Microlite81 Silver Tablet Digest Final
Microlite81 Silver Tablet Digest Final
The author would like to thank the following individuals who sponsored the production of
Microlite81 by making donations to the RetroRoleplaying Cancer Fund to help pay the huge
cancer bills treating my wife’s Stage 3 Oral Cancer without insurance ran up.
Microlite81
Version 1.0 Silver Tablet Digest (December 18, 2015)
The Microlite81 rules are based on the two boxed sets (Basic and
Expert) published in 1981, often referred to as B/X. The rules are not
intended to be a clone of the B/X rules, but rather a conversion of them
to a rules-lite D20-based system that encourages old-school play without
strictly old-school rules. Microlite81 is based on the third edition of the
original Microlite74 rules.
CHARACTERS
Stats
There are 4 stats: Strength (STR), Dexterity (DEX), Mind (MIND), and
Charisma (CHA).
Roll 3d6, Total the 3 dice and allocate to one of the stats. Repeat for
remaining stats. Stat bonus = (STAT-10)/3, round toward zero.
Classes
The Fighter, Magic-User, Cleric and Thief classes are available to
humans. Non-humans (elves, dwarves, and halflings) each have their
own class. Characters normally begin at Level 1 (unless directed
otherwise by the GM). Humans may reach a maximum level of 14,
Dwarves may reach a maximum of level 12, Elves a maximum of level
10, and Halflings a maximum of level 8. Abbreviations: PCB –Physical
Combat Bonus; MCB – Magical Combat Bonus; FB – Fighter Bonus;
Weapons and Armor: Dwarves may use any kind of armor or weapon
and may use shields. Due to their height, they cannot wield large
weapons over 4 feet in length (except axes and hammers), specifically
two-handed swords, pole arms, and longbows.
Weapons and Armor: Elves may wear any kind of armor or weapon and
may use shields.
Fighters are soldiers, champions, and other warriors who are exclusively
trained in the arts of combat and war. They are specialists in dealing
damage with weapons and in the other arts of physical combat. They are
trained to lead others in battle. Prime Requisite: STR. Requirements:
Weapons and Armor: Fighters may use any kind of armor or weapon and
may use shields.
Halflings are a humanoid race about half the height of a human. They
make excellent warrior-scouts. Prime Requisite: DEX. Requirements:
none.
Weapons and Armor: Halflings who can wear light or medium armor, use
shields, and use any light or medium weapon. Due to their stature, they
must wield medium weapons with two hands and they cannot use a long
bow.
Class Abilities: +4 to magic saves; +2 to hit and damage with slings and
light bows; can blend in background (d20 + DEX Bonus; DC 12 if
outdoors, DC 16 if indoors – this is an extraordinary ability above and
beyond simply hiding in available cover which anyone can try to do).
Weapons and Armor: Magic-Users wear no armor and can only use
daggers, slings, or staves as weapons.
Clerics have pledged their lives to serve a specific deity (or pantheon).
While clerics are a form of priest, they seldom serve a priest at a temple;
instead they are warrior-priests serving as an arm of their deity in the
world. Prime Requisite: CHR. Requirements: none.
Weapons and Armor: Clerics can wear any type of armor and use
shields. They can use any weapon except edged weapons.
Turn Undead: A Cleric can Turn Undead with a successful Magic Attack.
DC is 10 + twice the Hit Dice of the undead. One undead flees per point
over the roll needed. This can be used (2 + Level + MIND bonus) times
per day.
Weapons and Armor: Thieves can wear light armor, use shields, and use
any light or medium weapon.
Read Languages: At 4th Level, a thief gains the ability to read languages
(including ciphers, treasure maps, and dead languages, but not magical
writings) on a roll of 1-4 on a d6. On failure, the thief cannot attempt to
read that document again until he gains a new level.
Read Arcane Scrolls: At 10th level, a thief can read and cast magic from
arcane scrolls on a roll of 3 or higher on a D20 with the spell level
subtracted from the roll. Failure means the spell does not function as
Stronghold: When a thief attains level 9 he can establish a thief den, and
2d6 thief apprentices of 1st level will come to work with the character.
These thieves will serve the character with some reliability; however,
should any become arrested or killed the character will not be able to
attract more followers of this type to replace them. A successful
character might use these followers to start a Thieves’ Guild.
For example, a first level fighter has a Strength of 15 for a STR stat
bonus of +1. At first level, the player rolls 1d8 and adds +1 to determine
his maximum hit points. At second level, the player would roll another
1d8+1 and add the result to his first level hit point maximum to get the
character’s second level hit points.
Max at First Level (Optional): Instead of rolling a die for first level
characters, assume the die roll was the highest possible roll for the type
of die. This option is strongly recommended.
Reroll All Dice at Every Level (Optional): Instead of just rolling a single
die at every level and adding the result to the character’s previous hit
Chaos: Characters aligned with Chaos only care about themselves and
those who are currently useful to them. While they may not go out of
their way to harm others, they do not care if others are harmed as long
as they succeed at their personal goals. They are generally only willing
to help others/society if they get something they want or need out of it. If
given power over others they tend to abuse it and use it mainly to help
themselves.
Neutral: Neutral characters tend to put themselves and their friends first,
but will generally not allow others to come to unnecessary harm or
inconvenience in order to succeed. They are willing to help
others/society so long as doing so is not inconvenient. If given power
over others, they tend to use it for good, but they and their friends come
first.
Virtues and Vices (Optional): As in real life, each character has virtues
(admirable character traits) and vices (not so admirable character traits).
Players select six traits from the lists below before play starts. Neutral
characters must select three from each list. Lawful characters must
select at least one (but no more than two) vices. Chaotic characters must
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select at least one (but no more than two) virtues. Players can select
virtues and vices not on the list with GM approval.
Virtues Vices
Academic Arrogant
Austere Bigoted
Bold Capricious
Cheerful Cowardly
Compassionate Egoistical
Courageous Fearful
Daring Hateful
Determined Hidebound
Fair Impulsive
Faithful Insensitive
Friendly Lazy
Generous Manipulative
Gregarious Miserly
Honest Petty
Hopeful Power Hungry
Industrious Rude
Just Self-Centered
Kind Spendthrift
Patriotic Stubborn
Thoughtful Thoughtless
Thrifty Vengeful
Primary Skill Roll: 1d20 + Stat Bonus + Class Level if the character is
attempting something directly related to their class, such as using class
abilities.
Secondary Skill Roll: 1d20 + Stat Bonus + (Class Level/2, round up) if
the character is attempting something only loosely related to their class.
Minor Skill Roll: 1d20 +Stat Bonus + (Class Level/3, round down) if the
character is attempting something not really related to their class.
When the GM calls for a skill roll, he will declare the type of skill roll,
which stat the skill roll falls under, and any situational modifiers and the
player will make a skill roll. (The GM should make the roll in secret if
seeing the result would give the player more information than his
character should have.)
Roll higher than the GM assigned Difficulty Class to succeed. Unless the
GM rules otherwise, a natural roll of 20 always succeeds for a Primary
Skill Roll with a Difficulty Class below Legendary. Suggested Difficulty
Classes: Easy - 8, Normal - 12, Hard - 16, Difficult - 20, Very Difficult –
24, Legendary - 28, Unbelievable – 32, Nearly Impossible - 36.
Death Magic: This includes negative energy attacks. Clerics get +3 due
to their link with the higher and lower planes.
Rod, Staff, Wand: All magical effects created by a rod, staff, or wand
give +1 bonus.
Casting Cost: Direct casting a spell of any kind costs Hit Points as
shown on the following table:
Spell Level 1 2 3 4 5 6
HP Cost 2 3 5 7 8 10
This loss cannot be healed magically but is recovered after 8 hours rest.
Signature Spells: Select one ‘signature’ spell per spell level from first
upward that they prefer to use over any other. These spells are easier to
cast due to familiarity, costing 1 less HP to use.
Healing: All characters recover hit points lost due to wounds and
damage at a rate equal to one-half their level (round up) in hit points per
night of rest. (In addition, Magic-Users and Clerics recover all hit points
lost due to spell casting with a night's rest.) If a character has lost
strength due to wounds, no hit points are recovered, but the character
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regains lost strength at the rate equal to their STR Bonus (minimum of 1
point regained) per full day of rest.
Combat
Surprise: At the beginning of an encounter, roll 1d6 for each side. On a
roll of 1-2 a side is surprised and may not act at all in the first round. If
attacking from an undetected ambush, the ambush victims are surprised
on a roll of 1-4. A side cannot be surprised if it is aware of the other.
Initiative: Each side rolls a d6 (reroll ties). High roll wins initiative. The
combat order is: 1) Side that lost initiative declares actions. 2) Side that
won initiative declares actions. 3) Side that won initiative acts. 4) Side
that lost initiative acts. 5) Any bookkeeping is done. This ends a combat
round. If the combat continues, roll initiative again and repeat.
Opportunity Attacks: Anyone not surprised and with a ready weapon who
is not already involved in a melee combat gets a free attack on
opponents trying to move past them – this attack is in addition to their
normal attack for the round. If the attack is successful, the opponents
takes damage and can move no further that round.
Attack Rolls: Add attack bonus to d20 roll. A natural roll of 1 always
misses, otherwise if the result is higher than your opponent's Armor
Class (AC), it’s a hit. A natural 20 that would otherwise hit is
automatically a critical hit doing maximum damage.
Fighting classes can use DEX bonus + Physical Combat Bonus as Melee
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attack bonus instead if wielding a light weapon. Fighting classes can
wield 2 light weapons and attack with both in a round (making one attack
roll at -2). Rapiers count as light weapons, but you cannot wield two
rapiers at the same time.
Energy Drain: Certain undead and demonic monsters can drain energy
levels from characters. Each energy level drained reduces the
character’s level by one, the character my regain the level normally via
experience.
Hirelings
Players may find it useful to have their characters hire bearers to carry
light sources into ruins and dungeons (and to carry treasure out) and
men-at-arms to aid in combat. In some areas there may be a guild where
such people may be found and hired, in other areas characters may
have to advertise. Pay must be negotiated and what will be asked will
depend on the situation the hirelings think they may get into and the
reputation of the characters hiring them.
Bearers have 2 hit points and generally will only fight if cornered and
there is no other choice – even then their effective level (used in attack
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rolls) is -2. They will carry light sources and baggage willingly so long as
they are paid, fed, treated well, and not exposed to much mortal danger.
Minimum pay: 1 SP/day.
To put the value of a gold piece into perspective, a single gold piece is
enough for a peasant to subsist at a wretched quality of life for a month.
Early in their career, adventurers will typically live on a few dozen gold
pieces per month, enough to eat and sleep at an inn. A dragon’s treasure
hoard of 50,000gp might keep a village of peasants alive for decade, but
merely cover a prince’s monthly budget.
Cleric: Silver holy symbol, light armor (AC +2), a one handed weapon +
shield, and 5 gold pieces
Dwarf, Fighter, Halfling: Vial of holy water, medium armor (AC +4), a
one handed weapon + shield, or a two handed weapon, and 5 gold
pieces
Elf: light armor (AC +2), one-handed weapon, spellbook with all spells
known, and 5 gold pieces
Magic-User: Spellbook with all spells known, a dagger, and 5 gold
pieces
Thief: lock picking tools, light armor (AC +2), light weapon, and 5 gold
pieces.
Armor Cost AC
Clothing Only - 10
Hide and Fur Armor 10gp 11
Leather Armor 20gp 12
Ring Mail or Scale Armor 30gp 13
*Where two damage values are listed, the first is for one handed and the
second is for two-handed use.
