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The Complete Microlite20 Guide
Introduction
Librarians on our station have often hosted thrilling and classic adventures with good friends, complete strangers, a bag of dice, and some pens and paper. Unfortunately the rules, setup, spells and equipment list have spanned over six books. This complete guide will have all the information you could possibly need to know to set up an adventure of your own (and more). So, before we jump right in I would like to thank those who took the time to pen those books; Simon Fink, Andrew Croft, and Balthaza Moridian (King of the Nerds).
Characters
Stats
There are three main stats in this miniature roleplaying game: Strength (STR), Dexterity (DEX), and Mind (MIND).
To roll your characters stats, roll 4 d6 dice and drop the lowest dice. Total the 3 remaining dice and use the combined number for one stat. Repeat for the remaining stats.
Your characters Stat bonus will be equal to your normal stat minus ten, divided by two, and rounded down.
Races
There are four races to choose, each with their own bonus. Your dungeon master may allow an exception depending on your type of adventure.
Humans: +1 to all skill rolls
Elves: +2 MIND
Dwarves: +2 STR
Halflings: +2 DEX
Classes
The four classes to choose from are Fighter, Rogue, Mage, and Cleric
Fighters
Wear any kind of armor and use shields. They have a +3 bonus to Physical and add +1 to all attacks and damage rolls. This increases by +1 at your 5th level and every five levels after that.
Rogues
Can use light armor. They have a +3 bonus to Subterfuge. If they successfully Sneak (usually sub+DEX, but depends on your situation) up on a foe they can add their Subterfuge skill rank to the damage on their first attack.
Magi
Wear no armor. They can cast arcane spells, and gain a +3 bonus to Knowledge.
Clerics
Can wear light of medium armor. They cast divine spells and gain +3 bonus to Communication. A Cleric can Turn Undead with a successful Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. This can be used (2 + Level + MIND Bonus) times per day.
Skills
There are just 4 skills: Physical, Subterfuge, Knowledge, and Communication. Roller Higher than the given Difficulty Class to succeed a feat.
Skill rank = your level + any bonus due to your class or race.
Skill roll = d20 + skill rank + whatever stat bonus is most applicable to use + situation modifiers.
For example, Climbing would use Physical + STR Bonus. Dodging a falling rock is Physical + DEX Bonus. Finding a trap is Subterfuge + MIND Bonus. Disabling a trap is Subterfuge + DEX bonus.
Note that there are no "saving throws" in this game; use Physical + STR or DEX bonus for Fortitude and Reflex saves. Saving against magic (Will save) is usually MIND bonus + your level.
Magic
A Magi can cast any arcane spell, and Clerics any divine spell, with a spell level equal or below half their class level, rounded up. They have access to all arcane spells in the SRD spell list.
Casting a spell of any kind costs hit points. The cost is:
1 + double the level of the spell being cast
This loss cannot be healed normally but is recovered after 8 hours rest. There is no need to memorize spells in advance.
Just because a character can cast any spell, doesn't mean that they should. Choose Spells that suit the character. Select one 'Signature' spell per spell level from 1st upward that they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use.
The Difficult Class (DC) for all spells:
10 + Caster Level + Caster's MIND bonus
Combat
Hit Points = STR Stat + 1d6 per Level. If HP reaches 0, that character is unconscious and near death. Further damage directly reduces STR. If that reaches 0, that character is dead.
Roll d20 + DEX bonus for initiative order. Everyone can do one thing each turn; move, attack, cast a spell ect.
Add attack bonus to d20 roll. If its higher than your opponents Armor Class (AC), it's a hit. Natural 20 is automatically a critical doing maximum damage.
Fighters and Rogues can use DEX Bonus + Level as Melee attack bonus instead if wielding a light weapon. Fighters and Rogues can wield 2 light weapons and attack with both in a round if they take a -2 penalty on all attack rolls that round. Rapiers count as light weapons, but you cannot wield two rapiers at the same time.
If the total bonus is +6 or more a second attack can be made with a -5 penalty. If the total bonus is +11 or more a third attack can be made at -10. For example, if the total bonus is +12, three attacks can be made at +12/+7/+2.
Add STR bonus to Melee damage, x2 for 2-handed weapons. Armor Class (AC) = 10 + DEX Bonus + Armor bonus.
Other Hazards
Falling
1d6 damage per 10', half damage on PHYS+DEX save.
DC=depth fallen in feet
Spikes
Add +1 point of falling damage per 10' fallen, max +10
Poison
Phys+STR save to avoid or for half, depending on poison.
Effect varies with poison type.
Extreme Heat & Cold
If not wearing suitable protection, Phys+STR save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 damage on each failed save.
Level Management
Encounter Level = Hit Dice of defeated monsters, or the given EL for the trap, situation, ect. Add +1 for each doubling of the number of foes. eg: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3, ect.
Add up the Encounter Levels (ELs) of every encounter you take part in. When the total = 10 x your current level, you've advanced to the next level. Reset the total to 0 after advancing.
Each level adds
If the level divides by three (i.e. level 3,6,9, ect.) add 1 point to STR, DEX, or MIND.
Fighters gain +1 to their attack and damage rolls at levels 5,10,15, ect.
Clerics and Magi gain access to new spell levels at levels 3,5,7,9, ect.
Example:
The 1st level adventurers have just completed a dungeon adventure, and defeated 5 EL1 encounters, an EL2 trap and the EL3 leader. That's a total of EL10, so they all advance to level 2. They need to defeat another 20 Encounter Levels to reach Level 3.
Equipment List
Starting Wealth
The most common coin is the gold piece (gp). A gold piece is worth 10 silver pieces (sp). Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins there are also platinum pieces (pp), which are each worth 10 gp.
You begin with a certain amount of acquired wealth, determined by your character class.
Fighter: 150 gp
Rogue: 125 gp
Magi: 75 gp
Cleric: 120 gp
The character uses this accumulated wealth to purchase his initial weapons, armor, and adventuring equipment, using the price lists on the tables below.
Weapons
Here is the format for weapon entries
Cost: This value is the price for purchasing the weapon. The cost includes miscellaneous gear that goes with the weapon.
Damage: The damage dealt by the weapon on a successful hit.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
Armor & Shields
Here is the format for armor entries.
Cost: The value is the price for purchasing the armor.
AC Bonus: The Armor Class bonus provided by the armor.
Two-Handed Weapons
One-Handed Weapons
Light Weapons
Ranged Weapons
Adventuring Equipment
Back in the day, there were standard equipment packages, pre-complied and pre-calculated, to help new players get started quickly. This document is inspired by those lists and provides a way for a player to quickly equipt his or her PC or a GM to equip an NPC or Hireling on the fly. Additionally, these optional kits can be used to give a starting point from which to customize new characters.
50 Gold Pieces each
Choose a pack or roll 1d6 to select one randomly
Finally, add the following based on your Class:
Cleric: Silver Holy symbol & 5 Gold Pieces
Fighter: Vial of Holy Water & 5 Gold Pieces
Mage: Spellbook & 2 Spell Pouches & 5 Gold Pieces
Rogue: Thieves tools.
Fast Packs
Pack A (1-2)
Backpack, Belt Pouch, Bedroll, Lantern (hooded), 10 Oil Flasks, Flint & Steel, Shovel, 2 sets of Caltrops, Signal Whistle, Waterskin, Iron Rations (4 days)
Pack B (3-4)
Backpack, Belt Pouch, Bedroll, 10 Torchers, 4 Oil Flasks, Flint & Steel, 10 pieces of chalk, 10' Pole, Mirror, Crowbar, Waterskin, Iron Rations (4 days)
Pack C (5-6 Pack)
Backpack, Belt Pouch, Bedroll, Tent, 10 Torches, 5 Oil Flasks, Flint & Steel, 50' Rope, Grappling Hook, 10'Pole, Waterskin, Iron Rations (4 days)
Adventuring Gear
Clothing
Mounts and Related Gear
Spell Lists
0-Level Arcane Spells: Cantrips
Arcane Mark: Inscribes a permanent personal rune (visible or invisible).
Detect Magic: Detects spells and magic items within 60 ft. for up to 1 min/level or until concentration ends.
Ghost Sound: Figment sounds for 1 round/level.
Light: Object shines like a torch for 10 min/level.
Mage Hand: 5-pound telekinesis. Lasts until concentration ends.
Prestidigitation: Performs minor tricks for 1 hour.
Read Magic: Read scrolls and spellbooks for 10 min/level.
1st-Level Arcane Spells
Feather Fall: Objects or creatures fall slowly for 1 round/level or until landing.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb/level. Lasts for 1 hour/level.
Mage Armor: Gives subject +4 armor bonus for 1 hour/level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Sleep: Puts 4 HD of creatures into magical slumber for 1 min/level.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
2nd-Level Arcane Spells
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1/three levels.
Flaming Sphere: Creates rolling ball of fire; 2d6 damage, lasts 1 round/level.
Invisibility: Subject is invisible for 1 min/level or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at you direction for 1 min/level.
Spider Climb: Grants ability to walk on walls and ceilings for 10 min/level.
3rd-Level Arcane Spells
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min/level.
Dispel Magic: Cancels magical spells and effects.
Fireball: 1d6 damage per level, 20-ft. radius.
Fly: Subject flies 60 ft. for 1 min/level.
Lightning Bolt: Electricity deals 1d6/level damage.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp which lasts for 1 hour.
4th-Level Arcane Spells
Animate Dead: Creates level X2 HD of undead skeletons of zombies.
Arcane Eye: Invisible floating eye moves 30 ft/round for 1 min/level.
Black Tentacles: Tentacles grapple all within 20 ft. spread for 1 round/level.
Dimension Door: Teleports you short distance.
Polymorph: Gives one willing subject a new form for 1 min/level.
Stoneskin: Ignore 10 points of damage per attack. Lasts for 10 min/level or until discharged.
5th-Level Arcane Spells
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+HD takes STR damage. Lasts for 1 min/level.
Contact Other Plane: Lets you ask one question of extraplanar entity. Last until concentration ends.
