established four classes (cleric, fighter, magic user and thief) paired with the racial bonuses and benefits of the three racial classes (dwarf, elf and halfling). I was very pleased with the results. I personally like this method because it remains true to the roots of the game. From the onset, the racial classes of dwarf and halfling were little more than fighters (or to go further back, fighting men) that accrued a slightly higher experience point cost due to their racial abilities and slightly better saving throws. Elves were a special case, being the first multi-classed

(fighter/magic-users) character, but the basic premise applies higher cost for additional abilities. The Crabaugh method takes into account the benefits of the races innate abilities while still remaining true to the original experience requirements of the various classes (thieves requiring the least amount of experience to advance, magic-users the most). In addition to providing the possibility for racial characters possessing alternate class features in a way other than by divorcing race and class, the Crabaugh system allows the referee and the players to create additional custom classes for play. With a little work and creativity, there is virtually no limit to the types of classes that could be created in this method. But that is beyond the scope of what I was intending to do with it. Nonetheless, in order to check my numbers and determine the viability of my modifications to the Crabaugh method, I did create two new classes suitable for Dungeons & Dragons that I feel remain true to the original spirit of the game. These two classes, the Barbarian and the NPC-class of Hireling, are included in these pages along with the new racial variants. The classes that follow are strictly optional and the referee may choose to include any or none of these to his or her campaign. This is largely an exercise to determine a possible solution to my own bias against race as class, yet still remain true to the spirit of the original rules. Additionally, Ive introduced no new class powers or abilities to the mix, preferring to remain within the scope laid out by the earlier rules. The classes that follow owe more to combination and restriction than to outright creation. The classes and the modifications to the Crabaugh system that follows herein were done with reference to the rule system presented in Goblinoid Games retro-clone, Labyrinth Lord. I chose to use Labyrinth Lord for two reasons. For one, it is easily available to any role-playing game enthusiast for little or no cost (the .pdf of the rules is available on their website at http://www.goblinoidgames.com/labyrinthlord.htm for free and printed versions may be purchased through Lulu and at some local game stores). Secondly, as a retro-clone, Labyrinth Lord is compatible with any edition of the Basic Dungeons & Dragons rules with little or no modifications, and very easily altered to fit into the rules of the Original Dungeons & Dragons (White Box) game. For the sake of completeness, Ive included my modifications to Crabaughs tables in the Appendix of this work for those of you interested in checking my math or adapting this system to your own use. For legal reasons, Ive neglected to include one crucial table as well as detailed instructions to properly use these altered tables. Ownership of the original article from Dragon #109 is required to put these modified tables into practice. I hope that these new classes and racial variants inspire and enrich your own games, as well as provide a possible solution to the race as class problem that anyone might share with me.

Barbarian Requirements: None Prime Requisite: STR Hit Dice: d10 Maximum Level: None Attack as: Fighter Save as: Fighter Hailing from the wild, unsettled lands on the edges of civilization, barbarians are fierce warriors whose ability to survive insurmountable odds amazes their civilized companions. Barbarians are adept with any weapon and both attack and save as fighters of equal level. Due to their desire to remain unburdened by the constraints of civilization, barbarians may only wear chain mail or lesser armor, although they may use shields. Barbarians, despite rumors, do not hate magic. They simply have little use for these frivolous items of civilization unless they assist them in battle or their daily survival. Because of this attitude, barbarians can use and possess magical weapons, armor, potions and rings. They cannot use miscellaneous magical items (even those usable by fighters) or protection scrolls. Reaching 9th level: When a barbarian reaches level 9, the tales of his accomplishments have spread far and wide. Because of this renown, he attracts 5d10 loyal barbarians of 1 st and 2nd level. These barbarians are attracted whether or not the barbarian establishes a permanent stronghold. These barbarians never need check morale as long as the character is present, and will fight to the death in his service. Losses to these numbers of loyal followers are not replaced. Table A: Barbarian Level Progression Experience 0 2300 4600 9200 18,400 36,800 73,600 143,750 287,500 431,250 575,000 718,750 Barbarian Level Progression Level 1 2 3 4 5 6 7 8 9 10 11 12 Hit Dice (1d10) 1 2 3 4 5 6 7 8 9 +3 hp only * +6 hp only * +9 hp only *

143,750 experience points per level for each additional level beyond the 12th.

