TEXT:  
  Microlite74 
  Version 2.0 
    
  A Microlite20 Adaptation of the 1974 “0e” 
  Edition of the World’s Most Popular 
  Fantasy Roleplaying Game 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Microlite74 is dedicated to the memory of the father of the 
  fantasy roleplaying game, E. Gary Gygax 
  (July 27, 1938 to March 4, 2008) 
   
  Microlite74 © 2008-2009 by Randall S. Stukey, version 2.0 published March 4, 2009. Rules text licensed 
  under the Open Game License 1.0a. All artwork in this designer format edition is from public domain 
  sources.  
   
  Special thanks to Adam, Chgowiz, Jamused, and Talysman on the RetroRoleplaying Forum for rules 
  proofreading and testing.
  
  MICROLITE74 VERSION 2.0 
   
  -1- 
  The Rules 
  Stats 
  There are 3 stats : Strength (STR), Dexterity (DEX) 
  and Mind (MIND). 
   
  Roll 3d6, Total the 3 dice and allocate to one of the 
  stats. Repeat for remaining stats. 
   
  Stat bonus = (STAT-10)/4, round toward zero. 
  Races 
  Humans can be any class (suggested maximum 
  level 12-14). 
   
  Dwarves can be Fighters, max level 6.  
  Special Abilities: +4 to magic saves; note slanting 
  passages, traps, shifting walls and new 
  construction in underground settings (D20 + MIND 
  bonus; DC 12 if carefully checking, DC 16 if just 
  passing through area); speak languages of 
  dwarves, gnomes, kobolds and goblins; can see in 
  darkness half as well as in light. 
   
  Elves can be Fighters or Magic-Users, max level 8. 
  Special Abilities: Can switch between classes 
  between adventures and can use magic armour and 
  magic weapons when acting as a Magic-User; +2 to 
  hit and damage goblinoid monsters; note 
  secret/hidden doors (D20 + MIND bonus; DC 12 if 
  carefully checking, DC 16 if just passing through 
  area); speak languages of elves, orcs, hobgoblins, 
  and gnolls. 
   
  Halflings can be Fighters, max level 6. 
  Special 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). 
  Classes 
  The classes are Fighter, Magic-User, Cleric. 
  Characters begin at Level 1. 
   
  Fighters wear any kind of armour or weapon and 
  may use shields. Physical Combat Bonus is level/2, 
  round up. Experience Base is 20. They add +1 to 
  all attack and damage rolls. This increases by +1 at 
  5th level and every five levels thereafter. 
   
  Magic-Users wear no armour and can only use 
  daggers or staves as weapons. Physical Combat 
  Bonus is level/4, round up.  Experience Base is 20. 
  They cast arcane spells. 
  Clerics can wear light or medium armour and use 
  shields, but cannot used edged weapons. Physical 
  Combat Bonus is level/3, round up. Experience 
  Base is 20. They cast divine spells. 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. 
  Skills 
  There are no skills in Microlite74. Instead players 
  are expected to think like adventurers, tell the GM 
  what they are doing and the GM decides if it will 
  succeed in the situation. If the GM decides a 
  random success chance is truly needed, roll 1D20 
  + level if the character is attempting something 
  directly related to their class, 1d20 + (level/2, 
  round up) otherwise. Roll higher than the GM 
  assigned Difficulty Class to succeed. 
   
  Languages: All character races speak common. 
  Other intelligent beings speak their own languages 
  (20% chance of also speaking common). Beings 
  with a MIND over 10 may speak one additional 
  language per point of MIND over 10 (these are in 
  addition to any languages known by race). 
   
  Saving Throws: Note that there are no separate 
  “saving throws” in this game: roll d20 and add your 
  STR bonus + your level, DEX bonus + your level, or 
  MIND bonus + your level as the GM determines 
  against a GM set Difficulty Class (DC). For example, 
  saving versus a spell would generally use MIND, 
  saving versus a dragon’s breath attack would 
  generally use DEX, etc. 
  Magic 
  Magic-Users can cast any arcane spell from the 
  Microlite74 list, and Clerics any divine spell from 
  the Microlite74 list, with a spell level equal or below 
  1/2 their class level, rounded up. A Magic-User 
  starts with three first level arcane spells in his spell 
  book and can add more spells by finding (or 
  buying) them on scrolls or books and copying them 
  into his spell book. Clerics do not need spell books 
  and automatically have access to all divine spells of 
  a level they can cast (use of certain spells may be 
  forbidden by the cleric's deity, however). 
   
  Casting a spell of any kind costs Hit Points. The 
  cost is 1 + double the level of the spell being cast: 
   
  Spell Level 1 
  2 
  3 
  4 
  5 
  6 
  HP Cost 
  3 
  5 
  7 
  9 
  11 13 
   
  This loss cannot be healed magically but is 
  recovered after 8 hours rest. There is no need to 
  memorize spells in advance. 
   
  Just because a character can cast any spell, doesn’t 
  mean that they should. Choose spells that suit the 
  character. Select one ‘signature’ spell per spell 
  level from first upward that they prefer to use over 
  Microlite74, like its parent game, Microlite20, is a 
  trimmed-down, 
  sub-miniature 
  version 
  of 
  the 
  Primary Fantasy SRD rules (see license for more 
  info) that has been designed to be quick and easy 
  to play. The goal of Microlite74, however, is to 
  recreate the style and feel of that very first (“0e”) 
  fantasy roleplaying game published back in 1974. 
  
  -2- 
   
  MICROLITE74 VERSION 2.0 
  any other. These spells are easier to cast due to 
  familiarity, costing 1 less HP to use. 
   
  For purposes of things like saves and dispelling, the 
  Difficulty Class (DC) for all spells is:  10 + Caster 
  Level + Caster's MIND bonus 
  Combat 
  Hit Points = 6 + 1d6/Level. If HP reach 0, the 
  character is unconscious and near death. Further 
  damage directly reduces STR. If that reaches 0, the 
  character is dead. 
   
  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. 
   
  Initiative: Roll d20 + DEX bonus for initiative 
  order. Everyone can do one thing each turn; move, 
  attack, cast a spell, etc. The GM may choose to 
  allow some combined actions, like a charge attack, 
  to be one thing. 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. 
   
  Melee attack bonus = STR bonus + Physical 
  Combat Bonus 
  Missile attack bonus = DEX bonus + Physical 
  Combat Bonus 
  Magic attack bonus = MIND bonus + Level 
   
  Add attack bonus to d20 roll. If higher than your 
  opponent's Armour Class (AC), it’s a hit. Natural 20 
  is automatically a critical doing maximum damage. 
   
