TEXT: Microlite20 Expert Rules 
   
  This 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. 
  Requires the use of Microlite20. 
   
  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, determining direction, and the 
  like. Only Rangers and Druids are specialized with 
  this skill. 
   
  Heroism 
  While Microlite20 certainly simplifies your game by 
  declining the use of the endless array of “Feats” 
  available in the SRD, this can sometimes decrease 
  Microlite20’s intended 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 variety 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 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 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. 
   
  More To Come… 
  Keep an eye out for the forthcoming Microlite20 
  Unearthed, which features two new races (Half-
  ogres and Pixies), four new classes (Cavalier, 
  Barbarian, Monk, and Sorcerer) and more! 
   
  Microlite20 Expert Rules is by Al Krombach aka 
  Grimstaff! 
   
   
  
  Microlite20 Illusionist Spells 
   
  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: 
  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: 
  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: 
  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: 
  Charm Monster: Make one monster believe it is your 
  ally for 1 day/level. 
  Confusion: Subjects behave oddly for 1 round/level. 
  Invisibilty, 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 Spells 
  Break Enchantment: Frees subjects from 
  enchantments, 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 
  concentration required; 1 minute/level. 
  Seeming: Changes appearance of 1 person per 2 
  levels for 12 hours. 
  Sending: Delivers short message anywhere, instantly. 
   
  6th Level 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 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 medium range for 1 round/level. 
  Weird: As phantasmal killer, but affects all within 
  30’. 
   
   
   
   
   
   
   
   
   
  
  Microlite20 Druid Spells 
   
  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 breath under water for 
  2hours/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 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, 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. 
  
SOURCE: textdata/thevault/Microlite20/Microlite20 Expert Rules.pdf