Microlite2020 OSE Complete
Microlite2020 OSE Complete
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Tabletop Roleplaying and the games he has designed
Most are Microlite20-based and most free or pay what
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Core Rules
immediate free attack on that attacker in reply. +2 to DEX
Ancestries
Dwarf - Tunnel Scout, Stonework, Mining, Smith, Ogre Killer
Skills and Skill Checks
Elf - Woodsman, Animal Trainer, Fae noble, Magecraft,
There are no skills in Microlite2020 OSE, at least not in the
Refugee
normal 3.x sense. Instead, players simply tell the GM what
Halfling - Chef, Herbalist, Scout, Con-woman
they are doing, and the GM decides if it will succeed in the
Human - Adaptable (+1 to all skill rolls), Thief, Alchemist,
specific situation, taking into account the characters’ class
Soldier, Aristocratic Noble
and background. If the GM decides a random success chance
is truly needed, the GM will call for a skill check.
Classes
The classes are Fighter, Rogue, Mage, Cleric. Characters Making Skill Checks
begin at Level 1.
When you roll a skill check to find out if you succeed at a task
or trick, the GM tells you which ability score is being tested.
Fighter - Can use any armor and shields. Combat Bonus (CB)
Then you choose the background you think is relevant to gain
is level/2, round up. Martial Ability - +1 to all attack and
the points you have in that background as a bonus to the skill
damage rolls (increasing by +1 per four levels), add level to
check (subject to GM approval, of course).
initiative rolls. +2 to STR
Most skill checks require you to equal or beat a Difficulty
Rogue - Can use light armor. Combat Bonus (CB) is level/3,
Class (DC), set by the GM based on the specific situation, to
round up. Sneak Attack – if they successfully sneak up on a
succeed.
foe, they can attack with +4 to the attack roll and do more
damage if successful (Levels 1-5, x2 damage; Levels 6-10, x3
damage; Levels 11-15, x4 damage; Level 16+, x5 damage).
Initiative: Roll d20 + DEX bonus (plus level for Fighters) for
Saving Throws initiative each round. Characters rolling higher than 12 act
Saving throws are handled as skill checks. before the monsters/opposition, Characters rolling 12 or less
take their turn after the monsters/opposition. Everyone can
Basic Adventuring Skills do one thing each turn; move, attack, cast a spell, charge
attack, etc.
Unless a player specifies otherwise about a character at
character creation, all characters are assumed to have basic Actions: Combat is very abstract. Each combat round lasts a
practical adventuring skills such as maintaining weapons and minute and includes a lot of jockeying for position, feints, etc.
armor, riding a horse, setting up a camp, swimming, The “hit roll” determines if any damaging blows were
climbing, cooking, first aid, tying knots, etc., and have a delivered during the round. Everyone can do one thing each
rough idea of the value of common coins, trade goods, gems, round; move, attack, cast a spell, etc. The GM may choose to
and jewels. Success should simply be assumed unless there allow some combined actions, like a charge attack, to be one
are unusual conditions. thing. A 5-foot step/shift, drawing a weapon, speaking or
similar activities are “free” and do not count as an action.
Languages
Opportunity Attacks: Anyone not surprised and with a ready
All character ancestries speak common. Other intelligent weapon who is not already involved in a melee combat gets a
beings speak their own languages (20% chance of also free attack on opponents trying to move past them – this
speaking common). Characters with a MIND over 10 may attack is in addition to their normal attack for the round. If
speak one additional language per point of MIND over 10. the attack is successful, the opponents takes damage and can
move no further that round.
Magic Attack Rolls: Add attack bonus to d20 roll. If higher than
your opponent's Armor Class (AC), it's a hit. A natural 20 that
Magi can cast any arcane spell, and Clerics any divine spell, would otherwise hit is a critical hit doing maximum damage
with a spell level equal or below 1/2 their class level, rounded and doing a number of Wound Points damage equal to the
up. GMs desiring a campaign based on the only the original number of damage dice rolled (normally 1). Monsters do not
three booklets from 1974 or the B/X edition from 1981 should have Wound Points, so a critical hit will do maximum weapon
use the spell lists in Appendix C, while those desiring a damage plus a normal damage roll to them and cause them
campaign based on all the 0e booklets and supplements or 1e to lose their next attack.
should use the spell lists in Appendix D.
Melee attack bonus = STR bonus + CB
A Mage starts with three first level arcane spells in his spell Missile attack bonus = DEX bonus + CB
book and can add more spells by finding (or buying) them on Magic attack bonus = MIND bonus + CB
scrolls or books and copying them into his spell book. Clerics
do not need spell books and automatically have access to all Armor Class (AC) = 10 + DEX bonus + Armor bonus. Basic
divine spells of a level they can cast (use of certain spells may Armor Bonuses: Light Armor (e.g. leather) +2, Medium Armor
be forbidden by the cleric's deity, however). (e.g. Chainmail) +4, Heavy Armor (e.g. Plate) +6; a shield
adds +1; a large shield adds +2.
Casting a spell of any kind costs Hit Points. The cost is 1 +
double the level of the spell being cast: Fighters and Rogues can use DEX bonus + CB as Melee attack
bonus instead if wielding a light weapon. Fighters and Rogues
Spell Level 0 1 2 3 4 5 6 7 8 9 can wield 2 light weapons and attack with both in a round if
HP Cost 1 3 5 7 9 11 13 15 17 19 they take a -2 penalty on all attack rolls that round.
Spell Difficulty Class: For purposes of things like dispelling, Range Penalties: If the target is relatively close, there is no
the Difficulty Class (DC) for all spells is: 10 + Caster Level + penalty to hit for range. If it's mid-range for the weapon
Caster’s MIND bonus you're using, take a -2. If it's farther out than that, the GM
will assign a -4 to -10 penalty to hit, depending on his
Signature Spells: Select one ‘signature’ spell per spell level judgment of how far away the target is.
from first upward that they prefer to use over any other.
