TEXT: 1
  Characters
  Stats
  There are 3 stats : Strength (STR), Dexterity (DEX) and 
  Mind (MIND).
  Roll 4d6, drop lowest dice. Total remaining 3 dice and al-
  locate to one of the stats. Repeat for remaining stats.
  Stat bonus = (STAT-10)/2, round down.
  Races
  Humans get +1 to all skill rolls
  Elves get +2 MIND
  Dwarves get +2 STR
  Halflings get +2 DEX
  Classes
  The classes are Fighter, Rogue, Mage, Cleric. Characters 
  begin at Level 1.
  Fighters
  Wear any kind of armour and use shields. They have a +3 bo-
  nus to Physical and add +1 to all attack and damage rolls. This 
  increases by +1 at 5th level and every five levels on
  Rogues
  Can use light armour. They have a +3 bonus to Subterfuge. 
  If they successfully Sneak (usually sub+DEX, but depends on 
  situation) up on a foe they can add their Subterfuge skill rank 
  to the damage of their first attack
  Magi 
  Wear no armour. They can cast arcane spells, and gain a +3 
  bonus to Knowledge
  Clerics 
  Can wear light or medium armour. 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.
  his is a trimmed-down, 
  subminiature version of the 
  Primary Fantasy SRD rules 
  (see license for more info) 
  that has been designed to be quick 
  and easy to play. 
  The goal was to create a simpler game, 
  but one where all of the resources of 
  Primary Fantasy SRD (monsters, spells, 
  adventures and equipment) could be 
  used without conversion.
  Robin V. Stacey, Darrell King 
  & Al Krombach
  ©2008  http://www.microlite20.net/
  Art Direction, Production & Layout: Paul Lesack
  
  2
  Skills
  There are just 4 skills : Physical, Subterfuge, Knowledge 
  and Communication. Roll higher than the given Diffi-
  culty Class to succeed.
  Skill rank = your level + any bonus due to your class or race. 
  Skill roll = d20 + skill rank + whatever stat bonus is most ap-
  plicable to the 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 Sub-
  terfuge + 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 bo-
  nus + your level.
  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 weap-
  ons. Armour Class (AC) = 10 + DEX bonus + Armour 
  bonus.
  Other Hazards
  Falling
  1d6 damage per 10’, half damage on Phys+DEX save. 
  DC=depth fallen in feet
  Spikes
   add +1 point to 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 dam-
  age on each failed save.
  Level 
  Advancement
  Encounter Level = Hit Dice of defeated monsters, or the given 
  EL for the trap, situation, etc. Add +1 for each doubling of 
  the number of foes. eg: 1 kobold = EL1. 2 kobolds = EL2. 4 
  kobolds = EL3, etc.
  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 advanc-
  ing.
  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,etc.) add 1 point 
  to STR, DEX or MIND.
  Fighters gain +1 to their attack and damage rolls at levels 
  5,10,15,etc.
  Clerics and Magi gain access to new spell levels at levels 
  3,5,7,9,etc.
  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.
  Magic
  Magi can cast any arcane spell, and Clerics any divine spell, 
  with a spell level equal or below 1/2 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 
   HP Cost
         0 
   1
         1 
   3
         2 
   5
         3 
   7
         4 
   9
         5 
   11
         6 
   13
         7 
   15
         8 
   17
         9 
   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 pre-
  fer to use over any other. These spells are easier to cast due to 
  familiarity, costing 1 less HP to use.
  The Difficulty Class (DC) for all spells:
   10 + Caster Level + Caster’s MIND bonus
  Combat
  Hit Points = STR Stat + 1d6/Level. If HP reach 0, uncon-
  scious and near death. Further damage directly reduces STR. 
  If that reaches 0, death.
  Roll d20 + DEX bonus for initiative order. Everyone can do 
  one thing each turn; move, attack, cast a spell, etc.
  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 higher than your opponent’s 
  Armour Class (AC), it’s a hit. Natural 20 is automatically a 
  critical doing maximum damage.
  