Feeblemind: Subject's MIND score drops to 1.
Passwall: Creates passage through wood or stone wall for 1 hour/level.
Permanency: Makes certain spells permanent.
Teleport: Instantly transports you as far as 100 miles/level.
6th-Level Arcane Spells
Antimagic Field: Negates magic within 10 ft. for 10 min/level.
Chain Lighting: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency: Sets trigger condition for another spell. Lasts for 1 day/level or until discharged.
Disintegrate: Destroys one creature or object.
Geas: Commands any creature, binding it to a specific task. Lasts for 1 day/level or until discharged.
True Seeing: Lets you see all things as they really are for 1 min/level.
7th-Level Arcane Spells
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Ethereal Jaunt: You become ethereal for 1 round/level.
Finger of Death. Kills one subject.
Plane Shift: As many as eight subjects travel to another plane.
Power Word Blind: Blinds creature with 200 hp or less for 1d4+1 minutes (permanent if creature has less than 50 hp).
Spell Turning: Reflect 1d4+6 spell levels back at caster for 10 min/level or until expended.
8th-Level Arcane Spells
Clone: Duplicate awakens when original dies.
Horrid Wilting: Deals 1d6/level damage within 30ft.
Incendiary Cloud: Cloud deals 4d6 fire damage/round for 1 round/level.
Irresistible Dance: Forces subject to dance for 1d4+1 rounds.
Power Word Stun: Stuns creature with 150 hp or less for 2d4 rounds.
Trap the Soul: Imprisons subject within gem.
9th-Level Arcane Spells
Astral Projection: Projects you and companions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with companions for 1 min/level.
Gate: Connects two planes for travel or summoning. Open for 1 round/level.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Power Word Kill: Kills one creature with 100 hp or less.
Soul Bind: Traps newly dead soul to prevent resurrection.
0-Level Divine Spells: Orisons
Create Water: Creates 2 gallons/level of pure water.
Guidance: +1 on one attack roll, saving throw, or skill check. Lasts for 1 min or until discharged.
Light: Object shines like a torch for 10 min/level.
Purify Food and Drink: Purifies 1 cubic ft/level of food or water.
Resistance: Subject gains +1 on saving throws for 1 min.
Virtue: Subject gains 1 temporary hp for 1 minute.
1st-Level Divine Spells:
Bless: Allies gain +1 on attack rolls and communication + MIND checks against fear for 1 min/level.
Bless Water: Makes holy water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Divine Favor: You gain +1 per three levels on attack and damage rolls for 1 minute.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Lasts for 30 minutes or until discharged.
Shield of Faith: Aura grants +2 or higher AC bonus for 1 min/level.
2nd-Level Divine Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10)
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 round.
Gentle Repose: Preserves one corpse.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3rd-Level Divine Spells
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Prayer: Allies get +1 bonus on most rolls, enemies take a -1 penalty for 1 round/level.
Remove Disease: Cures all diseases affecting subject
Searing Light: Ray deals 1d8/two level damage, or 1d8/level against undead.
Speak with Dead: Corpse answers one question/two levels. Lasts for 1 min/level.
4th-Level Divine Spells
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Discern Lies: Reveals deliberate falsehoods for 1 round/level or until concentration ends.
Freedom or Movement: Subject moves normally despite impediments for 10 min/level.
Neutralize Poison: Immunizes subject against poison for 10 min/level, detoxifies venom in or on subject.
Restoration: Restores level and ability score drains.
Tongues: Speak any language for 10 min/level.
5th-Level Divine Spells
Atonement: Removes burden of misdeeds from subject.
Commune: Deity answers one yes-or-no question/level. Lasts for 1 round/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Raise Dead: Restores life to subject who died as long as one day/level ago.
True Seeing: Lets you see all things as they really are for 1 min/level.
6th-Level Divine Spells
Banishment: Banishes 2 HD/level of extraplanar creatures.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes' Feast: Food for one creature/level cures disease and grants +1 combat bonus for 12 hours. Lasts for 1 hour.
Quest: Commands any creature, binding it to a specific task. Lasts for 1 day/level or until discharged.
7th-Level Divine Spells
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction: Kills subject and destroys remains.
Ethereal Jaunt: You become ethereal for 1 round/level.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35)
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Resurrection: Fully restores a dead subject from a small portion of the corpse.
8th-Level Divine Spells
Antimagic Field: Negates magic within 10 ft. for 10 min/level.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
Fire Storm: Deals 1d6/level fire damage.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells for 1 round/level.
9th-Level Divine Spells
Astral Projection: Projects you and companions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with companions for 1 min/level.
Gate: Connects two planes for travel or summoning. Open for 1 round/level.
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round for 4 rounds or until concentration ends.
Soul Bind: Traps newly dead soul to prevent resurrection.
Monster List
Skills: All creatures have a bonus to all stats (Physical, Subterfuge, Knowledge, and Communication) equal to their number of Hit Dice. If the creature is intelligent, add +3 to one skill. Add stat bonuses to suit and as logic dictates. This is intentionally kept open - if you need a sneaky bugbear, assign the +3 bonus to Subterfuge; if a warrior, give +3 to Physical; for a spell-caster assign the +3 to Knowledge or Communication and give levels of Mage or Cleric (See below).
Monster Advancement: To make a toucher monster, add more Hit Dice; Each additional HD adds one to their skills and combat bonuses. For each doubling of Hit Dice, increase the dice size for attacks ( ie, d4>d6>d8, ect.).
Alternatively, add class levels to intelligent monsters. Start with base Hit Dice and add levels of Fighter, Rogue, Magi, or Cleric as required.
Create your own: Assign Hit Dice (d8 for most things, d12 for Dragons and Undead).
Attack bonus and skill level = number of Hit Dice. If it's an intelligent critter, +3 bonus to one skill. Add stat bonuses to suit.
Animals
Dire Bear: HD 12d8+51 (105 hp), AC 17, Claw +19 (2d4=10) and bite +13 (2d8+5) Dire Rat: HD 1d8+1 (5 hp), AC 15, Bite +4 (1d4 plus disease) Dire Wolf: HD 6d8+18 (45 hp), AC 14, Bite +11 (1d8+10)Dog: HD 1d8+2 (6 hp), AC 15, Bite +2 (1d4+1) Donkey: HD 2d8+2 (11 hp), AC 13, Bite +1 (1d2) Eagle: HD 1d8+1 (5 hp), AC 14, Talons +3 (1d4) Giant Crocodile: HD 7d8+28 (59 hp), AC 16, Bite +11 (2d8+12) or tail slap + 11 (1d12+12) Horse (heavy): HD 3d8+6 (19). AC 13, Hoof -1 (1d6+1) Mule: HD 3D8+9 (22 hp), AC 13, Hoof +4 (1d4+3) Pony:HD 338+6 (19 hp), AC 13, Hoof -1 (1d6+1) Snake (constrictor)HD 3d8+6 (19 hp), AC 15, Bite +5 (1d3+4), constrict (1d3+4)
Snake (giant constrictor): HD 11d8+14 (63 hp), AC 15, Bite +13 (1d8+10), constrict (1d8+10) Snake (small viper): HD 1d8 (4 hp), AC 17, Bite +4 (1d2-2 plus poison) Snake (large viper): HD 3d8+6 (19 hp), AC 15, Bite +4 (1d4 plus poison) Snake (huge viper): HD 6d8+6 (33 hp), AC 15, Bite +6 (1d6+4 plus poison) War Dog: HD 2d8+4 (13 hp), AC 16, Bite +3 (1d6+3) Warhorse (heavy): HD 4d8+12 (30 hp), AC 14, Hoof +6 (1d6+4) Warhorse (light):HD 3d8+9 (22 hp), AC 14, Hoof +4 (1d4+3) Warpony: HD 2d8+4 (13) hp, AC 13, Hoof +3 (1d3+2) Wolf: HD 2d8+4 (13 hp), AC 14, Bite +3 (1d6+1) Ankheg: HD 3d10+12 (28 hp), AC 18, Bite +7 (2d6+7 plus 1d4 acid) Assassin Vine: HD 4d8+12 (30 hp), AC 15, Slam +7 (1d6+7) constrict (1d6+7) Bugbear:
HD 3d8+3 (16 hp) AC 17 Morningstar +5 (1d8+2) or javelin +3 (1d6+2) Choker: HD 3d8+3 (16 hp), AC 17, Tentacle +6 (1d3+3) Cockatrice: HD 5d10 (27 hp), AC 14, Bite +9 (1d4-2 plus petrification, DC 12 phys+STR to negate)
Creatures
Vermin
Dinosaur
Dragon
Expert Rules
This rule section allows for introducing a few more options to your Microlite20 game, without necessarily increasing its complexity. Included are: a new skill, new races, and new classes. It is not necessary to use Microlite20 Expert Rules in its entirety; DMs are encouraged to "cherry pick" those specific items applicable to their own campaign.
Races
Ghomes: +1 to DEX, +1 to MIND
Half-orcs:+4 to STR, -2 to MIND
Half-elves:+1 to DEX, and +1 to any 2 skills
Lizardmen:+2 to STR, +2 to DEX, -2 to MIND
Classes
Paladins
Wear any kind of armor and use shields. They have +1 bonus to Physical and +2 bonus to Communication. They are immune to diseases and apply a +1 bonus to all saving throws (this increases by +1 at 5th level and every 5 levels on). Paladins can detect evil within 60' at will and can heal up to 2 hp per level per day by laying on hands. A character must be of Lawful Good alignment to be a Paladin.
Rangers
Can use light or medium armor and can use shields. They have a +1 to hit and damage with ranged weapons and only incur a -1 to hit penalty when fighting with 2 weapons. They have a +3 bonus to Survival.
Illusionists
Wear no armor. They can cast Illusionist spells and gain a +2 bonus to Communication and a +1 bonus to Subterfuge. Characters must have a minimum DEX score of 13 to be illusionists.