Foodstuffs Cost
Ale/Beer (cheap, 3 pints) 1cp
Ale/Beer (good, 1 pint) 2cp
Bread (white, 4lb) 1sp
Bread (wheat, 8lb) 1sp
Bread (coarse, 12lb) 1sp
Cheese (1lb) 5cp
Cinnamon (clover, pepper, sugar) (1lb) 3gp
Dried Fruit (1lb) 1sp
Eggs (1 dozen) 5cp
Meal (1 person, poor to feast) 1cp-10gp
Meat (beef, chicken, mutton, or pork, 1lb) 1sp
Saffron (1lb) 15gp
Wine (cheap, 1 pint) 2cp
Wine (good, 1 pint) 1sp
Wine (rare, 1 pint) 5sp
Livestock Cost
Chicken (3lb) 1sp
Cow (550lb) 10gp
Dog (hunting) 10gp
Dog (war) 75gp
Goat (125lb) 3gp
Hawk (trained) 20gp
Pig (125lb) 3gp
Sheep (80lb) 2gp
Clothing Cost
Belt / Sash (leather) 4sp
Boots (leather, low) 6sp
Boots (leather, high) 3gp
Cassock (cleric / mage) 7gp
Cloak (fur-lined, winter) 15gp
Cloak (long, hooded) 1gp
Dress (crafter / freeholder) 4gp
Dress (armiger) 20gp
Gown (lady-in-waiting / noble) 100gp
Gown (duchess) 1000gp
Hat (armiger) 10sp
Linen (cheap, 1 yard) 1gp
Linen (fine, 1 yard) 7gp
Robe (cleric / mage) 6gp
Silk (1 yard) 15gp
Sandals / Shoes (leather) 4sp
Tunic and Pants (serf) 2gp
Tunic and Pants (crafter / freeholder) 4gp
Tunic and Pants (armiger) 20gp
Tunic and Pants (noble) 100gp
Wool (cheap, 1 yard) 6sp
Wool (fine, 1 yard) 6gp
Lodging Cost
Cottage (wood) 300gp
Inn (one person, one night, slum) 1sp
Inn, one person, one night, average) 5sp
Inn (one person, one night, superb) 2gp
Hut (wattle) 25gp
Hut (wooden) 50gp
Townhouse (stone) 1,200gp
ADVENTURING
B/X Conventions
Almost any material you come across for B/X or other early editions of
the world’s most popular roleplaying game can be used in Microlite81
with little modification. However, there are some descriptive conventions
that B/X used that may need explanation.
Unarmored AC is 9: If the adventure is for B/X (or other edition where the
unarmored AC is 9), subtract the descending AC listed in the adventure
from 19 to get the ascending AC used by Microlite81.
Light: Humans and many other races require a light source (or magical
ability) to see in the dark. Torches, lanterns, etc. will produce limited
areas of light (generally 20 feet of bright light and a further 10 feet of dim
light), but they also make it easy for monsters to see the party coming,
making surprise impossible. Torches can be blown out by strong gusts of
wind (d6 roll: blown out on a 1 or 2). Lanterns use flasks of oil as fuel,
and a lantern can burn continuously on 1 flask of oil for 24 turns (4
hours). Torches burn continuously for 6 turns (1 hour) before burning out.
Most monsters living in a dungeon have infravision or some other means
of seeing in the dark; however these methods do not work in the
presence of a light source.
Rest: One turn in six must be sent in rest or all characters suffer a -1 to
all d20 rolls and to damage rolls per rest missed. Time spent searching is
not time spent resting.
Doors: Dungeons often have many doors, some secret and others
obvious. Many are locked, and a thief will need to attempt to pick locks.
However, characters can attempt to break a door down. In this case, the
player rolls 1d6. A result of 2 or less means the door has been broken
down. Strength adjustments apply, but no matter what the adjustment
there must always be a chance of success or failure. Bonuses cannot
take the success range above 5 or below 1 on 1d6.
Characters of all classes can search for non-magical traps. All characters
except dwarves and thieves can succeed in spotting a trap on a roll of 1
on 1d6. Dwarves succeed on a roll of 1 or 2 on 1d6. Thieves are
specially trained for this task, and succeed on a roll of 1-2 (Level 1-4), 1-
3 (Level 5-8), 1-4 (Level 9-12), and 1-5 (Level 13+). Players must declare
that their characters are actively looking for traps, and they must be
looking in the right place. This roll may only be made once in a particular
location, and it takes 1 turn per effort made. Since the GM rolls the dice,
the player never know if the roll failed or if there simply is no trap in the
A character that could move 120’ per turn in a dungeon can move 120
yards (360’) per turn in the wilderness. Further, characters can move, per
day, their movement rate divided by 5 in miles per day. So a character
that moves at 120 (feet or yards, depending on environment) can move
24 miles in the wilderness per day. It’s likely that not all characters will
have the same movement, so if they wish to stay together they must
move as fast as the slowest character. Also note that the number of
miles characters can move in 1 day presented here assumes a clear trail
and easy travel. Other conditions will reduce the distance traveled in a
day by fractions, as detailed below.
For example, if characters can travel 24 miles normally, but are following
roads, they can travel 36 miles a day (24 + 12). If they are traveling
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through swampy land, they travel 12 miles (24 – 12) per day.
Furthermore, certain kinds of terrain can slow travel at the GM’s
discretion, such as if the characters have to cross canyons, large rivers,
or other formations. In addition to these conditions that can influence
travel rates, characters may engage in a forced march. A forced march is
a day of hard, tiring travel, but increases travel speed by +1/2. However,
the characters must rest for 24 hours after a forced march. Otherwise,
during wilderness travel the characters have to rest one day per six days
of travel. Weather can also affect travel rates or even prevent safe travel
altogether.
Wandering Monsters: The GM should roll 1d6 every day of travel for
wandering monsters. If the party is camping, an additional roll should be
made at night. If a wandering monster is indicated (roll varies by terrain,
see terrain table below), wandering monsters stumble across the party
from a random direction and distance. At night, the GM should randomly
determine which watch is on duty when the attack is made.
Characters that go without food and/or water will soon begin to suffer
from the effects of starvation and/or dehydration:
Building the actual castle, of course, is quite expensive. The owner will
need to hire wagons for transporting materials, as well as masons and
other experienced craftsmen from more civilized areas to raise the strong
stone walls and towers of the fortress. While the construction costs could
change drastically depending upon how far a freehold is from the rest of
civilization and what materials are available in the area, the following
sample costs will provide a baseline:
In addition to the building costs, the character will need to hire at least
one engineer (250gp/month) per 100,000gp cost of the stronghold. The
time required to construct a stronghold depends entirely on its total price.
For every 500gp it will take one day of game time. The construction time
can be reduced by 25% by paying 50% additional construction costs, or
reduced by 50% by paying 100% additional construction costs. The
construction time cannot be reduced by more than 50%.
Magical Research
As described in their class descriptions, spell casters are able to
research new spells and create magic items. These are expensive
procedures which often do not succeed.
All magical research requires a magic research skill roll of some type to
succeed. This throw is a Secondary MIND Skill Roll unless otherwise
listed. An unmodified die roll of 1-3 is always a failure when conducting
magical research, however. When a magic research throw fails, the time
and money spent on the research is lost. In addition, any precious
materials or special components (described below) are consumed.
Researching Spells
Researching Known Spells: A spellcaster of 5th level or higher may
use spell research to gain access to spells on the standard Microlite81
spell list that he does not have access to from scrolls, spell books, or (if a
divine spellcaster) his deity. Spell research costs 1,000gp, and takes two
weeks of research, per level of the spell. Spell research requires a magic
research throw versus a DC equal to 12 plus twice the level of the spell
being researched. EXAMPLE: Riddle is an 11th level mage with a MIND
of 15 researching a 4th level spell. It will take 8 weeks and cost 4,000gp,
and require a Secondary MIND Skill Roll versus a DC or 20 to succeed.
A mage or other arcane caster can only research a spell if he can still
learn spells of that level. A cleric or other divine caster can only research
a spell with the permission of his deity (GM’s discretion). The deity will
usually remove a spell of the same level from the cleric’s spell list in
exchange for granting the new spell.
In order to create a magic item, the spellcaster must know the spell(s)
that replicate the magic item’s effect, or must find a sample or formula of
the item. If a magic item’s effect does not compare to any existing spell,
the spellcaster must either research a new spell that will produce the
desired effect, or he must find a sample or formula of the item.
Cost and Time: The base cost and time required to create a magic item
is listed on the Magic Item Creation tables.
3) The DC for the magic research roll is 12 plus two times the level of the
spell needed to create the effect (instead of the standard plus three times
the level of the spell needed to create the effect).
Precious Materials: Rare woods, noble metals, such as silver, gold, and
platinum, and precious gems, such as rubies and diamonds, retain magic
better than common woods, crude metals, or simple stone. Using
precious materials can thus improve the chances of success of creating
a magic item. For every 10,000gp of value in gems, jewelry, precious
metals, and rare or elaborately carved woods added, the spellcaster
receives a +1 bonus on his magic research throw. A character may not
spend more on precious materials than the base cost of the item.
OPTIONAL RULES
The following rules are optional. The GM decides if they will be used.
Background
Characters may select, with the approval of the GM, a one or two-word
background that represents a broad base of skills and knowledge, e.g.
Farmer, Merchant, Desert Nomad, Noble, Shaman, Templar, Thyatian
Mercenary, Ritualist, etc. Backgrounds need not be related to the PCs
class, e.g. a player who creates a deeply religious fighter skilled in the
arts of vision interpretation, divination and oration might pick 'Prophet' as
a background. Backgrounds may not duplicate a class.
The name of the spell could be changed to “Restore Life” if this optional
rule is used.
Avoiding Save-or-“Die”
There are a number of effects which cause the character to be taken out
of play permanently or for a long period of time unless a saving throw is
made (e.g. instant death, turn to stone, etc.). If this standard rule seems
too harsh, try the following instead. If a character fails a save-or-“die” roll,
the negative effect happens immediately but it can be reversed if the
character receives 5 minutes of careful care in a non-combat
environment starting within a number of minutes/melee rounds equal to
the affected character’s CON stat. The GM may rule that certain issues
still require further treatment within 24 hours or the effect recurs (e.g.
poison must still be neutralized) or may not be handled this way at all.
Traditional Experience for Treasure
Traditionally, experience points were only given for treasure found in B/X
and were not given for treasure spent. To use this system, ignore the
standard rules for experience from treasure found and experience for
treasure spend and use the following rule instead.
Both magic-users and clerics must select and prepare specific spells
from their collections in advance. The number of spells of specific levels
a character can prepare is limited by their class level (see below for
details). Preparing spells takes one hour of uninterrupted time: magic-
users must study their spell books while clerics must meditate and
commune with their deity.
Casting a prepared spell does not cost any hit points, but once cast, a
spell cast is no longer in memory and may not be cast again. Casters
may prepare multiple copies of the same spell.
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1st Level
Charm Person: Makes a humanoid creature regard the caster as its
trusted friend and ally (treat the target’s attitude as friendly). Undead
creatures are not affected by this spell, nor are humanoid monsters
larger than ogres. R: 120 feet. D: until dispelled or saved against.
Detect Magic: Caster can perceive, in places, people, or things, the
presence of a magical spell or enchantment. R: 60 feet. D: 20 minutes.
Floating Disk: Creates a small shield sized floating energy disc that
follows the caster. Holds up to 500 lbs. R: 5 feet D: 60 minutes.
Hold Portal: Holds door/gate shut. R: 10 feet. D: 2d6 x 10 minutes.
Light: object lights circle with 30 ft. radius, not full daylight. R: 120 feet.
D: 1 hour+10 min/level.
Magic Missile: Creates magic arrow which hits its target for 1d6 damage.
An additional 2 missiles are created every 5 levels (e.g. total 3 at level 5,
total 5 at level 10). R: 150 feet. D: 10 minutes.
Protection from Evil: +1 to AC and saves, counter mind control, hedge
out summoned and enchanted monsters. Attacking a creature negates
protection against that creature. Moves with caster. R: shell around
caster. D: 1 hour.
Read Languages: Read any written language. D: 1 or 2 readings.
Read Magic: Read scrolls, spellbooks, other magical writing. R: caster
only. D: one reading (two scrolls or equivalent).
Shield: Improves caster’s armor class to 17 versus missile attack and to
15 versus melee attacks. R: caster. D: 20 minutes.
Sleep: Puts 4d6 HD of beings into magical slumber. Undead and
creatures with more than 4 hit dice are not affected. Range: 240 feet. D:
GM’s 4d4 x 10 minutes.
Ventriloquism: allows caster to “throw his voice” absolutely convincingly.
R: 60 feet. D: 20 minutes.
2nd Level
Continual Light: object lights circle with 120 ft. radius until dispelled, not
full daylight. R: 120 feet.
Detect Evil: Reveals evil thoughts/intent or evil items. R: 60 feet. D: 20
minutes.
Detect Invisible: Detect invisible items and beings within 10 feet per
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caster level. D: 1 hour.
ESP: Allows Caster to read surface thoughts of target. Undead are
immune. R: 60 feet. D: 2 hours.
Invisibility: Target is invisible until spell broken by caster, some outside
force, or until it attacks. R: 240 feet.
Knock: Unlocks/unbars all locked or magically sealed doors or other
door-like barriers. R: 60 feet. D: instant.
Levitate: Caster floats up and down as he desires. Speed: 20 feet
up/down per minute. D: 60 minutes + 10 minutes/level.
Locate Object: Senses direction toward an object (specific or type) D: 20
minutes. R: 60 + 10/level feet.
Mirror Image: Creates 1d6-1 exact images of the caster, all moving
exactly like original. Attackers cannot tell images from original. Images
hit disappear. R: around caster. D: 1 hour.
Phantasmal Forces: Vivid illusions of nearly anything the caster
envisions, lasts as long as the caster concentrates. Damage caused is
real if target believes illusion. R: 240 feet.