Dwarf Cleric Requirements: CON 9 Prime Requisite: WIS and CON Hit Dice: d6 Maximum Level: 9 Attack as: Cleric Save as: Dwarf Dwarf Clerics are the rarely seen clergymen and women who attend to the spiritual needs of their clans. In recent years, some of the more fervent churches of the dwarven strongholds have been sending representatives of the faith to interact with the surface folks. The primary mission of these Dwarf Clerics have been to help reclaim ancient dwarven delvings and to carry out their holy crusade against their ancient humanoid foes. To help complete these missions, it is not uncommon for a Dwarf Cleric to join bands of adventurers, since the explorations of these reckless folk often take them into areas once occupied by the Dwarfs ancestors, wherein they commonly encounter the ancient enemies of dwarves. Dwarf Clerics may wear any armor and use shields. Like their surface counterpart, the Cleric, Dwarf Clerics generally shun the use of bladed weapons, with the sole exception of the axe. The religious heritage of the dwarves is rife with axe symbolism, and a Dwarf Clerics own axe often serves as his holy symbol as well as his weapon. They cannot use large or two-handed weapons of any type. Dwarf Clerics possess all the racial abilities of Dwarves (60 infravision, detect traps, false walls, hidden construction and sloping passages). They cast spells and turn undead with the ability equal to that of a cleric of the same level. A Dwarf Cleric must have at least 13 in both prime requisites in order to get the +5% to experience. They must also have a WIS of 16 and a CON of 13 to get the 10% bonus. Dwarf Clerics speak the common tongue, dwarvish, and his own alignment tongue. Because of their frequent interaction underground with these creatures, Dwarf Clerics will also speak goblin, gnome, and kobold. Reaching 9th level: When a Dwarf Cleric reaches level 9, he may establish or build an underground stronghold that will attract devout dwarven followers of the Dwarf Clerics faith. If the Dwarf Cleric is in favor with his deity, the cost of constructing this stronghold will be half the normal price for such a structure. After completing construction of the stronghold, the Dwarf Cleric will attract 1st and 2nd level dwarf followers (numbering 5d6x10). They are completely loyal (never checking morale) to the Dwarf Cleric.

Table B: Dwarf Cleric Level Progression Experience 0 1950 3900 7800 15,600 31,200 62,400 123,750 247,500+ Elf Cleric Requirements: DEX 9 Prime Requisites: WIS and DEX Hit Dice: d6 Maximum Level: 8 Attack as: Cleric Save as: Elf While most adventurers know of the elven masters of spell and bow, the Fair Folk need spiritual guidance as well. To see to matters divine, some elves devote themselves to their deities and become Elf Clerics. Elf Clerics must have at least a 13 in both prime requisites to get the +5% to experience. They must also have a WIS of 16 and a DEX of 13 to get the +10% bonus. Elf Clerics share the same restrictions to weapons as do their human brethren but are able to wear any type of armor. They cast spells and turn undead with the ability of a Cleric of equal level. In addition, they possess all the normal racial abilities of an Elf (infravision, detect secret doors, immunity to ghoul paralysis) and can speak their alignment language, common, elvish, gnoll, hobgoblin, and orc. Reaching 8th Level: Upon reaching the 8th level, an Elf Cleric he may establish or build a sylvan stronghold that will attract devout elvish followers of the Elf Clerics faith. If the Elf Cleric is in favor with his deity, the cost of constructing this stronghold will be half the normal price for such a structure. After completing construction of the stronghold, the Elf Cleric will attract 1st and 2nd level elven followers (numbering 5d6x10). They are completely loyal (never checking morale) to the Elf Cleric. In addition, the Elf Cleric receives the same benefits of stronghold construction in a natural setting as does an Elf. Consult that class description for further details. Dwarf Cleric Level Progression Level 1 2 3 4 5 6 7 8 9 Hit Dice (1d6) 1 2 3 4 5 6 7 8 9