Druids
Wear any non-metal armor or shield. They cast Druid spells and gain +2 to Knowledge and +2 to Survival. Druids are immunity to the spell-like effects of the woodland fey. At 3rd level a Druid can pass without trace as well. At 7th level a Druid can assume the form of any small or medium sized animal up to 3 times per day. A druid heals 2 hp per level when changing back to his human form.
Bards
Wear light armor and can use bucklers. They gain a +2 bonus to Communication, Subterfuge, and Knowledge. A bard can counter sound-based effects within a 30' radius. A bard can use his song to charm a person or remove fear up to 3 times (total) per day. Beginning at the 6th level, a Bard casts spells as either a Druid or Illusionist (player's choice) of 5 levels or lower.
Skills
Microlite20 Expert Rules adds a new, 5th skill: Survival. Survival is used for things like tracking, foraging, setting or spotting snares, hunting, finding water or rare herbs, determining direction, and the like. Only Rangers and Druids are specialized with this kill.
Heroism
Heroism is a bonus equal to 1 times the character level and may be applied once per day to up to three of the following:
Magic
Here are three ways for spell casters to add a little more variety to their repertoire. Each modifies a spell in a given way, and each doubles the casting time of the spell so modified (mostly spells become full round actions instead of standard actions, for example). Also, each requires an additional expenditure of hit points, added to the standard cost of the spell at the time it is cast.
Extending
Makes a spell last twice as long as it normally would. An extended spell costs an additional 2 hp.
Empowering
Makes a spell do 50% more damage than it normally would. An Empowered spell costs an additional 4 hp.
Widening
Makes a spells area of effect twice as big as it would normally be. A widened spell costs an additional 6 hp.
Spell Lists
0-Level Illusionist Spells
Arcane Mark: Inscribes a permanent personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights for 1 minute.
Detect Illusion: Detects Illusions in a 60' radius for 1 min/level.
Ghost Sound: Figment sounds for 1 round/level.
Prestidigitation: performs minor tricks for 1 hour.
Read Magic: Read Scrolls and Spellbooks for 10/min per level.
1st-level Illusionist Spells
Charm Person: Makes one person your friend for 1 hour per level.
Color Spray: Incapacitates creatures within a 15' clone.
Disguise Self: Charges your appearance for 10 min/level.
Hypnotism: Fascinates 2d4 HD of creatures for 2d4 rounds.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min/level.
2nd-Level Illusionist Spells
Blur: Caster gains +4 to AC, cannot be Sneak Attacked for 1 min/level.
Hideous Laughter: Subject loses actions for 1 round/level.
Hypnotic Pattern: Fascinates 2d4+level HD of creatures for concentration plus 2 rounds.
Minor Image:As Silent Image plus some sound.
Mirror Image:Creates 1d4+1 decoys of caster for 1 min/level.
3rd-Level Illusionist Spells
Daylight: 60' radius of daylight for 10 min/level.
Deep Slumber: Puts 10 HD of creatures to sleep for 1 min/level.
Displacement: Attacks against the subject miss 50% of the time for 1 round/level.
Major Image: As minor image, plus sound, smell, and thermal effects.
Suggestion: Compels subject to follow stated course of action for 1 hour/level or until completed.
4th-Level Illusionist Spells
Charm Monster: Make one monster believe it is your ally for 1 day/level.
Confusion: Subjects behave oddly for 1 round/level.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Minor Creation: Create one cloth or wood object.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights Fascinate 24 HD of creatures for concentration plus 1 rnd/level.
5th-Level Illusionist Spells
Break Enchantment: Frees subjects from enchantments, alternations, curses, and petrification.
Dominate Person: Controls subject telepathically for 1 day/level.
Major Creation: As minor creation, plus stone or metal.
Persistent Image: As major image, but no concentration required; 1 min/level.
Seeming: Changes appearance of 1 person per 2 levels for 12 hours.
Sending: Delivers short message anywhere, instantly.
6th-Level Illusionist Spells:
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Permanent illusion with sight, sound, and smell controlled by concentration.
Programmed Image: As major image, triggered by specific event.
Shadow Walk: Step into shadow and travel rapidly; 50mph for 1 hour/level.
Suggestion, Mass: As suggestion, plus one subject per level.
True Seeing: Lets you see things as they truly are.
7th-Level Illusionist Spells
Invisibility, Mass: As invisibility, but affects all in range.
Phase Door: Creates invisible passage through wood and stone.
Blind: Blinds creature with 200hp or less.
Prismatic Spray: 60' Cone-shaped burst of rays for variety of effects.
Project Image: Illusory double can talk and cast spells at medium range for 1 round/level.
Weird: As phantasmal killer, but affects all within 30'.
0-Level Druid Spells
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60' for 1 min/level.
Detect Poison: Detects poison in one creature or object.
Mending: Makes minor repairs on an object.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws for 1 minute.
1st-Level Druid Spells
Entangle: Plants entangle everyone in 40' radius for 1 min/level.
Faerie Fire: Outlines subjects with light for 1 min/level, cancels blur, invisibility, ect.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Obscuring Mist: Fog surrounds you, provides concealment for 1 min/level.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Speak with Animals: You can communicate with animals for 1 min/level.
2nd-Level Druid Spells
Barkskin:Grants +2 or higher bonus to AC for 10 min/level.
Gust of Wind: Blows away or knocks down smaller creature.
Heat Metal: Makes metal so hot it damages those who touch it.
Summon Swarm: Summons swarm of bats, rats, or spiders for concentration plus 2 rounds.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood:Bends wood within 20' radius.
3rd-Level Druid Spells
Call Lightning:Calls down 3d6-damge lightning bolts from the sky once per round for 1 min/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy for 10min/level.
Speak with Plants: You can talk to normal plants and plant creatures for 1 min/level.
Spike Growth: For 1 hour/level, creatures in area take 1d4 damage per 5'movement, may be slowed.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe under water for 2 hours/level divided by number of subjects.
4th-Level Druid Spells
Air Walk: Subject treads on air for 10 min/level.
Anti-Plant Shell: Keeps animated plants at bay for 10 min/level, 10' radius.
Ice Storm: Hail does 5d6 damage in cylinder 40' across.
Reincarnate: Brings dead subject back in random body.
Repel Vermin: Insects, spiders, and other vermin stay 10' away for 10 min/level.
Spike stones: Creatures in area take 1d8 damage, may be slowed.
5th-Level Druid Spells
Awaken: Animal or Tree gains human intelligence.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but does 5d6 per bolt.
Insect Plague: Up to 6 locust swarms attack creature for 1 min/level.
Transmute Rock to Mud: Transforms 2 10' cubes per level.
Wall of Fire: Deals 2d4 fire damage out to 10' and 1d4 out to 20'. Passing through wall deals 2d6 damage +1/level.
6th-Level Druid Spells
Fire Seeds: Creates Acorn Grenades (1d6 fire dmg/level divided among up to 4 seeds) that explodes in a 10' radius and ignite combustibles.
Live Oak: Oak becomes treant guardian.
Move Earth:Dig trenches and build hills, in an area up to 750' square and 10' deep.
Stone Tell:Talk to natural or worked stone for 1 min/level.
Transport via Plants: Move instantly from one plant to another of its type anywhere.
Wall of Stone: Creates a wall of stone that can be shaped.
7th-Level Druid Spells
Changestaff: Your staff becomes a treant on command.
Control Weather:Changes weather in local area.
Earthquake: Intense tremor shakes 80' radius, collapsing ceilings, opening fissures, ect.
Finger of Death: Kills one subject.
Fire Storm: Does 1d6/level fire damage to 2 10' cubes per level.
Wind Walk: You and your allies turn vaporous and travel up to 60mph for 1 hour/level.
Game Master's Guide
Disease
Diseases have various symptoms and are spread through a number of ways. Several typical diseases are summarized below. The entries for diseases include the following information:
Name of disease:Type, DC, incubation, damage.
Type lists the disease's method of delivery (contact. Inhaled, or injury).
DC lists the phys+STR check DC needed to prevent infection.
Incubation lists the time before damage begins.
Damage lists the ability damage the character takes after incubation and each day afterward.
The Complete Microlite20 Guide
Written By: Annalee Call
Reference
Introduction
Librarians on our station have often hosted thrilling and classic adventures with good friends, complete strangers, a bag of dice, and some pens and paper. Unfortunately the rules, setup, spells and equipment list have spanned over six books. This complete guide will have all the information you could possibly need to know to set up an adventure of your own (and more). So, before we jump right in I would like to thank those who took the time to pen those books; Simon Fink, Andrew Croft, and Balthaza Moridian (King of the Nerds).
There are three main stats in this miniature roleplaying game: Strength (STR), Dexterity (DEX), and Mind (MIND).
To roll your characters stats, roll 4 d6 dice and drop the lowest dice. Total the 3 remaining dice and use the combined number for one stat. Repeat for the remaining stats.
Your characters Stat bonus will be equal to your normal stat minus ten, divided by two, and rounded down.
Races
There are four races to choose, each with their own bonus. Your dungeon master may allow an exception depending on your type of adventure.
Humans: +1 to all skill rolls
Elves: +2 MIND
Dwarves: +2 STR
Halflings: +2 DEX
Classes
The four classes to choose from are Fighter, Rogue, Mage, and Cleric
Fighters
Wear any kind of armor and use shields. They have a +3 bonus to Physical and add +1 to all attacks and damage rolls. This increases by +1 at your 5th level and every five levels after that.
Rogues
Can use light armor. They have a +3 bonus to Subterfuge. If they successfully Sneak (usually sub+DEX, but depends on your situation) up on a foe they can add their Subterfuge skill rank to the damage on their first attack.
Magi
Wear no armor. They can cast arcane spells, and gain a +3 bonus to Knowledge.
Clerics
Can wear light of medium armor. They cast divine spells and gain +3 bonus to Communication. A Cleric can Turn Undead with a successful Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. This can be used (2 + Level + MIND Bonus) times per day.
Skills
There are just 4 skills: Physical, Subterfuge, Knowledge, and Communication. Roller Higher than the given Difficulty Class to succeed a feat.