Web: Sticky webs fill a 10x10x10 foot area. Burning through the webs
takes 6+1d4 minutes. Large creatures push through in 14+1d6 minutes.
Human-sized creatures take 20+3d6 minutes. R: 10 feet. D: 8 hours.
Wizard Lock: Locks door like Hold Portal. Permanent until dispelled.
Knock opens without dispelling. Caster can pass through without lifting
spell. R: 10 feet. D: instant.
3rd Level
Clairvoyance: See through eyes of one creature. Caster can change
creatures once every 10 minutes. R: 60 feet. D: 120 minutes.
Dispel Magic: Cancels magic effects and spells in a 20x20 foot area. (If
cast by higher level caster, Magic Attack vs. Spell's DC for success)
Range: 120 feet. Duration: instant but effects permanent.
Fire Ball: Missile of fire that bursts when hits target for 1d6/level fire
damage, 20 foot burst radius. R: 240 feet. D: instant.
Fly: Target can fly at a speed of 120 feet per minute. R: Touch. D: 1d6 x
10 minutes plus 10 minutes/level. (GM rolls secretly.)
Haste Spell: Subjects (up 24 beings in a 60 foot radius of target) double
in speed, taking two actions at a time. (Counters Slow) R: 240 feet. D: 30
minutes.
Hold Person: Paralyzes 1-4 targets. Cast at single target, save at -2 and
double duration. R: 120 feet. D: 10 minutes/level.
Infravision: See in the dark. R: touch. D: 1 day. Sight Range: 30 + (1d3 x
10) feet.
Invisibility, 10' radius: Subject and those within 10 feet of him are
invisible until spell broken by caster, some outside force, or until one
attacks.
Lightning Bolt: 1d6/level electrical damage. Bolt bounces off walls, etc.
4th Level
Charm Monster: Makes one monster of 3+ hit dice (or 3d6 monsters of
less than 3 hit dice) believe they are the caster's strong ally. Save again
every level days or when asked to do something obviously against the
being's interest. R: 120 feet.
Confusion: Subjects (up to 3d6 hit dice in a 60 foot circle, only 2+ HD get
save) behave oddly/cannot act effectively. R: 120 feet. D: 2 hours.
Dimension Door: Teleports subject a short distance (up to 360 feet) from
current location. Fails if destination not open air. R: 10 feet. D: instant.
Hallucinatory Terrain: Makes one type of terrain appear like another type
until dispelled or area entered by an opponent. R: 240 feet.
Massmorph: Makes up to 100 humanoids in a 240 foot diameter circle
appear to be trees until dispelled or negated by caster. Creatures may
move and still appear to be trees. R: 240 feet.
Plant Growth: Plants in an area up to 3000 square feet (entire area must
be within range) become overgrown and nearly impassable. Lasts until
dispelled or plants killed. R: 120 feet.
Polymorph Others: Change one creature (but not self) into the form of
another being. Change is complete and includes gaining special abilities
and mind of creature. New form cannot have more than 2x the hit dice of
original. R: 60 feet. D: until dispelled.
Polymorph Self: Change self to form of another being, does not get
special powers but retains own intelligence. R: caster only. D: 60 +
10/level minutes.
Remove Curse: Frees subject from a single curse. Does not remove
curse from object, but frees user to get rid of the cursed object. R: 10
feet. D: instant but effects permanent.
Wall of Fire: Creates thin wall of fire up to 1200 square feet. Blocks sight
and creatures under 4 hit dice cannot pass. Passing through wall deals
1d6 damage (2d6 for undead or cold-using creatures). Wall lasts as long
as caster concentrates on it. R: 60 feet.
Wall of Ice: Creates translucent wall of ice 20 feet tall and 60 feet long
(or equivalent). Creatures under 4 hit dice cannot pass. Passing through
wall deals 1d6 damage (2d6 for undead or fire-using creatures). Wall
lasts as long as caster concentrates on it. R: 60 feet.
Wizard Eye: Allows sending an invisible eye that can see in the dark up
to 240 feet away which relays all it sees to the caster. Moves up to 12
5th Level
Animate Dead: Create undead skeletons or zombies under control of
caster from dead bodies, up to 1 hit die of undead per caster level. R: 60
feet. D: permanent.
Cloudkill: creates a moving, opaque, poisonous cloud of vapor which is
deadly to all creatures with less than five hit dice. 30 feet in diameter,
moves with wind or 6 feet per minute. Effects (suffered each minute
within cloud): if under 5HD, save vs poison or die, suffer 1 hp damage if
save made. 5Hd or more, suffer 1 hp damage. D: 60 minutes.
Conjure Elemental: Conjures one 16 HD elemental who will serve the
caster until dispelled/dismissed/caster no longer concentrates. Caster
can only summon one of each type in a day. R: 240 feet.
Contact Higher Plane: Lets Caster ask yes/no question of other planar
entity, There are 10 levels (from 3-12) of higher planes. Caster chooses
which level to contact. 1 question per level. Chance of correct answer 45
+ 5% per level, maximum 95%. Chance of going insane from the contact
is 5% per level, maximum 50%. Range: caster. Duration: 1 minute per
question.
Feeblemind: Subject's MIND drops to 1. Save at -4. R: 240 feet. D: until
dispelled.
Hold Monster: As Hold Person, but any creature. R: 120 feet. D: 1 hour
plus 10 minutes/level.
Magic Jar: Moves caster's spirit/mind to a fixed object from which caster
can try to possess others. Magic Attack vs. DC of (10 + MIND bonus +
target level or hit dice). New save every level days. Range: 30 feet.
Duration: until dispelled or caster ends spell.
Pass-Wall: Creates a 5 foot wide passage up to 10 feet long through a
wood or stone wall. R: 30 feet. D: 30 minutes.
Rock-Mud: Transforms rock to mud or vice-versa, up a 3000 square foot
area 10 feet deep. R: 120 feet. D: 3d6 days.
Telekinesis: Moves object by mental power. Up to 20 pounds per level.
Object moves 20 feet per minute. Living creatures get a saving throw if
they do not wish to be moved. R: 120 feet. D: 1 hour.
Teleport: Instantly transports subject up to 100 miles/level. Caster must
know target location exactly. The less exactly one know the target, the
greater change of appearing too high or too low. Too low is usually fatal
as creature and ground do not mix.
Wall of Stone: Creates a wall of stone in any shape up to 1000 cubic
feet. R: 60 feet. D: until destroyed or dispelled.
6th Level
Anti-Magic Shell: Shell surrounds caster blocking magic both ways. R:
caster. D: 2 hours.
-49- Microlite81 (Version 1.0 Silver)
Control Weather: Caster can adjust weather in a 240 yard radius. D:
concentration.
Death Spell: Kills 4d8 hit dice of creatures with less than 8 hit dice with a
60 foot cube. R: 240 feet. D: instant but effect permanent.
Disintegrate: Makes one creature or non-magical object (or part of a
large object, up to a 10 foot cube) vanish, turning it to fine dust. R: 60
feet. D: instant but effects permanent.
Geas: Force a creature to obey one long-term order, similar to the
clerical Quest spell. R: 30 feet. D: until order completed.
Invisible Stalker: Summons an invisible stalker, an extra-dimensional
monster, under the control of the Magic-User who may give it a single
mission which it will carry out until it is finished.
Lower Water: Lowers the depth of 10,000 square feet of water by 50%.
R: 240 feet. D: 10 turns.
Move Earth: Move 60 cubic feet of loose soil per turn within the range of
the spell. Neither solid stone nor large boulders may be moved. R: 240
feet. D: permanent.
Part Water: Creates a dry path 10’ wide and a maximum of 120’ long
through water, such as a pond, lake, or other body. Caster can terminate
spell early. R: 240 feet. D: 1 hour.
Projected Image: Project an image of yourself that can sense and talk as
if you were the image. Other spells cast come from image. R: 240 feet.
D: 60 minutes.
Reincarnation: Restores dead person to life in a random (usually
humanoid) form. R: touch. D: instant.
Stone-Flesh: Turns subject into a stone statue (or vice versa). R: 120
feet. D: permanent.
Divine (Cleric) Spells
For expanded spell descriptions see B/X or a B/X retro-clone. R: is
range. D: is duration.
1st Level
Cure Light Wounds (Reversible): Cure 1d6+1 hit points of wounds or
cures paralysis. R: touch. D: instant but effects permanent.
Detect Evil: Reveals evil thoughts/intent or evil items. R: 120 feet. D: 1
hour.
Detect Magic: Caster can perceive, in places, people, or things,
the presence of a magical spell or enchantment. R: 60 feet. D: 20
minutes.
Light (Reversible): object lights circle with 30 ft. radius, not full daylight.
R: 60 feet. D: 2 hours.
Protection from Evil (Reversible): +1 to AC and saves, counter mind
control, hedge out summoned and enchanted monsters. Attacking a
creature negates protection against that creature. Moves with caster. R:
Microlite81 (Version 1.0 Silver) -50-
shell around caster. D: 2 hours.
Purify Food & Water (Reversible): Purifies food and water for up to 12
people. R: 10 feet. D: instant but effects permanent.
Remove Fear (Reversible): Calms one creature, removing all normal
fear. If magical fear, grants immediate save with a bonus equal to
caster’s level. R: touch D: 20 minutes.
Resist Cold: Targets immune to effects or normal cold, have a +2 to save
vs. cold, and have damage from magical cold reduced by 1 point per
damage die (minimum damage: 1 point per die). R: 30 feet. D: 60
minutes.
2nd Level
Bless (Reversible): Allies gain +1 on attack rolls, saves against fear, and
morale checks. Cannot be cast in combat. R: 10 feet. D: 1 hour.
Find Traps: Notice traps within 30 feet. R: caster. D: 20 minutes.
Know Alignment: Caster knows alignment of a character or monster
within range (if target saves, no effect). Alignment of magic items or the
nature of a holy (or unholy) place will be revealed.
Hold Person: Paralyzes 1-4 targets. Cast at single target, save at -2 and
double duration. R: 180 feet. D: 90 minutes.
Resist Fire: Targets immune to effects of normal fire/intense heat, have a
+2 to save vs. fire/heat, and have damage from magical fire/heat
reduced by 1 point per damage die (minimum damage: 1 point per die).
R: 30 feet. D: 60 minutes.
Silence, 15’ Radius: Magical silence for 15 feet around target, moving
with target. No sound within area can be heard from outside it. R: 180
feet. D: 2 hours.
Snake Charm: 1d6 snakes/level charmed and will obey caster’s
commands. R: 60 feet. D: 20 minutes + 1d4 x 10 minutes.
Speak with Animals: Can understand and speak with animals. R: 30 feet.
D: 1 hour.
3rd Level
Animal Growth: One non-magical normal or giant animal will be doubled
in size. R: 120 feet. D: 120 minutes.
Continual Light (Reversible): object lights circle with 120 ft. radius until
dispelled, full daylight. R: 120 feet.
Cure Disease (Reversible): Cures person of any diseases, including
magical diseases. Kills Green Slime. R: 30 feet. D: instant but effects
permanent.
Locate Object: Senses direction toward an object (specific object or
object type) D: 60 minutes. R: 90 feet.
Remove Curse (Reversible): Frees subject from a single curse. Does not
remove curse from object, but frees user to get rid of the cursed object.
R: 10 feet. D: instant but effects permanent.
-51- Microlite81 (Version 1.0 Silver)
Striking: Enchants weapon to do extra 1d6 damage and be able to hit
creatures only affected by magic weapons. R: 30 feet: D: 10 minutes.
4th Level
Create Water: Creates water, enough for up to 12 people and their
horses for one day. For each level the caster has above 8, water for 12
more people and horses is produced. R: 10 feet. D: instant but effects
permanent.
Cure Serious Wounds (Reversible): Cures 2d6+2 hit points from wounds
and cures paralysis. R: touch. D: instant but effects permanent.
Neutralize Poison: Cancels all effects of poison (including death if cast
within 10 minutes of poison death). R: touch. D: instant but effects
permanent.
Protection from Evil, 10' radius (Reversible): +1 to AC and saves, counter
mind control, hedge out elementals and enchanted monsters to caster
and all allies within 10 foot circle around caster. R: caster. Moves with
caster. R: shell around caster. D: 2 hours.
Speak with Plants: Can understand and speak with plants. Plants will
perform simple tasks like allow passage if asked. R: 30 feet. D: 30
minutes.
Sticks to Snakes: Turns up to 2d8 sticks into serpents. 50% chance each
serpent will be venomous. R: 120 feet. D: 60 minutes.
5th Level
Commune: Cleric's Deity truthfully answers three yes-or-no questions.
Only once per week. Double questions once per year. R: caster. D: 10
minutes.