These spells are easier to cast due to familiarity, costing 1 Helpless Targets: Regardless of attack roll and AC, all attacks
less HP to use. on sleeping, paralyzed, or otherwise helpless targets
automatically hit. If the attacker is not engaged by any other
Combat Casting: In combat, if a character is hit and takes opponents, the helpless target can be automatically slain (if
damage (or other effect that could interfere with spell casting desired). Otherwise, a standard damage roll is made.
like paralysis) before casting a spell, the spell fizzles. This
costs the caster 1 HP per level of the spell he was attempting Add STR bonus to Melee damage, STR bonus x2 for 2-handed
to cast, and the caster loses his action for the round. weapons.
Characters casting spells in combat must remain stationary.
Wound Points (WP): All characters have Wound Points Adjusted Reaction Result
equal to their STR. If Wound Points reach 0, the character is Roll
dead. Each two points of Wound damage an Adventurer has 2 or less Very Unfavorable
suffered gives a -1 to all attack, success, saving, and similar 3-6 Unfavorable
rolls. Monsters do not have Wound Points, although important 7 Neutral/Uncertain
NPCs usually do. 8-11 Favorable
12 or more Very Favorable
Recovering Hit Points: All characters recover all hit points
after six hours of total rest. If a character has lost Wound Interpretation of the results is left to the GM; however, these
Points due to wounds, only 50% of total hit points lost are general principles may prove helpful. Very Unfavorable means
recovered per six hours of rest. the monsters will most likely attack unless the odds are
overwhelmingly against them. They will not help the
Healing Wound Point Damage: Wound Points lost recover at a characters. Unfavorable means the monsters are hostile and
rate equal to the character’s STR Bonus (minimum of 1 point might attack unless they are given a good reason not to. They
regained) per full day of rest. If a character with up to 50% will not help the characters. Neutral means the monsters are
Wound Point damage performs more than very light activity unsure of the party. They are not likely to attack immediately,
or careful travel during a day, he has a 50% chance of losing but are not friendly or helpful. Favorable means the monsters
an additional Wound Point. If a character with more 50% of are willing to listen and are open to negotiation. They might
Wound Point damage does anything other than rest quietly in be willing to be slightly helpful. Very Favorable means the
Level Advancement
Characters get Experience Points (XP) when their party
defeats monsters. Experience Points (XP) = Hit Dice of
defeated monsters. Add +1 for each doubling of the number
of foes. e.g.: 1 kobold (a 1 hit die monster) = 1 XP. 2 kobolds
= 2 XP. 4 kobolds = 3 XP, 8 kobolds = 4 XP etc. Add +1 or
+2 XP (GM’s discretion) if the foes have dangerous special
abilities.
Optional Rules
level is a good place to start for most talents (i.e. Good at:
+1, Expert at: +2, Master at: +3).
Allegiance
A character may have up to three allegiances, listed in order
Hit Points and Healing from most important to least important. These allegiances are
indications of what the character values in life, and may
Bleeding (optional): A character who has been reduced to 0
encompass people, organizations, or ideals. A character may
hit points by weapon or other trauma-related damage will
have no allegiances (being either a free spirit or a lone wolf)
eventually bleed out and die if their wounds are not bound. A
or may change allegiances as he or she goes through life.
bleeding character must make a STR Save every minute or
Also, just because the character fits into a certain category of
suffer one Wound Point of additional damage. Binding wounds
people doesn't mean the character has to have that category
takes 1 minute per point of Wound damage taken, but no
as an allegiance.
further bleeding rolls are needed (including while the wounds
are being bound). Any healing spell cast on a bleeding
If the character acts in a way that is detrimental to his or her
character will effectively stop the bleeding.
allegiance, the GM may choose to strip the character of that
allegiance (and all its benefits) and assign an allegiance more
Healing Magic (Optional): Healing magic is not instantaneous,
suitable to those actions.
1 Wound Point will be cured per 10 minutes of rest after the
spell is cast (up to the maximum the spell will cure), if the
Pledging Allegiance: A character's allegiance can take the
rest in interrupted any remaining points of healing are lost.
form of loyalty to a person, to an organization, to a belief
system, to a nation, or to an ethical or moral philosophy. In
Second Wind (Optional): Once per day, characters may regain
general, a character can discard an allegiance at any time,
20% of their total hit points (round up) by resting in a safe
but may only gain a new allegiance after attaining a new
place for an hour while eating a meal. This amount is reduced
level.
by 2 hp per point of Wound damage (to a minimum of 0 hp
recovered).
Having an allegiance implies having sufficient intelligence and
wisdom to make a moral or ethical choice. As a result, a
Monster Wound Points (Optional): If the GM does not mind
character must have Intelligence and Wisdom scores of 3 or
the added complexity, monsters may have Wound Points as
higher in order to select allegiances.
well. A monster’s Wound Points are equal to twice the number
of hit dice.
Allegiances include, but are not limited to, the following
examples.
Encumbrance
Characters can normally carry twelve (plus STR bonus) items Person or Group: This includes a leader or superior, a family,
in addition to armor, primary weapon, and possibly a shield; a group of linked individuals (such as a band of adventurers
six items can be readily available dangling from a belt or or a cell of secret agents), or a discrete unit within a larger
slung over the shoulders, but everything else goes into the organization (such as members of the character's squad or
backpack. Small collections of things (10 flasks, 20 arrows, platoon, or individuals whose safety the character is
50 gems, 100 gold pieces) count as a single item. Oversized responsible for).
items (two-handed weapons, anything as tall as the character
or that requires two hands to carry) count as two items. A Organization: This may be a company or corporation, a
character carrying 6 or fewer items is unencumbered. A gathering of like-minded individuals, a fraternal brotherhood,
character carrying 7-12 items is lightly encumbered. A a secret society, a branch of the armed forces, a local, state,
character carrying 13-18 items is heavily encumbered. A or national government, a university, an employer, or an
charactering more than 18 items is over-encumbered. Option: otherwise established authority.