  3
  Monsters
  Animal (small) eg Badger 
  HD 1d8+2 (6 hp) AC 15 Claw +4 (1d2-1)
  Ankheg 
  HD 3d10+12 (28 hp) AC 18 Bite +7 (2d6+7 plus 1d4 
  acid)
  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)
  Deinonychous (Raptor)
  HD 4d8+16 (34 hp) AC 16 Talons +6 (2d6+4)
  Dire Rat
  HD 1d8+1 (5 hp) AC 15 Bite +4 (1d4 plus   to dodge 
  for half
  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
  HD 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)
  Goblin
  HD 1d8+1 (5 hp) AC 
  15 Morningstar +2 (1d6) or 
  javelin +3 (1d4)
  Griffon
  HD 7d10+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)
  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)
  Owlbear
  HD 5d10+25 (52 hp) AC 15 Claw +9 (1d6+5)
  Rust Monster
  HD 5d8+5 (27 hp) AC 18 Antennae touch +3 
  (rust)
  Shadow
  HD 3d12 (19 hp) AC 13 Incorporeal 
  touch +3 (1d6 Str)
  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)
  Troll
  HD 6d8+36 (63 hp) AC 16 Claw +9 
  (1d6+6)
  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)
  Wolf
  HD 2d8+4 (13 hp) AC 14 Bite +3 (1d6+1)
  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)
   
  
  4
  Skills 
  All creatures have a bonus to all skills 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 inten-
  tionally 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 tougher monster, add more Hit Dice; each addi-
  tional HD adds one to their skill and combat bonuses. 
  For each doubling of the Hit Dice, increase the dice size for 
  attacks (ie, d4->d6, d6->d8, etc). Alternatively, add class levels 
  to intelligent monsters. Start with the base Hit Dice and add 
  levels of Fighter, Rogue, Mage 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.
  Equipment List
  Starting Wealth 
  The most common coin is the gold piece (gp). A gold piece is 
  worth 10 silver pieces. 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.
  Exchange 
   cp 
   sp 
   gp 
   pp
  Copper piece 
   1 
   1/10 
   1/100  1/1,000
  Silver piece 
   10 
   1 
   1/10 
   1/100
  Gold piece 
   100 
   10 
   1 
   1/10
  Platinum piece  1,000 
   100 
   10 
   1
  You begin with a certain amount of acquired wealth, deter-
  mined by your character class.
  Class
   Amount
  Fighter
   150 gp
  Rogue
   125 gp
  Mage
   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.
  Sample Characters
  Morris, Human Rogue-1
  STR 12 (+1), DEX 15 (+2), MIND 12 (+1)
  hp 13, AC 15 (Studded Leather), Paired Short-
  swords, +0/+0, d6+1
  Subterfuge +5, all others @ +2
  Kendrick, Dwarf Fighter-1
  STR 16 (+3), DEX 13 (+1), MIND 11 (+0)
  hp 17, AC 17 (Chainmail + shield), Longsword 
  +5, d8+4
  Physical +4, all others @ +1
  Cholmer, Elven Mage-1
  STR 12 (+1), DEX 13 (+1), MIND 16 (+3)
  hp 13, AC 11 (Robes), Quarterstaff +2, d6+1
  Knowledge +4, all others @ +1
  Spells: All 0 and 1st level arcane spells.
  Barnabas, Halfling Cleric-1
  STR 10 (+0), DEX 16 (+3), MIND 13 (+1)
  hp 11, AC 18 (Chainmail), Morningstar +1, d8
  Communication +4, all others @ +1
  Spells: All 0 and 1st level divine spells.
  Weapons
  Here is the format for weapon entries (given as column 
  headings on the table below).
  Cost: This value is the price for purchasing the weapon. The 
  cost includes miscellaneous gear that goes with the weapon.
  Damage: The damage column gives 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.
  Armour & Shields
  Here is the format for armour entries (given as column head-
  ings on the table below).
  Cost: This value is the price for purchasing the armour.
  AC Bonus: The column gives the Armour Class bonus 
  provided by the armour.
  
