D&D Supplement III: Eldritch Wizardry (1976, 1st Printing)

Of the four original supplements published for the 1974 Dungeons & Dragons rules by TSR, Supplement III: Eldritch Wizardry is the most consequential for the game's development. Published in 1976, written by Gary Gygax and Brian Blume, it introduced a cascade of new rules, classes, and concepts that became central to the game's identity: druids as a character class, demons as monsters, psionics as a power system, artifacts and relics, and the first Conan-inspired barbarian content. The first printing of this slim digest-sized book is one of the most important collectibles in role-playing game history.

What Eldritch Wizardry Added

The original D&D rules (the "Little Brown Books") covered the basics of fantasy role-playing, and Supplements I (Greyhawk) and II (Blackmoor) expanded them. Supplement III was more ambitious:

Druids as a character class: The druid was introduced here as a fully playable character class, with its own spell list and abilities drawn from Celtic mythology. The class has been a staple of D&D ever since.

Demons: Demons were introduced as a monster type, including several specific demon lords: Demogorgon, Orcus, Juiblex, Yeenoghu, and Mephistopheles (classified as an arch-devil). These names from Eldritch Wizardry have remained core D&D mythology.

Psionics: A psionic combat system was introduced, expanding the game beyond purely physical and magical combat. The psionics system was controversial from the start but established a tradition that persisted through later editions.

Artifacts and Relics: Rules for extraordinarily powerful magic items, including items explicitly inspired by legendary weapons and objects from mythology and literature.

The Elf as a special character: Additional rules for high-level play and character advancement.

Why the First Printing Matters

The first printing of Eldritch Wizardry (1976) carries the following characteristics:

  • The "Nude" cover: The original front cover featured a drawing of a man and woman in primitive attire that generated controversy among some purchasers and retailers. This cover appeared on the first printing.

  • Specific text content: Minor differences in certain rules text between the first printing and subsequent corrections.

  • TSR stock number 2006: This number appears on early printings.

  • Digest format: The standard 5.5" x 8.5" format used for all original D&D supplements.

The controversial cover was the first printing's defining visual feature. Later printings replaced or modified it. For collectors, the first printing cover is the specific identification marker.

Condition Assessment

As a 1976 digest-sized book, Eldritch Wizardry faces paper aging challenges common to all early TSR products:

Covers: The cardstock covers are prone to corner wear, spine splitting, and general abrasion. The staple binding means the spine is particularly vulnerable.

Staples: Original staples may rust, and severe rust can stain interior pages. Missing staples indicate the book has been disassembled at some point.

Pages: The interior pages tan with age. White or near-white pages indicate good storage; heavily tanned, brittle pages indicate poor conditions.

Completeness: All 60 pages should be present and intact.

Value Guide

Condition Estimated Value
Reading copy (good, worn) $100-$250
Very Good $250-$500
Fine/Near Fine $500-$1,200
Very Fine (exceptional) $1,200-$3,000
Near Mint/Sealed $3,000-$8,000+

Noble Knight Games lists a 1st printing for around $350 in very good condition. Exceptional copies have reached significantly higher at auction as the vintage RPG collectible market has strengthened.

The Legacy

Eldritch Wizardry predates the classic Advanced Dungeons & Dragons books by two years. The concepts introduced here, demons, druids, artifacts, and psionics, appear in essentially every edition of D&D published since, including the current 5th Edition. The book's influence is measurable and direct.

For collectors of vintage role-playing games, Supplement III is essential. It represents the moment when D&D expanded from a wargame supplement into something more mythologically ambitious, and it did so in 60 digest-sized pages.

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