Table C: Elf Cleric Level Progression Experience 0 1800 3600 7200 14,400 28,800 57,600 112,500+ Elf Druid Requirements: DEX 9 Prime Requisites: WIS and DEX Hit Dice: d6 Maximum Level: 10 Attack as: Cleric Save as: Elf Due to their close connection with the natural world, some elves follow a path of religious enlightenment that glorifies nature in all her aspects. Known as Druids, these elves serve as a unique form of Cleric to their people. Because of their close connection with nature, Druids prefer to clad themselves with armor of a more natural form than forged metal. As such, they commonly wear leather armor and use wooden shields, but they are able to wear chain mail made of mithral if they are lucky enough to acquire a suit of that rare type. Unlike Clerics, Druids have no qualms about spilling the blood of their enemies and may wield bows, daggers, spears, swords, slings, and staves in combat. They may use the magical form of any weapon or armor they are normally allowed, as well as any magical item allowed to Clerics. They cast spells as a Cleric of equal level. Due to the Druids close connection with the natural world, they lack the ability to Turn Undead, as those creatures exist outside the realm of nature. Druids possess all the normal racial abilities of Elves (infravision, detect secret doors, immunity to ghoul paralysis) and can speak their alignment language, common, elvish, gnoll, hobgoblin, and orc. Reaching 9th Level: When an Elf Druid reaches the 9th level he may take residence in an area of natural beauty, serving as the guardian and warden of the land. Unlike other classes, taking up residence in such a locale does not require the need to construct a stronghold. A humble shack, small cave, or other such rude shelter will suffice. Upon doing so, the Elf Druid gains the Elf Cleric Level Progression Level 1 2 3 4 5 6 7 8 Hit Dice (1d6) 1 2 3 4 5 6 7 8

benefits of an Elf establishing a stronghold but the number of helpful animals is doubled, extending for 10 miles instead of 5. At the referees discretion, the Elf Druid may also gain 1d6 animal companions of a type appropriate for the terrain who will serve as the Druids assistants and protectors. Table D: Elf Druid Level Progression Experience 0 1775 3350 7100 14,200 28,400 56,800 111,250 222,500 333,750+ Elf Fighter Requirements: DEX 9 Prime Requisites: STR and DEX Hit Dice: d8 Maximum Level: 12 Attack as: Fighter Save as: Elf While most adventurers are familiar with the elven masters of both sword and spell, there exists a class of elven warrior who eschewed the study of magic in order to gain more puissance at arms. These Elf Fighters are often as adept with the bow as they are the sword and feared by all who encroach upon the elven lands. Elf Fighters must have at least a 13 in both prime requisites to get the +5% to experience. They must also have a DEX of 16 and a STR of 13 to get the +10% bonus. Elf Fighters may use any weapons and armor. In addition, they possess all the normal racial abilities of an Elf (infravision, detect secret doors, immunity to ghoul paralysis) and can speak their alignment language, common, elvish, gnoll, hobgoblin, and orc. Reaching 9th Level: When an Elf Fighter reaches 9th level, he can establish a stronghold in any natural setting. In doing so, they receive all the benefits normally gained by an Elf for building a stronghold. Consult the Elf character class for further details. Elf Druid Level Progression Level 1 2 3 4 5 6 7 8 9 10 Hit Dice (1d6) 1 2 3 4 5 6 7 8 9 +1 hp only *

Table E: Elf Fighter Level Progression Experience 0 2280 4560 9120 18,240 36,480 72,960 142,500 285,000 427,500 579,000 712,500+ Elf Fighter Level Progression Level 1 2 3 4 5 6 7 8 9 10 11 12 Hit Dice (1d8) 1 2 3 4 5 6 7 8 9 +2 hp only * +4 hp only * +6 hp only *

