TEXT: Microlite Dark Sun
  This document provides conversions of material from the 
  Dark Sun campaign setting into  Microlite20 terms to allow 
  Dark Sun campaigns to be run using the Microlite20 rules.  It 
  provides a ready list of conversions for previously-published 
  material, making modifications where necessary.
  Microlite Dark Sun is a fan project and derives no profit.  This 
  document is not a challenge to the original or current 
  copyright holders. Conversions by Andrew Modro.
  Welcome to Athas
  Return now to Athas, the world of the Dark Sun. 
  Face the perils and witness the savage beauty of 
  this strange and deadly world of desert 
  wastelands and mighty sorcerer-kings. 
  Adventure awaits!
  This document draws its content from both the 
  original 2nd Edition Advanced Dungeons & 
  Dragons campaign setting and the 3.5e update 
  presented in Dragon and Dungeon magazines. 
  It is a blend of both versions, and as such has its 
  own unique presentation of some of the ideas.
  To make the best use of Microlite Dark Sun, you 
  will need access to either the original or revised 
  2e AD&D campaign setting box sets, or the 
  Dungeon and Dragon issues with the 3.5e 
  update.  Material from both editions can be 
  easily converted for further expansion; this 
  document presents the basics of Dark Sun in 
  Microlite20 format.
  Character Creation
  Athasian characters begin play at 3rd level 
  instead of 1st.  This means they may have three 
  levels in one class, or two levels in one class and 
  one level in another class (see Multiclassing). 
  Their initial hit point totals are STR + 3d6. 
  Athasian characters roll 5d4 for stats instead of 
  using the basic 4d6 drop-lowest method.  This 
  gives an average score of 12.5, with a minimum 
  of 5 and a maximum of 20.  The GM may wish to 
  use the 4d6 method instead.
  All characters that begin with classes which do 
  not manifest psionic powers begin play with one 
  0-level power as a "wild talent" chosen from the 
  Psion power list.  Psions and Psychic Warriors do 
  not get these "wild talent" powers.  "Wild talent" 
  powers cost 1 HP to use as normal.
  Skills
  The skills used in Microlite Dark Sun are 
  Physical, Subterfuge, Knowedge, 
  Communication, Survival*, and Concentration** 
  * - From Microlite20 Expert 
  ** - From Microlite20 Psionics 
  Races of Athas 
  The races of Athas are not the same as other 
  fantasy worlds.  The available races and their 
  stat modifiers are: 
  Humans get +1 to all skill rolls. 
  Dwarves get +2 STR. 
  Elves get +1 MIND and +1 DEX. 
  Halflings get +1 DEX and +2 Survival. 
  Half-elves get +1 DEX and +1 to any 2 Skills. 
  Half-giants get +4 STR and -2 DEX. 
  Muls get +1 STR, +1 Physical and +1 Survival. 
  Thri-kreen get +1 DEX, +1 Physical and +1 
  Survival. 
  Classes of Athas
  The available classes in Microlite Dark Sun are 
  as follows:
  Fighters as in Microlite20.  Athasian gladiators 
  are represented by this class. 
  Rogues as in Microlite20. 
  Magi must be either Preservers or Defilers 
  (q.v.). 
  Clerics as in Microlite 20, but they must choose 
  an Element. They cast divine spells from the 
  Cosmos List as well as those from the list of 
  their chosen Element. They Turn Undead as in 
  Microlite20, and may turn Elementals of the 
  Element opposing theirs in the same way; 
  Elementals are never destroyed.  Turning an 
  Elemental uses one of the cleric's Turn Undead 
  attempts. 
  Rangers as in Microlite20 Expert. 
  Druids as in Microlite20 Expert. 
  Bards as in Microlite20 Expert, except they 
  must choose Illusionist spells. Bards are 
  automatically considered Preservers for the 
  purpose of their arcane magic. 
  
  Psions as in Microlite20 Psionics. 
  Psychic Warriors as in Microlite20 Psionics. 