Create Food: Creates food, enough for up to 12 people and their horses
for one day. For each level the caster has above 8, food for 12 more
people and horses is produced. R: 10 feet. D: instant but effects
permanent.
Dispel Evil (Reversible): Dispel any enchanted, summoned, or undead
creature in range that fails save. If save made, creatures must flee for
duration so long as caster concentrates. If used against one creature,
save at -2. R: 30 feet. D: instant (flee effects up to 10 minutes).
Insect Plague: Insect swarms (60 feet in diameter) obscure vision and
attack creatures. Creatures under 3 HD flee in terror. Can only be cast
outdoors. R: 480 feet. D: 1 day.
Quest (Reversible): Force a creature to obey one long-term order or
suffer curse that can only be removed by completing quest or by the
reverse of this spell. R: 30 feet. D: until order completed.
Raise Dead (Reversible): Restores life to subject who died as long as 4
days (plus 4 days per caster level over 8) ago. R: line of sight. D: instant
but effects permanent.
ANT, GIANT: AC: 16 HD: 3d8 AT: bite +3 (1d6) MR: 12 ST: F2 TC: 6 S:
acid (2d6)
APE, ALBINO: AC: 13 HD: 4d8 AT: 2 claw+4 (1d4) MR: 7 ST: F2 TC: 0
S: throw rocks (1d6)
BABOON, HIGHER: AC: 13 HD: 2d8 AT: 1 bite+2 (1d3), 1 club+2 (1d6)
MR: 8 ST: F2 TC: 6
BASILISK: AC: 15 HD: 6d8+1 AT: bite +6 (1d10) MR: 9 ST: F6 TC: 17 S:
petrifies onlookers
BAT, NORMAL: AC: 13 HD: 1hp AT: none MR: 6 S: Confuse (10 or more
cause confusion -2) ST: Human TC: 0
BAT, GIANT: AC: 13 HD: 2d8 AT: bite+2 (1d4) S: 5% vampire (paralysis
1d10 minutes, drain 1d4 blood/minute) ST: F1 TC: 0
BEAR, BLACK: AC: 13 HD: 4d8 AT: 2 claws+4 (1d3), 1 bite+4 (1d6) MR:
7 ST: F2 TC: 6
BEAR: CAVE: AC: 14 HD: 7d8 AT: 2 claws+7 (1d3), 1 bite+7 (1d6) MR:
9 ST: F3 TC: 7
BEAR, GRIZZLY: AC: 13 HD: 5d8 AT: 2 claws+5 (1d3), 1 bite+5 (1d6)
MR: 8 ST: F2 TC: 6
BEAR, POLAR: AC: 13 HD: 6d8 AT: 2 claws+6 (1d3), 1 bite+6 (1d6) MR:
8 ST: F3 TC: 6
BEE, GIANT KILLER: AC: 12 HD: 1d4 AT: sting+0 (1d3) MR: 9 ST: F1
TC: 0 S: poison sting (save or die)
BEETLE, GIANT FIRE: AC: 15 HD: 1d8+2 AT: bite +1 (2d4) MR: 7 ST:
F1 TC: 0 S: Light glands glow for 1d6 days after death.
BEETLE, GIANT SPITTING: AC: 15 HD: 2d8 AT: bite +2 (1d6) MR: 8
ST: F1 TC: 0 S: toxic spray (5 foot range) -2 to all rolls for 24 hours or
until cure spell used.
BEETLE, GIANT CARNIVOROUS: AC: 16 HD: 3d8+1 AT: bite +3 (2d6)
MR: 9 ST: F1 TC: 6
BLACK PUDDING: AC: 13 HD: 10d8 AT: slam +10 (3d8) MR: 12 ST: F5
TC: 0 S: immune to everything but fire, divides when hit, corrodes metal.
BLINK DOG: AC: 14 HD: 4d8 AT: bite +4 (1d6) MR: 6 ST: F4 TC: 20 S:
blink (teleport) 1d4x10 feet both before and after attacking.
BOAR: AC: 12 HD: 3d8 AT: gore +3 (32d4) MR: 9 ST: F2 TC: 0
BUGBEAR: AC: 14 HD: 3d8+1 AT: bite +3 (2d4) or weapon +3 MR: 9
ST: F3 TC: 21 S: surprise foes on a 1-3.
-53- Microlite81 (Version 1.0 Silver)
CAMEL: AC: 12 HD: 3d8 AT: 1 bite+3 (1), 1 kick+3 (1d4) MR: 7 ST: F1
TC: 0
CARCASS SCAVENGER: AC: 12 HD: 3d8 AT: 8 tentacles +3 (paralysis)
MR: 9 ST: F2 TC: 21 S: walk on walls and ceilings.
CAT, MOUNTAIN LION: AC: 13 HD: 3d8 AT: 2 claws+3 (1d3), bite+3
(1d6) MR: 8 ST: F2 TC: 6
CAT, PANTHER: AC: 15 HD: 4d8 AT: 2 claws+4 (1d4), bite+4 (1d8) MR:
8 ST: F2 TC: 6
CAT, LION: AC: 13 HD: 5d8 AT: 2 claws+5 (1d4+1), bite+5 (1d10) MR: 9
ST: F3 TC: 6
CAT, TIGER: AC: 13 HD: 6d8 AT: 2 claws+6 (1d6), bite+6 (2d6) MR: 9
ST: F3 TC: 6 S: surprise 1-4 in woods
CAT, TIGER SABRE-TOOTH: AC: 13 HD: 8d8 AT: 2 claws+8 (1d8),
bite+8 (2d8) MR: 10 ST: F4 TC: 7
CENTAUR: AC: 14 HD: 4d8 AT: 2 kick +4 (1d6) or weapon +4 MR: 8 ST:
F4 TC: 22
CENTIPEDE, GIANT: AC: 10 HD: 1d4 AT: bite +0 (poison) MR: 7 ST:
human TC: 0 S: poison causes 1d10 days sickness, reducing movement,
etc. by 50%.
CHIMERA: AC: 15 HD: 9d8 AT: 2 claws +9 (1d3), goat gore +9 (1d4),
lion bite +9 (2d4), dragon bite +9 (3d4) MR: 9 ST: F9 TC: 17 S: breathes
fire (3d6), flies.
COCKATRICE: AC: 13 HD: 5d8 AT: bite +5 (1d6) MR: 7 ST: F5 TC: 19
S: touch causes paralysis.
CRAB, GIANT: AC: 17 HD: 3d8 AT: 2 pinchers+3 (2d6) MR: 7 ST: F2
TC: 0
DJINN: AC: 14 HD: 7d8+1 AT: fist (2d8) or weapon +7 MR: 12 ST: F14
TC: 0 S: flies, whirlwind, creation of things, create illusions, invisibility,
immune to mundane weapons.
DOPPELGANGER: AC: 14 HD: 4d8 AT: claw +4 (1d12) MR: 10 ST: F10
TC: 18 S: imitate humanoids, immune to sleep and charm.
DRAGON, BLACK: AC: 17 HD: 7d8 AT: 2 claws +7 (1d4+1), bite +7
(2d10) MR: 8 ST: F7 TC: 15 S: flies, breathes line of acid (hp total).
DRAGON, BLUE: AC: 19 HD: 9d8 AT: 2 claws +9 (1d6+1), bite +9
EFREET: AC: 16 HD: 10d8 AT: slam +10 (2d8) MR: 12 ST: F14 TC: 0 S:
flies, wall of fire, creation of things, create illusions, invisibility, immune to
mundane weapons.
ELEMENTAL, AIR: AC: 19 HD: 12d8 AT: slam +12 (2d8) MR: 10 ST:
F12 TC: 0 S: whirlwind, extra damage against foes in the air.
ELEMENTAL, EARTH: AC: 19 HD: 12d8 AT: slam +12 (2d8) MR: 10 ST:
F12 TC: 0 S: tear down stone, extra damage against foes standing on
the ground (1d8).
ELEMENTAL, FIRE: AC: 19 HD: 12d8 AT: slam +12 (2d8) MR: 10 S:
F12 TC: 0 S: ignite materials.
ELEMENTAL, WATER: AC: 19 HD: 12d8 AT: slam +12 (2d8) MR: 10 ST:
F12 TC: 0 S: overturn boats, extra damage against swimming foes (1d6).
ELEPHANT: AC: 14 HD: 9d8 AT: 2 Tusks +9 (2d4) or Trample +9 (4d8)
MR: 8 ST: F5 TC: 0 S: can make charge attack for 2x tusk damage.
ELF: AC: 14 HD: 1d8+1 AT: weapon+1 MR: 8 ST: E1 TC: 18 S: standard
elf abilities.
ETTIN: AC: 16 HD: 10d8 AT: 1 club +9 (2d8), 1 club+9 (3d8) MR: 9 ST:
F10 TC: 19 S: two heads (one controlling each arm), surprised only on
roll of 1.
FERRET, GIANT: AC: 14 HD: 1d8+1 AT: bite+1 (1d8) MR: 8 ST: F1 TC:
0
FISH, GIANT CATFISH: AC: 15 HD: 8d8+3 AT: 1 bite+8 (1d8) 4
HALFLING: AC: 12 HD: 1d8-1 AT: weapon+1 (1d6) MR: 7 ST: H1 TC: 7
(lair: 21) S: nearly invisible in outdoor cover.
HARPY: AC: 12 HD: 3d8 AT: 2 claws +3 (1d4) or weapon +3 MR: 7 ST:
F3 TC: 20 S: flies, siren-song (Charm person), save vs magic +2.
HAWK, ORDINARY: AC: 11 HD 1d4 AT: 1 claw/bite+0 (1d2) MR: 7 ST:
human TC: 0 S: initial attack does double damage (if surprised)
HAWK, GIANT: AC: 13 HD 3d8+3 AT: 1 claw/bite+3 (1d6) MR: 8 ST: F2
TC: 0 S: initial attack does double damage (if surprised), may grab and
fly off with halfling or smaller.
HELL HOUND: AC: 15 HD: 3 to 7 d8 AT: bite +HD (1d6) MR: 9 MR: F3
to F7 TC: 20 S: breathe fire (1d6 per HD), detect invisible 60 foot range
75% success.
HERD ANIMALS: AC: 7 HD 1 to 4 d8 AT: butt +HD (varies) MR: 5 ST: F1
TC: 0 Examples: antelope, deer, and goats (1 or 2 HD, 1d4 butt);
caribou, cattle, and oxen (3 HD, 1d6 butt); buffalo, elk and moose (4 HD,
1d8 butt).
HIPPOGRIFF: AC: 14 HD: 3d8+1 AT: 2 claws +3 (1d6), bite +3 (1d10)
MR: 8ST: F2 TC: 0 S: flies.
HOBGOBLIN: AC: 14 HD: 1d8+1 AT: weapon+1 MR: 8 ST: F1 TC: 20
HORSE, DRAFT: AC: 12 HD: 3d8 AT: none MR: 6 ST: F2 TC: 0
HORSE, RIDING: AC: 12 HD: 2d8 AT: 2 hooves+2 (1d4) MR: 7 ST: F1
TC: 0 S: also wild horses
KOBOLD: AC: 12 HD: 1d4 AT: weapon -1 MR: 6 ST: human TC: 1 (lair:
13)
LEECH, GIANT: AC: 12 HD: 6d8 AT: bite+6 (1d6) MR: 10 ST: F3 TC: 0
S: attaches to target when hits draining 1d6 blood per round.
LIZARD, GIANT DRACO: AC: 14 HD: 4d8+2 AT: bite+4 (1d10) MR: 7
ST: F3 TC: 6 S: glides.
LIZARD, GIANT GECKO: AC: 14 HD: 3d8+1 AT: bite+3 (1d8) MR: 7 ST:
F2TC: 6 S: walks on walls/ceilings.
LIZARD, GIANT HORNED CHAMELON: AC: 17 HD: 5d8 AT: bite+5
(2d4), horn+5 (1d6) MR: 7 ST: F3 TC: 6 S: blends in (surprise on 1-5),
sticky tongue (5 foot range, victim pulled in and bitten), tail attack+5
causes knock down
LIZARD, GIANT TUATARA: AC: 15 HD: 6d8 AT:2 claws+6 (1d4) bite+6
(1d6) MR: 6 ST: F4 TC: 7 S: see in dark 90 foot range.
LIZARDFOLK: AC: 14 HD: 2d8+1 AT: claws +2 (1d6+1) or weapon +2
(+1 damage) MR: 12 ST: F2 TC: 19
LOCUST, SUBTERRANEAN: AC: 15 HD: 2d8 AT: bite+2 (1d2) or
slam+2 (1d4) or spit+2 (special) MR: 5 ST: F2 TC: 0 S: jump 60 feet, spit
vs AC 9 (incapacitated for 10 minutes)
LYCANTHROPE, DEMON BOAR: AC: 16 HD: 9d8 AT: tusks +9 (2d6)
MR: 9 ST: F9 TC: 20 S: lycanthropy, Charm Person at -2, 3/day. 75% of
1d3 charmed humans.