Skill rank = your level + any bonus due to your class or race.
Skill roll = d20 + skill rank + whatever stat bonus is most applicable to use + situation modifiers.
For example, Climbing would use Physical + STR Bonus. Dodging a falling rock is Physical + DEX Bonus. Finding a trap is Subterfuge + MIND Bonus. Disabling a trap is Subterfuge + DEX bonus.
Note that there are no "saving throws" in this game; use Physical + STR or DEX bonus for Fortitude and Reflex saves. Saving against magic (Will save) is usually MIND bonus + your level.
Magic
A Magi can cast any arcane spell, and Clerics any divine spell, with a spell level equal or below half their class level, rounded up. They have access to all arcane spells in the SRD spell list.
Casting a spell of any kind costs hit points. The cost is:
1 + double the level of the spell being cast
- Spell Level: 0 - HP Cost: 1
- Spell Level: 1 - HP Cost: 3
- Spell Level: 2 - HP Cost: 5
- Spell Level: 3 - HP Cost: 7
- Spell Level: 4 - HP Cost: 9
- Spell Level: 5 - HP Cost: 11
- Spell Level: 6 - HP Cost: 13
- Spell Level: 7 - HP Cost: 15
- Spell Level: 8 - HP Cost: 17
- Spell Level: 9 - HP Cost: 19
This loss cannot be healed normally but is recovered after 8 hours rest. There is no need to memorize spells in advance.
Just because a character can cast any spell, doesn't mean that they should. Choose Spells that suit the character. Select one 'Signature' spell per spell level from 1st upward that they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use.
The Difficult Class (DC) for all spells:
10 + Caster Level + Caster's MIND bonus
Hit Points = STR Stat + 1d6 per Level. If HP reaches 0, that character is unconscious and near death. Further damage directly reduces STR. If that reaches 0, that character is dead.
Roll d20 + DEX bonus for initiative order. Everyone can do one thing each turn; move, attack, cast a spell ect.
- Melee attack bonus = STR bonus + Level
- Missile attack bonus = DEX bonus + Level
- Magic attack bonus = MIND bonus + Level
Add attack bonus to d20 roll. If its higher than your opponents Armor Class (AC), it's a hit. Natural 20 is automatically a critical doing maximum damage.
Fighters and Rogues can use DEX Bonus + Level as Melee attack bonus instead if wielding a light weapon. Fighters and Rogues can wield 2 light weapons and attack with both in a round if they take a -2 penalty on all attack rolls that round. Rapiers count as light weapons, but you cannot wield two rapiers at the same time.
If the total bonus is +6 or more a second attack can be made with a -5 penalty. If the total bonus is +11 or more a third attack can be made at -10. For example, if the total bonus is +12, three attacks can be made at +12/+7/+2.
Add STR bonus to Melee damage, x2 for 2-handed weapons. Armor Class (AC) = 10 + DEX Bonus + Armor bonus.
Other Hazards
Falling
1d6 damage per 10', half damage on PHYS+DEX save.
DC=depth fallen in feet
Spikes
Add +1 point of falling damage per 10' fallen, max +10
Poison
Phys+STR save to avoid or for half, depending on poison.
Effect varies with poison type.
Extreme Heat & Cold
If not wearing suitable protection, Phys+STR save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 damage on each failed save.
Encounter Level = Hit Dice of defeated monsters, or the given EL for the trap, situation, ect. Add +1 for each doubling of the number of foes. eg: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3, ect.
Add up the Encounter Levels (ELs) of every encounter you take part in. When the total = 10 x your current level, you've advanced to the next level. Reset the total to 0 after advancing.
Each level adds
- 1d6 to Hit Points
- 1 to all attack rolls
- 1 to all skills
If the level divides by three (i.e. level 3,6,9, ect.) add 1 point to STR, DEX, or MIND.
Fighters gain +1 to their attack and damage rolls at levels 5,10,15, ect.
Clerics and Magi gain access to new spell levels at levels 3,5,7,9, ect.
Example:
The 1st level adventurers have just completed a dungeon adventure, and defeated 5 EL1 encounters, an EL2 trap and the EL3 leader. That's a total of EL10, so they all advance to level 2. They need to defeat another 20 Encounter Levels to reach Level 3.
Starting Wealth
The most common coin is the gold piece (gp). A gold piece is worth 10 silver pieces (sp). Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins there are also platinum pieces (pp), which are each worth 10 gp.
You begin with a certain amount of acquired wealth, determined by your character class.
Fighter: 150 gp
Rogue: 125 gp
Magi: 75 gp
Cleric: 120 gp
The character uses this accumulated wealth to purchase his initial weapons, armor, and adventuring equipment, using the price lists on the tables below.
Weapons
Here is the format for weapon entries
Cost: This value is the price for purchasing the weapon. The cost includes miscellaneous gear that goes with the weapon.
Damage: The damage dealt by the weapon on a successful hit.
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
Armor & Shields
Here is the format for armor entries.
Cost: The value is the price for purchasing the armor.
AC Bonus: The Armor Class bonus provided by the armor.
Two-Handed Weapons
- Chain, spiked: Cost: 25gp Damage: 2d4
- Falchion: Cost: 75gp Damage: 1d6
- Flail, heavy: Cost: 15gp Damage: 1d8
- Glaive: Cost: 8gp Damage: 1d8
- Greataxe: Cost: 20gp Damage: 1d10
- Greatclub: Cost: 5gp Damage: 1d8
- Greatsword: Cost: 50gp Damage: 2d6
- Guisarme: Cost: 9gp Damage: 2d4
- Halberd: Cost:10gp Damage: 1d10
- Lance: Cost: 10gp Damage: 1d8
- Longspear: Cost: 5gp Damage: 1d8
- Quarterstaff: Cost: None Damage: 1d6
- Scythe: Cost: 18gp Damage: 2d4
- Spear: 2gp Damage: 1d8 Range: 20ft.
One-Handed Weapons
- Battleaxe: Cost: 10gp Damage: 1d8
- Club: Cost: None Damage: 1d6 Range: 10ft.
- Flail: Cost: 8gp Damage: 1d8
- Longsword: Cost: 15gp Damage: 1d8
- Mace, heavy: Cost: 12gp Damage: 1d8
- Morningstar: Cost: 8gp Damage: 1d8
- Pick, heavy: Cost: 8gp Damage: 1d6
- Rapier: Cost: 20gp Damage: 1d6
- Scimitar: Cost: 15gp Damage: 1d6
- Shortspear: Cost: 1gp Damage: 1d6 Range: 20ft.
- Sword, bastard: Cost: 35gp Damage: 1d10
- Trident: Cost: 15gp Damage: 1d8 Range: 10ft.
- Waraxe, dwarven: Cost: 30gp Range: 1d10
- Warhammer: Cost: 12gp Damage: 1d8
- Whip: Cost: 1gp Damage: 1d3
Light Weapons
- Unarmored Strike: Cost: None Damage: 1d3
- Axe, throwing: Cost: 8gp Damage: 1d6 Range: 10ft.
- Dagger: Cost: 2gp Damage: 1d4 Range: 10ft.
- Hammer, light: Cost: 1gp Damage: 1d6 Range: 20ft.
- Handaxe: Cost: 6gp Damage: 1d4
- Mace, light: Cost: 5gp Damage: 1d6
- Pick, light: Cost: 4gp Damage: 1d4
- Sap: Cost: 1gp Damage: 1d6
- Sickle: Cost: 6gp Damage: 1d6
- Sword, short: Cost: 10gp Damage: 1d6
Ranged Weapons
- Crossbow, hand: Cost: 100gp Damage: 1d4 Range: 30 ft.
- Crossbow, heavy: Cost: 50gp Damage: 1d10 Range: 120ft.
- Crossbow, light: Cost: 35gp Damage: 1d8 Range: 80ft.
- Dart: Cost: 5sp Damage: 1d4 Range: 20ft.
- Javelin: Cost: 1gp Damage: 1d6 Range: 30ft.
- Longbow: 75gp Damage: 1d8 Range: 100ft.
- Net: 20gp Damage: None Range: 10ft.
- Shortbow: Cost: 30gp Damage: 1d6 Range: 60ft.
- Sling: Cost: None Damage: 1d4 Range: 50ft.
- Padded: Cost: 2gp Bonus: +1
- Leather: Cost: 10gp Bonus:+2
- Studded Leather: Cost: 25gp Bonus: +3
- Chain Shirt: Cost: 100gp Bonus: +4
- Hide: Cost: 15gp Bonus: +3
- Scale Mail: Cost: 50gp Bonus: +4
- Chainmail: Cost: 150gp Bonus: +5
- Breastplate: Cost: 200gp Bonus: +5
- Splint Mail: Cost: 200gp Bonus: +6
- Banded Mail: Cost: 250gp Bonus: +6
- Half-plate: Cost: 600gp Bonus: +7
- Full Plate: Cost: 1,500gp Bonus: +8
- Buckler: Cost: 15gp Bonus: +1
- Shield, light wooden: Cost: 3gp Bonus: +1
- Shield, light steel: 9gp Bonus: +1
- Shield, heavy wooden: Cost: 7gp Bonus: +2
- Shield, heavy steel: Cost: 20gp Bonus: +2
- Shield, tower: Cost: 30gp Bonus: +4
Back in the day, there were standard equipment packages, pre-complied and pre-calculated, to help new players get started quickly. This document is inspired by those lists and provides a way for a player to quickly equipt his or her PC or a GM to equip an NPC or Hireling on the fly. Additionally, these optional kits can be used to give a starting point from which to customize new characters.
50 Gold Pieces each
Choose a pack or roll 1d6 to select one randomly
Finally, add the following based on your Class:
Cleric: Silver Holy symbol & 5 Gold Pieces
Fighter: Vial of Holy Water & 5 Gold Pieces
Mage: Spellbook & 2 Spell Pouches & 5 Gold Pieces
Rogue: Thieves tools.