Elf Jack-Of-All-Trades Requirements: STR 9, INT 9, and DEX 9 Prime Requisites: STR, INT and DEX Hit Dice: d6 Maximum Level: 9 Attack as: Fighter Save as: Elf Some elves seek to fill the days of their long lives by learning as many skills as possible, mastering none in the process. The Elf Jack-Of-All-Trades is one such example. Combining puissance of arms with spell-casting and skullduggery, the Elf Jack-Of-All-Trades possesses a wide array of abilities gained at the cost of slow progression. An Elf Jack-Of-All-Trades must possess a score of 13 on two of his three prime requisites in order to gain the +5% experience bonus, and must have a 16 in two of those abilities and at least a 13 in the third to gain the +10% experience bonus. An Elf Jack-Of-All-Trades may use any weapon or armor. He may cast spells as if he was a Magic User of equal level. Additionally, he may perform the feats of a Thief of equal level provided he is wearing no or leather armor. Success at these feats is determined on the table below. The Elf Jack-Of-All-Trades retains his normal racial abilities (infravision, detect secret doors, immunity to ghoul paralysis) and can speak their alignment language, common, elvish, gnoll, hobgoblin, and orc. Reaching 9th Level: When an Elf Jack-Of-All-Trades reaches 9th level he may establish a stronghold as if he were an Elf of equal level. Consult that class for more details. Due to his lack of dedication to any one craft, an Elf Jack-Of-All-Trades does not attract apprentices of either

the magic-using or thieving variety. He may hire retainers and specialists as normal. Additionally, upon reaching 9th level he may create spells and magical items as if he were a Magic User. Table F: Elf Jack-Of-All-Trades Level Progression Experience 0 4660 9320 18,640 37,280 74,560 149,120 291,250 582,500+ Elf Jack-Of-All-Trades Level Progression Level 1 2 3 4 5 6 7 8 9 Hit Dice (1d6) 1 2 3 4 5 6 7 8 9

Table G: Elf Jack-Of-All-Trades Thief Skills Level 1 2 3 4 5 6 7 8 9 Pick Locks 12 18 22 26 30 40 50 60 70 Elf Jack-Of-All-Trades Thief Skills F/R Pick Move Climb Traps Pockets Silently Walls 14 28 28 87 17 32 32 88 20 35 45 89 23 42 42 90 33 45 45 91 43 48 48 92 53 58 58 93 63 68 68 94 73 78 78 95 Hide in Shadows 23 27 30 37 40 47 57 67 77 Hear Noise 1-3 1-3 1-4 1-4 1-4 1-5 1-5 1-5 1-5

Elf Wizard Requirements: DEX 9 Prime Requisites: INT and DEX Hit Dice: d4 Maximum Level: 12 Attack as: Magic User Save as: Elf Like their cousin, the Elf Fighter, some elves prefer to concentrate their efforts on a single pursuit of knowledge rather than learn both the ways of the sword and the spell. Some elves dedicate their long lives to the study of magic, allowing them to achieve a greater mastery of it

than their less dedicated kinsmen. These elves are known as Wizards. Elf Wizards must have at least a 13 in both prime requisites to get the +5% to experience. They must also have a INT of 16 and a DEX of 13 to get the +10% bonus. Elf Wizards share the same restrictions in regards to armor and weapons as Magic Users. They are able to use any magical item normally available to Magic Users and may cast spells as a Magic User of equal level. In addition, they possess all the normal racial abilities of an Elf (infravision, detect secret doors, immunity to ghoul paralysis) and can speak their alignment language, common, elvish, gnoll, hobgoblin, and orc. Reaching 9th Level: When an Elf Wizard reaches 9th level, he is able to create spells and magic items. He may also establish a stronghold when he achieves 11 th level. Should he build a stronghold in any natural setting he receives all the benefits normally gained by an Elf for building a stronghold. Some Elf Wizards have been known to eschew their sylvan homes in order to remain closer to the larger cities of Men in order to access the magical resources available there. If an Elf Wizard builds a stronghold (usually a tower) outside of a natural setting, he will attract 1d6 apprentices of either the Magic User or Wizard class ranging between levels 1-3. Table H: Elf Wizard Level Progression Experience 0 2800 5600 11,200 22,400 44,800 89,600 175,000 350,000 543,750 752,000 906,250+ Halfling Thief Requirements: DEX 9 Prime Requisites: DEX and CHA Hit Dice: d4 Maximum Level: 12 Attack as: Thief Save as: Halfling Elf Wizard Level Progression Level 1 2 3 4 5 6 7 8 9 10 11 12 Hit Dice (1d4) 1 2 3 4 5 6 7 8 9 +1 hp only * +2 hp only * +3 hp only *