  Fighters can use DEX bonus + Physical Combat 
  Bonus as Melee attack bonus instead if wielding a 
  light weapon. Fighters 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. 
   
  All weapons do 1d6 damage, add STR bonus to 
  Melee damage. Fighters wielding two weapons roll 
  1d6 twice and use the higher roll. 
   
  Armour Class (AC) = 10 + DEX bonus + Armour 
  bonus. Basic Armour Bonuses: Light Armour (e.g. 
  leather) +2, Medium Armour (e.g. Chainmail) +4, 
  Heavy Armour (e.g. Plate) +6; a shield adds +1. 
   
  Morale: While a few monsters, such as mindless 
  creatures, are fearless and will fight to the death, 
  most monsters have a strong desire to survive and 
  will not continue to fight when the battle is going 
  against them. They will instead seek to retreat, to 
  flee, or even to surrender. The GM decides when 
  monsters abandon the battle and retreat, based on 
  the situation and the monster’s intelligence. 
   
  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 regains 
  lost strength at the rate equal to their STR Bonus 
  (minimum of 1 point regained) per full day of rest. 
   
  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 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. 
   
  Men-at-Arms will fight but consider being used as a 
  bearer (except of treasure they get a share of) to 
  be beneath them. Green Men-At-Arms have 4 hit 
  points, an effective combat level (used in attack 
  rolls) of 0 and can use whatever armour and 
  weapons their employers provide. Minimum pay: 5 
  SP/day plus 1/20 of a share of any non-magical 
  treasure found. Veteran Men-at-Arms have 7 hit 
  points, an effective combat level (used in attack 
  rolls) of 1 and can use whatever armour and 
  weapons their employers provide. Minimum pay: 1 
  GP/day and 1/10 a share of any non-magical 
  treasure found. Men-at-Arms will serve willingly as 
  long as they are fed, paid, treated well, and not 
  asked to take unusual risks that their employers 
  are not taking with them. 
  
  MICROLITE74 VERSION 2.0 
   
  -3- 
  Monsters 
  See the Microlite74 Monster List or use the monster 
  descriptions in any 0e game (substituting d6 for hit 
  dice and damage if needed). To create new 
  monsters quickly: Pick a name, assign a level, hit 
  dice = level, hit points = 1d6 per level, magic save 
  = 10 + level, all attack bonuses = level, damage = 
  1d6 for ordinary claws, bites, and weapons, 2d6 for 
  large maws, giant clubs, 3d6 for dragon bites and 
  the like, AC = armour equivalent; pick special 
  abilities as the level increases. Special attacks act 
  like magic attacks against an appropriate defence. 
  Intelligent monsters may have classes at the GM's 
  option. If needed, assign stats to suit. Equip and 
  add abilities as required. 
  Other Hazards 
  Falling: 1d6 damage per 10', half damage on DEX 
  save. DC=depth fallen in feet 
  Spikes: add +1 point to falling damage per 10' 
  fallen, max +10 
  Poison: STR save to avoid or for half, depending 
  on poison.    Effect varies with poison type.  
  Extreme Heat & Cold: If not wearing suitable 
  protection, STR save once every 10 minutes (DC 
  15, +1 per previous check), taking 1d6 damage on 
  each failed save. 
  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. 
   
  Characters also earn a GM-assigned amount of 
  experience points for defeating traps, solving 
  puzzles, excellent roleplaying, and the like. The GM 
  should assign XP depending on the situation 
  (usually from 1 to 5 XP). 
   
  Individual characters can also earn experience 
  points from spending money found in treasures (or 
  taken from monsters) in totally frivolous ways (e.g. 
  wine, women, song, donations to a temple without 
  getting anything in return, generic “training,” etc.). 
  A character earns 1 XP for each 100gp so spent.  
   
  Add up the Experience Points (XP) of every 
  successful encounter you take part in plus any 
  earned from GM specials and treasure spent. When 
  the total is equal to your Experience Base x your 
  current level, you've advanced to the next level. 
  Reset the total XP to 0 after advancing. 
   
  Each level adds +1d6 to Hit Points and the 
  character’s Physical Combat Bonus is recalculated. 
  (Note that both the above are already included in 
  the attack and hit point formulas given in the 
  rules.) 
  Fighters gain +1 to their attack and damage rolls at 
  levels 5,10,15,etc. 
   
  Clerics and Magic-Users gain access to new spell 
  levels at levels 3, 5, 7, 9, and (Magic-User only) 
  11. When a Magic-User gains access to a new spell 
  level he gets one spell of the new level added to his 
  spell books. The player may select the spell subject 
  to GM veto. 
   
  Example: Four newly minted second level 
  adventurers have just completed a dungeon 
  adventure. They each need 40 XP to reach third 
  level. Their expedition was extremely successful. 
  They defeated 22 XP worth of monsters and earned 
  7 XP from traps and other GM specials for a total of 
  29 XP each. The party’s cleric earned 4 XP for great 
  roleplaying while risking her life to save the party 
  from an angry spirit. The party also found and 
  recovered 2900gp in treasure from the dungeon. 
  That’s 725gp each. The cleric decides to donate the 
  entire sum to her temple, and earn 7 more XP. This 
  gives her 40 XP. She goes up to third level and her 
  XP total is reset to 0. The other party members 
  have 29 XP each. 
  Equipment 
  Suggested starting packs for new characters: 
   
  Pack A 
  Pack B 
  Pack C 
  backpack 
  backpack 
  backpack 
  bedroll 
  bedroll 
  bedroll 
  hooded lantern  10 torches 
  tent 
  10 oil flasks 
  10 oil flasks 
  10 torches 
  flint & steel 
  flint & steel 
  flint & steel 
  shovel 
  chalk 
  hammer 
  2 sets caltrops 
  10 ft. pole 
  10 iron spikes 
  signal whistle 
  mirror 
  grappling hook 
  pen & paper 
  crowbar 
  50 ft. rope 
  waterskin 
  waterskin 
  waterskin 
  iron rations for 
  four days 
  iron rations for 
  four days 
  iron rations for 
  four days 
   
  Finally, add the following, based on your Class: 
   
  Fighter: Vial of holy water, medium armour (AC 
  +4), a one handed weapon + shield, or a two 
  handed weapon, and 5 gold pieces 
  Magic-User: Spellbook with all spells known and 5 
  gold pieces 
  Cleric: Silver holy symbol, light armour (AC +2), a 
  one handed weapon + shield, and 5 gold pieces 
   
  Optional Rules 
  The following rules are optional. The GM decides if 
  they will be used. 
   