  Preservers are the same as Magi in Microlite20 
  and may use the magic enhancement rules from 
  Microlite20 Expert. 
  Defilers are as Magi in Microlite20, except they 
  Defile (see Defiling) to rip magical energy from 
  living things around them, and use this extra 
  energy to pay for magical enhancements as in 
  Microlite20 Expert.  Defilers must defile to use 
  enhancements. 
  Templars can wear any kind of armor. They cast 
  divine spells from the Templar Spell List, granted 
  to them by the sorcerer-king they swore to serve 
  and obey. Templars do not turn undead.  They 
  gain spells at the same rate as clerics.
  Multiclassing
  Characters may have up to two classes (for 
  example, Fighter/Cleric, or Preserver/Rogue).
  A multiclass character's Character Level is the 
  sum of the levels in both her classes.  For 
  example, a Fighter 2 / Cleric 1 is a level 3 
  character.  When a character earns the right to 
  go up a level, the player chooses which class to 
  advance.  If the character is single-classed, the 
  player may choose a second class, which begins 
  at level 1.
  Advancement is determined by Character Level, 
  but spell descriptions which reference "level" 
  mean "caster level" for arcane and divine spells, 
  and "manifester level" for psionic powers. 
  A multiclass fighter's class-based combat bonus 
  is based on his fighter class level .
  Defiling 
  Athasian arcane magic uses life energy drawn 
  from the mage's surroundings.  Preservers are 
  careful to use only what they need, to ensure 
  that the lifeforms around them remain healthy. 
  Defilers, on the other hand, rip this energy out 
  of nearby living things without care, causing 
  great damage. 
  Defiling destroys vegatation around the mage. 
  The amount of destruction depends on how 
  much energy the mage has drawn to cast the 
  spell, and how much vegetation exists nearby, 
  by the following chart: 
  Vegetation
  Radius 
  ------------------------------------------------------------------ 
  Forest, garden
  1 foot x HP drawn 
  Grassland, farm, mud flat
  2 feet x HP drawn 
  Oasis, scrub, inactive farm
  10 feet x HP drawn 
  Badland, mountain
  20 feet x HP drawn 
  Barren, sand, salt flat
  30 feet x HP drawn
  Cleric Spell Lists
  These spell lists include some spells from the 
  d20 SRD, instead of or in addition to those used 
  by the base Microlite20 rules.
  Cosmos Spell List 
  Level 0 
  Create Element 
  Detect Magic 
  Guidance 
  Purify Food and Drink 
  Resistance 
  Virtue 
  Level 1 
  Bless 
  Cure Light Wounds 
  Divine Favor 
  Hide From Undead 
  Sanctuary 
  Shield of Faith 
  Level 2 
  Aid 
  Cure Moderate Wounds 
  Gentle Repose 
  Remove Paralysis 
  Restoration, Lesser 
  Spiritual Weapon 
  Level 3 
  Animate Dead 
  Cure Serious Wounds 
  Magic Vestment 
  Prayer 
  Remove Disease 
  Speak with Dead 
  Level 4 
  Cure Critical Wounds 
  Discern Lies 
  Dismissal 
  Freedom of Movement 
  Restoration 
  Tongues 
  
  Level 5 
  Atonement 
  Commune 
  Cure Light Wounds, Mass 
  Disrupting Weapon 
  Raise Dead 
  True Seeing 
  Level 6 
  Banishment 
  Blade Barrier 
  Cure Moderate Wounds, Mass 
  Find the Path 
  Harm 
  Heal 
  Level 7 
  Cure Serious Wounds, Mass 
  Destruction 
  Refuge 
