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i
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l S I
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INTRODUCTIONThis booklet was designed to supplement many o the fantasy
roe payng games that are beng payed around the world Theinformation that ths booket contans can be used to add greaterdepth and realism to a fantasy campamgno
i woud like to express my thanks to Emmanue Bautista forthe ine illustrations that he provded meo I woud a so liketo that Davd Fristromfor some very hepfu ideas
Matthew Wha ieyNovember 26 1977Chula Vista @a
Copyright 1977 Hatthew Whal ey
II
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TYPE i i SKILL8ALCHEHiST The benefits of this skil are variabiemuch depends on howthe indvdua referee runs thenonpayer character achemstASTROLOGER An astrologer has a percent chance of beir@correct about a pessons near future The percentchance is equa to the sumof the characters wsdomand inte iienceoBARR STER A man that argues legal matters in courtsHe is traned for hs persuasveness and verba skl He also makes an excellent con-man
DREAH iNTERPRETER An expert in the meaning of dreamsPowerfu men wll, seek hmout and demand hs servcesThe way to run ths professon is as olowso Adreamis made up by the referee for the player to interpretusing his own skills If he does this correctly thenhe should be rewarded I not then the punishment is upto the referreeENGINEER Is a specialist in building large structuressuch as towers castles bridges etcooPHYSICIAN One that is able to cure wounds and sicknessto an extent left up to the reereeoWINE TASTER: An expert in wines can usually tell bysmel aone if wne is posoned
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BOWYER A man that makes bows of various kinds
CARTOGRAPHER Unless there is a person with this skillon an expedition the players should not be allowed touse lined paper for map makoCOOPER A barrel maker
FLETCHER An arrow maker
iNTERPRETER This skill allows you to sound as if youare a native speaker in any language you know As aninterpreter you are alowed to knowtwo more languagesthan normal
LEGAL SOLiCiTOR One that can prepare legal documentssuch as wlls writs subpoenas and lawsuts Thesoictor does not argue the case in courtLOCKSMITH Being a locksmith allows the player a tenpercent chance to pick locks If the player is athef ten percent is added to hs lock pck skllPROCURER One that will obtain women for men and bepaid a fee for the service (The procurer is alsoknown as a pimp)
SLAVER: A slaver has one special ability He is ableto accurately judge the characteristics of playershrlings and non-payer charactersTAXIDERMIST: One with the skills that allow him topreserve and stuff animals of all types A very niceperson to have around if a person likes to keep trophiesof his acts of heroism
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The way the skills charts were set up indicates someof the cutura dfferences between races To usethe skills charts check the appropriate chart foryour race and rol percentile dce for each of yourskills under the appropriate column for that skill
EXPLANATIONS OF THE SKILLSIn this section only those skills that require somedefintion or those that ental a speca ablitywill be explained
TYPE I SKILLSFORTUNE TELLER The fortune teller has a percentchance of makng a rough predction of a customersnear futueo The fortune telers percent chance isequal to his intelligence
SMITH One who does work in mostly iron bronze andsteel High dexterity and intelligence smiths can makemore artistic and expensve worksTINKER: A man who makes and fixes pots pans andother small simple metal items
TYPE ii SKILLSANIMAL TRAINER: A man that can train generallymammalian non-fantastic animals such as horsesdogs eteo
ARMOURER Trained to take fine steels and make theminto armour and weapons other than swords
BIRD TRAINER One that can train non-intelligent birdsFor exampe facons eages or tarns
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B IR T H T A B L E SThe race prerquisites chart was designed to limit thenumber of non-humans in a campagn Thsese limts areenforced by placing maximums and minimums on certainoff the characteristics of non-humanso Before a payerGan beGome a non-human he must first make sure that hemeets the requrements for that race Then9 and onythen he is allowed to become a non-humano
The soca cass tabe was desgned around two premsesthn the designi of this chart it was assumed people in the upper classes are more likely to go toseek fortunes than the lower casses It has aso beenassumed that certain races are more likely to fillcertan occupations thsmother racesTo use this chart you merely roll percentile dice andfind what social class you are Write this down andproceed to the wealth and skills charts
The wealth and skills charts were designed to allowa large variation in the amount of gold a player isgiven to equip himself These charts are also madeunder the assumption that rich people are usuallybetter educated
When using the weath and skills tables you use onlythe table with the same heading as your social classYou then roll percentile dice check the result andwrite down your wealth and the number of skills youhave of each type The next thing you do is roll twosix-sided dice and if the result is two you receivethe listed inheritance
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BIRTH TABLESPAC E PR ER EQU IS ITES
MEN HOBBITS DWARVES HALF-ELVES ELVESS TRINTW ISCO NDEXCHA
ANY 3 - 12 9 - 18 ANY ANYANY ANY ANY 9 - 18 9 - 18ANY ANY ANY ANY 9 - 18ANY 9 18 9 8 ANY APIANY 9 - 18 ANY ANY 9 8ANY ANY ANY 9 - 18 9 - 18
SOCIAL ClaSSMEN HOBBITS DWARVES HALF-ELVES ELVES
01-20 C C C C C21-40 CR C CR CR CR41-60 CR C CR CR CR61-70 M M CR CR CR71-80 M M M M G81-90 G M G G G91-95 G G G G N96-00 N G N N N
G G E N T L E M A NN NOBLE
C C O M M O N E RC R C R A F T S M A NM MERCHANT
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W % T H A N D S K I L LSCOMMONER