Adjust number of items for each encumbrance class by the
character’s STR bonus. Nation: This may or may not be the nation that the character
currently resides in. It may be where the individual was born,
or where the character resides after emigrating to a new
Talents home.
At level 2 (and every 2nd level thereafter), characters may
select one narrow area of skill where they are better than Belief System: This is usually a particular faith or religion, but
average: something they are “Good at.” This talent should be can also be a specific philosophy or school of thought. Belief
either something directly related to their class or background systems could also include political beliefs or philosophical
-- or something they have spent game time and/or money outlooks.
learning. If the player wishes (and the GM approves), instead
of selecting a new talent a talent the character is already Ethical Philosophy: This describes how one feels about order,
“Good at” be improved to “Expert at” at a later level and a as represented by law and chaos. An individual with a lawful
talent the character is “Expert at” may be improved a final outlook tends to tell the truth, keep his or her word, respect
time to “Master at” at yet a later level. The GM will consider authority, and honor tradition, and he or she expects others
the character's talents just as he would the character's class to do likewise. An individual with a chaotic outlook tends to
and background when deciding if a character will succeed with follow his or her instincts and whims, favor new ideas and
an action. experiences, and behave in a subjective and open manner in
dealings with others.
Talents let characters choose to be better than average in
some specific, limited field. For example, while any character Moral Philosophy: This describes one's attitude toward others,
can try to swing from vines, a character that is “Good at: as represented by good and evil. An individual with a good
Swinging from Vines” is going to be more successful at it than allegiance tends to protect innocent life. This belief implies
the average character. If you need to assign numerical altruism, respect for life, and a concern for the dignity of
Alternate Initiative
One of these optional rules can replace the standard Initiative
rules:
Monsters Dog, War: AC: 13 HD: 2d8 AT: bite +2 (1d6) ST: 17 MR: 11
S: can wear armor
Donkey: AC: 12 HD: 2d8 AT: bite+2 (1d2) ST: 17 MR: 9
Eagle: AC: 15 HD 1d8 AT: talons+1 (1d4), bite+1 (1d3) ST:
18 MR: 10
AC=Armor; HD=Hit Dice; AT=Attacks; MR=Morale Rating;
ST=Saving Throw; S=Special Abilities Eagle, Giant: AC: 11 HD 3d8 AT: talons+3 (2d4), bite+3
Undead Immunities=Immune to sleep, charm, fear, paralysis (2d3) ST: 16 MR: 10
Elephant: AC: 16 HD: 11d8 AT: gore+11 (3d8), slam+11
(2d6) MR: 9 S: Tramples downed foes for 2d8
Animals Hawk: AC: 15 HD: 1d8 AT: talons+1 (1d2) ST: 18 MR: 10
Animal, Herd Small: AC: 12 HD: 2d8 AT: attack+2 (1d4) Horse, Riding: AC: 12 HD: 2d8 AT: bite +2 or kick +2 (1d4)
ST: 17 MR: 4 S: Small herd animals like wild goats, deer, etc. ST: 17 MR: 7
Animal, Herd Large: AC 12 HD 4d8 AT: attack+4 (1d8) ST: Horse, War: AC: 12 HD: 3d8 AT: bite +3 (1d6) or kick +3
15 MR: 5 S: Large herd animals like cattle, oxen, caribou, etc. (2d6) ST: 16 MR: 9 S: can wear armor; MR 11 when
Ant, Giant: AC: 16 HD: 3d8 AT: bite +3 (1d6) ST: 16 MR: 12 defending downed rider.
S: acid (2d6).
Ape, Gorilla: AC: 13 HD: 4d8 AT: bite +4 (1d6), claws +4 Hyena: AC: 14 HD: 2d8 AT: bite +2 (1d6) ST: 17 MR: 9
(1d3) ST: 15 MR: 8 Leopard: AC: 15 HD 3d8 AT: bite+3 (1d6) claws+3 (1d3)
Ape, Carnivorous: AC: 6 HD: 5d8 AT: bite +5 (1d8), claws ST: 16 MR: 8 S: rake on critical 1d3
+5 (1d6) ST: 14 MR: 9 Lion: AC: 15 HD 5d8 AT: bite+5 (1d8) claws+5 (1d4) ST: 14
MR: 9 S: rake on critical 1d4
Baboon: AC: 12 HD: 1d8 AT: bite +1 (1d4) ST: 18 MR: 6: S: Lizard, Cave: AC: 15, HD: 6d8, AT: Bite (1d8), ST: 13, MR:
Tribal 6, S: Can walk on walls, infravision, swallow small or medium
Badger: AC: 15 HD: 1d8 AT: bite +1 (1d3), claws +1 (1d2) creatures on a natural 20, swallowed creatures take 1d6
ST: 18 MR: 7 S: burrows automatic damage every round.
Badger, Giant: AC: 15 HD: 3d8 AT: bite+3 (1d6) claws +3 Lizard, Giant: AC: 15, HD: 3d8+1, AT: Bite (1d8), ST: 16,
(1d3) ST: 16 MR: 8 S: burrows, twice normal size MR: 6, S: Swallow small or medium creatures on a natural
Bat: AC 10 HD: 1d4, bite+1 (1d2) ST: 19 MR: 6 20, swallowed creatures take 1d6 automatic damage every
Bat, Greater: AC: 12 HD: 4d8 AT: bite +4 (1d10) ST: 15 round.
MR: 8 S: Human-sized.