  Demi-Human Restrictions: If you do not like the 
  level and class restrictions, Demi-Humans can 
  instead have a higher Experience Base than 
  Humans. Halflings have a +3 to Experience Base, 
  Dwarves have a +5 to Experience Base and Elves 
  
  -4- 
   
  MICROLITE74 VERSION 2.0 
  have a +7. Elves can no longer switch between 
  Magic-User and Fighter classes, but retain the 
  ability to use magic armour and all magic weapons 
  no matter which class they select. 
   
  Encumbrance: Characters can carry twelve (plus 
  STR bonus) items in addition to armour, primary 
  weapon, and possibly a shield; six items can be 
  readily available dangling from a belt or slung over 
  the shoulders, but everything else goes into the 
  backpack. Small collections of things (10 flasks, 20 
  arrows, 50 gems, 100 gold pieces) count as a 
  single item. 
   
  Energy Drain: If the standard energy drain rule 
  seems too harsh, try the following instead. Each 
  energy level drained subtracts one from any roll to 
  which the character would add his level (or his 
  level/2). 1 point of energy drained is recovered 
  every L days where L is equal to the hit dice of the 
  monster that drained the energy level. 
   
  Supplement I Spells: Spells marked with an 
  asterisk after their name in the spell lists are from 
  the first supplement to 0e. GMs wanting to run a 
  more pure 0e campaign may want to disallow these 
  spells. 
  0e Conventions 
  Almost any material you come across for 0e or 
  other early editions of the world’s most popular 
  roleplaying game can be used in Microlite74 with 
  little modification. However, there are some 
  descriptive conventions that 0e used that may need 
  explanation.  
   
  Time Conventions: 0e talks about time in terms 
  of rounds (combat rounds) and turns. A round was 
  1 minute and a turn was 10 minutes.  
   
  Movement/Distance Conventions: 0e gave 
  distances in inches. When underground or in 
  buildings or the like, one inch equalled 10 feet. 
  When outdoors, however, one inch was 10 yards. 
  Yes, this meant spell and weapon ranges were 
  greater outdoors than indoors. Normal human 
  movement (when carefully exploring) was 12” per 
  move, with two moves per turn. Carrying too much 
  weight cut this down to 9” or even 6”. Running 
  movement was double the above. 
   
   
  Microlite74 Spell Lists 
  Arcane (Magic-User) Spells 
  For expanded spell descriptions see 0e or a 0e 
  retro-clone. R: is range. D: is duration. 
   
  1st Level   
  Charm Person: Puts one living humanoid totally 
  under your influence. R: 120 feet. D: until 
  dispelled.  
  Detect Magic: Caster can perceive, in places, 
  people, or things, 
  the presence of a magical spell or enchantment. R: 
  60 feet. D: 20 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: instant. 
  Protection from Evil: +2 to AC and saves, counter 
  mind control, hedge out elementals and enchanted 
  monsters. 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 armour 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. 
  Creatures with more than 4 hit dice are not 
  affected. Range: 240 feet. D: GM’s discretion. 
  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.  
  Darkness, 15’ Radius*: Magical darkness which 
  even blocks infravision and darkvision. R: 120 feet. 
  D: 1 hour. 
  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 caster level. D: 1 hour. 
  ESP: Allows Caster to read surface thoughts of 
  target. R: 60 feet. D: 2 hours. 
  Invisibility: Subject 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: 6 feet/minute. R: 20 feet up/down per 
  level. D: 10 minute/level. 
  Locate Object: Senses direction toward an object 
  (specific or type) D: level minutes. R: 60 + 10/level 
  feet. 
  
  MICROLITE74 VERSION 2.0 
   
  -5- 
  Magic Mouth*: Mouth appears on target object and 
  delivers up to 30 word message when conditions 
  set by caster are met. R: touch. D: permanent until 
  triggered or dispelled. 
  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 at the 
  caster concentrates. Damage caused is real if 
  target believes illusion. R: 240 feet. 
  Pyrotechnics*: Caster creates either fireworks or 
  blinding smoke from a normal fire. R: 240 feet. D: 
  1 hour. 
  Strength*: Adds 1d6+1 to a single Fighter’s 
  Strength or 1d6-1 to a single Cleric’s. Maximum 
  Strength is 18. R: touch D: 8 hours. 
  Web*: Sticky webs fill a 10x10x20 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: 
  30 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. 
                    
  3rd Level                  
  Clairaudience: Hear at a distance for 2 hours. R: 60 
  feet. 
  Clairvoyance: See at a distance for 2 hours. R: 60 
  feet. 
  Dispel Magic: Cancels magic effects and spells. 
  (Magic Attack vs Spell's DC for success) Duration: 
  instant but effects permanent for spells or 10 
  minutes/level for items. Range: 120 feet. 
  Fire Ball: 1d6/level fire damage, 20 foot burst. R: 
  240 feet. D: instant. 
  Fly: Subject 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: 1 hour plus 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. R: 240 
  feet, bolt is 10 feet wide, 60 feet long. D: instant. 
  Monster Summoning I*:  Caster summons random 
  monsters who appear 10 minutes after casting. 
  They will then serve until slain or the spell duration 
  is up. Sample monsters (1d6): 1-1d6 giant rats, 2-
  1d3 goblins, 3-1d3 hobgoblins, 4-1d6 kobolds, 5-
  1d3 orcs, 6-1d3 skeletons. D: 6 minutes. 
  Protection from Evil, 10' radius: +2 to AC and 
  saves, counter mind control, hedge out elementals 
  and enchanted monsters to all within 10 foot circle 
  around subject. D: 2 hours. 
  Protection from Normal Missiles: Non-magical 
  thrown and missile weapons automatically miss. R: 
  30 feet. D: 2 hours. 
  Rope Trick*: Caster tosses rope into the air. It 
  hangs there. Caster and up three others can climb 
  rope into a hidden pocket dimension at top. Rope 
  can be pulled up or left out. R: rope toss. D: 60 
  minutes + 10 minutes/level. 
  Slow Spell: Subjects (up 24 beings in a 60 foot 
  radius of target) slowed by 50%. (Counters Haste) 
  R: 240 feet. D: 30 minutes. 
  Suggestion*: Caster makes 1-2 sentence hypnotic 
  suggestion to target. If save failed, target will carry 
  out suggestion for up to duration. Only 1% chance 
  target will obey suggestion that obviously would 
  result in target’s death/extreme injury. R: 30 feet. 
  D: 1 week. 
  Water Breathing: Subject can breathe water. R: 30 
  feet. D: 2 hours. 
   