% TYPE GOLD INHERo I SKILLSII Iii
91-95 WELL TO DO 15096-00 WEALTHY 200
25o4-00
55
i0 - i50 0 :L5O 75 25o OG 275 125 2100 2OO 5 ti
2
01-20 SERF21=50 PSANT51-60 AVEP&GE6 -70 AVERAGESKILLED7180 UPPER81=90 UPPER
SKILLED
CRAFTSMAN
% TYPE GOLD INHERo
01-2021-5051-6o
LABORER 30APPRENTICE 65BEGINNING 75JOURNEYMAN
61-70 JOURNEYMAN 12571-8o TOP 15o
JOURNEYMAN81-90 BEGINNING
MASTER91-99 MASTER96-OO TOP
M ASTER
200
7515o2oo25o3oozoo5oo
SKILLSI IIii22 3
l 3 l1 3 11 3 2
Iii
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' - {ER CHA NT
TYPE
01-2021-5o51-6o61-7o71-so81-9o91-9596-00
01-2021-5o51-7o7i-808i-909i-9596-00
% TYPE GOLD INHERo
01-2021-5o51-7o71-8o81-9091-9596-00
TYPE
IMPO VERISHEDPOORAVERAGEW E L L O F FW E L L T O D OWEALTHYRICH
IMPO VERISHED 9 0POOR 120 200AVERAGE 150 250WELL OFF 250 400WELL TO DO 350 600WEALTHY 500 i000RICH 1000 2000
MONGERVENDORTRADERSHOPKEEPERPROPRIETORAGENTENTREPENEURMAGNATE
GOLD
457 5
12515o2o025o3oo5oo
GENTLEMEN
GOLD
6 O8 5
15o2OO25O O O5 O O
NOBLE
iNHERo
15o2oo25o3oo%0 05oo7 5o
INHER
2002503O 04005 O O7 50
iiIiIII
I
SKILLSi11
SKILLSi
iiii2
SKILLSiiIi23
Ii
I23
iliii2333
IIIi223334
7
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SKILLS OF HENI III
Ol-O9O 06o7o915=i516=i819-2122-o225=27
51-555=5657-59#o-a2L@-65a-6-6869-5152-.555-5758-6o61-636a--6667-6970-7273-7576-7879-8182-885-8788-9o91-9394-9697-99co
BAKERBARBERBOOTHAKERBRICK LA YE RBUTCHERCARPETHAKERCOOKC R IERDYERFARMERFISHER[vLNFOOL/J ESTERFORTUNETEiLERGLASS BLOWERGROCERH]] ' {TERIN N K E E P E RM A ID/BUTLERMILLERM I N E RM I N S T R E LNETMAKERPAPERMAKERPOTTERROPEhKERS A I L M A K E RSAILORS M I T HTANNERT INKERWEAVERWiNEMAKERWOODSMANINKMAKER
ANIHAL TRAINERARMOURERBIRD TRAINERBOWYERBUREAUCRATCARPENTERCARTOGRAPHERCHEFCOOPERFLETCHERFOREMANGAMBLERGOLDSMITHINTERPRETERJEWELERLEGAL SOL IC ITORLO CKSMITHMASONMERCHANTMILITARYENGINEERM O N EY LEN DERMOUNTAINEERNAVIGATORPERFUMERPROCURERSCRIBESHIP CAPTAINSHIPWRIGHTSLAVERSWORDSMITHTAILORTEACHERWHEELWRIGHTT A X I D E R M I S T
ACTORADHINISTP$.TORA L C H E M I S TA RCH IT E CTASTROLOGERASTRONOMERAUTHORBARRISTERBOTAN ISTC @ O S E RDANCERD I P L O M A TDREAM INTERPRETERENGINEERGEOLOGISTGEOGRAPHERHISTORIANJUDGELINGUISTLOVERM A T H E M A T I C I A NM US I C IANMILITARY OFFICERORATORP A I N T E RPHILOSOPHERPHYSICIANPOETSAGESCULPTORTUTORWINETASTERZOOLOGISTCURATOR
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HOBBIT SKILLSI i I
oi-o910-1819-2728-3637-4555-6}64-?273-8182-9O91-99O0
01-0708-1415-2122-2829-3536-#2#3-4950-5657-6364-70
7i-7778-8586-9192-9899-oo
BOWYERCARPENTERCARTOGPu&PHERCHEFCOOPERFLETCHERLOCK S MIT HMERCHANTSCRIBET A X I D E R M I S TWHEELWRIGHTMOUNTAINEER
DWAR F SK ILLSIIBOOTMAKERBR IC KLAYERBUTCHERCARPETMAKERCOOKDYERGLASSBLOWERHUNTERIN N K E E P E RM I N E RP A P E R MA K E RPOTTERTANNERT I N K E RWEAVER
ANIMAL TRAINERARHOURERCARTOGRAPHERFOREMANGOLDSMITHJEWELERLOCK S MIT HMASONMERCHANTMILITARYENGINEERM ONE Y LE NDERMOUNTAINEERSCRIBETEACHERWHEELWRIGHT
BAKERBUTCHERCOOKIPIERFARMERGROCERIN N K E E P E RMILLERTINKERWEAVERWINEMAKERS A I L O R
AR C HITEC TAUTHORBOTANISTGEOGRAPHERHI S T O R I A NH U S C A NORATORPHYSICIANPOETTUTORWINE TASTERENGINEER
IIIAD MIN ISTR ATORA L C H E M I S TAR C HITEC TENGINEERGEOLOGISTGEOGRAPHERHI S T O R I A NM A T H E M A T I C I A NMINING ENGINEERM U S I C I A NO F F I C E RPHYSICIANPOETSMITH (MITHRAL)ZOOLOGIST
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ELF SKILLSi II III
0 o08o9z653
9-565766572818889-9697-oo
BAKER ANIMAL TRAINER ALCHEMISTBOOTMAKER BIRD TRAINER ARCHITECTFISHERMAN BOWYER ASTROLOGERMINSTREL CARPENTER ASTRONMERNET MAKER COOPER AUTHORPAPER MAKER FLETCHER BOTANISTROPE MAKER INTERPRETER HISTORIANSAIL MAKER JEWELER LINGUISTSAILOR NAVIGATOR PHILOSOPHERSMITH SCRIBE PHYSICIANTINKER SHIP CAPTAIN POETWOODSMAN SHIPWRIGHT SAGEjAVER SWORDSMITH ZOOLOGIST
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THE ABILITIES CHARTSThe purpose of these charts is to make the charactermore individualistic than the standard die rolls lethim be The rolls that you make on the abilitiescharts are to be made before you choose yous charactercass but after you choose your raceWhen using this chart the fi'st thing you do ischeck to see how many of these abilities you haveThs is done by generatinSa randomnumber fromI - 3o(roll a six-sided die and divide by two) 9he resultis the number of abilities that you have
Some of the abilities need a bit of explanation Oneof the abilties is a bit nebulous the spells abiltyoMinus or plus one with spells means that this number iseither added or subtracted from the number that an opportent is requred to make for a savng throw Thedamage modifications are used when employing spellssuch as,ireball lightning bolt wall o ice etCooWhen healing spells are being employed the damagemodifications work diferent yo Instead of +I damageper die the cleric does +i healing per die In theextraordinary abilities tables various pluses andmnusses versus various dangers are isted The numberslisted are added or subtracted from your die ro l whenmakng a savng throwversus ths danger
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ABILITIES TABLE
%-ILE ROLL01 05 HO RS EN06-10 HEALING11=15 SWIMMING16=20 HEARING21 25 SW ORDS26-30 SPEARS
(1-3) BAD=25% speedi point/2 days-25% to survive= hearing= ht probo=I ht probo
31-35 MECHo BOWS - hit probo36-0 BOWS =i hit prob.41=g5 SLINGS =I hit probo6=50 DAGGERS = hit probo
5155 AXES =i hit probo56=60 CES =i hit probo6165 STAVES =i hit prob.66=70 MORJNo STARS = hit probo71=75 HAMMERS =i hit probo76=80 FLAILS =i hit probo
+25% speed2 points/day+25% to survive+i hearing+i hit probo+i hit probo+I hit probo+i hit probo+I hit probo+i hit probo+i hit probo+i hit probo+i hit probo+i hit probo+i hit probo+i hit probo
81=85 SPELLS =i with spells i +i with spells +idamage per die damage per die86=90 ENCHANTMENT Takes 10% longer Takes 10% shortercost 20% more cost 20% less91=00 Roll a twenty sided die for an extraordinary ability
roll a six sided die to determine whether the abilityis good or bad i=3 bad 4=6 good.