Manta Ray: AC: 12 HD: 4d8 AT: ram+4 (1d6) ST: 15 MR: 7
Bat, Monster: AC: 13 HD: 8d8 AT: bite +8 (2d8), claws +8 Monkey: AC: 11 HD: 1d8 AT: bite+1 (1d3) ST: 18 MR: 6
(1d6) ST: 11 MR: 8 S: Twice the size of a human. Mule: AC: 12 HD: 2d8 AT: Kick +2 (1d4) ST: 17 MR: 8
Bear, Black: AC: 12 HD: 3d8 AT: bite+3 (1d6) paw+3 (1d3) Octopus: AC: 16 HD: 2d8 AT: bite+2 (1d3) ST: 17 MR: 6 S:
ST: 16 MR: 7 S: 2d4 Hug if paw hit on 18+ Arms grab and hold (auto bite if held), black ink jet acts as
Bear, Brown: AC: 13 HD: 5d8 AT: bite+5 (1d8) paw+5 darkness
(1d6) ST: 14 MR: 9 S: 2d6 Hug if paw hit on 18+ Octopus, Giant: AC: 16 HD: 8d8 AT: bite+8 (1d8) ST: 11
Bear, Cave: AC: 13 HD: 6d8 AT: bite+6 (1d12) paw+6 (1d8) MR: 6 S: Arms grab and hold (auto bite if held, 1d4 grab
ST: 13 MR: 11 S: 2d8 Hug if paw hit on 18+ damage), black ink jet acts as darkness.
Bee, Giant: AC: 12 HD: 1d4 AT: sting+0 (1d3) ST: 19 MR: 9
S: poison sting (save or incapacitated with pain, die in 2d6 Porpoise: AC: 14 HD: 3d8 AT: head butt+3 (1d6) ST: 16
rounds) MR: 10 S: Highly Intelligent, Sonar, breathes air.
Rabid Animal: Effective HD: +1: Attack: As normal animal
Beetle, Giant Bombardier: AC: 15 HD: 2d8 AT: bite+2 of same type, but never needs to make a morale check: bite
(2d8) ST: 17 MR: 7 S: farts acid cloud (3d6) and save vs stun attack carries rabies (Onset in 2d6 weeks, until cured no
(2d4 rounds). natural healing or second wind, -1d4 MIND per day, die at 0
Beetle, Giant Fire: AC: 15 HD: 1d8 AT: bite +1 (2d6) ST: Mind).
18 MR: 7 S: Light glans glow for 1d6 days after death.
Beetle, Giant Stag: AC: 16 HD: 7d8 AT: bite+7 (4d6) Rat, Giant: AC: 12 HD: 1d8 AT: bite +1 (1d3) ST: 18 MR: 8
horns+7 (2d6) ST: 12 MR: 9 S: 1 in 20 chance of disease from bite.
Bison: AC: 12 HD: 5d8 AT: trample (1d8) ST: 14 MR: 8 S: Rat, Monstrous: AC: 13 HD: 3d8 AT: bite or claws +3 (1d6)
Herd may charge, doubling trample damage. ST: 16 MR: 7 S: 1 in 20 chance of disease from bite.
Boar, Wild: AC: 12 HD: 3d8 AT: gore +3 (3d4) ST: 16 MR: 9 Scorpion, Giant: AC: 17 HD: 4d8 AT: 2 claws +4 (1d10),
S: attacks for 2 rounds after death. sting +4 (1d4, poison) ST: 15 MR: 11 S: poison causes
paralysis and loss of 1 BP per minute.
Camel: AC: 13 HD: 3d8 AT: bite+3 (1d4) ST: 16 MR: 6
CAT: AC: 14 HD: 1d2 AT: claws+0 (1d2) ST: 18 MR: 7 Shark: AC: 15 HD: 4d8 AT: bite +4 (2d6) ST: 15 MR: 7
Centipede, Giant: AC: 14 HD: 4d8 AT: bite +4 (1d6) ST: 15 Shark, Giant: AC: 16 HD: 10d8 AT: bite +10 (3d10) ST: 19
MR: 7 S: poison (1d6 DEX). MR: 7
Cheetah: AC: 15 HD: 3d8 AT: bite+3 (1d6), claws+3 (1d3) Slug, Giant: AC: 11 HD: 12d8 AT: bite +12 (2d6) ST: 7 MR:
ST: 16 MR: 8 S: excellent smell 10 S: spits acid (2d6).
Crap, Giant: AC: 17 HD: 3d8 AT: pinchers+3 (2d6) ST: 17 Snake, Constrictor: AC: 14 HD: 2d8, AT: constriction (1d3)
MR: 7 S: if hit, DEX save or captured (automatic hit each ST: 17 MR: 7 S: On successful attack, automatic 1d3 damage
round until freed). thereafter until dead.
Crocodile: AC: 15 HD: 3d8 AT: bite+3 (1d8), tail slap+3 Snake, Giant Constrictor: AC: 14 HD: 6d8 AT: constriction
(2d6) ST: 16 MR: 10 +4 (1d6) ST: 13 MR: 7 S: On successful attack, automatic
1d6 damage thereafter until dead.
Hydra: AC: 14 HD: 5-12d6 AT: 5-12 bites +HD (1d6) ST: 14- Merman: AC: 13 HD: 1d8 AT: weapon +1 ST: 16 MR: 8 S:
MR: 11 S: 1 HD per head, 20% chance of fire-breathing or breathe water, swim.
regenerating. Mimic: AC: 10, HD: 5d8, AT: Crush +5 (3d4), ST: 13, MR: 9
Invisible Stalker: AC: 16 HD: 8d8 AT: 1 bash +8 (4d4) ST: S: Assume form of large inanimate object such as a chest,
8 MR: 12 S: flies, invisible. covered in sticky adhesive (requires reflex save, application of
Kraken: AC: 17, HD: 14d8+12, AT: 2 barbed tentacles +14 alcohol, or STR check to let go), surprise on 1-5, will always
(3d6), 4 tentacles +14 (2d4) Bite +14 (3d8), ST: 6, MR: 12 negotiate for food or bait.