  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: 60 feet. 
  Confusion: Subjects (up to 2d6 hit dice, only 4+ 
  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). D: instant. R: 10 feet. 
  Fear*: 240 ft cone of fear (120 ft width at far end) 
  extends from caster. Creatures within must save or 
  flee in fear/horror for 1 hour. R: as above. D: 1 
  hour of fear. 
  Hallucinatory Terrain: Makes one type of terrain 
  appear like another type until dispelled or area 
  entered by an opponent. R: 240 feet. 
  Ice Storm*: 30 foot cubic vortex of ice, snow, and 
  hail appears doing 5d6 damage to all within. R: 120 
  feet. D: 1 minute. 
  Massmorph: Makes up to 100 humanoids appear to 
  be trees until dispelled or negated by caster. 
  Creatures may move and still appear to be trees.  
  R: 240 feet.        
  Monster Summoning II*: Caster summons random 
  monsters who appear 10 minutes after casting. 
  They will then serve until slain or the spell duration 
  is up. Sample monsters (1d6): 1-1d2 hobgoblins, 
  2-1d2 zombies, 3-1d2 gnolls, 4-1d2 bugbears, 5-
  1d6 orcs, 6-1d6 skeletons. D: 6 minutes. 
  Plant Growth: Plants in an area up to 30x30 yards 
  become overgrown and nearly impassable. Lasts 
  until dispelled or plants killed. R: 120 feet. 
  Polymorph Others: Change another into another 
  being. Change is complete and includes gaining 
  special abilities and mind of creature. R: 60 feet. D: 
  until dispelled. 
  
  -6- 
   
  MICROLITE74 VERSION 2.0 
  Polymorph Self: Change self to form of another 
  being, does not get special powers but retains own 
  intelligence. R: caster only. D: 60 + 60/level 
  minutes.  
  Remove Curse: Frees subject from a curse. R: 
  touch. D: instant but effects permanent. 
  Wall of Fire: Deals 2d4 fire damage out to 10 ft. 
  and 1d4 out to 20 ft. Passing through wall deals 
  2d6 damage +1/level. Wall lasts as long as caster 
  concentrates on it. R: 60 feet. 
  Wall of Ice: Creates wall of ice with 15 hp +1/level.  
  Wall lasts as long as caster concentrates on it. R: 
  60 feet. 
  Wizard Eye: Allows sending an invisible eye up to 
  240 feet away which relays all it sees to the caster. 
  Moves up to 12 feet each minute. D: 1 hour. 
   
  5th Level            
  Animal Growth: 1d6 normal animals grow to giant 
  size. R: 120 feet. D: 2 hours. 
  Animate Dead: Create undead skeletons or zombies 
  under control of caster from dead bodies, 1d6 per 
  level over 8. R: GM discretion. D: permanent. 
  Cloudkill: creates a moving, 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. D: 1 hour. 
  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, 1 question per 
  level. Chance of correct answer 5% per level, 
  maximum 95%. 
  Feeblemind: Subject's MIND drops to 1. 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. 
  Duration: until dispelled or caster ends spell. 
  Monster Summoning III*: Caster summons random 
  monsters who appear 10 minutes after casting. 
  They will then serve until slain or the spell duration 
  is up. Sample monsters (1d6): 1-1d4 bugbears, 2-
  1d2 harpies, 3-1d2 ochre jellies, 4-1d2 wererats, 5-
  1d2 wights, 6-1d2 wild boars. D: 6 minutes.  
  Pass-Wall: Creates a human-sized 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 300x300 foot area. R: 120 feet. D: 3d6 days. 
  Telekinesis: Moves object by mental power. Up to 
  20 pounds per level. R: 120. feet D: 1 hour. 
  Teleport: Instantly transports subject up to 100 
  miles/level. Caster must know target location 
  exactly. 
  Wall of Iron: creates a wall of iron in any shape. 
  1000 square feet (3 inches thick). R: 60 feet. D: 2 
  hours. 
  Wall of Stone: Creates a wall of stone in any shape. 
  1000 square feet (2 inches thick). 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. 
  Control Weather: Caster can adjust weather. D: GM 
  decision. 
  Death Spell: Kills 2D8 beings with less than 7 hit 
  dice with a 60 foot radius. R: 240 feet. D: instant 
  but effect permanent. 
  Disintegrate: Makes one creature or non-magical 
  object vanish, turning it to fine dust. R: 60 feet. D: 
  permanent. 
  Geas: Force a creature to obey one long-term 
  order. 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. 
  Legend Lore*: A complex process taking 1d100 
  days allows caster to gain knowledge of a legendry 
  person, place, or thing. Information is accurate but 
  may be in a cryptic form. R: caster. 
  Lower Water: Lowers bodies of water 50%. R: 240 
  feet. D: 10 turns. 
  Monster Summoning IV*: Caster summons random 
  monsters who appear 10 minutes after casting. 
  They will then serve until slain or the spell duration 
  is up. Sample monsters (1d6): 1-1 gargoyle, 2-1 
  ogre, 3-1 owlbear, 4-1 shadow, 5-1 werewolf, 6-1 
  wraith. D: 6 minutes. 
  Move Earth: Move small hills, dig ditches and 
  moats, other surface features, etc. Land moves at 
  6 feet per minute. R: 240 feet. D: permanent. 
  Part Water: Parts bodies of water up to 10 feet 
  deep. 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: 1 
  hour. 
  Reincarnation: Restores dead person to life in a 
  random (usually humanoid) form. R: touch. D: 
  instant. 
  Repulsion*: Any being trying to move toward spell 
  target finds itself moving away instead. R: 120 
  feet. D: 1 hour. 
  Stone-Flesh: Turns subject into a stone statue (or 
  vice versa). R: 120 feet. D: permanent. 
   
  
  MICROLITE74 VERSION 2.0 
   
  -7- 
  Divine (Cleric) Spells 
  For expanded spell descriptions see 0e or a 0e 
  retro-clone. R: is range. D: is duration. 
   
  1st Level                    
  Cure Light Wounds (Reversible): Cure 1d6+1 hit 
  points of wounds. R: touch. D: instant but effects 
  permanent. 
  Detect Evil (Reversible): 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 20 ft 
  radius, full daylight. R: 60 feet. D: 2 hours. 
  Protection from Evil (Reversible): +2 to AC and 
  saves, counter mind control, hedge out elementals 
  and enchanted monsters. R: 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.  
   