  Regenerate 
  Restoration, Greater 
  Resurrection 
  Level 8 
  Antimagic Field 
  Cure Critical Wounds, Mass 
  Discern Location 
  Holy Aura 
  Phase Door 
  Power Word Stun 
  Level 9 
  Energy Drain 
  Foresight 
  Heal, Mass 
  Implosion 
  Soul Bind 
  True Resurrection 
  Air Spell List
  0: Resistance 
  1: Obscuring Mist 
  2: Wind Wall 
  3: Gaseous Form 
  4: Air Walk 
  5: Control Winds 
  6: Chain Lightning 
  7: Control Weather 
  8: Whirlwind 
  9: Elemental Swarm (Air) 
  Earth Spell List 
  0: Mending 
  1: Magic Stone 
  2: Soften Earth and Stone 
  3: Stone Shape 
  4: Spike Stones 
  5: Wall of Stone 
  6: Stoneskin 
  7: Earthquake 
  8: Iron Body 
  9: Elemental Swarm (Earth) 
  Fire Spell List
  0: Light 
  1: Burning Hands 
  2: Produce Flame 
  3: Resist Energy (Cold or Fire) 
  4: Wall of Fire 
  5: Fire Shield 
  6: Fire Seeds 
  7: Fire Storm 
  8: Incendiary Cloud 
  9: Elemental Swarm (Fire) 
  Water Spell List
  0: Detect Poison 
  1: Obscuring Mist 
  2: Fog Cloud 
  3: Water Breathing 
  4: Control Weather 
  5: Ice Storm 
  6: Cone of Cold 
  7: Acid Fog 
  8: Horrid Wilting 
  9: Elemental Swarm (Water)
  Templar Spell List 
  Level 0 
  Detect Magic 
  Detect Poison 
  Guidance 
  Read Magic 
  Resistance 
  Virtue 
  Level 1 
  Bane 
  Command 
  Divine Favor 
  Entropic Shield 
  Inflict Light Wounds 
  Magic Weapon 
  Level 2 
  Darkness 
  Death Knell 
  Hold Person 
  Inflict Moderate Wounds 
  Silence 
  Sound Burst 
  Level 3 
  Blindness/Deafness 
  
  Deeper Darkness 
  Inflict Serious Wounds 
  Invisibility Purge 
  Locate Object 
  Magic Vestment 
  Level 4 
  Discern Lies 
  Dismissal 
  Divination 
  Inflict Critical Wounds 
  Magic Weapon, Greater 
  Tongues 
  Level 5 
  Command, Greater 
  Scrying 
  Slay Living 
  Symbol of Pain 
  Symbol of Sleep 
  True Seeing 
  Level 6 
  Analyze Dweomer 
  Dispel Magic, Greater 
  Eyebite 
  Find the Path 
  Symbol of Fear 
  Symbol of Persuasion 
  Level 7 
  Destruction 
  Refuge 
  Repulsion 
  Scrying, Greater 
  Symbol of Stunning 
  Symbol of Weakness 
  Level 8 
  Antimagic Field 
  Discern Location 
  Earthquake 
  Fire Storm 
  Symbol of Death 
  Symbol of Insanity 
  Level 9 
  ------- 
  Energy Drain 
  Foresight 
  Implosion 
  Power Word Kill 
  Soul Bind 
  Storm of Vengeance
  Currency 
  Metal coins are very rare on Athas.  Instead, 
  Dark Sun campaigns use these pieces of 
  currency:
  Ceramic Piece: Same as 1 GP.  Ceramic pieces 
  can be broken into 10 individual "bits" for use as 
  smaller denominations.
  Bit: Same as 1 SP .  10 bits can be used together 
  as one Ceramic Piece.
  Weapon Materials 
  Bone weapons are crafted from the skeletons of 
  large beasts.  While dangerous, they are not as 
  sturdy as metal weapons.  Bone weapons are -2 
  to attack and damage (minimum 1). 
  Bronze weapons are sturdier than stone and 
  bone, but the softer metal is still inferior to 
  steel.  Weapons of bronze are -1 to attack and 
  damage (minimum 1).  They cost 5 times the 
  listed amount. 
  Stone weapons are -2 to attack and damage 
  (minimum 1).  Stone ammunition for slings has 
  no penalty. 
  Wood bludgeoning weapons other than club, 
  quarterstaff, sap, and great club are -3 to attack 
  and damage. 