S: Overturn boats, swallows whole on roll 4 higher than Minotaur: AC: 13 HD: 6d8 AT: weapon +6 or bite +6 (1d6)
needed to hit with bite, swallowed creatures take 3d6 damage or Head gore +6 (1d6) ST: 13 MR: 12 S: never lost in mazes.
per round, on successful attack with a tentacle, begins Mummy: AC: 16 HD: 6d8 AT: touch +6 (2d6) ST: 13 MR: 12
constricting, automatic 2d4 damage per round thereafter until S: mummy rot curse if hit (no more healing), undead
dead, highly intelligent. immunities, hit only by magic weapons (for half damage),
Kobold: AC: 13 HD: 1d4 AT: weapon +0 (1d6) ST: 18 MR: 9 spells, and fire.
Leprechaun: AC: 11 HD: 1d4 AT: theft, magic ST: 16 MR: 7 Naga, Guardian: AC: 14 HD: 12d8 AT: bite +12 (1d4 +
S: invisible, polymorph non-living objects, illusions and poison), spit +12 (30 range, poison), constrict +12 (1d8/rd
ventriloquism at will; steal small valuable item (75% until freed) ST: 7 MR: 9 S: spells as 4th level sorcerer.
successful, 25% chance if dropping per turn chased), 80%
magic resistant, never surprised. Naga, Spirit: AC: 14 HD: 10d8 AT: bite +10 (1d4 + poison)
ST: 9 MR: 8 S: spells as 6th level Sorcerer, gaze (permanent
Lich: AC: 20 HD: 12-18d6 AT: touch +HD (1d10) or weapon charm).
+HD ST: 7- MR: 10 S: undead immunities, touch causes Naga, Water: AC: 14 HD: 8d8 AT: bite +10 (1d3 + poison)
paralysis (no save), cause fear in creatures under 4th ST: 11 MR: 7 S: spells as 5th level Sorcerer (no fire or
level/HD, Sorcerer level equals hit dice. lightning).
B/X Spell Lists 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
While spellcasters can use any spell in the SRD the GM minutes/level.
permits in the game, the following short lists are the Locate Object: Senses direction toward an object (specific or
suggested spells that mages and clerics automatically have type) D: 20 minutes. R: 60 + 10/level feet.
access to. They are the spells available in the B/X version of Mirror Image: Creates 1d6-1 exact images of the caster, all
the world’s most popular fantasy rpg. Other spells that the moving exactly like original. Attackers cannot tell images
GM wishes to allow in the game can be found in spell books, from original. Images hit disappear. R: around caster. D:
scrolls, etc. and characters can attempt to learn them to add 1 hour.
them to the spells they have access to. Learning a spell Phantasmal Forces: Vivid illusions of nearly anything the
requires 1 week of study per level of the spell and a caster envisions, lasts as long as the caster concentrates.
successful intelligence save vs a DC of 10 + (2 x spell level). Damage caused is real if target believes illusion. R: 240
feet.
Web: Sticky webs fill a 10x10x10 foot area. Burning through
Arcane Spells the webs takes 6+1d4 minutes. Large creatures push
through in 14+1d6 minutes. Human-sized creatures take
For expanded spell descriptions see B/X or a B/X retro-clone. 20+3d6 minutes. R: 10 feet. D: 8 hours.
R: is range. D: is duration. 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.
1st Level
Charm Person: Makes a humanoid creature regard the caster
as its trusted friend and ally (treat the target’s attitude as
3rd Level
friendly). Undead creatures are not affected by this spell, Clairvoyance: See through eyes of one creature. Caster can
nor are humanoid monsters larger than ogres. R: 120 change creatures once every 10 minutes. R: 60 feet. D:
feet. D: until dispelled or saved against. 120 minutes.
Detect Magic: Caster can perceive, in places, people, or Dispel Magic: Cancels magic effects and spells in a 20x20 foot
things, the presence of a magical spell or enchantment. R: area. (If cast by higher level caster, Magic Attack vs.
60 feet. D: 20 minutes. Spell's DC for success) Range: 120 feet. Duration: instant
Floating Disk: Creates a small shield sized floating energy disc but effects permanent.
that follows the caster. Holds up to 500 lbs. R: 5 feet D: Fire Ball: Missile of fire that bursts when hits target for
60 minutes. 1d6/level fire damage, 20 foot burst radius. R: 240 feet.
Hold Portal: Holds door/gate shut. R: 10 feet. D: 2d6 x 10 D: instant.
minutes. Fly: Target can fly at a speed of 120 feet per minute. R:
Light: object lights circle with 30 ft. radius, not full daylight. Touch. D: 1d6 x 10 minutes plus 10 minutes/level. (GM
R: 120 feet. D: 1 hour+10 min/level. rolls secretly.)
Magic Missile: Creates magic arrow which hits its target for Haste Spell: Subjects (up 24 beings in a 60 foot radius of
1d6 damage. An additional 2 missiles are created every 5 target) double in speed, taking two actions at a time.
levels (e.g. total 3 at level 5, total 5 at level 10). R: 150 (Counters Slow) R: 240 feet. D: 30 minutes.
feet. D: 10 minutes. Hold Person: Paralyzes 1-4 targets. Cast at single target, save
Protection from Evil: +1 to AC and saves, counter mind at -2 and double duration. R: 120 feet. D: 10
control, hedge out summoned and enchanted monsters. minutes/level.
Attacking a creature negates protection against that Infravision: See in the dark. R: touch. D: 1 day. Sight Range:
creature. Moves with caster. R: shell around caster. D: 1 30 + (1d3 x 10) feet.
hour. Invisibility, 10' radius: Subject and those within 10 feet of
Read Languages: Read any written language. D: 1 or 2 him are invisible until spell broken by caster, some outside
readings. force, or until one attacks.