  2nd Level          
  Bless: 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. 
  Hold Person: Paralyzes 1-4 targets. Cast at single 
  target, save at -2 and double duration. R: 180 feet. 
  D: 90 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 
  Continual Light (Reversible): object lights circle 
  with 120 ft radius until dispelled, full daylight. R: 
  120 feet. 
  Cure Disease: Cures person of any diseases, 
  including magical diseases. R: touch D: instant but 
  effects permanent. 
  Locate Object: Senses direction toward an object 
  (specific or type) D: level minutes. R: 90 feet. 
  Prayer*: Gives saving throw penalty of 1 per ten 
  levels of caster to enemies in 20x20 foot area. R: 
  30 feet. D: next melee round. 
  Remove Curse (Reversible): Frees subject from a 
  single curse. R: 10 feet. D: instant but effects 
  permanent. 
  Speak with Dead*: Ask three questions of a corpse. 
  Age of corpse affected: Cleric under level 8: 1d4 
  days, level 9-14: 1d4 months, level 15+: any age. 
  R: 10 feet. D: 3 questions. 
   
  4th Level                  
  Create Water: Creates water, enough for up to 24 
  people and their horses for one day. R: 10 feet. D: 
  instant but effects permanent. 
  Cure Serious Wounds (Reversible): Cures 3d6+3 
  hit points from wounds. R: touch. D: instant but 
  effects permanent. 
  Neutralize Poison: Immunizes subject against 
  poison (10 minute duration) OR detoxifies venom in 
  or on subject (instant but effects permanent). R: 
  10 feet. 
  Protection from Evil, 10' radius (Reversible): +2 to 
  AC and saves, counter mind control, hedge out 
  elementals and enchanted monsters to all within 10 
  foot circle around caster. R: caster. D: 2 hours. 
  Speak with Plants: Can understand and speak with 
  plants. R: 30 feet. D: 1 hour. 
  Sticks to Snakes: Turns up to 2d8 sticks into 
  serpents. 50% chance each serpent will be 
  venomous. R: 120 feet. D: 1 hour. 
   
  5th Level 
  Commune: Cleric's Deity truthfully answers three 
  yes-or-no questions. R: caster. D: 10 minutes. 
  Create Food: Creates food, enough for up to 24 
  people and their horses for one day. R: 10 feet. D: 
  instant but effects permanent. 
  Dispel Evil (Reversible): Works like Dispel Magic, 
  but affects any evil sending or evil spell. R: 30 feet. 
  D: instant but effects permanent. 
  Insect Plague: Insect swarms (20 x 20x 20 feet) 
  attack creatures. Creatures under 2 HD flee in 
  terror. Can only be cast outdoors. R: 480 feet. D: 1 
  day. 
  Quest: Force a creature to obey one long-term 
  order. 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. 
   
   
   
   
  
  -8- 
   
  MICROLITE74 VERSION 2.0 
  Monsters 
  AC=Armour; HD=Hit Dice; AT=Attacks; S=Special 
  Abilities. Undead Immunities=Immune to sleep, 
  charm, fear, paralysis 
   
  ANT, GIANT: AC: 16 HD: 3d6 AT: bite +3 (1d6) S: 
  acid (2d6). 
  ANHKHEG: AC: 16 HD: 5d6 AT: bite+5 (2d6) S: 
  Squirt acid (3d6). 
  BADGER, GIANT: AC: 15 HD: 3d6 AT: claws+3 
  (1d6), bite+3 (1d6) 
  BANSHEE: AC: 20 HD: 7d6 AT: claw+7 (1d6) S: 
  Magic or silver to hit; magic resistance 50%; shriek 
  of death; Immune to enchantments. 
  BASILISK: AC: 15 HD: 6d6 AT: bite +6 (1d6) S: 
  petrifies onlookers. 
   
  BEETLE, GIANT FIRE: AC: 15 HD: 1d6 AT: bite +1 
  (2d6) S: Light glands glow for 1d6 days after 
  death. 
  BLACK PUDDING: AC: 13 HD: 10d6 AT: slam +10 
  (2d6) S: immune to everything but fire, divides 
  when hit. 
  BLINK DOG: AC: 14 HD: 6d6 AT: bite +6 (1d6) S: 
  teleports, hate coeurls. 
  BRAIN EATER: AC: 14 HD: 8d6 AT: mouth 
  tentacles +8 (1d6, special) or weapon +8 (1d6) S: 
  on hit by tentacles 1d4 turns later tentacles reach 
  brain, killing victim; Psi Blast (8d6 cone of mental 
  force, save to confused), 90% magic resistant. 
  BROWN HULK: AC: 17 HD: 8d6 AT: claws or bite 
  +8 (2d6) S: burrows through rock, eyes cause 
  confusion. 
   
  BUGBEAR: AC: 14 HD: 3d6 AT: weapon +3 (1d6) 
  S: surprise foes on a 1-3. 
  CATOBLEPAS:  AC: 12 HD: 6d6 AT: tail +6 (1d3 + 
  stun) S: gaze (save vs death). 
  CARCASS CREEPER: AC: 16 HD: 3d6 AT: tentacles 
  +3 (paralysis) S: walk on walls and ceilings. 
  CENTAUR: AC: 14 HD: 4d6 AT: kick or weapon +4 
  (1d6) 
  CENTIPEDE, GIANT: AC: 14 HD: 4d6 AT: bite +4 
  (1d6) S: poison (1d6 DEX). 
   
  CHIMERA: AC: 15 HD: 9d6 AT: 2 claws +9 (1d6), 
  goat gore +9 (1d6), lion bite +9 (1d6), dragon bite 
  +9 (2d6) S: breathes fire (3d6), flies. 
  COCKATRICE: AC: 13 HD: 5d6 AT: bite +5 (1d6) 
  S: petrifying bite. 
   
   
  COEURL: AC: 15 HD: 6d6 AT: tentacles +6 (2d6) 
  S: appear 3 feet from actual position (+2 to 
  defence and saves), hate blink dogs. 
  DEMON, BAAL-ROG: AC: 17 HD: 9d6 AT: sword or 
  flaming whip+9 (2d6) S: flies, flaming (3d6 
  damage to all in contact), darkness, 10 ft r., 75% 
  magic resistance, immune to non-magic weapons. 
  Spell-like powers: cause fear, detect magic and 
  invisible, read magic and languages, pyrotechnics, 
  dispel magic, suggestion, telekinesis, symbols 
  (fear, discord, sleep), gate demons 70%. 
  DEMON, LEMURE: AC: 17 HD: 3d6 AT: claws (1d6) 
  S: regenerate 1 HP/minute. 
   