Fast Packs
Pack A (1-2)
Backpack, Belt Pouch, Bedroll, Lantern (hooded), 10 Oil Flasks, Flint & Steel, Shovel, 2 sets of Caltrops, Signal Whistle, Waterskin, Iron Rations (4 days)
Pack B (3-4)
Backpack, Belt Pouch, Bedroll, 10 Torchers, 4 Oil Flasks, Flint & Steel, 10 pieces of chalk, 10' Pole, Mirror, Crowbar, Waterskin, Iron Rations (4 days)
Pack C (5-6 Pack)
Backpack, Belt Pouch, Bedroll, Tent, 10 Torches, 5 Oil Flasks, Flint & Steel, 50' Rope, Grappling Hook, 10'Pole, Waterskin, Iron Rations (4 days)
Adventuring Gear
- Acid (flask): 10gp
- Antitoxin (vial): 50gp
- Artisan's Tools: 5gp
- Backpack (empty): 2gp
- Barrel (empty): 2gp
- (Basket (empty): 4sp
- Bedroll: 1sp
- Bell: 1gp
- Blanket, winter: 5sp
- Block and Tackle: 5gp
- Bottle, wine, glass (empty): 2gp
- Bucket (empty) 5sp
- Caltrops: 1gp
- Candles: 1cp
- Canvas (sq.yd.): 1sp
- Case, map or scroll: 1gp
- Chain (10 ft.): 30gp
- Chalk, 1 piece: 1cp
- Chest (empty): 2gp
- Craftsman's Tools: 5gp
- Crowbar: 2gp
- Disguise Kit: 50gp
- Firewood (per day): 1cp
- Fishhook: 1sp
- Fishing net (25 sq.ft.): 4gp
- Flask (empty): 3cp
- Flint and Steel: 1gp
- Grappling Hook: 1gp
- Hammer: 5sp
- Healer's Kit: 50gp
- Holy Symbol, wooden: 1gp
- Holy Symbol, silver: 25gp
- Holy Water (flask): 25gp
- Hourglass: 25gp
- Ink (1 oz. Vial): 8gp
- Inkpen: 1sp
- Jug, clay: 3cp
- Ladder, 10 ft.: 5cp
- Lamp, common: 1sp
- Lantern, bullseye: 12gp
- Lantern, hooded: 7gp
- Lock, simple: 20gp
- Lock, average: 40gp
- Lock, good: 80gp
- Magnifying Glass: 100gp
- Manacles: 15gp
- Mirror, small steel: 10gp
- Mug/Tankard, clay: 2cp
- Musical Instrument: 5gp
- Oil, pint flask: 1sp
- Paper (sheet): 4sp
- Parchment (sheet): 2sp
- Pick, miner's: 3gp
- Pitcher, clay: 2cp
- Piton: 1sp
- Pole, 10': 2sp
- Pot, iron: 5sp
- Pouch, belt (empty): 1gp
- Ram, portable: 10gp
- Rations, trail (per day): 5sp
- Rope, hempen (50 ft.): 1gp
- Rope, silk (50 ft.): 10gp
- Sack (empty): 1sp
- Sealing Wax: 1gp
- Sewing Needle: 5sp
- Signal Whistle: 8sp
- Signet Ring: 5gp
- Sledge: 1gp
- Soap (per lb.): 5sp
- Spade or Shovel: 2gp
- Spell Component Pouch: 5gp
- Spellbook, wizard's (blank): 15gp
- Spyglass: 1,000gp
- Tent: 10gp
- Thieves' Tools: 30gp
- Torch: 1cp
- Vial, Ink or Potion: 1gp
- Waterskin: 1gp
- Whetstone: 2cp
Clothing
- Artisan's Outfit: 1gp
- Cleric's Vestments: 5gp
- Cold Weather Outfit: 8gp
- Courtier's Outfit: 30gp
- Entertainer's Outfit: 3gp
- Explorer's Outfit: 10gp
- Monk's Outfit: 5p
- Noble's Outfit: 75gp
- Peasant's Outfit: 1sp
- Royal Outfit: 200gp
- Scholar's Outfit: 5gp
- Traveler's Outfit: 1gp
Mounts and Related Gear
- Barding, medium creature: armor price x2
- Barding, large creature: armor price x4
- Bit and Bridle: 2gp
- Dog, guard: 25gp
- Dog, war: 75gp
- Donkey or Mule: 8gp
- Feed (per day): 5cp
- Horse, heavy: 200gp
- Horse, light: 75gp
- Pony: 30gp
- Saddle, military: 20gp
- Saddle, pack: 5gp
- Saddle, riding: 10gp
- Saddlebags: 4gp
- Stabling (per day): 5sp
- Warhorse, heavy: 400 gp
- Warhorse, light: 150gp
- Warpony: 100gp
0-Level Arcane Spells: Cantrips
Arcane Mark: Inscribes a permanent personal rune (visible or invisible).
Detect Magic: Detects spells and magic items within 60 ft. for up to 1 min/level or until concentration ends.
Ghost Sound: Figment sounds for 1 round/level.
Light: Object shines like a torch for 10 min/level.
Mage Hand: 5-pound telekinesis. Lasts until concentration ends.
Prestidigitation: Performs minor tricks for 1 hour.
Read Magic: Read scrolls and spellbooks for 10 min/level.
1st-Level Arcane Spells
Feather Fall: Objects or creatures fall slowly for 1 round/level or until landing.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb/level. Lasts for 1 hour/level.
Mage Armor: Gives subject +4 armor bonus for 1 hour/level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Sleep: Puts 4 HD of creatures into magical slumber for 1 min/level.
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
2nd-Level Arcane Spells
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1/three levels.
Flaming Sphere: Creates rolling ball of fire; 2d6 damage, lasts 1 round/level.
Invisibility: Subject is invisible for 1 min/level or until it attacks.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at you direction for 1 min/level.
Spider Climb: Grants ability to walk on walls and ceilings for 10 min/level.
3rd-Level Arcane Spells
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min/level.
Dispel Magic: Cancels magical spells and effects.
Fireball: 1d6 damage per level, 20-ft. radius.
Fly: Subject flies 60 ft. for 1 min/level.
Lightning Bolt: Electricity deals 1d6/level damage.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp which lasts for 1 hour.
4th-Level Arcane Spells
Animate Dead: Creates level X2 HD of undead skeletons of zombies.
Arcane Eye: Invisible floating eye moves 30 ft/round for 1 min/level.
Black Tentacles: Tentacles grapple all within 20 ft. spread for 1 round/level.
Dimension Door: Teleports you short distance.
Polymorph: Gives one willing subject a new form for 1 min/level.
Stoneskin: Ignore 10 points of damage per attack. Lasts for 10 min/level or until discharged.
5th-Level Arcane Spells
Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+HD takes STR damage. Lasts for 1 min/level.
Contact Other Plane: Lets you ask one question of extraplanar entity. Last until concentration ends.
Feeblemind: Subject's MIND score drops to 1.
Passwall: Creates passage through wood or stone wall for 1 hour/level.
Permanency: Makes certain spells permanent.
Teleport: Instantly transports you as far as 100 miles/level.
6th-Level Arcane Spells
Antimagic Field: Negates magic within 10 ft. for 10 min/level.
Chain Lighting: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency: Sets trigger condition for another spell. Lasts for 1 day/level or until discharged.
Disintegrate: Destroys one creature or object.
Geas: Commands any creature, binding it to a specific task. Lasts for 1 day/level or until discharged.
True Seeing: Lets you see all things as they really are for 1 min/level.
7th-Level Arcane Spells
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Ethereal Jaunt: You become ethereal for 1 round/level.
Finger of Death. Kills one subject.
Plane Shift: As many as eight subjects travel to another plane.
Power Word Blind: Blinds creature with 200 hp or less for 1d4+1 minutes (permanent if creature has less than 50 hp).
Spell Turning: Reflect 1d4+6 spell levels back at caster for 10 min/level or until expended.
8th-Level Arcane Spells
Clone: Duplicate awakens when original dies.
Horrid Wilting: Deals 1d6/level damage within 30ft.
Incendiary Cloud: Cloud deals 4d6 fire damage/round for 1 round/level.
Irresistible Dance: Forces subject to dance for 1d4+1 rounds.
Power Word Stun: Stuns creature with 150 hp or less for 2d4 rounds.
Trap the Soul: Imprisons subject within gem.
9th-Level Arcane Spells
Astral Projection: Projects you and companions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with companions for 1 min/level.
Gate: Connects two planes for travel or summoning. Open for 1 round/level.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Power Word Kill: Kills one creature with 100 hp or less.
Soul Bind: Traps newly dead soul to prevent resurrection.
0-Level Divine Spells: Orisons
Create Water: Creates 2 gallons/level of pure water.
Guidance: +1 on one attack roll, saving throw, or skill check. Lasts for 1 min or until discharged.
Light: Object shines like a torch for 10 min/level.
Purify Food and Drink: Purifies 1 cubic ft/level of food or water.
Resistance: Subject gains +1 on saving throws for 1 min.
Virtue: Subject gains 1 temporary hp for 1 minute.
1st-Level Divine Spells:
Bless: Allies gain +1 on attack rolls and communication + MIND checks against fear for 1 min/level.
Bless Water: Makes holy water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Divine Favor: You gain +1 per three levels on attack and damage rolls for 1 minute.
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Lasts for 30 minutes or until discharged.
Shield of Faith: Aura grants +2 or higher AC bonus for 1 min/level.
2nd-Level Divine Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10)
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 round.
Gentle Repose: Preserves one corpse.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3rd-Level Divine Spells
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Prayer: Allies get +1 bonus on most rolls, enemies take a -1 penalty for 1 round/level.
Remove Disease: Cures all diseases affecting subject
Searing Light: Ray deals 1d8/two level damage, or 1d8/level against undead.
Speak with Dead: Corpse answers one question/two levels. Lasts for 1 min/level.
4th-Level Divine Spells
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Discern Lies: Reveals deliberate falsehoods for 1 round/level or until concentration ends.
Freedom or Movement: Subject moves normally despite impediments for 10 min/level.