Read Magic: Read scrolls, spellbooks, other magical writing. Lightning Bolt: 1d6/level electrical damage. Bolt bounces off
R: caster only. D: one reading (two scrolls or equivalent). walls, etc. R: 240 feet, bolt is 5 feet wide, 60 feet long. D:
Shield: Improves caster’s armor class to 17 versus missile instant.
attack and to 15 versus melee attacks. R: caster. D: 20 Protection from Evil, 10' radius: +1 to AC and saves, counter
minutes. mind control, hedge out elementals and enchanted
Sleep: Puts 4d6 HD of beings into magical slumber. Undead monsters to caster and all allies within 10 foot circle
and creatures with more than 4 hit dice are not affected. around caster. D: 120 minutes.
Range: 240 feet. D: GM’s 4d4 x 10 minutes. Protection from Normal Missiles: Non-magical thrown and
Ventriloquism: allows caster to “throw his voice” absolutely missile weapons automatically miss. R: 30 feet. D: 120
convincingly. R: 60 feet. D: 20 minutes. minutes.
Water Breathing: Subject can breathe water. R: 30 feet. D: 1
day.
2nd Level
Continual Light: object lights circle with 120 ft. radius until
dispelled, not full daylight. R: 120 feet.
4th Level
Detect Evil: Reveals evil thoughts/intent or evil items. R: 60 Charm Monster: Makes one monster of 3+ hit dice (or 3d6
feet. D: 20 minutes. monsters of less than 3 hit dice) believe they are the
Detect Invisible: Detect invisible items and beings within 10 caster's strong ally. Save again every level days or when
feet per caster level. D: 1 hour. asked to do something obviously against the being's
interest. R: 120 feet.
Microlite2020 OSE Complete 1.01 -18-
Confusion: Subjects (up to 3d6 hit dice in a 60 foot circle, Magic Jar: Moves caster's spirit/mind to a fixed object from
only 2+ HD get save) behave oddly/cannot act effectively. which caster can try to possess others. Magic Attack vs.
R: 120 feet. D: 2 hours. DC of (10 + MIND bonus + target level or hit dice). New
Dimension Door: Teleports subject a short distance (up to save every level days. Range: 30 feet. Duration: until
360 feet) from current location. Fails if destination not dispelled or caster ends spell.
open air. R: 10 feet. D: instant. Pass-Wall: Creates a 5 foot wide passage up to 10 feet long
Hallucinatory Terrain: Makes one type of terrain appear like through a wood or stone wall. R: 30 feet. D: 30 minutes.
another type until dispelled or area entered by an Rock-Mud: Transforms rock to mud or vice-versa, up a 3000
opponent. R: 240 feet. square foot area 10 feet deep. R: 120 feet. D: 3d6 days.
Massmorph: Makes up to 100 humanoids in a 240 foot Telekinesis: Moves object by mental power. Up to 20 pounds
diameter circle appear to be trees until dispelled or per level. Object moves 20 feet per minute. Living
negated by caster. Creatures may move and still appear creatures get a saving throw if they do not wish to be
to be trees. R: 240 feet. moved. R: 120 feet. D: 1 hour.
Plant Growth: Plants in an area up to 3000 square feet (entire Teleport: Instantly transports subject up to 100 miles/level.
area must be within range) become overgrown and nearly Caster must know target location exactly. The less exactly
impassable. Lasts until dispelled or plants killed. R: 120 one know the target, the greater change of appearing too
feet. high or too low. Too low is usually fatal as creature and
Polymorph Others: Change one creature (but not self) into ground do not mix.
the form of another being. Change is complete and Wall of Stone: Creates a wall of stone in any shape up to
includes gaining special abilities and mind of creature. 1000 cubic feet. R: 60 feet. D: until destroyed or
New form cannot have more than 2x the hit dice of dispelled.
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:
6th Level
caster only. D: 60 + 10/level minutes. Anti-Magic Shell: Shell surrounds caster blocking magic both
Remove Curse: Frees subject from a single curse. Does not ways. R: caster. D: 2 hours.
remove curse from object, but frees user to get rid of the Control Weather: Caster can adjust weather in a 240 yard
cursed object. R: 10 feet. D: instant but effects radius. D: concentration.
permanent. Death Spell: Kills 4d8 hit dice of creatures with less than 8 hit
Wall of Fire: Creates thin wall of fire up to 1200 square feet. dice with a 60 foot cube. R: 240 feet. D: instant but effect
Blocks sight and creatures under 4 hit dice cannot pass. permanent.
Passing through wall deals 1d6 damage (2d6 for undead Disintegrate: Makes one creature or non-magical object (or
or cold-using creatures). Wall lasts as long as caster part of a large object, up to a 10 foot cube) vanish,
concentrates on it. R: 60 feet. turning it to fine dust. R: 60 feet. D: instant but effects
Wall of Ice: Creates translucent wall of ice 20 feet tall and 60 permanent.
feet long (or equivalent). Creatures under 4 hit dice Geas: Force a creature to obey one long-term order, similar
cannot pass. Passing through wall deals 1d6 damage (2d6 to the clerical Quest spell. R: 30 feet. D: until order
for undead or fire-using creatures). Wall lasts as long as completed.
caster concentrates on it. R: 60 feet. Invisible Stalker: Summons an invisible stalker, an extra-
Wizard Eye: Allows sending an invisible eye that can see in dimensional monster, under the control of the Mage who
the dark up to 240 feet away which relays all it sees to may give it a single mission which it will carry out until it
the caster. Moves up to 12 feet each minute. D: 60 is finished.
minutes. 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
5th Level the range of the spell. Neither solid stone nor large
Animate Dead: Create undead skeletons or zombies under boulders may be moved. R: 240 feet. D: permanent.
control of caster from dead bodies, up to 1 hit die of Part Water: Creates a dry path 10’ wide and a maximum of
undead per caster level. R: 60 feet. D: permanent. 120’ long through water, such as a pond, lake, or other
Cloudkill: creates a moving, opaque, poisonous cloud of vapor body. Caster can terminate spell early. R: 240 feet. D: 1
which is deadly to all creatures with less than five hit dice. hour.