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BAD EXTRAORDINARY ABILITIES
DIEROLL ABILITY
23
9i012131415161718192o
-2vso cerica spels-2VSo magca spelsSowlearner Subtract 25%fromal experienceFlesh tastes good to monsters 5% chance theywll stop btingRol a 6-sded de The resut is you mnuswth any one type of weaponilliterateo Cannot read Knows ony aignmentand type languageSickly anemic Subtract i from all attributesincluding hit pointsAl thumbs -2wth al mssle weapons -3dexterityAbno -3 constitution -2strengthPampered -3 strength -2constitution4 VSo dragon breath
VSo poison-3 VSo wands and rods-4 VSo staves-3 VSo stonng-2 defenseNight blind Can't see in dark areas Requirea lot o light -i VSo fireight-orientedspelsAlmost always surprised I to 5 on a 6-sidedde mean sowreaction-3 vso death ray-4 VSo acds, simes mods oozes andpuddings
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@OOD EKTRAORDiNARY ABILITIES
DIEROLL
23
121314516718192O
9i0II
ABILITY
+2vs cerica spels+2vso magca spelsQuck learner Add 2 to al experienceFlesh tastes bad to monsters 9% chance theywll stop btingRoll a 6sided die The result is your pluswith any type o weaponExcellent linguist Read all languagesSpeak6 additional languagesAbility to tell if something is poison 9%accurateNatural locksmith Ability to pick locks likea thiefo I already a thief double the chancesof successDesert dweler +3 constitution +2strengthMountan man +3 strength +2constitutionWoodsman +2 on all missle weapons +3 dex-terityo+4 VSo dragon breath+4 VSo poison+3 VSo wands and rods+ VSo staves+3 VSo stoning+2 defenseAbility to find mechanical traps 95 of the timeCan detect magic ability 90 accurateTrue sight illusionsnever fool you and youcan tell if something is polymorphed or alteredby magic in some way
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THE HEIGHT CIRT
This chart assumes that men are much larger than theaverage man of the Middle Ages The assumption here isthat payer characters are of superior stock comparedto the standard peasant of the time
The heghts for non-humans for the most part havebeen drawn from Norse mythology and from Tolkieno Ifyou have different thoughts about the heights of nonhumans then fee free to change the chart
HOW TO USE THIS CHARTRoll 3 6-sided dicer check the number under the appro-priate race and find the resulting height In the caseof the non-humans where the range of the number s notthe ful 3 - 18 merey re-rol the dce until you geta number within the proper limits
If you are checking the height for a female human elfor half-elf make the regular dice roll and count upthree rows to get the female's true aeighto For femalehobbits and dwarves you count up two rows to find the trueheight
One final comment about this chart Do not be upset ifyour 18 strength fighter is only 48o Just think howsurprised his opponents will be when he starts to tearthem to pieces Conversely if your character is 66'who is going to want to tangle with him (even thoughhis strength is only 4) ? Looks deceive
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S ZGHT CHART
HEIGHT HN ELVES HAIJ? ELVES DWARV ES HOBBITS
2 0H20 202 _-2 6o
2' 10 5 0o
}o 6H
3 00
6 8' 5i0 65 0" 75 2" 8
5 4' 95 6' i05 8' ii5 i0" 126 O" 156 2 146 " 156 6w 166 8" 17
-60w 18
56 57 68 79 8I0 9ii i012 iii3 125 zz6 z5
16
56789
I0121314z516
56?89
i0I2z}14z5z6z7
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WEIGHT CHARTThis chart is used similarly to the height chart withthe excepton of emaeso For femaes you go up yet onemore row the reasoning being that height for heightwomen are lighter than men
Weight is extremely important in roll playing gamesIt is important for exampe to knowif a rope can hoda person and al of hs treasure aso whether or nota small boat will stay afloat with the whole party aboardo
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WEIGHT CIRTWEIGHT FIE] ELVES HALF-ELVES DWARVES HOBBITS
3500550556065 570 375 680 g85 790 5 S95loo 6 911o 7 lo120 8 Ii13o 9 12l&O i0 13150 ii ig160 12 157o 13 16180 ig19o 15215 16230 1725 18
5 66 77 88 99 i0i0 iiii i212 13m3 meme s515 16le
56789i0ii
121314151617
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T H E C O M B A T R E S O L U T I O N M A T R I C E S
These tabes were desgned toalowa constant risng othe character's combat ablities For each leve the characteradvances he becomes more skllfu n combat Hs addtonacombat skill is shown in the tabes as an ever increasngprobability of hitting his opponent
The weapons modfications for combat are included toalowthe simulation of the differences of the hit probability of thevarious weapons The weapons damage and prerequisites are inthis booklet to reflect the amounts of damage done by differentweapons Anoher purpose is toalowony those characters osuffcent strength touse the large and heavy weapons