  5
  Light Weapons
  Weapon
  Cost
  Damage
  Range
  Unarmed Strike
  —
  1d3
  —
  Axe, throwing
  8gp
  1d6
  10ft.
  Dagger
  2gp
  1d4
  10 ft.
  Hammer, light
  1gp
  1d6
  20ft.
  Handaxe
  6gp
  1d4
  —
  Mace, light
  5gp
  1d6
  —
  Pick, light
  4gp
  1d4
  —
  Sap
  1gp
  1d6
  —
  Sickle
  6gp
  1d6
  —
  Sword, short
  10gp
  1d6
  —
  One-Handed Weapons
  Weapon
  Cost
  Damage
  Range
  Battleaxe
  10gp
  1d8
  —
  Club
  —
  1d6
  10ft.
  Flail
  8gp
  1d8
  —
  Longsword
  15gp
  1d8
  —
  Mace, heavy
  12gp
  1d8
  —
  Morningstar
  8gp
  1d8
  —
  Pick, heavy
  8gp
  1d6
  —
  Rapier
  20gp
  1d6
  —
  Scimitar
  15gp
  1d6
  —
  Shortspear
  1gp
  1d6
  20ft.
  Sword, bastard
  35gp
  1d10
  —
  Trident
  15gp
  1d8
  10ft.
  Waraxe, dwarven
  30gp
  1d10
  —
  Warhammer
  12gp
  1d8
  —
  Whip
  1gp
  1d3
  —
  Two-Handed Weapons
  Weapon
  Cost
  Damage
  Range
  Chain, spiked
  25gp
  2d4
  —
  Falchion
  75gp
  1d6
  —
  Flail, heavy
  15gp
  1d8
  —
  Glaive
  8gp
  1d8
  —
  Greataxe
  20gp
  1d10
  —
  Greatclub
  5gp
  1d8
  —
  Greatsword
  50gp
  2d6
  —
  Guisarme
  9gp
  2d4
  —
  Halberd
  10gp
  1d10
  —
  Lance
  10gp
  1d8
  —
  Longspear
  5gp
  1d8
  —
  Quarterstaff
  —
  1d6
  —
  Scythe
  18gp
  2d4
  —
  Spear
  2gp
  1d8
  20ft.
  Ranged Weapons
  Weapon
  Cost
  Damage
  Range
  Crossbow, hand
  100gp
  1d4
  30ft.
  Crossbow, heavy
  50gp
  1d10
  120ft.
  Crossbow, light
  35gp
  1d8
  80ft.
  Dart
  5sp
  1d4
  20ft.
  Javelin
  1gp
  1d6
  30ft.
  Longbow
  75gp
  1d8
  100ft.
  Net
  20gp 
  —
  10ft.
  Shortbow
  30gp
  1d6
  60ft.
  Sling
  —
  1d4
  50ft.
  Armour
  Armour
  Cost
  Bonus
  Padded
  2gp
  +1
  Leather
  10gp
  +2
  Studded Leather
  25gp
  +3
  Chain Shirt
  100gp
  +4
  Hide
  15gp
  +3
  Scale Mail
  50gp
  +4
  Chainmail
  150gp
  +5
  Breastplate
  200gp
  +5
  Splint Mail
  200gp
  +6
  Banded Mail
  250gp
  +6
  Half-plate
  600gp
  +7
  Full Plate
  1,500gp
  +8
  Shields
  Armour
  Cost
  Bonus
  Buckler
  15gp
  +1
  Shield, light wooden
  3gp
  +1
  Shield, light steel
  9gp
  +1
  Shield, heavy wooden
  7gp
  +2
  Shield, heavy steel
  20gp
  +2
  Shield, tower
  30gp
  +4
  
  6
  Adventuring 
  Equipment
  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 Torches, 4 Oil Flasks, 
  Flint & Steel, 10 pieces of chalk, 10”Pole, Mirror, Crow-
  bar, Waterskin, Iron Rations (4 days)
  Pack C (5-6)
  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 (empy)
  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
  Candle
  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 ft.
  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
  Back in the day, there were standard equipment packages, 
  pre-compiled 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 equip 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
  Fast Packs
  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
  
  7
  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
  5gp
  Noble’s Outfit
  75gp
  Peasant’s Outfit
  1sp
  Royal Outfit
  200gp
  Scholar’s Outfit
  5gp
  Traveller’s Outfit
  1gp
  Mounts and Related Gear
  Barding, medium 
  creature
  armour 
  price x2
  Barding, large 
  creature
  armour 
  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
  400gp
  Warhorse, light
  150gp
  Warpony
  100gp
  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 round/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 your 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 at speed of 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 last for 1 hour.
  4th-Level Arcane Spells 
   Animate Dead: Creates level X2 HD of undead 
  skeletons or 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 sub-
  ject 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 take STR damage. Lasts for 1 min./level.
  Contact Other Plane: Lets you ask one question 
  of extraplanar entity. Lasts until concentration 
  ends.
  