LYCANTHROPE, WEREBEAR: AC: 17 HD: 6d8 AT: 2 claws +6 (2d4),
bite +6 (2d8) MR: 10 ST: F6 TC: 20 S: lycanthropy, hug: extra 2d8
damage if both claws hit.
LYCANTHROPE, WEREBOAR: AC: 15 HD: 4d8+1 AT: tusks +4 (2d6)
MR: 9 ST: F4 TC: 20 S: lycanthropy, if enraged, attack +2 until all
enemies dead or they are killed.
LYCANTHROPE, WERERAT: AC: 12 HD: 3d8 AT: bite+3 (1d4) or
weapon +3 MR: 8 ST: F3 TC: 20 S: lycanthropy, surprise foes on a 1-4.
LYCANTHROPE, WERETIGER: AC: 16 HD: 5d8 AT: 2 claws+5 (1d6),
bite+5 (2d6) TC: 20 S: lycanthropy, surprise foes on a 1-4.
OCHRE JELLY: AC: 11 HD: 5d8 AT: acid strike+6 (2d6) MR: 12 ST: F3
TC: 0 S: a hit destroys organic material, lightning or weapon attacks
divides jelly into 1d4+1 smaller (2 HD) jellies, each doing +2 (1d6)
damage.
OCTOPUS, GIANT: AC: 12 HD: 8d8 AT: 8 tentacles+8 (1d3) or bite+8
(1d6) MR: 7 ST: F4 TC: 0 S: swims, a tentacle grabs target on hit,
PEGASUS: AC: 13 HD: 2d8+2 AT: 2 hooves +2 (1d6) MR: 8 ST: F2 TC:
0 S: flies.
PHASE TIGER: AC: 15 HD: 6d8 AT: 2 tentacles+6 (2d4) MR: 8 ST: F6
TC: 19 S: attackers at -2 as it phases in and out.
PIXIE: AC: 16 HD: 1d8 AT: weapon +1 (1d4) MR: 7 ST: E1 TC: 3 +4 S:
flies, charm, naturally invisible, always surprises.
PTERODACTYL: AC: 12 HD: 1d8 AT: bite+1 (1d3) MR: 7 ST: F1 TC: 0
PTERANODON: AC: 13 HD 5d8 AT: bite+5 (1d12) MR: 8 ST: F3 TC: 0
PURPLE WORM: AC: 13 HD: 15d8 AT: bite+15 (2d8) or sting+15 (1d8)
MR: 10 ST: F8 TC: 19 S: poison sting, swallows whole on roll 4 higher
than needed to hit, swallowed creatures take 3d6 automatic damage
every round.
SNAKE, PIT VIPER: AC: 13 HD: 2d8 AT: bite+2 (1d4, poison) MR: 7 ST:
F1 TC: 0 S:auways win initiative, bite: save vs. poison or die.
SNAKE, SEA: AC: 13 HD: 2d8 AT: bite+2 (1d4, poison) MR: 7 ST: F1
TC: 0 S: bite: save vs. poison or die in 1d4 x 10 + 20 minutes (neutralize
poison only 75% successful). If unaware of snake, 50% chance does not
notice bite.
UNICORN: AC: 17 HD: 4d8 AT: 2 hoofs+4 (1d8) or horn+4 (1d8) MR: 7
ST: F8 TC: 0 S: double horn damage for charge, 25% magic resistance,
teleport once per day, horn can cure damage or disease.
WEASEL, GIANT: AC: 12 HD: 4d8+4 AT: bite+4 (2d4) MR: 8 ST: F3 TC:
7 S: successful bite allows damage to continue each round.
WAR DOG: AC: 12 HD: 2d8 AT: bite+2 (1d6) MR: 9 ST: F2 TC: 0
WHALE, KILLER: AC: 13 HD: 6d8 AT: bite+6 (1d20) MR: 10 ST: F3 TC:
7 S: on attack roll of 20: swallow target (up to halfling size), swallowed
creature suffers 1d6/minute, drowns after 10 minutes.
WHALE, NARWHAL: AC: 12 HD: 12d8 AT: bite+12 (2d6) or horn+12
(1d8) MR: 8 ST: F12 TC: 0 S: highly intelligent, ivory horn worth 1d6 x
1000gp.
WHALE, SPERM: AC: 13 HD:36d8 AT: bite+15 (3d20) MR: 7 ST: F14
TC: 8 S: : on attack roll 4 higher than needed: swallow target (up to
YELLOW MOLD: AC: n/a HD: 2d8 AT: 1d6 if touched MR: n/a ST: F2
TC: 0 S: if struck, 50% releases spore cloud (choke to dead in 6 rounds
unless cure disease), immune to all attacks except fire (a torch does 1d4
damage).
ZOMBIE: AC: 11 HD: 2d8 AT: weapon+2 or claws+2 (1d8) MR: 12 ST:
F1 TC: 0 S: undead immunities; always attack last.
Potions
There is a 70% chance that a potion bottle holds 1 dose, otherwise 1d6
doses. A quick taste of a potion can be used to identify it without
consuming a dose. There is a 5% that a potion has decayed with age
and has become a potion of delusion (60% chance) or poison (40%
chance). Useless otherwise noted, the effects of a dose will last 1d6+6
10 minute turns.
Animal Control: The drinker may control one or more animals with a total
hit dice of 3d6 or less. When the effect of the potion wears off, the
animals will flee.
Delusion: This potion will have no effect when drunk. However, if tasted,
it will falsely give the taster the impression that it is another type of potion
from this list. Multiple tasters will all get the same impression. An Analyze
spell will correctly identify this potion as one of Delusion rather than as
the type it tastes like.
Extra-Healing: This potion will either cure 3d6+3 hit points of damage to
the drinker (or cure their paralysis). Can be used as 3 doses of Healing
potion. This potion has an instant effect, rather than a duration.
Flying: This potion has the same effect as the Fly spell.
Giant Control: The user may control up to four giants of a certain type,
but each one gets a saving throw. The giants will normally be hostile
once control ends. To determine the type of giant affected, roll 1d6: 1 =
Cloud, 2 = Fire, 3 = Frost, 4 = Hill, 5 = Stone, 6 = Storm.
Giant Strength: The drinker gains the strength of a giant, and can do
double damage with melee weapons or throw large rocks (range:
60/130/200) for 3d6 damage. This potion does not stack with other
strength enhancing items such as Gauntlets of Ogre Power.
Healing: This potion will either cure 1d6+1 hit points of damage to the
drinker or cure their paralysis. This potion has an instant effect, rather
than a duration.
Heroism: Dwarves, Halflings, and Fighters who drink this potion will
temporarily gain one or more levels as follows:
All damage (including energy drains) is taken from the extra levels and
hit points first.
Invisibility: This potion has the same effect as the spell of the same
name.
Levitation: This potion has the same effect as the spell of the same
name.
Oil of Etherealness: This thin oil is applied to the character and all of his
belongings in order to achieve an ethereal state for 4+1d4 x 10 minutes.
It takes 3 minutes for the potion to produce effect, and can be negated
earlier than the duration by applying a mildly acidic liquid. When ethereal,
a character is invisible and can pass through any objects that are not
also ethereal.
Plant Control: The drinker may control all mundane plants and all
plantlike creatures in a 30’x30’ area up to 60’ away. Mundane plants may
entangle creatures in their area, but cannot otherwise attack.
Poison: This potion looks like any other, but it is poisonous. Anyone
taking even a taste of the potion must save vs STR or die.
Philter of Love:
Polymorph: This potion has the same effect as the polymorph self spell.
Speed: The drinker may move at double normal speed and attack twice
All damage (including energy drains) is taken from the extra levels and
hit points first.
Treasure Finding: When the drinker concentrates, they can detect the
distance and direction to the largest amount of treasure within 360’. The
drinker gains no insight about the nature of the treasure or how to get to
it.
Water Breathing: This potion lasts for 1 hour plus 1d10 minutes, and has
the same effect as the spell of the same name.
Scrolls
Most scrolls contain spells and can only be used by spell casters
although a few spell scrolls can be used by any intelligent being. Special
scrolls (warding, curse, etc.) can generally be used by anyone able to
read them.
Spell Scroll (Clerical): These scrolls can be read by anyone but only
used by clerics. They contain 1d3 spells. Roll 1d20 to determine the level
of each spell: 1-8: level 1; 9-14: level 2; 15-17: level 3; 18-19: level 4; 20:
level 5 (or GM choice). Each spell may be cast once then it fades from
the scroll.
Spell Scroll (Magic-User/Elf): These scrolls can only be read with the
Ward against Elementals: This scroll can only be used once. When read
aloud, it produces a 10 foot radius zone of protection. Elementals cannot
enter the zone nor can they cause direct harm to those within the zone.
The zone lasts for 30 minutes, or until someone inside the zone attacks
an elemental in hand-to-hand combat.
Ward against Lycanthropes: This scroll can only be used once. When
read aloud, it produces a 10 foot radius zone of protection. Lycanthropes
cannot enter the zone, but can use missile and spell attacks against
those inside the zone. The zone lasts for 60 minutes, or until someone
inside the zone attacks a lycanthrope in hand-to-hand combat.
Ward Against Magic: This scroll can only be used once. When read
aloud, it produces a 10 foot radius zone of protection. Mortal level magic
(whether from spells or items) cannot enter or leave the zone. The zone
lasts for 60 minutes, and can only be broken extremely powerful magic,
like a wish.
Ward Against Undead: This scroll can only be used once. When read
aloud, it produces a 10 foot radius zone of protection. Undead cannot
enter the zone nor can they cause direct harm to those within the zone.
The zone lasts for 60 minutes, or until someone inside the zone attacks
an undead in hand-to-hand combat.
Treasure Map: GM will construct the map and the treasure it leads to.
The map is likely to lead to a treasure within the dungeon/area the
characters find the map, or the map may lead to another, sometimes
remote, location. Difficulty in attaining the treasure should reflect its
value. There may be traps, riddles, or other challenges. The map itself
may be enchanted so that it requires read magic to decipher or may be
written in a different (or even dead) language.
Curse: Anyone who reads this scroll and who fails a save is cursed
(GM’s choice of effects or use table below) until a Remove Curse is
successfully cast.
Wands are normally thin sticks around 18 inches long. They can only be
used by magic-users and elves. A wand will hold 2d10 charges, and
each time it is used one charge will be used up. Once all the charges are
used up, a wand is simply a non-magical stick. Treat the effects
produced a wand as if created by a 4th level caster.
Staves are the bigger cousins of wands. They are normally 5-6 feet long,
and made of wood. Staves may be used by either magic-users/elves or
clerics. A staff will have 3 d10 charges when found, and each use of the
staff may use one of more of these charges. Once all the charges are
used up, a staff is simply a non-magical stick, even powers that do not
use a charge fail. Treat the effects produced a staff as if created by a 5th
level caster. A staff can be used in melee as if a quarterstaff. When a
staff is described, the name of the item will be followed by either “C” if it
is usable by a cleric, or “MU/E” if it is usable by elves and magic-users.
Rods are as thick as as staff but only about 3 feet long. A rod will have
2d6 charges when found. Rods can be used by any class, unless
otherwise noted.
Wand of Detecting Traps: When this wand is activated, it will point the
user towards all traps within 20 feet. This expends one charge per use.
Wand of Magic Missiles: This wand fires one or two magic missiles
(user’s choice) per round as the magic-user/elf spell of the same name.
The missiles inflict 1d6+1 hit points of damage each, and always strike.
Each individual missile fired expends one charge.
Rod of Resurrection: A cleric of any level may use this rod one time per
day to raise beings from the dead as the resurrection spell. A cleric using
this rod does not need to rest after expending charges from the rod.
Different kinds of characters may be resurrected, and each type requires
a different number of charges (Cleric, 2 charges, Dwarf, 4 charges; Elf, 7
charges; Halfling, 3 charges; 0-level Human 1 charge; Magic-User, 4
charges; Thief, 4 charges). When all charges from the rod are used, it
crumbles into dust.
Staff of Healing [C]: A cleric may activate the staff to cure 1d6+1 hit
points of damage to a target, but it can only be used one time per
creature per day. This staff may heal an unlimited number of creatures in
a day.
Staff of Power [MU/E]: This powerful staff has several abilities. First, it
can be used to cast the spells cone of cold, lightning bolt, and fireball
(each dealing 8d6 hp of damage). In addition, the staff may be used to
cast continual light and telekinesis (with a weight limit of 250 pounds).