The combat resoution matrices are based upon the rol oa par o percentile dce Touse these matrices first findthe appropriate table for use wth the attacker (Fighting-Menuse the Fighting-Men table Monsters use the Monsters tableand so on) The next step is to compare the armour class of thedefender to the level of the attacker Keeping the resultingnumber in mind you then find the combat modifier for the typeof weapon that you are using You add the weapon modifier tothe basic number subtracting if the modifier is negativeLast o al you must take intoaccount any defensve bonusesthe defender might have usually from magic armour or highdexterity This final number is the number that you must rolleual to or below on percentile dice in order to be able toht your opponent
While all of this might seem to be a very long and involvedprocess it is really quite simple The best way to use thissystem is to have the player write what number he needs to rollbeowtoht each armour class Ths wll save because theplayer wll not have to look in the book for each combat
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C O M B A T R I E S O L U T IO N M A T R I XF I G H T I N G - M E N A T T A C K I N G
A P J 0 D R C L A S SL E V E Li
23456789l0ll1213141516
9 8 2 655 50 45 o 3559 54 9 3963 58 53 48 4367 62 57 52 4771 66 61 56 5175 7o 65 6o 5579 74 69 64 5983 78 73 68 6387 82 77 72 6791 86 81 76 7195 9o 85 8o 7599 94 89 84 79i00 98 93 88 83lOO lOO 97 92 87i00 iO0 i00 96 91lO0 lO0 100 Z00 95
43 o53842465o54586266
7747882869o
252933374145
9535761
656973778185
22024283 23 6tO
4852566O66872768O
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C O M B A T R E S O L U T IO N M A T R IXC L E R I C S A T T A C K I N G
L E V E Li23456789i0ii1213141516
A R M O U R C L A S S2 s ? 6 ..... 255 5o 45 4o 35 3o 25 2o58 53 48 3 38 33 28 236z 56 5z 46 4 36 3z 2664 59 54 49 o 39 - 2967 62 57 52 47 42 37 527o 65 6o 55 5o 5 4o 3573 68 63 58 53 68 43 5876 71 66 61 56 51 46 4179 74 69 6o 59 56 4982 77 72 67 62 57 52 785 80 75 7o 65 60 55 5o88 83 78 73 68 63 58 5391 86 81 76 71 66 61 5694 89 84- 79 7 69 6 5997 92 87 82 77 72 67 62i00 95 9O 85 8O 75 7O 65
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@ O H B A T R E S O L D O N H A R iXH AG @ - U SER S AT@ A@ K iN G
LEVELi2365678
A R H O U R @ L A S S9 8 2 655 50 65 o 3557 52 7 2 3759 56 69 - 3961 56 5 66 &63 58 53 68 0-365 60 55 50 6568 63 58 53 68 63?t 66 61 56 51 &6
30 25 2032 27 2236 29 2636 31 2638 33 28o 35 30
38 33cz 36
9ioii1231516
76 69 64- 59 56 69 q 3977 72 67 62 57 52 67 6280 75 70 65 60 5582 77 72 67 62 578 79 76 69 66 5986 81 76 71 66 6188 83 78 73 68 6390 85 80 75 70 65
50 6552 6756 69.56 .5158 5360 55
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@ M B A T F S O L U T i0N T R I XM O N S T E R S A T T A C K I N G
L E V E Li236
A R [% O U R C L A S S2 8 2 6 _55 50 65 60 3558 53 68 65 386 56 5 665 60 55 0 65
6 23o 25 2o33 28 2336 31 266o 35 30
56?89ioii1213161516
68 6371 66 6175 70 6578 73 6881 76 ?85 8088 8391 86 81 76 7195 90 85 80 7598 93 88 83 78i00 96 91 86 81i00 i00 95 90 85
58 53 8 63 38 3356 51 46 61 3660 55 50 65 063 58 53 63
6Z 56 5Z 675 ?0 65 60 55 5o78 73 68 63 58 53
66 617o 65 6073 68 6376 71 6680 75 70
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C L E R iC S S A V IN G T H R O W
L E VE L O F P O I S O N O RCLERIC DEATH RAYi 5O2 533 564 595 636 66? 698 729 76io 79ii 82
12 8613 9o
BREATH SPELLSW A N D S S T O N I N G W E A P O N S S T A V E S45 35 25 3o&7 37 28 335o 4o 3z 3653 43 3 3956 6 38 4359 49 l 4662 52 965 55 7 5268 58 51 5671 61 5 5974 6 57 6277 67 61 6680 70 65 70
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A P O N S M O D IF IC A T O N SFO R C O M B A T
A R M O U R C L A S SWEAPONDAGGERHND=AXE? C ECUDGELSH OR TSWOR DSCIMITARHAMMERBROADSWORDQ U A R T E R S T A F FM O R N I N G S TA R
8 ?+i0 +5 0+5 +5 00 0 0+15 +I0 +5,+i0 +9 0+15 +I0 +5o o o+5 0 0+5 +5 +5+i0 +i0 +5
BASTARD SWORDs +5 +5FLAIL +5 +5SPEAR 0 0T R I D E N TP O L E A R M SH A L B A R DB A T T L E A X EMILITARY PICKGREATSWORDMTD LANCEPIKE
+5+5o
60 -50 -50 00 -50 00 =50 +50 0o
+5+5+50
+5 o +5 o+io +io +io +5o o o +5o o o oo o o o
-5 -15 -15-5 =zo -iS0 +5 0-iS -2o -25=5 =zo -z5=0 =15 -200 +5 0o =5 -loo -io -15 -20
+i0 +5 0 0+i0 +i0 +5 0+i0 +5 +i0 +I0-5 -5 -5 -ioo o -5 - o+5 o 0 -5+i0 +5 +5 0+5 +5 0 -5+15 +I0 +15 +i0
+i0 +i0 +i0 +i0 +15 +15 +i0 +5+15 +15 +15 +15 +i0 +5 0 0o o o o o o o -5
When used two-handed as a broadsword when used one-handed
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HISSLE WEAPON HODiFiEPWEAPOn ARMO
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W EAPO N D AM AG E AN D PR ER EQ U I S I TESDAMAGE
W E A P O N M I N o S T R o V S o M A N S I ZE D VS o L A R G E R T H A N H A N S I ZE DD A GGE R - i i -3
&ND-AXE - i-6 i 6MACE - 1-6 -6CUDGEL - i- 1-4S H O R T S W O R D - 1 -6 1 -8SCIMITAR 8 1-8 1-8HAMMER - i6 I6BROADSWORD 9 i8 I12QUARTERSTAFF i6 iMORNING STAR 9 I8 I6BASTARD SWORD 13 ii0 2-16FLAIL 15 iI0 1-8SPEAR i6 i8TRIDENT 1-8 1-10POLEARMS 9 1-8 llOHALBARD 12 llO 2-12BATTLE AXE 14 l12 1-12MILITARY PICK 1-6 i6GREATSWORD 16 1-12 2-20MTDo LANCE ii0 3-24PIKE 13 1-10 2-12
STRo MINo IS THE SAME USED i OR 2 HANDED DAMAGE LISTED IS TWO-HANDoSPEARS ARE 1-8 1-12 VSo CHARGE: 1-102-16 WH SET VSo CHARGE