Neutralize Poison: Immunizes subject against poison for 10 min/level, detoxifies venom in or on subject.
Restoration: Restores level and ability score drains.
Tongues: Speak any language for 10 min/level.
5th-Level Divine Spells
Atonement: Removes burden of misdeeds from subject.
Commune: Deity answers one yes-or-no question/level. Lasts for 1 round/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Raise Dead: Restores life to subject who died as long as one day/level ago.
True Seeing: Lets you see all things as they really are for 1 min/level.
6th-Level Divine Spells
Banishment: Banishes 2 HD/level of extraplanar creatures.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes' Feast: Food for one creature/level cures disease and grants +1 combat bonus for 12 hours. Lasts for 1 hour.
Quest: Commands any creature, binding it to a specific task. Lasts for 1 day/level or until discharged.
7th-Level Divine Spells
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction: Kills subject and destroys remains.
Ethereal Jaunt: You become ethereal for 1 round/level.
Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35)
Restoration, Greater: As restoration, plus restores all levels and ability scores.
Resurrection: Fully restores a dead subject from a small portion of the corpse.
8th-Level Divine Spells
Antimagic Field: Negates magic within 10 ft. for 10 min/level.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level.
Discern Location: Reveals exact location of creature or object.
Fire Storm: Deals 1d6/level fire damage.
Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells for 1 round/level.
9th-Level Divine Spells
Astral Projection: Projects you and companions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with companions for 1 min/level.
Gate: Connects two planes for travel or summoning. Open for 1 round/level.
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round for 4 rounds or until concentration ends.
Soul Bind: Traps newly dead soul to prevent resurrection.
Skills: All creatures have a bonus to all stats (Physical, Subterfuge, Knowledge, and Communication) equal to their number of Hit Dice. If the creature is intelligent, add +3 to one skill. Add stat bonuses to suit and as logic dictates. This is intentionally kept open - if you need a sneaky bugbear, assign the +3 bonus to Subterfuge; if a warrior, give +3 to Physical; for a spell-caster assign the +3 to Knowledge or Communication and give levels of Mage or Cleric (See below).
Monster Advancement: To make a toucher monster, add more Hit Dice; Each additional HD adds one to their skills and combat bonuses. For each doubling of Hit Dice, increase the dice size for attacks ( ie, d4>d6>d8, ect.).
Alternatively, add class levels to intelligent monsters. Start with base Hit Dice and add levels of Fighter, Rogue, Magi, or Cleric as required.
Create your own: Assign Hit Dice (d8 for most things, d12 for Dragons and Undead).
Attack bonus and skill level = number of Hit Dice. If it's an intelligent critter, +3 bonus to one skill. Add stat bonuses to suit.
Animals
- Badger: HD 1d9+2 (6 hp), AC 15, Claw +4 (1d2-1)
- Brown Bear: HD 6d8+24 (51 hp), AC 15, Claw +11 (1d8+8) or bite +6 (2d6+4)
- Boar: HD 3d8+12 (25 hp), AC 16, Gore +4 (1d8+3)
- Cat: HD 1/2d8(2 hp), AC 14, Claw +4 (1d2-4)
- Crocodile: HD 3d8+9 (22 hp) , AC 16, Bite +6 (1d8+6) or tail slap +6 (1d12+6)
HD 3d8+3 (16 hp) AC 17 Morningstar +5 (1d8+2) or javelin +3 (1d6+2)
Creatures
- Dwarf: HD 1d8+2 (6 hp), AC 16, Waraxe +3 (1d10+1) or shortbow +1 (1d6)
- Earth Elemental (large): HD 8d8+32 (68 hp), AC 18, Slam +12 (2d8+7)
- Elf: 1d8 (4 hp), AC 15, Longsword +2 (1d8+1) or longbow +3 (1d8)
- Gargoyle: HD 4d8+19 (37 hp), AC 16, Claw +6 (1d4+2)
- Gelatinous Cube: HD 4d10+32 (54 hp), AC 3, Slam +1 (1d6 + 1d6 acid) plus engulf (paralysis + 1d6 acid/round, DC 13 phys+DEX to negate)
- Ghoul: HD 2d12 (13 hp), AC 14, Bite +2 (1d6+1 plus paralysis) or claws +0 (1d3 plus paralysis)
- Gnoll: HD 2d8+2 (11 hp), AC 15, Battleaxe +3 (1d8+2) or shortbow +1 (1d6)
- Goblin:HD 1d8+1 (5 hp), AC 15, Morningstar +2 (1d6) or javelin +3 (1d4)
- Griffon: HD 7d11+21 (59 hp), AC 17, Bite +11 (2d6+4)
- Halfling: HD 1d8+1 (5 hp), AC 16, Shortsword +3 (1d6) or light crossbow +3 (1d6)
- Hellhound: HD 4d8+4 (22 hp) AC 16 Bite +5 (1d8+1 plus 1d6 fire)
- Hill Giant: HD 12d8+48 (102 hp) AC 20 Greatclub +16 (2d8+10) or rock +8 (2d6+7)
- Hobgoblin: HD 1d8+2 (6 hp) AC 15 Longsword +2 (1d8+1) or javelin +2 (1d6+1)
- Human Commoner: HD 1d8+1 (5 hp) AC 12 Dagger +1 (1d6+1) or sling +1 (1d4)
- Insect (small) eg Spider: HD 1d8 (4 hp) AC 14 Bite +4 (1d4-2 plus poison)
- Kobold: HD 1d8 (4 hp) AC 15 Spear +1 (1d6-1) or sling +3 (1d3)
- Lizzardfolk:HD 2d8+2 (11 hp), AC 15, Claw +2 (1d4+1) or club +2 (1d6+1) or javelin +1 (1d6+1)
- Nymph: HD 6d6+6 (27 hp), AC, Dagger +6 (1d4) or stunning glance (unable to act for 2d4 rounds, DC 17 phys+STR to negate)
- Ogre: HD 4d8+11 (29 hp) AC 16 Greatclub +8 (2d8+7) or javelin +1 (1d8+5)
- Orc: HD 1d8+1 (5 hp) AC 13 Falchion +4 (2d4+4) or javelin +1 (1d6+3)
- Otyugh: HD 6d8+9 (36 hp), AC 17, Tentacle +4 (1d6 plus disease)
- Owlbear: HD 5d10+25 (52 hp) AC 15 Claw +9 (1d6+5)
- Rust Monster: HD 5d8+5 (27 hp) AC 18 Antenne touch +3 (rust)
- Shadow: HD 3d12 (19 hp) AC 13 Incorporeal touch +3 (1d6 Str)
- Shambling Mound: HD 8d8+24 (60 hp), AC 20, Slam + 11 (2d6+5), constrict (2d6+7)
- Skeleton Warrior: HD 1d12 (6 hp) AC 15 Scimitar +1 (1d6+1) or claw +1 melee (1d4+1)
- Stirge: HD 1d10 (5 hp) AC 16 Touch +7 (attach)
- Stone Golem: HD 14d10+30 (107 hp) AC 26 Slam +18 (2d10+9)
- Treant: HD 7d8+35 (66 hp), AC 20, Slam +12 (2d6+9)
- Troll: HD 6d8+36 (63 hp) AC 16 Claw +9 (1d6+6)
- Vampire:HD 4d12+3 (29 hp), AC 15, Slam +5 (1d6+4 plus energy drain - 1 level, DC 14 phys+STR to negate) or blood drain (-1d4 STR)
Vermin
- Monstrous Scorpion (tiny):HD 1/2d8+2 (4 hp), AC 14, Claw +2 (1d2-4) or sting -3 (1d2-4 plus poison)
- Monstrous Scorpion (small): HD 1d8+2 (6 hp), AC 14, Claw+1 (1d3-1) or sting -4 (1d3-1 plus poison)
- Monstrous Scorpion (large): HD 5d8+10 (32 hp), AC 16, Claw +6 (1d6+4) or sting +1 (1d6+2 plus poison)
- Monstrous Scorpion (huge): HD 10d8+30 (75), AC 20, Claw +11 (1d8+6) or sting +6 (2d4+3 plus poison)
- Monstrous Spider (small): HD 1d8 (4 hp), AC 14, Bite +4 (1d4-2 plus poison)
- Monstrous Spider (large): HD 4d8+4 (22 hp), AC 14, Bite +4 (1d8+3 plus poison)
- Monstrous Spider (huge): HD 8d8+16 (52 hp), AC 16, Bite +9 (2d6+6 plus poison)
- Werewolf (human form): HD 3d8+7 (20 hp), AC 17, Longsword +3 (1d8+1) or light crossbow +2 (1d8)
- Werewolf (wolf form): HD 3d8+7 (20 hp), AC 16, Bite +5 (1d6+3)
- Werewolf (hybrid form): HD 3d8+7 (20 hp) AC 16 Claw +4 (1d4+2)
- Wight: HD 4d12 (26 hp) AC 15 Slam +3 (1d4+1 plus energy drain
- Wraith:HD 5d12 (32 hp), AC 15, Incorporeal touch +5 (1d4 plus - 1d6 STR, DC 14 phys+STR to negate)
- Wyvern: HD 7d12+14 (59 hp) AC 18 Sting +10 (1d6+4 plus poison) or Talon +10 (2d6+4) or Bite +10 (2d8+4)
- Zombie: HD 2d12+3 (16 hp) AC 11 Slam +2 (1d6+1) or club +2 (1d6+1)
Dinosaur
- Deinonychus: HD 4d8+16 (34 hp), AC 16, Talons +6 (2d6+4) or bite +1 (2d6+1)
- Megaraptor:HD 8D8+43 (79 hp), AC 16, Talons +9 (2d8+5) or bite +4 (2d8+15)
- Deinonychous (Raptor): HD 4d8+16 (34 hp) AC 16 Talons +6 (2d6+4)
- Triceratops: HD 16d8+124 (196 hp), AC 18, Gore +20, (2d8+15)
- Tyrannosaurus: HD 18d8+99 (180 hp), AC 14, Bite +20 (3d6+13)
Dragon
- Young Red: HD 13d12+39 (123 hp), AC 21, Bite +20 (2D6+7) OR Breath (10D10, phys+DEX to dodge for half)
- Very Old Red: HD 31d12+248 (449 hp), AC 36, Bite +40 (4d6+13) or breath (18d10 fire, DC 33 phys+DEX to dodge for half)
- Adult Gold: HD 13d12+115 (264 hp), AC 30, Bite +32 (2d8+11) or breath (12d10 fire, DC 26 phys+DEX to dodge for half)
- Young Adult Silver: HD 19D12+79 (202 hp), AC 28, Bite +24 (2d6+6) or breath (10d8 cold, DC 23 phys+DEX to dodge for half)
This rule section allows for introducing a few more options to your Microlite20 game, without necessarily increasing its complexity. Included are: a new skill, new races, and new classes. It is not necessary to use Microlite20 Expert Rules in its entirety; DMs are encouraged to "cherry pick" those specific items applicable to their own campaign.