Finally, this staff can also be used with the same effect as a staff of
striking.
Staff of Withering [C]: This staff functions as a +1 staff that deals 2d4+1
hit points of damage when a charge is used. By using 2 charges and
successfully striking an opponent, the staff ages a victim by 10 years. If
Staff of the Serpent [C]: This staff does not employ charges. It strikes as
a +1 staff. The user can command the staff to grow to become a giant
constrictor snake and constrict around a victim. The command for the
staff to become a snake is uttered as it strikes a victim. The victim must
succeed in a saving throw versus spell-like devices or be held immobile
by the constricting snake for 1d4 turns, or until the owner commands the
snake to release him. The serpent returns to the owner and returns to
staff form after it has constricted around an opponent. If the snake form
is slain, it will not return to staff form and the staff is destroyed. When the
snake returns to staff form, all damage it has sustained in combat is
automatically healed.
Rings
Magical rings like those listed below are generally beyond the ability of
current civilizations to create. They are the creations of ancient and/or
lost civilizations.
Animal Command: This ring may be used once per turn. It acts as if the
wearer had drunk a Potion of Animal Control with the exception that the
wearer only gets a single attempt to control creatures per use.
Command Human: This ring bay be used once per turn. It acts as if the
Command Plant: This ring bay be used once per turn. It acts as if the
wearer had drunk a Potion of Plant Control with the exception that the
wearer only gets a single attempt to control creatures per use.
Djinn Summoning: Once per day, the wearer of this ring can summon a
djinn, who will serve them for 24 hours. If the djinn is killed, the ring loses
its magical power.
Fire Resistance: This ring makes its wearer immune to natural fire, gives
a +2 bonus to all saving throws against magical fire, and reduces all
magical fire damage done to the wearer by one point per die (to a
minimum of one point per die).
Invisibility: This ring may only be used once per turn. When activated it
affects the wearer as if they had cast an Invisibility spell on themselves.
Protection: This ring gives a bonus to its wearer’s armor class and to all
saving throws equal to its magical bonus. If a character wears a Ring of
Protection on both hands, only the larger of the two bonuses applies.
Roll a d100 to determine the ring’s protection bonus: 01-80: +1; 81-91:
+2 92: +2, 5 foot radius; 93-99: +3; 00: +3, 5 foot radius.
Regeneration: The wearer of this ring will recover 1 hit point per minute,
and can slowly re-grow lost body parts. A limb will re-grow over the
course of a week, whereas a finger or ear would re-grow over the course
of a single day. This ring will not stop working when the wearer is on 0 hit
points, but not prevent the wearer from dying. It will also not heal
damage from fire or acid (although will re-grow limbs lost to fire or acid).
Spell Storing: This ring will contain 1d6 different spells (determined
randomly as if spells on a Spell Scroll) when found. The wearer of the
ring can cast these spells once each, even if not a spell caster. The
spells will always be cast as if by a caster of the minimum level needed
to cast them, even if the wearer of the ring is a caster of higher level.
Spell Turning: Each day, this ring will reflect the first 2d6 spells (roll each
day) cast at the wearer back at their caster. This only effects actual
spells, not the spell-like powers of monsters or magic items. Once it has
absorbed as many spells as it can, the ring has no other powers until the
following day.
Water Walking: This ring allows its wearer to walk on the surface of any
liquid without sinking.
Weakness: 1d6 rounds after this ring is worn, it will immediately lower its
wearer’s strength score to 3. The ring can not be removed until it has
had a Remove Curse spell cast on it.
Wishes: This ring will grant from one to four wishes (as the Wish spell)
before crumbling into dust. To determine the number of wishes contained
in the ring, roll 1d10: 1-4 = 1, 5-7 = 2, 8-9 = 3, 10 = 4.
X-Ray Vision: The wearer of this ring can see up to 30’ through stone or
up to 60’ through wood. It cannot be used to see through metal. To use
the ring, the wearer must stand still and concentrate and can view a
10’x10’ area per use. It takes 10 minutes to scan such an area, and the
ring can only be used once per hour.
Amulet of Scrying Protection: This item protects its wearer from being
scried on via a Crystal Ball, and makes them immune to all types of ESP.
Bag of Devouring: This bag looks like a normal sack, but any non-living
item placed entirely within it disappears from view and weighs nothing
while in the bag. It will hold items up to 10,000cn in weight, providing the
Bag of Holding: This bag looks like a normal sack, but any non-living
item placed entirely within it disappears from view and weighs nothing
while in the bag. It will hold items up to 10,000cn in weight, providing the
items fit wholly within it (i.e. they are 5’x1’x1’ or smaller). Items placed
within the bag can be found by touch by anyone reaching into the bag
and can be withdrawn. Boat, Undersea: This boat can be operated as a
fully functional skiff. However, when a command word is given, it will dive
under the water while simultaneously radiating a Water Breathing effect
that protects all passengers who are touching the boat. The pilot of the
boat can control its movement underwater as if on the surface.
Boots of Levitation: The wearer of these boots may Levitate as per the
spell of the same name. There is no limit to the duration of the levitation.
Boots of Speed: When travelling overland, the wearer of these boots
travels at the speed of a riding horse. However, the wearer can only
move at this speed for a single day and then must rest for a day.
Boots of Speed: These boots allow the wearer to move 240’ per turn for
up to 12 hours. The wearer is exhausted after this activity, and is
required to rest for 24 hours.
Boots of Travelling and Springing: While these boots are worn, the
wearer need not rest if engaged in ordinary movement. Further, he may
Bowl of Water Elementals: Once per day, this bowl can be filled with
water and used to cast a Conjure Elemental spell except that it will only
conjure a 12 hit dice water elemental. Conjuring the elemental takes 10
minutes.
Brazier of Commanding Fire Elementals: Once per day, this brazier can
be lit and used to cast a Conjure Elemental spell except that it will only
conjure a 12 hit dice fire elemental. Conjuring the elemental takes 1
minute.
Broom of Flying: This broom will carry its owner through the air at a
speed of 80’ per round. The owner of the broom must concentrate to
move, and the broom will hover if the owner stops concentrating. The
broom can also carry a passenger, but in this case its speed is reduced
to 60’ per round.
Censer of Controlling Air Elementals: Once per day, this censer can be
filled with incense and used to cast a Conjure Elemental spell except that
it will only conjure a 12 hit dice air elemental. Conjuring the elemental
takes 1 minutes.
Crystal Ball: A crystal ball is a scrying device that can only be used by a
Sorcerer. The crystal ball can be used three times per day to see any
place or object that they desire; and a current image of that place or
object will appear and last for 10 minutes. The clarity of the image will be
based on the familiarity that the user has with the object or area.
Crystal Ball with Clairaudience: This works just as a normal Crystal Ball,
except that by concentrating the user can hear what is going on at the far
end as if through the ears of any living creature shown in the ball. Only a
Sorcerer can use this item.
Crystal Ball with ESP: This works just as a normal Crystal Ball, except
that by concentrating the user can read the thoughts of the main subject
of the vision if it is a living creature. Only a Sorcerer can use this item.
Displacer Cloak: This item makes the wearer appear to be 5’ from their
actual position. This makes all attacks against the wearer take a –2
penalty to their to hit rolls, and gives the wearer a +2 bonus to all saving
throws.
Drums of Panic: These are a pair of large kettle drums. When played,
they have no effect on creatures within 10’ of them, but creatures from
10’ to 240’ from them must make a saving throw vs MIND or flee in terror
for 30 minutes.
Dust of Disappearance: This dust looks just like dust of appearance and
is typically stored in the same manner. A creature or object touched by it
becomes invisible. Normal vision can’t see dusted creatures or objects,
nor can they be detected by magical means, including detect invisible.
Dust of appearance, however, does reveal people and objects made
invisible by dust of disappearance. The invisibility bestowed by the dust
lasts for 2d10 turns, and the invisibility is not dispelled if the enchanted
character makes attacks
Efreet Bottle: This 3’ tall heavy jug contains an efreet. The stopper may
be opened once per day, and the efreet will come forth and serve the
opener. If the efreet is slain, the bottle becomes non-magical. The efreet
is reluctant to serve, and will do its best to use loopholes in the
commands that it is given in order to cause harm to the owner of the
bottle.
Elven Boots: These boots give their wearer a Move Silently ability of
75%, like a thief.
Eyes of Charming: These two crystal lenses fit over the user’s eyes. The
wearer is able to use charm person (one target per round) merely by
meeting a target’s gaze. Those failing a saving throw versus spells are
charmed as per the spell. If the wearer has both lenses, there is a
penalty of –2 to the saving throw. If the wearer has only one lens, the
saving throw is made with a bonus of +2.
Eyes of the Eagle: These items are made of special crystal and fit over
the eyes of the wearer. These lenses allow the wearer to see 100 times
further than normal. Wearing only one of the pair causes a character to
become dizzy and, in effect, stunned for 1 round. Thereafter, the wearer
can use the single lens without being stunned so long as he covers his
other eye.
Eyes of Petrification: These items are made of special crystal and fit over
the eyes of the wearer. When a being places the eyes on, he instantly
turns to stone as the spell, with no saving throw. About 1/4 (01-25 on
d00) of these eyes allow the wearer to use a petrification gaze attack.
Both lenses must be worn for the magic to be effective, and the victim is
allowed a saving throw versus petrify.
Flying Carpet: This carpet will carry one passenger at a speed of 100’
per round, two at a speed of 80’ per round, three at a speed of 60’ per
round, four at a speed of 40’ per round, or five at a speed of 20’ per
round. The owner of the carpet must concentrate to make it move, and
the carpet will hover in place if the owner stops concentrating.
Girdle of Giant Strength: Anyone who wears this girdle does double
damage with whatever melee attacks they make.
Helm of Reading: This helmet allows the wearer to read any language or
cipher, and allows them to identify magical scrolls. However, it does not
allow the wearer to use Spell Scrolls if they are not normally able to do
so. This helmet is rather delicate, and has a 10% chance of being broken
each time its wearer is struck in combat.
Helm of Telepathy: The wearer of this helmet can transmit their thoughts
to any creature within 60’. The target creature will understand the
thoughts of the wearer despite language differences. The wearer may
also use the ESP spell to read the thoughts of others.
Horn of Blasting: This horn can be blown once per ten minutes. When it
is blown, it creates a cone of sound 100’ long and 20’ wide at the end.
Everyone in the area must take 2d6 damage and make a saving throw vs
STR or be deafened for ten minutes. Buildings and ships in the area of
effect take 1d8 damage.
Medallion of ESP: This medallion allows the wearer to use the ESP spell
at will, with a range as given in the item listing (either 30’ or 90’).
However, each time it is used, there is a 1 in 6 chance that instead of
letting its wearer read minds, it will broadcast its all of its wearer’s
thoughts out loud for the next ten minutes.
Anyone looking into the mirror can see the reflections of the faces of all
those trapped inside, and can wake any of them up temporarily to talk
with them. No special communication powers are granted, so the viewer
and victim need to share a common language to talk in. If the mirror is
broken, all the creatures inside are instantly freed. However, the only
way to free a single creature without breaking the mirror is to is a Wish
spell.
Rope of Climbing: On command, this 50’ rope will wriggle along the
ground like a snake, and even up walls and on ceilings. It can fasten
itself onto any solid protrusion on a surface that it is climbing up, and will
support up to 10,000cn of weight. A second command will cause the
rope to loosen itself and re-coil.
Scarab of Protection: This charm has 2d6 charges. Each time a curse is
placed on the wearer, it will immediately target the wearer with a
Remove Curse as if by a 36th level caster. Each Remove Curse uses up
one charge. Additionally, it will block any Finger of Death or Obliterate
spell (the reverse of the Raise Dead and Raise Dead Fully spells) cast at
the wearer; and this also uses up one charge. When the scarab has run
out of charges, it crumbles to dust.
Stone of Controlling Earth Elementals: Once per day, this stone can be
buried in the earth and used to cast a Conjure Elemental spell except
that it will only conjure a 12 hit dice earth elemental. Conjuring the
Magic Swords
Other powers beyond having a “+” to their attacks and damage
sometimes apply to swords and other weapons. They also may have
more than one bonus listed, where the first bonus applies to all attacks
and damage, and the second applies only to an exclusive group of
creatures. Some of these are detailed below, and others listed in the
treasure tables are self-explanatory. Other weapons have powers that
the wielder is able to command. These weapons are detailed below.
Sword +1, Life Drinker: This sword drains a hit die or a life level from any
target struck if the wielder utters a command. This sword has 1d4+4
charges, and each use of this ability drains one charge. Once the
charges have been used, the sword performs as a normal sword +1.
Sword +1, Locate Objects: The wielder may locate objects as the magic-
user/elf spell one time each day, to a range of 120’.