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TH E SAV IN G TH R O W TABL ESThe saving throw tables are based upon percentile dice
For each level that the character rises in experiance hissavng throwis improved thus a smooh progresson is alowed
To use the saving throw tables you must first find tablethat is applicable to the character Secondly the column thatapplies to the saving throw that must be made is found Thirdthe column must be compared to the level of the character theresult is the basic saving tOWo The basic savi throw isthe saving throw unless the character has a magical item orspecial ability that changes his saving throw Once the finalsaving throw has been determined you then roll a pair of per-centile dice To make your saving throw you must roll equalto or below the indicated number
For monster saving throws the fighter's saving throwtable is used The exception when the monster is a spellcasting creature is making its saving throw In this casethe monster's saving throw is chosen from between the tablefor the fighters and the table of the type of spell casterthat the monster iSo
P E R C E N T I L E D IC E S Y S T E M SPercentile systems are quite similar to the popular 20
sided die system The conversion between the systems is verysimple to convert weapons pluses defensive abilities etcofrom the 20 sided system to percentile System you merely takethe plus and multiply by 5o The special abilities in thisbooklet are all based on the twenty sided die system To usethe special abilities table wth a percentile system you mustmultiply by five9 eogo i=5% 2=i0% 3=15% etCoo
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F IG HTER 'S SAVING THR OW S
LEVEL OF POISON OR BREATH SPELLSFIGHTER DEATH RAY WANDS STONING WEAPONS STAVESl 5 0 35 3o 252 8 3 38 3 283 51 6 2 38 3z5 58 53 50 6 386 61 56 53 50 z? 6 59 o 5? 55 -8 67 62 61 59 479 ? 66 65 63 510 74 69 68 67 5ll 77 72 72 ? 5712 81 76 76 75 6113 85 80 80 80 65
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C L E R IC 'S S A VIN G T H R O W b
LEVEL OF POISON OR BREATH SPELLSC RiC DEATH RAY WANDS STONING WEAPONS STAFFSz 5o 45 35 25 3o2 55 #7 37 28 333 56 5o 4o 3z 564 59 53 43 5 395 63 56 6 38 436 66 59 49 41 467 69 62 52 44 498 72 65 55 #7 529 76 68 58 51 560 79 71 61 54 59i 82 74 6 57 6212 86 77 67 61 6613 90 80 7o 65 70
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GiC-USERS SAVING THROWS
LEVEL POISON ORO F M A G E D T H R A Yi 402 423 45a 485 5o6 53? 568 589 61i0
ii 6612 6913 7214 7415 7716 80
BREATH SPELLSWANDS STONING WEAPONS STAVES35 4o 25 3o37 42 27 344o 45 3o 3843 48 33 4245 50 35 4648 53 58 5o5z 56 4z 5,53 58 43 5856 61 46 6259 6 9 6661 66 51 7064 69 54 7467 72 57 7869 74 59 8272 77 62 8675 8O 65 9o
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T H E S P E L L S Y S T E M STwospel systems are presented in ths booklet Theyare boh attempts torase the power o lower leve spel-casters and decrease the power o the hgher leve spel-
casterso These spel systems asohave a great dea o de-pendence upon the prime requste o the spel-caster{@he first system is the spell points system When thissystemis used the spel-caster is alowed tocast any spelthat he has sufficent ponts tocast, He o course is lim
ited to casting only spell apropriate to his levelThe use of the spell point system is relatively simpleThe character first etermnes hs spel ponts The formula
is 2 times the prime requisite plus the constitution divideal o ths by three and mutipy by the leve o the spe -caster Touse a spel you smply subtract the cost o thechosen spell from your total spell points and consider thespel cast The extra cost listed is sort o a variabecontro on a spel When the extra cost is per turn thenthe meaning is that the extra is above and beyond the normalduraton When the cost s per de o damage or body etcoit means that the intia cost covers ony the intia costo the spell and not the damage or other effecto
The regeneration of spell points is a matter best leftup to the individual referee A character might regain allof the points back each day or i/7 or whatever
The second spell system allows the spell caster to haveas many spells per day as his prime requisite The spellsshould be chosen in advance To use the system you comparethe spel leve tothe leve o the caster the resutingnumber s the number that must no be exceeded on the rolo twosx-sded dce The spels chosen may be o any leveusabe tothe spel caster Twoclerica spel systems areincluded the alternate one is used for druids and for campaignsin which first level clerics are allowed spells
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S P E L L P O I N T C O S T T A B L E
S P E L L N A M E(Spell order i)C H A R M P E R S O ND E T E C T M A G ICH O L D P O R T A LLIGHTMAGIC SSLEP R O T E C T I O N F R O M E V ILR E A D L A N G U A G E SR E A D M A G ICS H I E L DS L E E PVENTRILIQUiSM(Spell order 2)C O N T I N U A L L I G H TD A R K N E S S 5 R A D I U SDETECT EVILDETECT INVISIBLEE S PINVISIBILITYK N OC KLEVITATIONL O C A T E O B J E C TM A G IC M O U T HM I R R O R I M A G EP H A N T A S M A L F O R C E SP Y R O T E C H N I C SS T R E N G T H