  Blood obsidian is a quasi-magical material 
  created by volcanoes that arise from defiler 
  magic.  It has a +1 bonus to damage.  This 
  bonus does not stack with other bonuses.  Blood 
  obsidian weapons cost an extra 2000 more 
  ceramic pieces than the listed price. 
  Weapon Equivalents
  The following weapons unique to Athas use 
  these listed stats from the d20 SRD.
  Alhulak: heavy flail 
  Carrikal: battleaxe 
  Dragon's Paw: orc double axe 
  Puchik: punching dagger 
  Tortoise Blade: small shield with shield spike 
  Trikal: Halberd 
  Armor List
  Light Armor 
  Padded: 5 cp, +1 
  Bark: 5 cp, +2 
  Cord: 15 cp, +2 
  Leather: 10 cp, +2 
  
  Bone: 20 cp, +3 
  Wood: 15 cp, +3 
  Studded leather: 125 cp, +3 
  Leather scale: 35 cp, +3 
  Medium Armor 
  Shell: 25 cp, +3 
  Hide: 15 cp, +3 
  Bronze breastplate: 200 cp, +4 
  Heavy Armor 
  Chitin: 100 cp, +5 
  Bronze half-plate: 600 cp, +6 
  Shields 
  Buckler: 15 cp, +1 
  Buckler, beetle*: 6,600 cp, +2 
  Light, wooden: 3 cp, +1 
  Light, bronze: 9 cp, +1 
  Heavy, wooden: 7 cp, +2 
  Heavy, bronze: 20 cp, +2 
  Tower: 30 cp, +4 
  * Command word makes beetle fly around 
  owner, providing +3 AC against ranged attacks 
  only while in flight. Buckler Beetle stats: HD 1d8 
  (4 hp), AC 24, Bite -1 (1d3-5)
  Bestiary
  Baazrag 
  HD 2d8+4 (13 hp), AC 17, Bite +2 (1d6+1, wounding) 
  Baazrag, Boneclaw 
  HD 6d8+18 (45 hp), AC 18, Bite +9 (1d8+8) 
  Belgoi 
  HD 4d8 (18 hp), AC 13, Claw +4 (1d4+1 plus 1d3 STR), psi-
  like abilities (manifester level 5th): at-will--mindlink; 1/day--
  ego whip, psionic blast 
  Cilops 
  HD 8d8+32 (68 hp), AC 17, Mandibles +11 (1d8+6 plus 
  poison [STR+Phys DC 18, intial 1d4 DEX, secondary 
  paralysis 2d4 minutes]), psi-like abilities (manifester level 
  3rd): at-will--detect psionics; 1/day--sensitivity to psychic 
  impressions 
  Cinderbrute (Elemental) 
  HD 1d8+2 (6 hp), AC 14, Iron Warhammer +2 (1d6+1 and 
  1d4 fire) 
  Cloudscout (Elemental) 
  HD 1d8+1 (4 hp), AC 14, Iron dagger +1 melee (1d3) or +3 
  ranged (1d3) 
  Critic Lizard 
  HD 1/2 d8 (2 hp), AC 15, Bite +3 melee (1d4-3), psi-like 
  abilities (manifester level 1st): 3/day--detect psionics 
  Crodlu 
  HD 4d8+16 (34 hp), AC 16, Claw +6 (1d6+4) or Bite +6 
  (1d6+2) 
  Crodlu (Heavy) 
  HD 6d8+30 (57 hp), AC 18, Claw +8 (1d6+5) or Bite +8 
  (1d8+2) 
  Dune Reaper (Drone) 
  HD 8d10+24 (68 hp), AC 17, Claw +15 (1d8+7) 
  Dune Reaper (Warrior) 
  HD 12d10+48 (114 hp), AC 23, Claw +20 (1d8+9), psi-like 
  abilities (manifester level 11th): at-will--read thoughts; 
  3/day--ego whip; 1/day--mass cloud mind, psychic crush 
  Earthdelver (Elemental) 
  HD 1d8+2 (6 hp), AC 17, Claw +3 (1d2), +1 to attack & 
  damage if both it and foe touch the ground 
  Erdlu 
  HD 3d8+6 (19 hp), AC 17, Beak +4 (1d6+2) 
  Firesnake (Elemental) 
  HD 1d8 (4 hp), AC 16, Bite +3 (1d3-1) or Burn (DEX+Phys 
  DC 10 or catch fire for 1d4 rounds). 