30 feet in diameter, moves with wind or 6 feet per Projected Image: Project an image of yourself that can sense
minute. Effects (suffered each minute within cloud): if and talk as if you were the image. Other spells cast come
under 5HD, save vs poison or die, suffer 1 hp damage if from image. R: 240 feet. D: 60 minutes.
save made. 5Hd or more, suffer 1 hp damage. D: 60 Reincarnation: Restores dead person to life in a random
minutes. (usually humanoid) form. R: touch. D: instant.
Conjure Elemental: Conjures one 16 HD elemental who will Stone-Flesh: Turns subject into a stone statue (or vice versa).
serve the caster until dispelled/dismissed/caster no longer R: 120 feet. D: permanent.
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.
7th Level
Animate Rock: Similar to a cleric's Animate Object spell, but
only affects stone. Up to approximately 2 x level cubic feet
of stone can be animated. The rock will move at 2-4" per
turn, the faster speeds for rock-masses which are
basically of an ambulatory shape such as statues. R: 60
feet. D: 1 hour.
Confusion: Subjects (up to 2d6 hit dice, only 4+ HD get save)
behave oddly/cannot act effectively. R: 120 feet. D: 2
hours.
Conjure Earth Elemental: Similar to the mage's Conjure
Elemental spell but is limited to summoning a 16 HD earth
elemental. The elemental will not turn upon the druid but
will regarding him as a friend of sorts. R: 30 feet. D: 1
hour.
Control Weather: Caster can adjust weather. D: GM decision.
Creeping Doom: Summons a horde of 1D10 times 1000 small
and deadly insects and arachnids. They appear within 1 to
3 minutes. They then move forward to attack whatever
they are commanded to, provided it is within 60 feet at
the time of the command. They will pursue until the prey
is beyond a 240 feet range (or until it or they are
otherwise destroyed). Can be used indoors or outdoors. R:
60 feet. D: see above.
Fire Storm: Creates a fire of intensity equal to a "wall of fire"
in a large area. This magical conflagration lasts only 10
minutes, but all combustible material within the area
affected will continue to burn thereafter. The spell can be
reversed to extinguish normal fires in an area twice that of
the maximum possible area of the druid's fire storm.
There is a 5% chance per caster level of the reversed
version extinguishing magical fires of up to the normal
area. Area: 30 x 30 foot square area per caster level
(must be contiguous). R: 60 feet.
Metal-Wood: Cast upon any metal (up to 5 pounds per level
of the caster) it will permanently change it into some type
of wood (caster's choice). R: 60 feet. D: instant but
effects permanent.
Early Edition 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
Conventions
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). 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.
Almost any material you come across for 0e, B/X, or other
early editions of the world’s most popular roleplaying game
Seeing Monsters: Unless surprised, characters will see
can be used in Microlite2020 Old School Edition with little
monsters when they are 2d4 x 10 feet apart. Surprise
modification. However, there are some descriptive and play
distance is 1d3 x 10 feet.
conventions that early editions used that may need
explanation.
Wandering Monsters: The GM should roll 1d6 every 1d3
turns for wandering monsters (more often if the party is
Time Conventions: Early editions talk about time in terms of
making a lot of noise or otherwise attracting attention). On a
rounds (combat rounds) and turns. In 0e,a round was 1
roll of 1, wandering monsters stumble across the party from a
minute and a turn was 10 minutes. In B/X, a round was 10
random direction and distance.
seconds and a turn was 10 minutes, so there were 60 rounds
in a turn.
Avoiding Monsters: Unintelligent monsters normally
automatically attack. Intelligent monsters may follow their
Movement/Distance Conventions: Early editions gave
orders, make a reaction check, automatically attack, etc.
distances in inches. When underground or in buildings or the
depending on circumstances. Unless surprised a party may
like, one inch equaled 10 feet. When outdoors, however, one
try to flee to avoid a battle. Monsters will generally pursue if
inch was 10 yards. Yes, this meant spell and weapon ranges
there is less than 120 feet between the two groups. Monsters
were greater outdoors than indoors. Normal human
will only pursue around a corner or through a door on roll of 1
movement (when carefully exploring) was 12” per move
or 2 on a d6 (1 if a secret door is used). Fire will deter many
(unencumbered), with two moves per turn. Carrying too
monsters. Food will distract many monsters: unintelligent
much weight cut this down to 9” (lightly encumbered), 6”
monsters 90% of the time, semi-intelligent monsters 50% of
(heavily encumbered), or even 3” (overencumbered).
the time, intelligent monsters 10% of the time. Treasure may
Running movement was double the above.
also distract monsters: unintelligent monsters 10% of the
time, semi-intelligent monsters 50% of the time, and
Encumbrance: Characters can normally carry twelve items in
intelligent monsters 90% of the time. All chances may be
addition to armor, primary weapon, and possibly a shield; six
adjusted by the GM depending on circumstances.
items can be readily available dangling from a belt or slung
over the shoulders, but everything else goes into the
Rest: One turn in six must be spent in rest or all characters
backpack. Small collections of things (10 flasks, 20 arrows,
suffer a -1 to all d20 rolls per rest missed. Time spent
50 gems, 100 gold pieces) count as a single item. Oversized
searching is not time spent resting.
items (two-handed weapons, anything as tall as the character
or that requires two hands to carry) count as two items. A
Doors: Most dungeon doors must be forced open by
character carrying 6 or fewer items is unencumbered. A
strength; a character may make a STR save to attempt to
character carrying 7-12 items is lightly encumbered. A
force a door open. Doors with locks must be picked or forced
character carrying 13-18 items is heavily encumbered. A
at a minus equal to the dungeon level. Most dungeon doors
charactering more than 18 items is over-encumbered. Option:
will automatically close unless held or spiked open (spikes slip
Each unhealed Wound Point of damage a character takes adds
20% of the time). Dungeon doors usually open automatically
one to the number of items a character is carrying for the
for monsters unless held closed.
purpose of determining encumbrance.