C O S T
5iii22i2Li5543
54335
57
E X T P C O S T
+/turn+Iimissle+/turn
+/turn
+2/turn+2/turn+2 turn+2/turn
+ 2/turn
+2/turn+2/turn
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S P L P O IN T C O S T T A B L ES P E L L N A M E(Spell order 2 cOnto)WEBW I ZA R D L O C K(Spell order 3)C L A I R A U D i E N C EC L A I R V O YA N C EDISPEL MAGICE h L O S I V E R U N E SFIRE BALLH A S T E S P E L LH O L D P E R S O NiNFRAVISIONINVISIBiLITY i0 RADIUSL I G H T N I N G B O L TM O N S T E R S U M M O N I N G iPROTECTION FROM EVIL i0 RADIUSP R O T E C T I O N FR O M N O R M A L M I S S L E SR O P E T R IC KS L O W S P E L LSUG G ESTI ONW A T E R B R E A T H IN G(Spell order K)C H A R M M O N S T E RC O N F U S I O ND IM E N S IO N D O O REXTENSION IF E A R
C O S T
7?9999iiii81212i012129ii9916
15171315
E X T R A C O S T
+3/turn
+l/die
+l/die
+3/turn+3/turn
+3/turn
+K/turn
+K/turn
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S P E L L P O I N T C O S T T A B L ES P E L L N A M E(Spell order 4 cOnto)GROWTH OF PLANTSH A L L U C I N A T O R Y T E R R A INIC E S T O R MM A S S M O R P HMONSTER SU*'ONING IIPO LYMO RPH O T HERSP O L YM O R P H S E L FR E M O V E C U R S EWALL OF FIREWALL OF ICEW I ZA R D E Y E(Spell order 5)A N IM A T E D E A DC L O U D K I L LC O N J U R E E L E M E N T A LC O N T A C T H I GH E R P L A N EEXTENSION IIF E E B L E M I N DG R O W T H A N I M A L SH O L D M O N S T E RMAGIC JARM O N S T E R S U M M O N I N G I I IPASS-WALLTELEKINESIST E L E P O R TTRANSMUTE ROCK TO MUD
C O S T
17162216i82O1714222213
142835142O2525283 22524232925
E COST
+4/turn
+5/body
+9/plane
+5/turn
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S P E i $ P O I N T C O S T T A B L ES P E L L N A M E(Spell order conto)W A L L O F S T O N EWALL OF IRON(Spell order 6)ANTI-MAGIC SHELLCONTROL OF WEATHERD E A T H S P E L LD I S I N T E G R A T EEXTENSION IIGEASIIiSIBLE STALKERL E G E N D L O R EL O W E R W A T E RMON STER SU MMON I N G I VH O V E E A R T HP A R T W A T E RP R O J E C T E D I M A G ER E I N C A R N A T I O NR E P U L S I O NT P N S M U T E S T O N E T O FL E S H(Spell order 7)C H A R M P L A N T SD E L A Y E D B L A S T F I R E B A L LLIMITED WISHMASS INVISIBILITYM O N S T E R S U M M O N I N G VP H A S E D O O R
C O S T
2828
4038404ol3 o3947243637413633433643
465O1505O5O49
E X T R A C O S T
+5/turn
+iturn
+2/day+5/turn
+l/turn+5 turn+5/turn
+5/turn
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S P E L L P O I N T C O S T T A B L ES P E L L N A M E(Spell order 7 cOnto)P O W E R W O R D - S T U NREVERSE GRAVITYSIMUACRD]vl(Spell order 8)C L O N EM A S S C H A R MM I N D B L A N KM O N S T E R S U M M O N I N G ViP E R M A N E N T S P E L LPOLYMORPH ANY OBJECTPO W ER W O R D - BL I N DSYMBOL(Spell order 9)A S T R A L S P E L LG A T E S P E L LM A Z E S P E L LM E T E O R S W A R MM O N S T E R S M O N I N G VIIPRISMATIC WALLP O W E R W O R D - K I L LS H A P E C H A N G ETIME STOPFULL WISH
C O S T
5453596564616575657264
802O O78io08482959o8O3 O O
EXT COST
+9/turn
+9/turn
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CLERICAL SPELL POINT COST TABLESSPELL NAME COST(Spell order i)CURE LIGHT WOD?DS 3DETECT EVIL IDETECT MAG IC iLIGHT iPROTECTION FROM TIL 1PURIFY FOOD AND W ATER 2(Spell ordes 2)BLESS 6FIND TRAPS 4HOLD PERSON 6SILENCE 15 RADIUSSNAKE CHARM 4SPEAK W ITH ANIM ALS 4(Spell order 3)CONTINUAL LIG HT i iCURE DISEASE 9LOCATE OBJECT i0PRAYER 8REMOVE CURSE 9SPEAK W ITH THE DEAD i0(Spell order 4)CREATE WATER 18CURE SERIOUS WOUND S 17NEUTRALIZE POISON 15
EXTRA COST
+ /turn
+/turn+/turn
+2/turn+2 turn
+2/turn
+2/turn
PROTECTION FROM EVIL lO RADIUS 17SPEAK W ITH PLANTS 15
+t/turn+t/turn
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CLERICAL SPELL POINT COST TABLES
S P E L L NA M ETURN STICKS TO SNAKES(Spell order 5)COMMUNECREATE FOODDISPEL EVILIN S E C T P L AG U EQUESTR A IS E D E A D(Spell order 6)A NI M A T E O B J E CTSB L A D E B A R R IE RCONJURE ANIMALSFIND THE PATHSPEAK WITH MONSTERST H E W O R D O F R E C A LL(Spell order 7)A E R I A L S E R V A N TAST R AL SPEL LCONTROL WEATHEREARTHQUAKEG A TEHOLY W ORDPART WATERRA I S E DE A D F U L L YRESTORATIONSYMBOLW IN D W A LK
COST
372 32 535313936403742338
674355571 2 558498O7 o4959
EXTP COST+iturn
+6/turn+6/turn
+12/turn
+7/turn
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D RU ID ICAL SPL POINT COST TABLES P E LL N A M E(Spell order I)D E T E C T M A G ICDETECT SNARES AND PITSFAERIE FIRELOCATE ANIMALSPREDICT WEATHERP U R I F Y W A T E R(Spell order 2)CREATE WATERCURE LIGH T W OUNDSH E A T M E T A LLOCATE PLANTSOBSCUREMENTPRODU CE F LAM ESPEAK WITH ANIMALSWARP WOOD(Spell order 3)CALL LIGHTNINGC U R E D IS E A S EHOL$ ANIMALN E U T R A L IZ E P O I S O NGROWTH OF PLANTSP R O T E C T IO N F R O M F I R EPYROTECNIC8WATER BREATHING
COST
II2222
5653545ii9Ii899i0i0
E XTR A C OS T
=
+ turn
=
+2/turn
+3/turn