Sword +1, Luck Blade: This sword grants its possessor a +1 bonus on all
saving throws. In addition, a luck blade will contain 1d4+1 wishes. When
the last wish is used, the sword remains a sword +1 and still grants the
+1 saving throw bonus.
Sword +3, Frost Brand: This sword is a +6 sword against monsters that
live in a hot environment or use a fire-based attack. The sword sheds
light as a torch when the temperature drops below 0°F. At such times it
cannot be concealed when drawn, nor can its light be shut off. Its wielder
is protected from fire in the same manner as wearing a ring of fire
resistance. A frost brand extinguishes all non-magical fires in a 10’ area
when touched to a flame.
Sentient Swords
Particularly powerful magical swords are sometimes sentient, or thinking
and intelligent entities. These weapons have motivations of their own,
and may or may not be hostile to their wielder. The GM plays the
personalities of these items in the same manner as an NPC. To create a
sentient sword, refer to the categories below, which include Mental
Character and Alignment, and Powers.
Intelligence: The first step to creating a sentient sword is to roll for its
intelligence. The intelligence ability score will determine how many
additional powers the sword possesses. Consult the table below.
d6 Detection Spell-Like
Roll INT Powers Powers Communication
1 7 1 0 Empathy
2 8 2 0 Empathy
3 9 3 0 Empathy
4 10 3 0 Verbal
5 11 3 0 Verbal, Read
Magic
6 12 3 1 Verbal, read Magic
Psyche and Willpower: Sentient swords have a psyche rating from 1-12
(roll 1d12). This rating represents the overall strength of character that
the sword has. In addition, sentient swords have a base willpower rating
equal to the sum of its INT and psyche. A bonus of +1 is added to this
rating for each spell-like power the sword possesses. Spell-like powers
are discussed below.
A sentient sword may mentally wrestle for dominance with its wielder,
depending on the sword’s personality and desires. Under certain
situations, the GM will need to make an influence check. This may be
made in the following situations:
When an influence check is called for, the willpower of the sword and the
willpower of the character are compared, and the highest score wins the
test. A character’s willpower is determined by summing his WIS and
STR. The character subtracts 1d4 from this total if he is wounded but has
more than or equal to 50% of his hp. If he has less than 50% of his hp,
2d4 is subtracted from willpower. The sword receives a bonus of 1d10 to
its willpower if its alignment is not the same as the character’s.
Treasure Class CP SP EP GP
0 - - - -
1 4d6 - - -
2 - 2d8+1 - -
3 - - 1d10+1 -
4 - - - 1d8
5 - - -
6 1d00 (70%) 1d00 (5%) - 1d00
(5%)
7 - 1d00 (15%) 1d00 (7%) 1d00
(8%)
Treasure Tables
Random Magic Type
Roll d00 Magic Type
01-20 Potions
21-25 Rings
26-56 Scrolls
57-61 Rods, Staves, and Wands
62-66 Miscellaneous Magic
67-87 Swords
88-92 Miscellaneous Weapon
93-00 Armor
Scrolls
Roll Scroll
d00
01-05 Cursed
06-15 Ward against Elementals
16-25 Ward against Lycanthropes
26-30 Ward against Magic
31-40 Ward against Undead
41-55 Spells (1)*
56-66 Spells (2)*
67-69 Spells (3)*
70-72 Spells (4)*
73-74 Spells (5)*
75 Spells (6)*
76 Spells (7)*
77-80 Treasure Map (Value 1d4x1000 gp)
81-85 Treasure Map (Value 5d6x1000 gp)
86-87 Treasure Map (Value 6d6x1000 gp)
88-89 Treasure Map (Value 5d6x1000 gp, 5d6
gems)
90-91 Treasure Map (Value 1d6 gems, 2d10
jewelry)
92-93 Treasure Map (Value 1 magic item)
94-95 Treasure Map (Value 2 magic items)
96 Treasure Map (Value 3 magic items, no
Swords
Roll Item
d00
01-39 Sword +1
40-44 Sword +1, +2 versus lycanthropes
45-49 Sword +1, +2 versus spell casters
50-53 Sword +1, +3 versus undead
54-57 Sword +1, +3 versus dragons
58-62 Sword +1, +3 versus regenerating
monsters
63-67 Sword +1, +3 versus magical monsters
68-75 Sword +1, light 30’ radius
76-80 Sword +1, Flame Tongue
81 Sword +1, Life Drinker
82-84 Sword +1, locate objects
85-86 Sword +1, Luck Blade
87 Sword +1, Wish Blade
88-90 Sword +2,
91-92 Sword +2, charm person
93-94 Sword +3
95 Sword +3, Frost Brand
96-97 Sword –1 (cursed)
98-99 Sword –2 (cursed)
00 Sapient Sword*
*These swords should be very rare, and used with
discretion.
Miscellaneous Weapons
Roll Weapon
d00
01-10 Arrows +1 (quantity 2d6)
11-12 Arrows +1 (quantity 3d10)
13-18 Arrows +2 (quantity 1d6)
19-21 Arrows +3 (quantity 1d4)
22 Arrow +3, Slaying Arrow
23-31 Axe +1
-99- Microlite81 (Version 1.0 Silver)
32-34 Axe +2
35-41 Bow +1
42-51 Crossbow Bolts +1 (quantity 2d6)
52-53 Crossbow Bolts +1 (quantity 3d10
54-60 Crossbow Bolts +2 (quantity 1d6)
61-63 Crossbow Bolts +3 (quantity 1d4)
64-68 Dagger +1
69 Dagger +2, +3 versus goblins, kobolds
and orcs
70-75 Sling +1
76-82 Spear +1
83-86 Spear +2
87 Spear +3
88-94 War Hammer +1
95-99 War Hammer +2
00 War Hammer +2, Dwarven Thrower
Armor
Roll Armor Type
d00
01-15 Armor +1
16-25 Armor +1 and Shield +1
26-27 Armor +1 and Shield +2
28 Armor +1 and Shield +3
29-32 Armor +2
33-35 Armor +2 and Shield +1
36-38 Armor +2 and Shield +2
39 Armor +2 and Shield +3
40 Armor +3
41 Armor +3 and Shield +1
42 Armor +3 and Shield +2
43 Armor +3 and Shield +3
44-63 Shield +1
64-73 Shield +2
74-79 Shield +3
80-82 Armor –1 (cursed)
83-85 Armor –2 (cursed)
86 Armor –1 (cursed) and Shield +1
87 Armor –2 (cursed) and Shield +1
88-90 Armor AC 9 (cursed)
91-94 Shield –1 (cursed)
95-97 Shield –2 (cursed)
98-00 Shield AC 9 (cursed)
Here are some major points where old school play is different:
Limited Magic Items: Modern fantasy RPGs often assume that magic
items are easy to buy and/or to create. In most old school campaigns,
magic items are relatively rare and hard to create. Only potions and
scrolls are generally relatively easy to create or purchase. Other magic
items are seldom found for sale (and are very high priced when they are
found for sale) and are usually very expensive in money and time to try
to create – often requiring rare ingredients that the characters must quest
to find. Therefore characters are usually limited to the magic items they
find in treasures or take from defeated enemies on adventures.
It’s Not All About Combat: Many modern fantasy RPGs have made
combat the star of the system, combats in these systems are time-
consuming and very crunchy with rules for everything. Microlite20 avoids
this by having a fast-playing abstract combat system. Microlite81 takes
this one step further, combat isn’t intended to be the main source of fun
in the game. The game is as much about exploration and treasuring
finding as it is about combat. Sure, you are going to have to fight things
to explore and find treasure, but always remember that combat may not
be the best or safest way to handle every situation. Think before you
rush into combat. After all, it’s not the only way to earn a good pile of
experience – and monsters don’t have to be killed to be defeated (and
get XP for them).
Not Mentioned does not mean Prohibited: Many people seem to read
RPG rules and come away with the idea that anything not specifically
mentioned in the rules as allowed is prohibited. While this really doesn’t
make much sense given that no set of rules could ever cover everything
that characters might attempt to do in an adventure, it seems to be a
very common way to view RPG rules. In an old school game like
Microlite81, this is specifically not true: the millions of possible activities
not mentioned in the rules are not prohibited, they are up to the GM to
allow or disallow based on his knowledge of how reality works and how
his specific campaign world differs from reality. Unless the rules
specifically prohibit some action, players should ask their GM instead of
simply assuming it is prohibited because the rules do not mention it.
Styles of “Old School” Play
If you read some “old school” blogs, forums, and web sites, you might
get the impression that there is only one “old school’” style of play: a
style with expendable player characters who spend all their time in
dungeons designed in the style of the old “Tomb of Horrors” module
where an adventuring party is only one slipup away from death. This
style of play is often shown in early modules.
What most people forget is that these early modules were designed for
tournament play where the party that lasted longest and make it deepest
into the dungeon was the winner. While a few gaming groups did run
their regular campaigns like this and enjoy it, most people did not enjoy
such games and the GMs who ran them were often referred to as “Killer
GMs” (who often found themselves without players). Instead most home
Microlite81 (Version 1.0 Silver) -104-
campaigns were a mixture of the following four styles – some campaigns
stressing one or two styles over the others.
Power-Gaming: Many players start out playing in this style. Most soon
get bored with it and add more and more of other styles. A power-gaming
campaign is all about character power. Characters are known by their
class, level, special items, and amazing powers and deeds. (“I killed the
Demon King with my 15th Level Fighter/Magic-User/Druid. It only took
two hits from Thor’s Hammer to knock him out. Then I cut off his head
with my vorpal blade.”) There is often a lot of player competition for the
most powerful character in campaigns that stress power-gaming. A lot of
people look down on this style, but it can be a lot of fun to play a pure
power-game in a group of players who all like the style.
Wargaming: This is probably the style old school rules were originally
written for. The wargaming style of play is a competition between the
player group and the GM. The GM sets up tactical battles, puzzles, and
the like and the players solve them for treasure and experience. Fudging
die rolls and ignoring rules (either for or against the players) is frowned
upon as it detracts from the challenge and fun of the adventure.
Characters in pure wargaming campaigns often were expendable and
had little personality or goals (beyond staying live and getting rich) as a
character with such might be tempted to do things dysfunctional to
survival. Published tournament dungeons like Tomb of Horrors could be
considered examples of extreme forms of this style. Once the RPG
hobby became known outside of the minis and board wargaming
community, pure forms of the wargaming style quickly became
uncommon.
Story-Telling: While all campaigns tell a story after-the-fact (that is, you
These four major styles of play appeared early in the history of role-
playing games. They were first mentioned in a general circulation
publication in Glenn Blacow's article “Aspects of Adventure Gaming” in
Different Worlds #10 (the October 1980 issue).
The important thing to take from this section isn’t the four styles or their
labels (as there are other systems for describing this with their own
labels), but the idea that there were many different styles of “old school”
play back in the “old school” days – not just the single style stressed in
some “old school” blogs, forums, and web sites. Don’t let those sites
make you believe that you aren’t playing old school right if your
campaign isn’t strongly in the wargaming camp. Most successful
campaigns back in “old school” days were a mixture of all four major
styles – and a heaping helping of minor styles.
First, you need to get your players to tell you what their characters are
actually doing in the campaign world, instead of talking in terms of what
skill they are using. Then you need to learn to listen to what they say and
decide if there description of what they are doing a) would most likely
solve the problem, b) wouldn’t have a chance of solving the problem, c)
might not immediately solve the problem but would provide more info
that would help solve the problem, or d) would not definitely solve the
problem but has a fair chance of doing so. Only option d would require a
die roll.
Let’s take checking a chest for traps as an example. Get the players to
describe in general terms how they are going to check the chest for
traps. Note general terms are enough, the idea is to see what the
characters are doing, not to require them to describe every single muscle
and eye movement they make. Having to “click on one exact pixel on the
screen” to succeed is boring and frustrating in a computer game, the
verbal equivalent of it is even more frustrating in a tabletop game. Don’t
fall into the trap of doing it as it turns players off fast.
Let’s say a player says “I’ll look the chest quickly over for obvious traps,
paying special to the keyhole, clasp, and anything that looks out of the
ordinary. I’m not touching it yet.”
If the chest had a poison needle near the clasp or some holes for poison
gas or needles to shoot out of, this should be enough for the character to
notice it without a roll, even if he isn’t a Rogue or the like. However, if the
chest if set to explode (or shoot daggers out of the opening when
opened, such a search is not going to discover the trap – again no matter
what the character’s class or background as such a trap isn’t visible from
the outside. If you are feeling generous, you might have a Rogue make
roll and if she makes it tell her player that while she doesn’t see a trap,
something still doesn’t seem right about the chest.