  DEMON, SUCCUBUS: AC: 10 HD: 6d6 AT: claws 
  (1d6) or kiss (drain 1 energy level) S: immune to 
  non-magic weapons, 70% magic resistance, 
  darkness 5 ft r. Spell-like powers: Ethereal, charm 
  person, ESP, clairaudience, suggestion, shape 
  change (humanoid forms only), gate demons 40%. 
  DJINN: AC: 15 HD: 7d6 AT: fist or weapon +7 
  (2d6) S: flies, whirlwind, creation of things, create 
  illusions, invisibility, immune to mundane weapons. 
  DOPPELGANGER: AC: 14 HD: 4d6 AT: claw +4 
  (1d6) S: imitate humanoids, immune to sleep and 
  charm. +5 on magic saves. 
  DRAGON, BLACK: AC: 17 HD: 7d6 AT: 2 claws +7 
  (1d6), bite +7 (2d6) S: flies, breathes line of acid 
  (7d6). 
  DRAGON, BLUE: AC: 17 HD: 9d6 AT: 2 claws +9 
  (1d6), bite +9 (3d6) S: flies, breathes line of 
  lightning (9d6). 
   
  DRAGON, BRASS: AC: 17 HD: 7d6 AT: 2 claws +7 
  (1d6), bite +7 (2d6) S: flies, breathes cloud of 
  sleep or fear gas. 
  DRAGON, BRONZE: AC: 17 HD: 9d6 AT:  2 claws 
  +9 (1d6), bite +9 (3d6) S: flies, breathes lightning 
  (9d6) or repulsion. 
  DRAGON, COPPER: AC 17 HD: 8d6 AT: 2 claws +8 
  (1d6), bite +8 (2d6) S: flies, breathes acid cloud 
  (8d6) or slow. 
  DRAGON, GREEN: AC: 17 HD: 8d6 AT: 2 claws +8 
  (1d6), bite +8 (2d6) S: flies, breathes cloud of 
  chlorine gas (8d6). 
  DRAGON, GOLD:  AC: 19 HD: 11d6 AT: 2 claws 
  +11 (1d6), bite +11 (3d6) S: flies, breathes cloud 
  of poisonous gas or cone of fire (11d6), uses magic 
  as MU of level 1 to 8 (by age), assume human 
  form. 
   
  DRAGON, RED: AC: 17 HD: 10d6 AT: 2 claws +10 
  (1d6), bite +10 (3d6) S: flies, breathes cone of fire 
  (10d6), uses magic as MU of level 1 to 6 (by age -
  2), assume human form. 
  DRAGON, SILVER: AC: 18 HD: 10d6 AT: 2 claws 
  +10 (1d6), bite +10 (3d6) S: flies: breathes cloud 
  of poisonous gas or cone of cold (10d6), uses 
  magic as MU of level 1 to 8 (by age), assume 
  human form. 
  DRAGON, WHITE: AC: 17 HD: 6d6 AT: 2 claws +6 
  (1d6), bite +6 (2d6) S: flies, breathes cone of cold  
  
  MICROLITE74 VERSION 2.0 
   
  -9- 
   
  (6d6). 
  DRYAD: AC: 14 HD: 2d6 AT: none S: charm. 
  DWARF: AC: 15 HD: 1d6+1 AT: warhammer +1 
  (1d6) S: standard dwarf abilities. 
   
  EFREET: AC: 16 HD: 10d6 AT: slam +10 (2d6) S: 
  flies, wall of fire, creation of things, create illusions, 
  invisibility, immune to mundane weapons. 
  ELEMENTAL, AIR: AC: 19 HD: 12d6 AT: slam +12 
  (2d6) S: whirlwind, extra damage against foes in 
  the air. 
  ELEMENTAL, EARTH: AC: 19 HD: 12d6 AT: slam 
  +12 (2d6) S: tear down stone, extra damage 
  against foes standing on the ground (1d6). 
  ELEMENTAL, FIRE: AC: 19 HD: 12d6 AT: slam +12 
  (2d6) S: ignite materials. 
  ELEMENTAL, WATER: AC: 19 HD: 12d6 AT: slam 
  +12 (2d6) S: overturn boats, extra damage against 
  swimming foes (1d6). 
   
  ELF: AC: 14 HD: 1d6+1 AT: sword or longbow 
  (1d6) S: standard elf abilities. 
  EYE GLOBE: AC: 17 (Eye Stalks: 15) HD: Body 40 
  HP, Eye Stalk 10 HP each AT: 1d4 eyes S: floats 
  about; large body eye generates anti-magic ray; 12 
  smaller eyes do: 1-charm person ray, 2-charm 
  monster ray, 3-death ray, 4-2d6 damage ray, 5-
  sleep ray, 6-telekenesis ray, 7-slow ray, 8-fear ray, 
  9-stoning ray, 10-disintegration ray, 11-
  turn/control undead ray, 12-mind reading ray. 
  GARGOYLE: AC: 14 HD: 4d6 AT: claws or bite +4 
  (1d6), horns +4 (1d6) S: fly. 
  GELATINOUS CUBE: AC: 11 HD: 4d6 AT: slam +4 
  (2d6) S: touch paralyses, immune to lightning and 
  cold, surprise foes on a 1-4. 
  GHOUL: AC: 13 HD: 2d6 AT: claws or bite +2 (1d6) 
  S: undead immunities touch paralyses, humans 
  slain by ghouls rise again as ghouls in 24 hours. 
   
  GIANT, CLOUD: AC: 17 HD: 13d6 AT: weapon +13 
  (3d6) or hurl rocks +13 (3d6) S: only surprised on 
  a 1. 
  GIANT, FIRE: AC: 16 HD: 12d6 AT: weapon +12 
  (2d6) or hurl rocks +12 (2d6) S: immune to fire. 
  GIANT, FROST: AC: 15 HD: 11d6 AT: weapon +11 
  (2d6) or hurl rocks/ice +11 (2d6) S: immune to 
  cold. 
  GIANT, HILL: AC: 15 HD: 8d6 AT: weapon +8 
  (2d6) or hurl rocks +8 (2d6) 
  GIANT, STONE: AC: 20 HD: 9d6 AT: stone club +9 
  (2d6) or hurl rocks +9 (2d6) 
   
  GIANT, STORM: AC: 18 HD: 16d6 AT: weapon +16 
  (3d6) or hurl rocks +16 (3d6) S: control weather. 
  GNOLL: AC: 14 HD: 2d6 AT: weapon +2 (1d6) 
  GOBLIN: AC: 12 HD: 1d6-1 AT: weapon +1 (1d6) 
  S: -1 to hit in sunlight. 
  GOLEM, FLESH: AC: 10 HD: 12d6 AT: fists +12 
  (1d6) S: Healed by lightning, hit only by magic 
  weapons, slowed by fire and cold, immune to most 
  spells. 
  GOLEM, IRON: AC: 16 HD: 13d6 AT: fists or 
  weapon +13 (1d6) S: Poison gas, immune to all 
  weapons +2 or less, slowed by lightning, healed by 
  fire, immune to most magic. 
   