While most adventuring halflings are usually brave - for their race - fighters, some put their natural ability to avoid detection to more lucrative endeavors. A Halfling Thief must have at least a 13 in one or the other of his/her prime requisites to get +5% to experience. They must have a DEX and CHA of 13 into get the +10% bonus. Halfling Thieves are limited to leather armor and may use any weapon that is not large or twohanded. They may not use shields. They retain their racial abilities in the form of bonuses to initiative, missile attacks, and improved Armor Class vs. large creatures, but their racial unobtrusiveness is considered in their modified Thief Skills (see table below). If the referee so chooses, a Halfling Thief may retain his 90% chance to hide in the outdoors, but all attempts to hide below ground should be resolved using the appropriate roll against his Hide in Shadows skill. Halfling Thieves possess all the skills of a Thief equal to their own level but use a modified table to determine the success of these skills. Reaching 9th Level: When a Halfling Thief reaches the 9th level he may establish a thief den, and 2d6 thief apprentices of 1st level will come to work for him. These apprentices are relatively reliable (not double-crossing or backstabbing their master usually), but any losses to these numbers suffered by death or incarceration will not be replaced. Table I: Halfling Thief Level Progression Experience 1600 3200 5600 6400 12,800 25,600 51,200 100,000 200,000 360,000 480,000 600,000+ Halfling Thief Level Progression Level 1 2 3 4 5 6 7 8 9 10 11 12 Hit Dice (1d4) 1 2 3 4 5 6 7 8 9 +2 hp only * +4 hp only * +6 hp only *

Table J: Halfling Thief Skills Level 1 2 3 4 5 6 7 8 9 10 11 12 Pick Locks 22 28 32 36 40 50 60 70 80 90 97 99 F/R Traps 19 22 25 28 38 48 58 68 78 88 97 99 Halfling Thief Skills Pick Move Pockets Silently 28 33 32 37 35 40 42 47 45 50 48 53 58 63 68 73 78 83 88 93 98 95 110 99 Climb Walls 72 73 74 75 76 77 78 79 80 81 82 83 Hide in Shadows 23 27 30 37 40 47 57 67 77 87 97 99 Hear Noise 1-2 1-2 1-3 1-3 1-3 1-4 1-4 1-4 1-4 1-5 1-5 1-5

Hireling (NPC only) Requirements: None Prime Requisites: None Hit Dice: d6 Maximum Level: 8 Attack as: Cleric Save as: Thief The Hireling class is appropriate for any of the general poorly-skilled assistants a party might hire to help on their excursions into the dungeon. This class could easily be applied to brave farm boys seeking adventure, local militia men, and the like who seek to earn a few spare coins by hiring out to adventurers. Hirelings have some skill with weapons and armor, but nothing close to that of a professional soldier or adventurer. As such, they are limited to leather armor and shield for protection, and may only fight with bows, swords, daggers, spears and pole-arms. They may use the magical varieties of these arms and armors, as well as potions and magical rings, but can never utilize miscellaneous magic items, scrolls, or other magic such as wands. As NPCs, they are limited to 8th level. Hirelings who survive that long either become true adventuring-types (fighters most likely) along the way or retire to the safety of whatever small village spawned them. While it is possible for a Hireling to advance quickly due to his low experience point costs per level, it should be remembered that NPCs rarely earn a full share of experience during a dungeon expedition, half-shares being the norm.

Table K: Hireling Level Progression Experience 0 750 1500 3000 6000 12,000 24,000 46,250+ Final Words In closing, Id like to thank the readers of The Society of Torch, Pole and Rope who provided their own insights into the race as class issue and helped guide me to my own solution to the matter. Further thanks go to Paul Montgomery Crabaugh for his original article and to Daniel Proctor for not only Labyrinth Lord, but for his article Breaking Up Can be So Hard from Scribe of Orcus Vol. 1 Issue 3, which served to guide my modifications to the racial variant classes as well. The preceding classes are all laboratory tests and have not been yet subjected to actual play in the field. While some attempt has been made at power balance, it wasn t an overwhelming concern during the construction of the classes. I leave any issues of balancing the classes up to the individual referee. Players and referees who use these classes or the modified customization tables are encouraged to provide feedback based on their experiences. Those wishing to do so may either send them to poleandrope@gmail.com or leave comments at The Society of Torch, Pole and Rope blog (http://poleandrope.blogspot.com/). Hireling Level Progression Level 1 2 3 4 5 6 7 8 Hit Dice (1d6) 1 2 3 4 5 6 7 8