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D RU IDICAL SPELL POINT COST TABLES P E L L NA M E(Spell order 4)ANIMAL SD-MONING IC ON TR O L TE M P o IO R A D I U SCURE SERIOUS WOUNDSDISPEL MAGICHALLU CINATORY FORESTINSECT PLAGUEPLANT DO ORP R O D U C E F I REPROTECTION FROM L IGHTNINGSPEAK WITH PLANTS(Spell order 5)ANIMAL GROWTHA N I M A L S U M M O N I N G I IANTI-PLANT SHELLC O M M U N E W IT H N A TU R ECONTROL WINDSH O L D P L A NTPASS PLANTT R A NS M U T E R O CK T O M U DTURN STICKS TO SNAKESWALL OF FIRE
COST
1 72o1 7162O2 3181 9165
2 92 72 5312 92 5262 5213 o
EXTP COST=
+/turn
+5/turn
+5/turn
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D RU IDICAL SPELL POINT COST TABLES P E L L NA M E(Spell order 6)A NI M A L S U M M O NI NG I I IANTI-ANIMAL SHELLCO NJ U RE F I RE E LE M E NT A LF E E B L E M I N DF IN G E R O F D E A T HTR A N S P OR T V IA P L A N TSTU WOODWEATHER SUMM ONING(Spell order 7)A NIM A T E RO CKCONFUSIONCONJURE EARTH ELEMENTALCONTROL WEATHERC R E E P IN G DOOMF I R E S TOR MREINCARNATETRANSMUTE METAL TO WOOD
COST
3936
39564o3 641
4946594953555649
E X T P CO S T
+6/turn
+7/turn+7 turn
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SPELL CASTING TABLE
LEVEL SPELL LEVELoF HAO i 2 I 82 73 6 8 - - -5 6 8 - -6 3 5 7 -? 3 6 8 -8 3 3 5 ? -9 3 3 6 8lo 3 3 3 5 ?11 3 3 3 612 3 } } }13 3 3 3 314 3 3 3 3 315 3 3 3 3 316 3 3 3 3 317 3 3 3 3 318 3 3 3 3 319 3 3 3 3 320 3 3 3 3 321 3 3 3 3 322 3 3 3 3 3s3 3 3 3 3 324 3 3 3 3 325 3 3 3 3 3
6 2 8 9
8 6 8 - -5 ? - -A 6 8 -3 5 ? -3 6 83 3 5 ?3 3 4 63 3 3 53 3 33 3 3 33 3 3 33 3 3 3
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S P E L L C A S T IN G T A B L ECLERI C SLFELi
2356?89l0ll123z516l?181 92o21222 3
SPELL LEVEL? 9 - - -6 8 - - -5 ? 9 9 -6 6 8 8 93 5 ? ? 83 6 6 ?3 } 5 5 63 3 53 3 3 33 5 3 3 53 3 3 3 33 3 3 3 33 3 3 3 33 3 3 3 33 3 3 3 33 3 3 3 33 3 3 3 33 3 3 3 33 3 3 3 33 3 3 3 3
6
98?65433333
7
=98765 L3
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ALTERNATE SPELL CASTING TABLECLERZCS SPELL LEVELLVL Z 2 1 92 83 76 9 - - -5 5 8 9 - -6 7 8 9 -7 3 6 7 8 98 3 5 6 7 89 3 5 6 7zo 3 3 5 6zz 3 3 3 512 3 3 3 313 3 3 3 3 314 3 3 3 3 315 3 3 3 3 316 3 3 3 3 317 3 3 3 3 38 3 3 3 3 319 3 3 3 3 32o 3 3 3 3 321 3 3 3 3 322 3 3 3 3 323 3 3 3 3 3
6
9876533333
=9876543
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ITfSTiCAL MAGIC
RING OF MAGIC DETECTION This ring can ony be used todeermne if indvdua items are magc It cannot beused as a broad-based magc deecton devceRING OF FLYING Allows one to fly at the speed of120 yards per turn for up to 24 turns per use of therng The rng can ony be used three tmes per dayRING OF WATER BREATHING As long as this ring is worn9the user can breahe underwaerRING OF INFRAVISiON Allows the user to see in the darkwth a range up to sxty eeoRING OF TRAP DETECTION When using this ring the wearerwill detect traps 75% o the time
RING OF POISON DETECTION Made out of a piece of thehorn of a unicorn when dipped in poison the ring willturn bright redRING OF MAGIC READING The person that wears this ringwill have the ability to read magical scrolls and tomes
RING OF OPEING By merely knocking on a door or otherportal the portal will open regardless of what washolding it shut be it spell person or locko
RING SPEAKING: While wearing this ring the user isfluent in all languages past present and future
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RING OF REVENGE: The user of this ring may call forthan invisible stalker to do his bidding The servantof the ring will do whatever his master orders but ifa long service is required he will try to pervert hisorders Ony one of these creaures can be caled fromthe ring and once it is summoned the ring is nolonger usefuRING OF TR SIGHT: Allows the wearer the power to seeal illusons for wha they are Wth ths ring it isaso wthn the users power to know wheher a bengis polymorphed and if it is what the original form-ofthe creature was (This ring should be extremely rare)
RING OF INVERSION: This ring has both a bad and a goodsde When worn al of a payers prime characteristicschange To deermne wha the characterstcs change tosubtract each characteristic from 21o
RING OF READING: Whomsoever wears this ring will beblessed with the ability to read any language no matterwhat it mght be save only magic
RING OF REINCARNATION: The power contained in this ringwll operae but.onceo When the person tha is wearingthis ring dies he is brought back to life in anotherform The form in which the .character is brought backdepends upon the alignment that he had when he diedthe determnation of what kind of creature he is is madeby rolling dice on the reincarnation chart of his formeralignment
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RING TABLE
%-ROLL0 1 -0 7 WE A k n E S S08-14 CONTRAIRINESS15-20 INVERSION21-27 DELUSION28-31 TRAP DETECTION3 2 -3 5 M A M Y L & L C O N T R O L}6-39 INFRAVISION40-43 READING
-47 FIRE RESISTANCE48-51 OPENING52-55 SPEAKING56-58 IISIHLITY59-61 HUM AN CONTROL62-66 PROTECTION +i65-67 FLYING68-90 THREE WISHES71-73 WATER WALKING