  Floater 
  HD 1d10 (5 hp), AC 14, Tentacles +4 (1d3-3 plus poison 
  [STR+Phys DC 10, initial 1d4 DEX, secondary paralysis 
  1d4x10 minutes]), psi-like abilities (manifester level 1st): 
  3/day--detect psionics, ego whip 
  Fordorran 
  HD 6d10+18 (51 hp), AC 17, Claw +8 (1d8+4), Stench 
  (within 10 feet, STR+Phys DC 18 or sickened), psi-like 
  abilities (manifester level 6th): 3/day--mind thrust, psionic 
  blast, ego whip 
  Gaj 
  HD 11d8+77 (126 hp), AC 26, Mandibles +16 (2d6+13), 
  Probe Drain (after successful grapple, as mind probe plus 
  1d4 MIND damage), psi-like abilities: at-will--detect psionics, 
  mindlink, read thoughts, psionic blast; 3/day--control body, 
  psychic crush 
  Gith 
  HD 1d8+1 (5 hp), AC 14, Bronze Carrikal +1 (1d8+1) or 
  Claw +2 (1d4+2), psi-like abilities (manifester level 1st): 
  3/day--control object, precognition 
  Hurrum, Speckled 
  HD 1/2 d8+2 (4 hp), AC 15, Bite +2 (1d2-4) 
  Inix 
  HD 8d8+40 (76 hp), AC 16, Bite +13 (1d8+8) or Tail Slap 
  +13 (1d6+4) 
  Jankx 
  HD 1/2 d8 (2 hp), AC 16, Claw +4 (1d2-3 plus poison 
  [STR+Phys DC 10, initial & secondary 1d4 STR) 
  Jhakar 
  HD 3d8+15 (28 hp), AC 17, Bite +4 (1d6+2) 
  Kank 
  3d8+9 (22 hp), AC 15, Pincer +4 (1d6+4 plus poison 
  [STR+Phys DC 13, initial & secondary paralysis 1d4 rounds]) 
  Kes'trekel 
  HD 1d8 (4 hp), AC 16, Talon +5 (1d4-2) 
  Lirr 
  HD 5d10+10 (37 hp), AC 16, Bite +10 (1d8+5) or Roar 
  (MIND+Concentration DC 14 or stunned 1 round; every 
  1d4+1 rounds)
  
  Mastyrial 
  HD 12d8+48 (102 hp), AC 22, Claw +14 (1d8+6) or Tail +14 
  (1d6+3 plus poison [STR+Phys DC 20, initial & secondary 
  1d8 DEX]) 
  Mekillot 
  HD 11d8+55 (104 hp), AC 18, Bite +16 (2d6+15) or Tongue 
  +16 (1d8+15) 
  Mulworm 
  HD 1/4 d8 (1hp), AC 16, Bite +1 (1d2-5 plus disease 
  [STR+Phys DC 10, incubation 1d3 days, damage 1d3 DEX, 
  1d3 Communication]) 
  Pterrax 
  HD 6d8+18 (45 hp), AC 16, Bite +8 (1d6+4) 
  Rainrunner (Elemental) 
  HD 1d8+2, AC 15, Slam +1 (1d4+1) or Drench (quench 
  nonmagical flame, or magical fire as dispel magic) 
  Ramphor 
  HD 1/4 d8 (2 hp), AC 15, Beak +4 (1d3-5) 
  Rasclinn 
  HD 3d10+9 (25 hp), AC 18, Bite +5 (1d6+3), psi-like abilities 
  (manifester level 3rd): 3/day--ego whip, control object 
  Razorwing 
  HD 4d8+20 (38 hp), AC 17, Wing +5 (1d6+3), psi-like 
  abilities (manifester level 4th): at-will--detect psionics 
  Sand Howler 
  HP 8d10+32 (76 hp), AC 17, Bite +15 (1d10+12) or Claw 
  +15 (1d6+8) 
  Sandknight (Elemental) 
  HD 1d8+1 (5 hp), AC 18, Blood Obsidian Greatsword +4 