Appendix: Modified Tables for Customized Classes The following tables may be used in place of those presented in the article Customized Classes by Paul Montgomery Crabaugh in Dragon Magazine #109. When the article calls for the referee to consult one of the tables in that article, merely consult the one presented here instead. In addition, this modified system removes the base 100 point cost for any customized class. Merely add up all the modifiers from the tables below to get the percentage cost to multiply the base xp cost by (Table 1, which is not included below). Table 2: Hit Dice Hit dice D3 D4 D6 D8 D10 Table 3: Topping Out Level 8 9 10 11 12 Table 4: Armor Type None Shield Leather Chain Any without shield Any Table 5: Weapons Type None Axes Bows Daggers Swords Pole Weapons Cost +0% +10% +15% +5% +15% +10% Cost +0% +10% +20% +30% +40% +50% Cost +0% +10% +20% +30% +40% Hit Points 0 1 2 3 Cost +0% +25% +50% +100% +200%

Impact Weapons Slings Staves Any weapon

+5% +5% +5% +85%

Note: Ive removed Catapults (which appears in the original article) from the above list for being outside the scope of what I considered to be reasonable adventuring possibilities. Table 6: Racial Abilities Race Halfling Dwarf Elf Table 7: Magic Items Allowed Type Weapons Armor Potions/Rings Misc. Magic Wands/Staves/Rods Protection Scrolls Other Scrolls Table 8: Saving Throws Save as Cleric Dwarf/Halfling Elf Fighter Magic User Thief Normal Man Table 10: Hit Progression Progression Normal Man 5 levels (Magic User) 4 levels (Thief/Cleric) 3 levels (Fighter) Cost +0% +10% +20% +200% Cost +15% +80% +50% +25% +5% +10% +0% Cost +10% +5% +15% +10% +15% +5% +10% Cost +20% +25% +30%

Magic Tables Note: In the original article, several different magic tables (Tables I-VIa) were presented to provide spellcasting options for classes. As I was more concerned with modifying the tables to mimic the results of the original seven classes, I chose to concentrate on two tables only. Additionally, classes able to use magicuser spells pay an addition +100% to the base cost of the spell tables presented in the original article. In my modified system, a class that replicates the use and number of clerical spells would use Table VII and a class that replicates the use and number of magic-user spells would use Table VIII. Merely add the percentage cost to the class total. Referees wishing to use the tables as originally presented are left to their own devices and modifications. Table VII: As Cleric (+130%) Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1 1 2 2 3 3 3 4 4 4 5 5 5 6 6 7 7 8 8 9 9 2 3 4 5 6 7

1 2 2 3 3 3 4 4 4 5 5 5 6 6 7 7 8 8

1 2 2 3 3 3 4 4 4 5 5 5 6 6 7 7

1 2 2 3 3 3 4 4 4 5 5 5 6 6

1 2 2 3 3 3 4 4 4 5 5 5

1 2 2 3 3 3 4 4 4 5

1 2 2 3 3 3

Table VIII: As Magic User (+500%) Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1 1 2 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6 6 2 3 4 5 6 7 8 9

1 2 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5 6

1 2 2 2 3 3 3 3 4 4 4 4 5 5 5 5

1 2 2 3 3 3 3 4 4 4 4 5 5 5

1 2 2 3 3 3 4 4 4 4 5 5

1 2 2 3 3 4 4 4 4 5

1 2 2 3 4 4 4 4

1 2 3 4 4 4

1 2 3 4

Special Skills Note: The cost of additional class abilities are presented in the original article. For my purposes, I was only concerned with the Clerics ability to Turn Undead and the Thiefs various skills. Referees using the additional powers provided in the original article are left to their own recognizance. Skill/Power Turn Undead Thief Skills Cost +40% +15% each (120% for all eight)

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