Races
Ghomes: +1 to DEX, +1 to MIND
Half-orcs:+4 to STR, -2 to MIND
Half-elves:+1 to DEX, and +1 to any 2 skills
Lizardmen:+2 to STR, +2 to DEX, -2 to MIND
Classes
Paladins
Wear any kind of armor and use shields. They have +1 bonus to Physical and +2 bonus to Communication. They are immune to diseases and apply a +1 bonus to all saving throws (this increases by +1 at 5th level and every 5 levels on). Paladins can detect evil within 60' at will and can heal up to 2 hp per level per day by laying on hands. A character must be of Lawful Good alignment to be a Paladin.
Rangers
Can use light or medium armor and can use shields. They have a +1 to hit and damage with ranged weapons and only incur a -1 to hit penalty when fighting with 2 weapons. They have a +3 bonus to Survival.
Illusionists
Wear no armor. They can cast Illusionist spells and gain a +2 bonus to Communication and a +1 bonus to Subterfuge. Characters must have a minimum DEX score of 13 to be illusionists.
Druids
Wear any non-metal armor or shield. They cast Druid spells and gain +2 to Knowledge and +2 to Survival. Druids are immunity to the spell-like effects of the woodland fey. At 3rd level a Druid can pass without trace as well. At 7th level a Druid can assume the form of any small or medium sized animal up to 3 times per day. A druid heals 2 hp per level when changing back to his human form.
Bards
Wear light armor and can use bucklers. They gain a +2 bonus to Communication, Subterfuge, and Knowledge. A bard can counter sound-based effects within a 30' radius. A bard can use his song to charm a person or remove fear up to 3 times (total) per day. Beginning at the 6th level, a Bard casts spells as either a Druid or Illusionist (player's choice) of 5 levels or lower.
Skills
Microlite20 Expert Rules adds a new, 5th skill: Survival. Survival is used for things like tracking, foraging, setting or spotting snares, hunting, finding water or rare herbs, determining direction, and the like. Only Rangers and Druids are specialized with this kill.
Heroism
Heroism is a bonus equal to 1 times the character level and may be applied once per day to up to three of the following:
- Attack Bonus
- Damage
- Saving Throw
- Skill Check
- Spell DC
Magic
Here are three ways for spell casters to add a little more variety to their repertoire. Each modifies a spell in a given way, and each doubles the casting time of the spell so modified (mostly spells become full round actions instead of standard actions, for example). Also, each requires an additional expenditure of hit points, added to the standard cost of the spell at the time it is cast.
Extending
Makes a spell last twice as long as it normally would. An extended spell costs an additional 2 hp.
Empowering
Makes a spell do 50% more damage than it normally would. An Empowered spell costs an additional 4 hp.
Widening
Makes a spells area of effect twice as big as it would normally be. A widened spell costs an additional 6 hp.
0-Level Illusionist Spells
Arcane Mark: Inscribes a permanent personal rune (visible or invisible).
Dancing Lights: Creates torches or other lights for 1 minute.
Detect Illusion: Detects Illusions in a 60' radius for 1 min/level.
Ghost Sound: Figment sounds for 1 round/level.
Prestidigitation: performs minor tricks for 1 hour.
Read Magic: Read Scrolls and Spellbooks for 10/min per level.
1st-level Illusionist Spells
Charm Person: Makes one person your friend for 1 hour per level.
Color Spray: Incapacitates creatures within a 15' clone.
Disguise Self: Charges your appearance for 10 min/level.
Hypnotism: Fascinates 2d4 HD of creatures for 2d4 rounds.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min/level.
2nd-Level Illusionist Spells
Blur: Caster gains +4 to AC, cannot be Sneak Attacked for 1 min/level.
Hideous Laughter: Subject loses actions for 1 round/level.
Hypnotic Pattern: Fascinates 2d4+level HD of creatures for concentration plus 2 rounds.
Minor Image:As Silent Image plus some sound.
Mirror Image:Creates 1d4+1 decoys of caster for 1 min/level.
3rd-Level Illusionist Spells
Daylight: 60' radius of daylight for 10 min/level.
Deep Slumber: Puts 10 HD of creatures to sleep for 1 min/level.
Displacement: Attacks against the subject miss 50% of the time for 1 round/level.
Major Image: As minor image, plus sound, smell, and thermal effects.
Suggestion: Compels subject to follow stated course of action for 1 hour/level or until completed.
4th-Level Illusionist Spells
Charm Monster: Make one monster believe it is your ally for 1 day/level.
Confusion: Subjects behave oddly for 1 round/level.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Minor Creation: Create one cloth or wood object.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights Fascinate 24 HD of creatures for concentration plus 1 rnd/level.
5th-Level Illusionist Spells
Break Enchantment: Frees subjects from enchantments, alternations, curses, and petrification.
Dominate Person: Controls subject telepathically for 1 day/level.
Major Creation: As minor creation, plus stone or metal.
Persistent Image: As major image, but no concentration required; 1 min/level.
Seeming: Changes appearance of 1 person per 2 levels for 12 hours.
Sending: Delivers short message anywhere, instantly.
6th-Level Illusionist Spells:
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Permanent illusion with sight, sound, and smell controlled by concentration.
Programmed Image: As major image, triggered by specific event.
Shadow Walk: Step into shadow and travel rapidly; 50mph for 1 hour/level.
Suggestion, Mass: As suggestion, plus one subject per level.
True Seeing: Lets you see things as they truly are.
7th-Level Illusionist Spells
Invisibility, Mass: As invisibility, but affects all in range.
Phase Door: Creates invisible passage through wood and stone.
Blind: Blinds creature with 200hp or less.
Prismatic Spray: 60' Cone-shaped burst of rays for variety of effects.
Project Image: Illusory double can talk and cast spells at medium range for 1 round/level.
Weird: As phantasmal killer, but affects all within 30'.
0-Level Druid Spells
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60' for 1 min/level.
Detect Poison: Detects poison in one creature or object.
Mending: Makes minor repairs on an object.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws for 1 minute.
1st-Level Druid Spells
Entangle: Plants entangle everyone in 40' radius for 1 min/level.
Faerie Fire: Outlines subjects with light for 1 min/level, cancels blur, invisibility, ect.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Obscuring Mist: Fog surrounds you, provides concealment for 1 min/level.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Speak with Animals: You can communicate with animals for 1 min/level.
2nd-Level Druid Spells
Barkskin:Grants +2 or higher bonus to AC for 10 min/level.
Gust of Wind: Blows away or knocks down smaller creature.
Heat Metal: Makes metal so hot it damages those who touch it.
Summon Swarm: Summons swarm of bats, rats, or spiders for concentration plus 2 rounds.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood:Bends wood within 20' radius.
3rd-Level Druid Spells
Call Lightning:Calls down 3d6-damge lightning bolts from the sky once per round for 1 min/level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy for 10min/level.
Speak with Plants: You can talk to normal plants and plant creatures for 1 min/level.
Spike Growth: For 1 hour/level, creatures in area take 1d4 damage per 5'movement, may be slowed.
Stone Shape: Sculpts stone into any shape.
Water Breathing: Subjects can breathe under water for 2 hours/level divided by number of subjects.
4th-Level Druid Spells
Air Walk: Subject treads on air for 10 min/level.
Anti-Plant Shell: Keeps animated plants at bay for 10 min/level, 10' radius.
Ice Storm: Hail does 5d6 damage in cylinder 40' across.
Reincarnate: Brings dead subject back in random body.
Repel Vermin: Insects, spiders, and other vermin stay 10' away for 10 min/level.
Spike stones: Creatures in area take 1d8 damage, may be slowed.
5th-Level Druid Spells
Awaken: Animal or Tree gains human intelligence.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but does 5d6 per bolt.
Insect Plague: Up to 6 locust swarms attack creature for 1 min/level.
Transmute Rock to Mud: Transforms 2 10' cubes per level.
Wall of Fire: Deals 2d4 fire damage out to 10' and 1d4 out to 20'. Passing through wall deals 2d6 damage +1/level.
6th-Level Druid Spells
Fire Seeds: Creates Acorn Grenades (1d6 fire dmg/level divided among up to 4 seeds) that explodes in a 10' radius and ignite combustibles.
Live Oak: Oak becomes treant guardian.
Move Earth:Dig trenches and build hills, in an area up to 750' square and 10' deep.
Stone Tell:Talk to natural or worked stone for 1 min/level.
Transport via Plants: Move instantly from one plant to another of its type anywhere.
Wall of Stone: Creates a wall of stone that can be shaped.
7th-Level Druid Spells
Changestaff: Your staff becomes a treant on command.
Control Weather:Changes weather in local area.
Earthquake: Intense tremor shakes 80' radius, collapsing ceilings, opening fissures, ect.
Finger of Death: Kills one subject.
Fire Storm: Does 1d6/level fire damage to 2 10' cubes per level.
Wind Walk: You and your allies turn vaporous and travel up to 60mph for 1 hour/level.
Disease
Diseases have various symptoms and are spread through a number of ways. Several typical diseases are summarized below. The entries for diseases include the following information:
Name of disease:Type, DC, incubation, damage.