  GOLEM, STONE: AC: 14 HD: 16d6 AT: fist +15 
  (1d6) S: Unaffected by +2 or lesser weapons, 
  slowed by fire, healed/damages by rock to mud, 
  immune to most magic. 
  GORGON: AC: 17 HD: 8d6 AT: gore +8 (216) S: 
  breathes petrifying gas. 
  GREEN SLIME: AC: n/a HD: n/a AT: organics and 
  metal turn to green slime if touched S: killed by 
  cold or fire. Cure Disease stops transformation to 
  green slime. 
  GREY OOZE: AC: 12 HD: 3d6 AT: strike +3 (1d6) 
  S: acid. destroys armour in one round, deals 
  automatic damage after the first hit, immune to 
  blunt/crushing attacks, spells, fire and cold. 
  GRIFFON: AC: 16 HD: 7d6 AT: 2 claws +7 (1d6), 
  bite +7 (2d6) S: flies. 
   
  HARPY: AC: 12 HD: 3d6 AT: talons or weapon +3 
  (1d6) S: flies, siren-song (Charm person). 
  HELL HOUND: AC: 15 HD: 5d6 AT: bite +5 (1d6) 
  S: breathe fire (10 HP damage) 
  HIPPOGRIFF: AC: 14 HD: 3d6 AT: 2 claws +3 
  (1d6), bite +3 (1d6) S: flies. 
  HOBGOBLIN: AC: 14 HD: 1d6+1 AT: weapon +1 
  (1d6) 
  HORSE, RIDING: AC: 12 HD: 2d6 AT: bite or kick 
  +2 (1d6) 
   
  HORSE, WAR: AC: 12 HD: 3d6 AT: bite +3 (1d6) or 
  kick +3 (2d6) 
  HUMAN, BANDIT/SOLDIER: AC: 12 HD: 1d6 AT: 
  weapon +1 (1d6) 
  HUMAN, BERSERKER: AC: 12 HD: 1d6+2 AT: 
  weapon +1 (1d6) Special Berserking (+2 to hit) 
  HUMAN, COMMON MAN: AC: 11 HD: 1d6-2 AT: 
  weapon +0 (1d6) 
  HUMAN, SERGEANT-AT-ARMS: AC: 14 HD: 3d6 AT: 
  weapon +3 (1d6) 
   
  HYDRA: AC: 14 HD: 5-12d6 AT: 5-12 bites +HD 
  (1d6) S: 1 HD per head, 20% chance fire-breathing 
  
  -10- 
   
  MICROLITE74 VERSION 2.0 
  or regenerating. 
  INVISIBLE STALKER: AC: 16 HD: 8d6 AT: 1 bite +8 
  (1d6) S: flies, invisible. 
  KOBOLD: AC: 13 HD: 1d3 AT: weapon +0 (1d6) 
  LEPRECHAUN: AC: 11 HD: 1d3 AT: theft, magic S: 
  invisible, polymorph  non-living objects, illusions 
  and ventriloquism at will; steal small valuable item 
  (75% successful, 25% chance if dropping per turn 
  chased), 80% magic resistant, never surprised. 
  LICH: AC: 20 HD: 12-18d6 AT: touch +HD (1d6) S: 
  undead immunities, touch causes paralysis (no 
  save), cause fear in creatures under 4th level/HD, 
  Magic-User or cleric level equals hit dice. 
   
  LIZARDMAN: AC: 14 HD: 2d6+1 AT: claws or 
  weapon +2 (1d6) S: breathe underwater. 
  LURKER RAY: AC: 13 HD: 10d6 AT: wing smother 
  +10 (1d6) S: those hit take 1d6 damage/turn and 
  smother in 1d6 turns. 
  LYCANTHROPE, WEREBEAR: AC: 17 HD: 7d6 AT: 2 
  claws +7 (1d6), bite +7 (1d6) S: lycanthropy, 
  extra 2d6 damage if both claws hit. 
  LYCANTHROPE, WEREBOAR: AC: 15 HD: 4d6 AT: 
  tusks +6 (1d6) S: lycanthropy, attack +6 instead 
  of +4 because of rage. 
  LYCANTHROPE, WERERAT: AC: 13 HD: 3d6 AT: bite 
  or weapon +3 (1d6) S: lycanthropy, surprise foes 
  on a 1-4. 
   
  LYCANTHROPE, WERETIGER: AC: 16 HD: 5d6 AT: 2 
  claws +5 (1d6), bite +5 (2d6) S: lycanthropy, 
  surprise foes on a 1-4. 
  LYCANTHROPE, WEREWOLF: AC: 14 HD: 4d6 AT: 
  bite +4 (2d6) S: lycanthropy. 
  MANTICORE: AC: 15 HD: 6d6 AT: claws +6 (1d6) 
  or bite +6 (2d6) S: flies, six tail spikes +6 (1d6) 
  per round, 24 spikes in total. 
  MEDUSA: AC: 14 HD: 6d6 AT: weapon +6 (1d6) S: 
  onlookers turn to stone, hair attacks at +3 (poison 
  bite), averting eyes reduces to hit by 4 and grants 
  +2 to medusa attacks. 
  MERMAN: AC: 13 HD: 1d6 AT: weapon +1 (1d6) S: 
  breathe water, swim. 
   
  MINOTAUR: AC: 13 HD: 6d6 AT: weapon or Head 
  gore +6 (1d6) S: never lost in mazes. 
  MUMMY: AC: 16 HD: 6d6 AT: touch +6 (1d6) S: 
  mummy rot curse if hit (no more healing), undead 
  immunities, hit only by magic weapons (for half 
  damage), spells, and fire. 
  NAGA, GUARDIAN: AC: 14 HD: 12d6 AT: bite +12 
  (1d3 + poison), spit +12 (30 range, poison), 
  constrict +12 (1d6/rd until freed) S: spells as 6th 
  level Cleric. 
  NAGA, SPIRIT: AC: 14 HD: 10d6 AT: bite +10 (1d3 
  + poison), S: spells as 6th level Cleric and 7th level 
  Magic-User, gaze (permanent charm). 
  NAGA, WATER: AC: 14 HD: 8d6 AT: bite +10 (1d3 
  + poison), S: spells as 5th level Magic-User (no fire 
  or lightning). 
   