  8
  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 Lightning: 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 post-
  pone 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 origi-
  nal dies.
  Horrid Wilting: Deals 1d6/
  level damage within 30 ft.
  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 cu. ft./level of food or 
  water.
  Resistance: Subject gains +1 on saving throws for 1 minute.
  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 wa-
  ter. 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 
  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.
  
  9
  Cure Serious Wounds: Cures 3d8 damage +1/level (max 
  +15).
  Prayer: Allies get a +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 levels 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 of 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 dam-
  age +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 loc of creat 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 con-
  centration ends.
  Soul Bind: Traps newly dead soul to prevent resurrection.
  
  10
  Monster List
  Skills: All creatures have a bonus to all skills (Physical, Sub-
  terfuge, 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 inten-
  tionally 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 tougher monster, add 
  more Hit Dice; each additional HD adds one to their skill 
  and combat bonuses. For each doubling of the Hit Dice, 
  increase the dice size for attacks (ie, d4- >d6, d6->d8, etc).
  Alternatively, add class levels to intelligent monsters. Start 
  with the base Hit Dice and add levels of Fighter, Rogue, 
  Mage 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.
  Animal
  Badger: HD 1d8+2 (6 hp), AC 15, Claw +4 (1d2–1)
  Black Bear: HD 3d8+6 (19 hp), AC 13, Claw +6 (1d4+4) or 
  bite +1 (1d6+2)
  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 ½d8 (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)
  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 hp), AC 13, Hoof –1 (1d6+1)
  Mule: HD 3d8+9 (22 hp), AC 13, Hoof +4 (1d4+3)
  Pony: HD 3d8+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 (28hp), 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)
  Dinosaur
  Deinonychus: HD 4d8+16 (34 hp), AC 16, Talons +6 (2d6+4) 
  or bite +1 (2d4+2)
  Megaraptor: HD 8d8+43 (79 hp), AC 16, Talons +9 (2d8+5) 
  or bite +4 (2d6+2)
  Triceratops: HD 16d8+124 (196 hp), AC 18, Gore +20 
  (2d8+15)
  Tyrannosaurus: HD 18d8+99 (180 hp), AC 14, Bite +20 
  (3d6+13)
  Dire Animal
  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)
  Dragon
  Young Red: HD 13d12+39 (123 hp), AC 21, Bite +20 
  (2d6+7) or Breath 10d10 DC24 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 23d12+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
  
  11
  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: HD 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, Battle-
  axe +3 (1d8+2) 
  or shortbow +1 
  (1d6)
  Goblin: HD 1d8+1 
  (5 hp), AC 15, 
  Morningstar +2 
  (1d6) or javelin 
  +3 (1d4)
  Griffon: HD 
  7d10+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, Great-
  club +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)
  Kobold: HD 1d8 (4 hp), AC 15, Spear +1 (1d6-1) or sling +3 
  (1d3)
  Lizardfolk: 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 17, Dagger +6 (1d4) or stun-
  ning 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, Antennae 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 Scor-
  pion (tiny): HD 
  ½d8+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 hp), 
  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)
  Wolf Form: HD 3d8+7 (20 hp), AC 16, Bite +5 (1d6+3)
  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 melee (1d6+1)
  