If the character had said he was then poking the chest with a pole
instead of rushing to open it, he might hear something strange if the
chest had the above-mentioned dagger trap. Of course, unless he is a
Rogue or has some strange background, chances are he would not
associate the noise with a trap, but rather just that there was something
loose in the chest. Again, you might give a Rogue a roll, especially an
As this example shows, it really isn’t hard – unless you choose to make it
hard. It’s just different. After a few sessions both you and your players
will find that it really isn’t as hard as it looks.
Some players, however, really want die rolls. Because of previous bad
experiences with poor GMs, they just can’t trust the GM enough to
handle some decisions being made without die rolls. If your players are
like this, you can use “skill” rolls as a safety net. The players will still
have to describe what their character does to solve the problem just as
above. Once the player describes what his character is doing, the GM
calls for a class/background based “skill” roll as described in the skills
section of these rules. The results are determined by your opinion as GM
of the action described and the skill roll. There are basically two
situations:
In the first case, you feel that the player has a good plan that should
likely succeed. Therefore it will succeed regardless of the result of the
roll, but how well it succeeds is determined by the skill roll. A failed skill
roll is a minimal success; the character succeeds, but just barely. A
successful skill roll means the character's plan succeeds without any
major hitches.
In the second case, either the player obviously knows less than his
character does about the situation or just comes up with a bad idea that
you feel is unlikely to work. You let the skill roll decide the result. A failed
roll means the plan fails, while a successful roll means the plan
somehow worked after all, but probably not perfectly.
Players who refuse to even try to come up with some type of rational
statement about what their character is actually doing but just want to let
the skill roll decide automatically fail.
Guidelines Not Rules
Finally, remember that these rules are a tool for the GM. If something
herein does not work right in your campaign, change it. The object is to
have fun, not be a slave to rules or to players who think being a rules-
lawyer is the way to get ahead. In many roleplaying games, the Rules As
Written (RAW) are often considered sacrosanct or at least somehow
better than those a GM can come up with himself. This is not true of
Microlite81 so please change anything you do not like.
What is a retro-clone? The OGL has allowed fans to recreate the rules of
older, out of print editions of the world’s most popular fantasy roleplaying
game. These are usually called “retro-clones” because they are “clones”
of the rules to older (“retro”) editions of the world’s most popular fantasy
roleplaying game. Most retro-clones have free PDF versions and most
have nicely bound printed copies available for a very reasonable price.
Retro-clones allow play of an older, out-of-print game system without the
trouble and expense of tracking down a copy of an out-of-print game.
While no retro-clone is an exact copy of an earlier game, they generally
are close to identical in play.
0e: The Original Game
http://www.retroroleplaying.com/book/original-dd
The original 0e booklets and supplements can be found at auction on
eBay or RPG Marketplace or at specialists like Noble Knight Games, but
they are generally very expensive collectibles. Some excellent third party
0e adventures (and an excellent campaign setting) from the late 1970s
are also available in PDF format. These adventures could easily be used
with Microlite74 or a 0e retro-clone – and converted for use with any
other early edition/retro-clone with only a little effort.
Microlite74
http://www.retroroleplaying.com/content/microlite74
Microlite74 is a restatement of 0e using a very light version of the 3.x
rules (Microlite20) as a base. You are holding the Basic Version in your
Dark Dungeons
http://darkdungeonsblog.wordpress.com/
Dark Dungeons is based on the single volume RC version of the BECMI
edition from the early 1990s. The rules are fairly close to the original but
some changes have been made, especially where setting specific
material is concerned.
B/X Companion
http://bxblackrazor.blogspot.com/2010/07/what-hell-is-bx-
companion.html
The B/X Companion is intended to be the mythical 3rd volume designed
to complete the work begun with Tom Moldvay's Basic Rules and
continued in the Dave Cook/Steve Marsh Expert Rules, both published in
1981. Both promised a "Companion" volume that would conclude the
series. This is an attempt at producing the promised B/X Companion.
(No free PDF version.)
Companion Expansion
http://www.lulu.com/product/paperback/companion-expansion/6130494
This is another attempt at producing the never published "third book" of
the B/X version. "Presenting additional creatures and magical items for
fantasy roleplaying games for basic- and expert-level players and
gamemasters!"
1e and Retro-Clones
1e: The Original Game
http://www.retroroleplaying.com/book/add-first-edition
The original 1e rulebooks and adventures can be found at auction on
eBay or RPG Marketplace or at specialists like Noble Knight Games –
often at good prices if you do not need collectible condition. Also, some
excellent third party 1e adventures are available in PDF format. 1e
adventures and campaign settings could be converted for use with
Microlite74 or any other early edition/retro-clone without much work.
OSRIC
http://www.knights-n-knaves.com/osric/
-111- Microlite81 (Version 1.0 Silver)
OSRIC (Old School Reference & Index Compilation) is an OGL version
of the first “advanced” edition of the world’s most popular fantasy
roleplaying game from the late 1970s and early 1980s. The first edition of
OSRIC was designed to be just something that would allow publishers to
legally publish OGL materials compatible with 1e. This attitude is also
responsible for the boring name. The second edition of OSRIC is much
more complete and is written with both players and publishers in mind.
2e and Retro-Clones
2e: The Original Game
http://www.retroroleplaying.com/book/add-2nd-edition
The original 2e rulebooks and adventures can be found at auction on
eBay or RPG Marketplace or at specialists like Noble Knight Games –
often at very good prices if you do not need collectible condition. Also,
some excellent third party 2e adventures are available in PDF format. 2e
adventures and campaign settings could be converted for use with
Microlite74 or any other early edition/retro-clone without much work.
Age of Shadows
Microlite81 (Version 1.0 Silver) -112-
http://old.enworld.org/CrookedStaffProductions/page24.html
A free old-school fantasy RPG based on the Openquest (D100 system)
rules.
Barbarians of Lemuria
http://www.1km1kt.net/rpg/barbarians-of-lemuria
Non-traditional but still old school rules for fantasy games set on the lost
continent of Lemuria -- loosely based on Lin Carter's novels. This is link
to the free version. There is also a Legendary Edition from Beyond Belief
Games.
Dark Passages
http://www3.telus.net/public/uncouths/Passages.pdf
Dark Passages is a modernized and re-organized take on the 0e/1e era
of rules.
Dragons at Dawn
http://stores.lulu.com/boggswood
This game is an attempt to recreate the rules of the original Blackmoor
campaign from the early 1970s. “Dragons at Dawn is a retro tribute to the
very first fantasy gaming system pioneered by Dave Arneson, the man
who later went on to co-author the world’s most popular roleplaying
game. The result of years of careful historical research, Dragons at
Dawn is entirely consistent with Arneson's original, largely forgotten
methods of play developed roughly in the period 1970-1973.” (No Free
PDF version.)
Errant
http://errantgame.blogspot.com/p/errant-rpg.html
Errant RPG is a retro-clone that captures the basic play style of the
classic game while introducing a variety of modern innovations to
improve play.
Forward to Adventure!
http://www.flyingmice.com/FTA.html
This game is not a retro-clone, but a modern game that was designed
with “old school” dungeon adventuring in mind. While not an “old school”
game by any stretch of the imagination, it would be relatively easy to use
FtA! to run a campaign in the old-school style. Unlike most modern RPG
designs, there is little designed into FtA! that would interfere with this
which makes it a system those who like the “old school” style of play but
dislike the “old school” style of rules might wish to consider. (No free
PDF version.)
Pars Fortuna
http://matt-landofnod.blogspot.com/p/pars-fortuna.html
What if you took the Swords and Wizardry rules and threw out all the
standard races, classes, spells, monsters and magic items and replace
them with ones generated randomly via sites like Chaotic Shiny, Seventh
Sanctum or Abulafia? You get Pars Fortuna. (No free PDF version,
although a free basic version is available.)
Siege Perilous
http://oldguyrpg.blogspot.com/2009/09/siege-perilous-ultima-rpg-
playtest.html
Siege Perilous is a 0e variant designed to emulate the first three games
of a very popular computer roleplaying game from the early 1980s.
ZeFRS
http://www.midcoast.com/~ricekrwc/zefrs/
Other Games
Mutant Future
http://www.goblinoidgames.com/mutantfuture.html
Mutant Future is a nuclear post-apocalyptic science fantasy game. It is
created in the style of similar RPGs from the late 70s, but built around
the core Labyrinth Lord rules so that these two games are fully
compatible.
Weird West
http://rpg.drivethrustuff.com/product_info.php?products_id=91122&affiliat
e_id=163285
Weird West is a fast playing adventure roleplaying game with a very
small set of rules for weird western worlds of cowboys, kung-fu, magic
and otherworldly malevolence.
Adventures and Settings
There are a large number of adventures and campaign settings available
for TSR editions of the world’s most popular fantasy RPG. Playing copies
of most of original adventures from TSR can be found on eBay for very
low prices. TSR era adventures can be used with any pre-WOTC edition
or retroclone with only very minor conversion.
There are also a large number of free and low cost adventures available
in PDF format on the web. A good play to start looking for free
adventures is on the Dragonsfoot forum web site (see the link under Old
School Internet Resources below.
The best settings and adventures, however, are those you create
yourself for your campaign. They don’t need to be nearly as elaborate as
those produced for use by others, let alone as fancy as those written for
professional publication. Many 0e GM adventure location keys (including
those of the game’s original designers) were nothing but room/location
numbers with something like “8 hobgoblins, leader has 20gp, trapdoor in
Microlite81 (Version 1.0 Silver) -116-
floor hides skeleton with silver dagger (animates if dagger touched)” or
“Small village, 27 families, 10 orc slaves, Headman: Mongar the Brown
(Ftr 4th lvl, +1 sword) Mongar’s wife, Rose is a 3rd lvl Cleric of Odin).”
You can do that.
Microlite20 Notes
Microlite20 is a trimmed down sub-miniature version of the OGL 3.5
SRD. In its most basic form, Microlite20 has only two pages of rules but
can be used with most fantasy OGL and d20 adventures and
supplements with little or no conversion. Since M20 was published in
2006, many people who prefer rules-lite games have been using it for
their d20 games and/or writing expansions, supplements and other
material especially for M20. You can find out more about the original
Microlite20 and find more variants like Microlite74 on the unofficial
Microlite20 web site: http://microlite20.org/
Old-School Blogs
There are a lot of old-school blogs. Even a selection of just the ones I
currently read regularly would fill up a page or two and would likely be
out of date quickly. Fortunately, there is a great place to find old school
RPG blogs -- the RPG Blog Network, check the Legacy D&D category:
http://www.rpgbloggers.com/
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,
Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on
original material by E. Gary Gygax and Dave Arneson.
Microlite20 © 2006, Robin V. Stacey ([email protected])
Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor
Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey and Chris Davis.
Mutant FutureTM Copyright 2008, Daniel Proctor and Ryan Denison. Authors Daniel
Proctor and Ryan Denison.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.
Akrasia’s Sword & Sorcery Rules Copyright 2009, Blain Neufeld.
Crypts & Things Copyright 2011 Paul Newport
Adventurer Conqueror King System © 2011-2012 Autarch LLC
ACKS Player’s Companion © 2012 Autarch LLC
Dark Dungeons published 2010, no Copyright asserted
Delving Deeper Reference Rules Volume 1: The Adventurer s Handbook Copyright 2012,
Cameron Dubeers and Simon J. Bull.
Delving Deeper Reference Rules Volume 2: The Referee s Guide Copyright 2012,
Cameron Dubeers and Simon J. Bull.
Delving Deeper Reference Rules Volume 3: The Monster & Treasure Reference Copyright
2012, Cameron Dubeers and Simon J. Bull.
Lamentations of the Flame Princess: Weird Fantasy Role-Playing Grindhouse Edition,
Copyright 2011, LotFP, Author James Edward Raggi IV
[End of License]
This product is 100% Open Game Content except for Product Identity, as per the Open
Game License above. Product Identity includes Microlite81,Microlite81 Extended,
Microlite81 Advanced, Microlite81 Complete, Microlite81 Companion, Microlite81
Supplement, and Randall S. Stukey and all pictures and illustrations.
The Microlite81 rules are based on the Basic and Expert boxed sets published in
1981, often referred to as B/X. The rules are not intended to be a clone of the
B/X rules, but rather a conversion of them to a rules-lite D20-based system that
encourages old-school play without strictly old-school rules. These rules assume
that the GM understands the basic concepts of roleplaying games, but provides
information for both the GM and the players on the various “old school” styles of
play. Microlite81 games can easily use adventures and material from early
editions of the world’s most popular tabletop fantasy roleplaying game or modern
clones.
A Publication of
RetroRoleplaying.com
Copyright ©2013, 2015 Randall S. Stukey
Website: http://www.retroroleplaying.com/
Blog: http://blog.retroroleplaying.com/
Microlite20 Website: http://microlite20.org/