%-ROLL74 -76 POISON DETECTION77-78 W ATER BREATHING79-80 HAG IC READ ING81-82 PROTECTION +2 5 RADIUS83-84 DJINN SUHMONING85 - 86 R EG EN ER AT I O N87-88 TELEKINESIS89-90 SHOOTING STARS91-92 X-RAY VISION93 PVENGE94 PROTECTION +995 M AG IC DETECTION96 REINCARNATION97 TRUE SIGHT98 SPELL TURNING99 SPELL STORINGlO0 MANY WISHES
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REINCARNATION CH ART
When using the reincarnation chart roll percentile diceand check tha number under your approprae agnmentIf the dice indicate that you change alignment then rolla fifty-fifty chance to determine which alignment youbecome When the dice indicate that you have become ahuman hobbit dwarf gnome e f or half-elf randomydeermne your new character cass You then rol a sx-sded de to deermne your new eveoIf you have become a giant or a lycanthrope determnerandomy which type you have become making sure thatthe type is appropriate for your alignment When thedice indicate that you have become a dragondetermnetype and age and whether you talk or use spellsThe last thing you do is determne what your newcharacteristics are Your new strength is a totallyrandom determnation intelligence and wisdom remain thesame constitution is random dexterity and the newcharisma are the average of a new die roll and the onethat you had in your previous incarnation
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REINCAPJATION CHARTSWPUL NEUTRAL
HUNL&N HUMANHUMAN HUMANHOBBIT HOBBITHOBBIT HOBBITDWARF DWAHFDWARF DWARFGNOME GNOHEGNOME GNOMEELF ELFELF EI2ENT NIXIEENT PIXIEHALF-ELF DRYADHALF-ELF GRIFFONPEGASUS ROCPE GA SUS LY CAN THROPEHIPPOGRIFF ORCHIPPOGRIFF OGREROC DRAGONROC WYVERNCENTAUR CENTAURCENTAUR HYDRAGIANT PURPLE WORMGIANT CHIMERABLINKDOG MINOTAURBLINKING GIANTDRAGON BUGBEARDRAGON LICHELY CANTHROPE LI ZARDMANLY CANTHROPE DOPPLEGANGERUNICORN UMBER HULKUNICORN PHASE SPIDERCHANGE CHANGEALIGNMENT ALIGNMENT
CHAOTICHUr oNORCGNOLLHOBGOBLINKOBOLDG OB LI NBALROCO G P TROLLG HO ULW I G H TWRAITHSPECTREM U M M YV A M P I R EMEDUSAMANTICOREGARGOYLEMINOTAURDRAGONCHIMERABUGBEARO G R E MA G EG I A N TLICHEDOPPLEGANGERHARPYLY CANTHROPESALAMANDERD ISPLACER BEASTGORGONCHANGEA LI G N ME N T
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N A Y G E N E R A TIO N C H A R SThese charts are designed to facilitate the creationof names for fantasy roll piayiio The use of thesecharts is fairly simple you use an easy to followformua for name generaonWhen us the name generaon charts varous kndsof dce are requred You wll need a sx:osdedfour-sded an eght-sded a tweve-sded and a seof percentile dice When using the table of begimiconsonants you rol percentile dce The tabe ofintermediate consonants requires the rolling of fosided and eightsided dice The first number on thechart is the four-sided die and the second number is theeight-sided die To use the table of vowels a twelvesided die is rolled Twelves are ignored and the die isrolled againTo use the name generation charts follow the ensuiformua Asx-sded de is roled on a i - 3the namebegins with a vowel on a - 6 the name starts with abegnnng consonant To generae al further soundscheck the prevous sound If the prevous sound wasa vowe rol a sx-sded de if the resut is i - 2then the next sound is a vowel if the result is - 6then the next sound is an intermediate consonantoif theprevious sound was a consonant then go directly to thevowel table This serires of operations is continueduntil a name of suitable length and sound is created
In the use of these charts an almost infinite number ofnames can be generated These names can be spelledto suit the individual and thus further differentiatethe names
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TABLE OP BEGINNING CONSONANTSLETTER(S) SOUND s S:ER (S) SOUND
01-02 B BAR03-04 BL BLADE05-06 BR BRAIN07-08 C CAST09-10 CH CHAIN - 2 C L CLEAR3lL CR CRi5o6 D DATHl?lS DR DRUID1920 F FAITH2122 FL FLAIL2324 FR FRONT2.5-26 G GAIN27-28 GL C-SE29-30 GR GROW31-32 GW GWEN33-34 H HOT35-36 J JANE37-38 L ORD39-40 M _MAN41-42 N NORTH43- P PIN45-46 PL PLANE47-48 PR P.Y49-50 QU UIET
5152 R RUN53- s SAFE55-56 S0 SCALE5758 SCHL SCHLUSS5960 SH SHAKE6162 SHR SH RI6-66 SL @LAVE65-66 SN SNAKE6768 SP SPELL69-70 SPR SPRING71-72 $9U @ARE75-74 ST STOP75-76 STR STREET77-78 SV SVEN79-80 SW SWEDEN81-82 T TIME83-84 TH THE85-82 HR HR27-88 TR AI89 -90 TW TWAIN91-92 V VAiN93-9 W WILD95-96 Y YELLOW97-98 Z ZOO99-oo ZH AZURE
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TABLE OF INTERMEDIATE CONSONANTSD E D EROLL LETTER(S) SO@TD ROLL LTTR < S) SOUND
i i B S0B 3 I RK 2 CK ROCK 3 2 RLi3 D FA2 33 RM F STAFF 3 6 RN .5 o RO 3 5 RPi 6 J RAGE 3 6 RT 7 L RAIL 3 7 si 8 M HAM 3 8 SH2 I N CAI i SK2 2 NG RING 4 2 ST2 3 P cAP 3 T2 6 R TAR 6 THs 5 RB HER 5 v2 6 RD CURD 4 6 X2 ? RF SCAZ 7 Z2 8 RG BURG - 8 ZH
PORKEARLW O R HTURNWARPCOURTBASSASHTASKCASTRATWRATH===D O V EBOXHAZ EA ZUR E
TABLE OF VOWELSDIE DIEROLL T,ETTm{(S) SOUND ROLL SOUND
i A FATE 6 2 a FAST 7 03 E EVE S e
e NET 9 U5 I IDEA i0 uii oy
HITNOTENOTFUTILEB U L LBOY
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\