Type lists the disease's method of delivery (contact. Inhaled, or injury).
DC lists the phys+STR check DC needed to prevent infection.
Incubation lists the time before damage begins.
Damage lists the ability damage the character takes after incubation and each day afterward.
- Cackle Fever: Inhaled, DC 16, 1 day, -1d6 MIND.
- Filth Fever: Injury, DC 12, 1d3 days, -1d3 DEX and 1d3 STR.
- Mindfire: Inhaled, DC 12, 1 day, -1d4 STR.
- Red Ache: Injury, DC 15, 1d3 days, -1d6 STR.
- Shakes: Contact, DC 13, 1 day, -1d8 DEX.
Extreme Heat & Cold
If not wearing suitable protection, a character must make a Phys+STR check once every 10 min (DC 15, +1 per previous check), taking 1d6 damage on each failed save.
Falling Damage A falling character takes 1d6 hp of damage per 10 feet fallen. If the character make a successful Phys+DEX roll, they take only half damage. The DC for phy+DEX is equal to the depth fallen in feet.
In the event that the fall ends in an area laden with spikes or jagged rocks, add +1 hp of damage to falling damage per 10' fallen. (with a maximum of +10 hp)
Poison
Characters can possibly take damage from a weapon that has been poisoned, be attacked by a creature whos natural attacks feature poison, consume poison hidden in the food or drink, or be poisoned in some other way.
Several typical poisons are summarized below. The entries for poisons include the following information:
Name of the poison: Type, DC, damage, price.
Type lists the poison's method of delivery (contact, ingested, inhaled, or injury).
DC lists the phys+STR check DC needed to avoid the poison's damage.
Damage is expressed as "xdx/xdx." The first number is the initial damage, taken immediately upon failing the phys+STR check against the poison. The second number is the secondary damage, taken one min after exposure to the poison if a second phys+STR check is failed. Ability damaged is temporary unless marked with an asterisk(*), in which case the loss is permanent. Unconsciousness lasts 1d3 hours.
Price lists the cost of one dose of the poison. It can usually only be obtained through less-than-reputable sources, and the possession of poisons are commonly illegal.- Arsenic: ingested, DC 13, -1 STR/-1d8 STR, 120 gp.
- Blue Whinnis: Injury, DC 14, -1 STR/unconsciousness, 120 gp.
- Burnt Othur Fumes: Inhaled, DC 18, -1 STR*/-3d6 STR, 2, 100 gp.
- Deathblade: Injury, DC 20, -1d6 STR /-2d6 STR, 1,800 gp.
- Insanity Mist: Inhaled, DC 15, -1d4 MIND/-2d6 MIND, 1,500 gp.
- Nitharit: Contact, DC 13. 0/-3d6 STR, 650 gp.
- Oil of Taggit: Ingested, DC 15,0/unconsciousness, 90 gp.
- Malys Root Paste: Contact, DC 16, -1 DEX/-2d4 DEX, 500 gp.
- Monstrous Scorpion (tiny): Injury, DC 12, -1 STR/-1 STR, 50 gp.
- Monstrous Scorpion (small): Injury, DC 12, -1d2 STR/-1d2 STR, 100 gp.
- Monstrous Scorpion (large): Injury, DC 14, -1d4 STR/-1d4 STR, 200 gp.
- Monstrous Scorpion (Huge): Injury, DC 18, -1d6 STR/-1d6 STR, 400 gp.
- Monstrous Spider (tiny): Injury, DC 10, -1d6 STR/-1d2 STR, 85 gp.
- Monstrous Spider (small): Injury, DC 10, -1d3 STR/- 1d3 STR, 125 gp.
- Monstrous Spider (huge): Injury, DC 13, -1d6 STR/-1d6 STR, 250 gp.
- Monstrous Spider (huge): Injury, DC 16, -1d8 STR/-1d8 STR, 500 gp.
- Sassone Leaf Residue: Contact, DC 16, -2d12 hp/-1d8 STR, 300 gp.
- Sleep Poison: Injury, DC 13, unconsciousness/unconsciousness for 2d4 hours, 75 gp.
- Snake (medium vpier): : Injury, DC 11, -1d6 STR/-1d6 STR, 120 gp.
- Snake (large viper): njury, DC 11, -1d6 STR/-1d6 STR, 120 gp.
- Snake (huge Viper): : Injury, DC 14, -1d6 STR/-1d6 STR, 250 gp.
- Wyvern: Injury, DC 14, -1d6 STR/-1d6 STR, 250 gp.
Traps
Whether inside a dungeon or a nobleman's manor house, adventurers can often be hurt, or even killed, without ever encountering a monster of any kind, as many dungeons are filled with debilitating or lethal traps set to keep wayward hands off of fantastic treasures. Several typical traps of varying Encounter Levels are summarized below.
The entries for traps include the following information:
Type of Trap: Attack (damage), Save DC, Search DC, Disable DC.
Type lists the trap used and the effect it has.
Attack shows the traps attack bonus or type of effect.
Damge shows the amount and type of damage the trap deals.
Save DC lists the phys+DEX check DC needed to either avoid the trap entirely, or to take only 1/2 the listed damage (if this is possible).
Search DC lists the DC for the know+MIND check necessary to find the trap without triggering it.
Disable DC lists the DC for the sub+DEX check necessary to disarm the trap safely.
CL1 Traps
Basic Arrow Trap: : Atk +10 (1d6, arrow); Search know+MIND DC 20, Disable sub+DEX DC 20.
Camouflaged Pit Trap: 10 ft. deep (1d6, fall); Save DC 15 to avoid; Search DC 24, Disable DC 20.
Poison Dart Trap: Atk +8 (1d4 plus poison, dart); Search DC 20, Disable DC 18.
CL2 Traps
Burning Hands Trap: spell effect (1d4, fire); Save DC 11 for ½ damage; Search DC 26, Disable DC 26.
Large Net Trap: Atk +5 (-); Save DC 14 to avoid; Search DC 20, Disable DC 25.
Pit Trap: 40 ft. deep (4d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20.
CL3 Traps
Fire Trap: spell effect (1d4+3, fire); Save DC 13 for 1/2 damage; Search DC 27, Disable DC 27.
Pit Trap: 60 ft. deep (6d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20.
Poisoned Arrow Trap: Atk +12 (1d8 plus poison, arrow); Search DC 19, Disable DC 15.
CL4 Traps
Lighting Bolt Trap: spell effect (5d6, electricity); Save DC 14 for 1/2 damage; Search DC 28, Disable DC 28.
Spiked Pit Trap: : 60 ft. deep (6d6, fall), Atk +10 (1d4 each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
Wall Scythe Trap: Atk +20 (2d4+8, scythe); Search DC 21, Disable DC 18.
CL5 Traps
Falling Block Trap: : Atk +15 (6d6, slam); Search DC 25, Disable DC 17.
Fireball Trap: spell effect (1d4+7, fire); Save DC 16 for 1/2 damage; Search DC 29, Disable DC 29.
Poisoned Wall Spikes: Atk +16 (1d8+4 plus poison, spikes); Search DC 17, Disable DC 21.
CL6 Traps
Compacting Room Trap: walls move together (12d6, crush); Search DC 20, Disable DC 22.
Lighting Bolt Trap: spell effect (10d6, electricity); Save DC 14 for 1/2 damage; Search DC 28, Disable DC 28.
Spiked Pit Trap: 100 ft. deep (10d6, fall), Atk +10 (1d4+5 each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
CL7 Traps
Black Tentacles Trap: spell effect (tentacles) Atk +7 (1d6+4 each, 1d4+7 tentacles); Search DC 29, Disable DC 29.
Chain Lightning Trap: : spell effect (11d6 to nearest target +5d6 each to up to 11 secondary targets, electricity); Save DC 19 for 1/2 damage; Search DC 31, Disable DC 31.
Well-camouflaged Pit Trap: 70 ft. deep (7d6, fall); Save DC 25 to avoid; Search DC 27, Disable DC 18.
CL8 Traps
Destruction Trap: spell effect (death); Save DC 20 (phys+STR) for 10d6 damage; Search DC 32, Disable DC 32.
Power Word Stun Trap: spell effect (stun 2d4 rounds); Search DC 32, Disable DC 32.
Well-camouflaged Pit Trap: 100 ft. deep (10d6, fall); Save DC 20 to avoid; Search DC 27, Disable DC 18.
CL9 Traps
Dropping Ceiling: ceiling moves down (12d6, crush); Search DC 20, Disable DC 16.
Incendiary Cloud Trap: spell effect (4d6/ round for 15 rounds, fire); Save DC 22 for 1/2 damage; Search DC 33, Disable DC 33.
Wide-mouthed Spiked Pit with Poisoned Spikes: 70 ft. deep (7d6, fall), Atk +10 (1d4+5 plus poison each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
CL10 Traps
Crushing Room: walls move together (16d6, crush); Search DC 22, Disable DC 20.
Crushing Wall Trap: Atk automatic (18d6, crush); Search DC 20, Disable DC 25.
Energy Drain Trap: Atk +8 (2d4 negative levels for 24 hours); Save DC 23 to avoid; Search DC 34, Disable DC 34.
When In Doubt… Remember
The rules and guides outlined in Microlite20 are made to be quick and easy to use, in the process of becoming so, there is much room for improvements. The GM has a final say in any moments of conflict or doubt. The GM must always be impartial so this is not abused. Above all, try and have fun. If you're not having any fun, what's the point? Besides, you could always consider doing the job you're being paid to do.
Oh and if you're wanting to write a Microlite20 book yourself, consider improving where this book left off (there's no level 8-9 spell lists for druids or illusionists as well as starting equipment/gold, you can always make your own creatures, spells or equipment and anything else your obsessive imagination can come up with!) or, now that the complete guide is written (YOU JUST SAID ITS NOT COMPLETE YOU UTTER SHITHEAD! THIS WHOLE BOOK IS A LIE!) you can write a guide for a dungeon!NOW GET OUT THERE AND SET UP A D&D GROUP!