Characters may wish to listen at doors before opening them.
Descending Armor Class: 0e and other pre-3.x SRD
Unless a character has special listening abilities, a roll of 1 on
editions used a descending Armor Class system where an
a d6 will allow the character to hear through the door – if
unarmored character was AC 9 (AC 10 in some editions) and
there is anything to be heard.
better armor used lower numbers (e.g. AC 5 was Chain, AC 2
was plate). Magic armor could even have a negative armor
Traps: A trap will usually spring on a d6 roll of 1 or 2 when a
class. Microlite2020 OSE uses the ascending Armor Class
character passes over or by them or otherwise triggers them.
system used in the OGL SRD. If you have old adventures
using the original descending AC system and wish to use
Secret Passages: Characters will detect secret
them, it is easy to convert descending ACs to ascending ACs.
doors/passages doors on a d20 + MIND bonus roll (normal
DC 16, 12 for Drawves). A 10 x 10 foot area may be searched
Unarmored AC is 9: If the adventure is for 0e (or other
in a turn by a single character.
edition where the unarmored AC is 9), subtract the
descending AC listed in the adventure from 19 to get the
ascending AC used by Microlite74. Wilderness Exploration Conventions
Seeing Monsters: Unless surprised, characters will see
Unarmored AC is 10: If the adventure is for 1e or 2e (where
monsters when they are 4d6 x 10 yards apart. Surprise
the unarmored AC is 10), subtract the descending AC listed in
distance is 1d3 x 10 yards.
the adventure from 20 to obtain the ascending AC used by
Microlite74.
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
Microlite2020 OSE Complete 1.01 -32-
monster is indicated (roll varies by terrain, see “Chance of
Encounter” in terrain table below), wandering monsters OPEN GAME LICENSE
stumble across the party from a random direction and
distance. At night, the GM should randomly determine which Version 1.0a
watch is on duty when the attack is made.
The following text is the property of Wizards of the Coast, Inc.
Avoiding Monsters: Unintelligent monsters normally and is Copyright 2000 Wizards of the Coast, Inc ("Wizards").
automatically attack. Intelligent monsters may follow orders, All Rights Reserved.
make a reaction check, automatically attack, etc. depending
on circumstances. Unless surprised a party may try to flee to 1. Definitions: (a)"Contributors" means the copyright and/or
avoid a battle. Monsters will generally pursue so long as the trademark owners who have contributed Open Game Content;
party can be detected, there is a 50% chance monsters faster (b)"Derivative Material" means copyrighted material including
than the party will catch it (30% chance for monsters about derivative works and translations (including into other
as fast as the party) in each hex traveled through. Woods or computer languages), potation, modification, correction,
swamp reduce the chance of being caught by 25%. Monsters addition, extension, upgrade, improvement, compilation,
will pursue into another hex on the map 50% of the time. The abridgment or other form in which an existing work may be
chase continues until combat occurs or the monsters break recast, transformed or adapted; (c) "Distribute" means to
off. The party must rest for one-half day for each hex reproduce, license, rent, lease, sell, broadcast, publicly
travelled during a pursuit. All chances may be adjusted by the display, transmit or otherwise distribute; (d) "Open Game
GM depending on circumstances. Content" means the game mechanic and includes the
methods, procedures, processes and routines to the extent
Becoming Lost: A group travelling off a well-marked trail or such content does not embody the Product Identity and is an
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become lost. The chance of becoming lost is rolled on a d6 clearly identified as Open Game Content by the Contributor,
and depends on the type of terrain the party is in (see table and means any work covered by this License, including
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but believes they have moved in the direction intended. specifically excludes Product Identity. (e) "Product Identity"
means product and product line names, logos and identifying
Terrain Chart marks including trade dress; artifacts; creatures characters;
Terrain Chance Chance of stories, storylines, plots, thematic elements, dialogue,
Type Lost Encounter incidents, language, artwork, symbols, designs, depictions,
Plains 1 1 likenesses, formats, poses, concepts, themes and graphic,
Woods 1-2 1-2 photographic and other visual or audio representations;
Forest 1-3 1-2 names and descriptions of characters, spells, enchantments,
River 1 1-2 personalities, teams, personas, likenesses and special
Swamp 1-3 1-3 abilities; places, locations, environments, creatures,
Hills 1 1-2 equipment, magical or supernatural abilities or effects, logos,
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Desert 1-3 1-2 registered trademark clearly identified as Product identity by
the owner of the Product Identity, and which specifically
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For More Information on Contributor to identify itself or its products or the associated
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Distribute, copy, edit, format, modify, translate and otherwise
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dozens and dozens of downloads free Microlite20- 2. The License: This License applies to any Open Game
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You must affix such a notice to any Open Game Content that
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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.
13th Age Archmage Engine. Copyright 2013-2016, Fire Opal
Media. Author: Chad Dylan Long, based on material by
Jonathan Tweet, Rob Heinsoo, Ryven Cedyrlle, Kenneth Hite,
Kevin Kulp, ASH LAW, Cal Moore, Steve Townshend, Rob
Watkins, and Rob Wieland.
Microlite20 © 2006, Robin V. Stacey ([email protected])
Microlite74 Extended 3.0 © 2011, Randall S. Stukey
Microlite81 Extended © 2014, Randall S. Stukey
Microlite74 Ultimate Edition © 2017, Randall S. Stukey
Microlite2020 Complete © 2020, Randall S. Stukey
Microlite2020 Old School Edition © 2020, Randall S. Stukey
[End of License]