  12
  Expert Rules
  his rule-set allows for introducing a few more 
  options to your Microlite20 game, without 
  necessarily increasing its complexity. Included 
  are: a new skill, new races, new classes, and 
  some other (hopefully) good stuff. 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
  Gnomes get +1 to DEX, +1 to MIND
  Half-orcs get +4 to STR, -2 to MIND
  Half-elves get +1 to DEX, and +1 to any 2 Skills
  Lizardmen get +2 to STR, +2 to Dex, -2 to MIND
  Classes
  Paladins
  Wear any kind of armor and use shields. They have a +1 
  bonus to Physical and a +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 
  2hp 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 are 
  +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 
  immune to the spell-like effects of woodland fey. At 3rd level a 
  Druid can pass without trace at will. 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 2hp per level when changing 
  back into 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 person or remove fear up to 3 times 
  (total) per day. Beginning at 6th level, a Bard casts spells as 
  either a Druid or Illusionist (player’s choice) of 5 levels 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, deter-
  mining direction, and the like. Only Rangers and Druids are 
  specialized with this skill.
  Heroism
  While Microlite20 certainly simplifies your game by declin-
  ing the use of the endless array of “Feats” available in the 
  SRD, this can sometimes decrease Microlite20’s intende 
  compatibility with some d20 adventures, with respects to 
  power level. Heroism is intended to relieve some of that 
  disparity.
  Heroism is a bonus equal to 1 times the characters level (1 
  at 1st, 2 at 2nd, etc) and may be applied once per day to up 
  to three of the following:
  1. Attack Bonus
  2. Damage
  3. Saving Throw
  4. Skill Check
  5. Spell DC
  Magic
  Here are three ways for spell casters to add a little more va-
  riety to their repertoire. Each modifies a spell in a given way, 
  and each doubles the casting time of the spell so modified 
  (most spells become full round actions instead of standard ac-
  tions, for example). Also, each requires an additional expen-
  diture 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 Ex-
  tended spell costs an additional 2hp.
  Empowering 
  Makes a spell do 50% more damage than it normally would. 
  An Empowered spell costs an additional 4hp.
  Widening 
  Makes a spell’s area of effect twice as big as it would normally 
  be. A Widened spell costs an additional 6hp.
  
  13
  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 minute 
  per 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’ 
  cone.
  Disguise Self: Changes your appearance 
  for 10 minutes per level.
  Hypnotism: Fascinates 2d4 HD of 
  creatures for 2d4 rounds.
  Silent Image: Creates minor illusion of 
  your design.
  Ventriloquism: Throws voice for 1 minute 
  per level.
  2nd-Level Illusionist 
  Spells
  Blur: Caster gains +4 to AC, cannot be 
  Sneak Attacked for 1 minute per level.
  Hideous Laughter: Subject loses actions for 
  1 round/level.
  Hypnotic Pattern: Fascinates 2d4+level HD 
  of creatures for concentration plus 2 rounds.
  Invisibility: Subject is invisible for 1 minute/
  level or until it attacks.
  Minor Image: As Silent Image plus some 
  sound.
  Mirror Image: Creates 1d4+1 decoys of 
  caster for 1 minute per level.
  3rd-Level Illusionist 
  Spells
  Daylight: 60’ radius of daylight for 10 minute/level.
  Deep Slumber: Puts 10HD of creatures to sleep for 1 minute 
  per level.
  Displacement: Attacks against the subject miss 50% of the time 
  for 1 round/level.
  Invisibility Sphere: Makes everyone within 10’ invisible.
  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 24HD of creatures for 
  concentration plus 1rnd/level.
  5th-Level Illusionist Spells
  Break Enchantment: Frees subjects from enchant-
  ments, alterations, 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 concen-
  tration required; 1 minute/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.
  Power Word: 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 me-
  dium range for 1 round/level.
  Weird: As phantasmal killer, but affects all within 30’.
  
  14
  0-Level Druid Spells
  Create Water: Creates 2 gallons/level of pure water.
  Detect Magic: Detects spells and magic items within 60’ for 1 
  minute per 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 minute/
  level.
  Faerie Fire: Outlines subjects with light for 1 minute/level, 
  cancels blur, invisibility, etc.
  Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  Obscuring Mist: Fog surrounds you, provides concealment for 
  1 minute/level
  Produce Flame: 1d6 damage +1/level, touch or thrown.
  Speak with Animals: You can communicate with animals for 
  1min/level.
  2nd-Level Druid Spells
  Barkskin: Grants +2 or higher bonus to AC for for 10min/level.
  Gust of Wind: Blows away or knocks down smaller creatures.
  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 1hour/level.
  Warp Wood: Bends wood within 20’ radius.
  3rd-Level Druid Spells
  Call Lightning: Calls down 3d6-damage lightning bolts from 
  the sky once per round for 1min/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 1min/level.
  Spike Growth: For 1hr/level, creatures in area take d4 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 10min/level
  Anti-Plant Shell: Keeps animated plants at bay for 10min/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 10min/level.
  Spike Stones: Creatures in area take 1d8 damage, may be 
  slowed.
  5th-Level Druid Spells
  Awaken: Animal or Tree gains human intellect.
  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 creatures for 
  1min/level.
  Transmute Rock to Mud: Transforms 2 10’ cubes per level.
  Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 
  20 ft. Passing through wall deals 2d6 damage +1/level.
  6th-Level Druid Spells
  Fire Seeds: Creates Acorn Grenades (1d6 fire dmg/lvl divided 
  among up to 4 seeds) that explode in a 10’ radius and ignite 
  combustibles.
  LiveOak: Oak becomes treant guardian.
  Move Earth: Digs trenches and builds hills, in an area up to 750’ 
  square and 10’ deep.
  Stone Tell: Talk to natural or worked stone for 1min/lvl.
  Transport via Plants: Move instantly from one plant to an-
  other 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, etc.
  Finger of Death: Kills one subject.
  Fire Storm: Does 1d6/lvl fire damage to 2 10’ cubes per level.
  Wind Walk: You and your allies turn vaporous and travel at up 
  to 60mph for 1 hour/level.
  