  (1d10+4) 
  Seskarran 
  HD 3d8+6 (19 hp), AC 18, Claw +3 (1d4+4) 
  Spinewyrm 
  Wyrmling 
  HD 3d12 (19), AC 14, Bite +4 (1d6+3) or Spine Volley +4 
  (1d3 plus impale [DEX save DC 11 or -1 to attacks, saves 
  and checks; stackable]) 
  Young 
  HD 9d12+9 (67 hp), AC 19, Bite +13 (2d6+6) or Spine Volley 
  +13 (2 spines, 1d6+2 plus impale [DEX save DC 15 or -1 to 
  attacks, saves and checks; stackable] each) 
  Adult 
  HD 18d12+36 (153 hp), AC 28, Bite +25 (2d8+12) or Spine 
  Volley +25 (3 spines, 1d8+4 plus impale [DEX save DC 21 or 
  -1 to attacks, saves and checks; stackable] each) plus 
  psionics (manifester level 3rd) 
  Very Old 
  HD 27d12+108 (283 hp), AC 35, Bite +33 (4d8+16) or Spine 
  Volley +33 (4 spines, 2d8+5 plus impale [DEX save DC 26 or 
  -1 to attacks, saves and checks; stackable] each) plus 
  psionics (manifester level 9th) 
  Wyrm 
  HD 33d12+165 (379 hp), AC 42, Bite +41 (4d8+18) or Spine 
  Volley +41 (5 spines, 2d8+6 plus impale [DEX save DC 30 or 
  -1 to attacks, saves and checks; stackable]) plus psionics 
  (manifester level level 13th) 
  Wavearcher (Elemental) 
  HD 1d8+1 (5 hp), AC 13, Composite Longbow +3 (1d6+2) 
  Windraptor (Elemental) 
  HD 1d8+1 (5 hp), AC 19, Talons +7 (1d4-2) 
  Yallix 
  HD 1d8+2 (6 hp), AC 14, Claw +3 (1d4) 
  Zhackal 
  HD 1d10+1 (6 hp), AC 15, Bite +7 (1d6+3), psi-like abilities 
  (manifester level 3rd): 3/day--cloud mind; 1/day--ego whip 
  Z'tal 
  HD 1d8+2 (6 hp), AC 15, Scales +4 (1d4)
  Recommended Material
  Microlite20: What these conversions are based 
  on.
  Microlite20 Expert: For the Druid, Ranger, 
  Bard and Illusionist classes and associated 
  Survival skill and spells.
  Microlite20 Psionics: For the Psion and 
  Psychic Warrior classes and associated 
  Concentration skill and powers.
  Dark Sun Campaign Set: Either the original 2e 
  AD&D box, or the 2e revised box.  For all the 
  necessary world fluff and further ideas.
  Dragon Magazine: Issues 315, 319 and 339 for 
  3.5e d20 Dark Sun material (player's guide, 
  classes, rules and additional material).
  Dungeon Magazine: Issues 110 and 111 for 
  the d20 Dark Sun bestiary.
  Dark Sun Suppliments: Adventures and 
  further world development.  Anything you've got 
  or can find can easily convert.
  This document does not include the Open 
  Game License from Wizards of the Coast 
  because it is a fan-project conversion of 
  non-Open game material.  Do not 
  distribute or use this content as Open.
  
SOURCE: textdata/thevault/Microlite20/Microlite20 Dark Sun.pdf