  15
  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 the 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 infec-
  tion.
  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 MIND.
  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 minutes (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 makes a successful Phys+DEX roll, he takes 
  only half damage. The DC for the phys+DEX roll 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 whose natural 
  attacks feature poison, consume poison hidden in 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 minute after exposure to the poison if a 
  second phys+STR check is failed. Ability damage is tempo-
  rary unless marked with an asterisk(*), in which case the loss is 
  permanent. Unconsciousness lasts 1d3 hours.
  Price lists the cost for one dose of the poison. It can usually 
  only be obtained through less-than-reputable sources, as the 
  possession of poisons are commomly 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): In-
  jury, DC 12, -1 STR/-1 STR, 50 gp.
  Monstrous Scorpion (small): In-
  jury, 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, -1d2 STR/-1d2 
  STR, 85 gp.
  Monstrous Spider (small): Injury, DC 10, -1d3 STR/- 1d3 
  STR, 125 gp.
  Monstrous Spider (large): 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 viper): Injury, DC 11, -1d6 STR/-1d6 STR, 
  120 gp.
  Snake (large viper): Injury, DC 11, -1d6 STR/-1d6 STR, 120 
  gp.
  Snake (huge viper): Injury, DC 14, -1d6 STR/-1d6 STR, 250 
  gp.
  Wyvern: Injury, DC 17, -2d6 STR/-2d6 STR, 3,000 gp.
  
  16
  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.
  Damage 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 ½ the listed damage (if 
  this is possible).
  Search DC lists the DC for the know+MIND check neces-
  sary to find the trap without triggering it.
  Disable DC lists the DC for the sub+DEX check necessary 
  to disarm the trap safely.
  EL1 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, Dis-
  able DC 20.
  Poison Dart Trap: Atk +8 (1d4 plus 
  poison, dart); Search DC 20, Disable 
  DC 18.
  EL2 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.
  EL3 Traps
  Fire Trap: spell effect (1d4+3, fire); Save DC 13 for ½ 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.
  EL4 Traps
  Lightning Bolt Trap: spell effect (5d6, electricity); Save DC 14 
  for ½ 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.
  EL5 Traps
  Falling Block Trap: Atk +15 (6d6, slam); Search DC 25, Dis-
  able DC 17.
  Fireball Trap: spell effect (1d4+7, fire); Save DC 16 for ½ dam-
  age; Search DC 29, Disable DC 29.
  Poisoned Wall Spikes: Atk +16 (1d8+4 plus poison, spikes); 
  Search DC 17, Disable DC 21.
  EL6 Traps
  Compacting Room Trap: walls move together (12d6, crush); 
  Search DC 20, Disable DC 22.
  Lightning Bolt Trap: spell effect (10d6, electricity); Save DC 
  14 for ½ 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.
  EL7 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 ½ 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.
  EL8 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.
  EL9 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 ½ 
  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.
  EL10 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.
  
  17
  When in 
  Doubt...
  Remember
  Whenever the players want to try something that goes 
  around, through, or above and beyond the rules as written, 
  you can always use the “GM’s Friend”...the 50% chance.
  Have them roll whatever check seems most appropriate. A 
  roll of 1-10 is a failure, a roll of 11-20 is a success. If you feel 
  that the situation warrants that you favor them, assign a +2 
  bonus to their roll. If the situation determines that they be 
  hindered, then assign a –2 penalty.
  OPEN GAME LICENSE 
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