  NIXIE: AC: 12 HD: 1d6 AT: weapon +1 (1d6) S: 
  swims, charm. 
  OCHRE JELLY: AC: 11 HD: 6d6 AT: acid strike +6 
  (1d6) S: a hit destroys organic material, lightning 
  divides jelly into three jellies, each doing +2 (1d6) 
  damage. 
  OGRE: AC: 14 HD: 4d6 AT: weapon +4 (1d6+2) 
  OGRE MAGE: AC: 15 HD: 5d6 AT: weapon +5 
  (2d6) S: flies, magic use (turn invisible, darkness 
  10’ radius, sleep, charm person, cone of frost). 
  ORC: AC: 13 HD: 1d6 AT: weapon +1 (1d6) 
   
  OWLBEAR: AC: 14 HD: 5d6 AT: 2 claws or bite +5 
  (1d6) S: hug for additional 2d6 if both claws hit. 
  PEGASUS: AC: 13 HD: 4d6 AT: hooves +4 (1d6) S: 
  flies. 
  PIXIE: AC: 12 HD: 1d6 AT: weapon +1 (1d6) S: 
  flies, charm, naturally invisible. 
  PURPLE WORM: AC: 13 HD: 15d6 AT: bite or sting 
  +15 (1d6) S: poison sting (1d6 STR), swallows 
  whole on roll 4 higher than needed to hit, 
  swallowed creatures take 1d6 automatic damage 
  every round. 
  RAT, GIANT: AC: 12 HD: 1d6 AT: bite +1 (1d3) S: 
  1 in 20 chance of disease from bite. 
   
  RAT, MONSTROUS: AC: 13 HD: 3d6 AT: bite or 
  claws +3 (1d6) S: 1 in 20 chance of disease from 
  bite. 
  ROC: AC: 15 HD: 12d6 AT: claws or bite +12 (3d6) 
  S: flies 
  RAKSHASA: AC: 23 HD: 7d6 AT: claws, bite or 
  weapon +7 (d6) S: spells as 1d3 level Magic-User 
  and 1st level cleric, immune to non-magic 
  weapons, below +3 weapons do 50% damage, 
  blessed crossbow bolt kill instantly. 
  RUST MONSTER: AC: 17 HD: 5d6 AT: touch +5 
  (special) S: touch of (or touching) the rust monster 
  causes metal items to turn to rust. 
  SALAMANDER: AC: 15 HD: 7d6 AT: touch or 
  constrict +8 (1d6) S: heat does 1d6 to nearby 
  creatures, immune to fire. 
   
  SEA SERPENT: AC: 17 HD: 30d6 AT: bite +15 
  (4d6) S: swallows whole on roll 4 higher than 
  needed to hit, swallowed creatures take 1d6 
  automatic damage every turn. 
  SHADOW: AC: 12 HD: 3d6 AT: touch +3 (1d6) S: 
  drains 1 STR per hit, hit only by magical weapons, 
  immune to charm and sleep spells, surprise foes on 
  a 1-5, creatures reduced to 0 STR will rise 24 hours 
  later as a shadow. 
   
  
  MICROLITE74 VERSION 2.0 
   
  -11- 
  SKELETON: AC: 12 HD: 1d6 AT: weapon or strike 
  +1 (1d6) S: undead immunities. 
  SLUG, GIANT: AC: 11 HD: 12d6 AT: bite +12 (1d6) 
  S: spits acid (2d6). 
  SNAKE, CONSTRICTOR: AC: 14 HD: 2d6, AT: 
  constriction (1d3) S: On successful attack, 
  automatic 1d3 damage thereafter until dead. 
   
  SNAKE, GIANT CONSTRICTOR: AC: 14 HD: 6 AT: 
  constriction +4 (1d6) S: On successful attack, 
  automatic 1d6 damage thereafter until dead. 
  SNAKE, GIANT VIPER: AC: 14 HD: 4d6 AT: bite +4 
  (1d3 + poison) S: Poison bite. 
  SNAKE, VIPER: AC: 14 HD: 1d6 AT: bite +1 (1hp + 
  poison) S: Poison bite. 
  SPECTRE: AC: 17 HD: 7d6 AT: touch +7 (1d6) S: 
  undead immunities, drains 2 levels per hit, 
  creatures reduced to 0 levels will rise 24 hours later 
  as a spectre. 
  SPIDER, GIANT: AC: 13 HD: 2d6+2 AT: bite +2 
  (1d6) S: bite causes paralysis via poison, surprise 
  on 1-5. 
   
  STIRGE: AC: 12 HD: 1d6 AT: sting +1 (1d6) S: 
  attaches on a hit and will deal 1d6 automatically 
  damage every round. 
  TREANT: AC: 17 HD: 10d6 AT: strike +10 (3d6) S: 
  Control trees and can make them move and attack. 
  TICK, GIANT: AC: 15 HD: 3d6 AT: bite+3 (1d6) S: 
  attaches on a hit and will deal 1d6 damage 
  automatically every round. 
  TITAN: AC: 22 HD: 16d6 AT: weapon+15 (2d6) S: 
  Spells. 
  TOAD, GIANT: AC: 12 HD: 2d6 AT: bite +2 (1d6) 
  S: surprise foes on a 1-3, swallows small creatures 
  whole on a natural 20, swallowed creatures take 
  1d6 automatic damage every round, long tongue. 
   
  TROLL: AC 15 HD: 6d6 AT: claws +6 (1d6) S: 
  regenerate 3 hp per round (except acid or fire 
  damage). 
  UNICORN: AC: 17 HD: 5d6 AT: hoofs or horn +5 
  (1d6) S: double damage for charge, 25% magic 
  resistance, teleport, horn can cure damage or 
  disease. 
  VAMPIRE: AC: 17 HD: 9d6 AT: bite +9 (1d6) S: 
  undead immunities, hit only by magical weapons, 
  regenerate 3 hp per round, drains 2 levels per hit, 
  gaseous form at will, shape change into bat, charm 
  gaze, avoids garlic and mirrors, summons bats or 
  wolves, immobilized and apparently dead if a stake 
  is driven through its heart, drowns under water in 
  one round, creatures reduced to 0 levels will rise 
  24 hours later as a vampire under the control of 
  their creator. 
  WAR DOG: AC: 12 HD: 2d6 AT: bite +2 (1d6) 
  WIGHT: AC: 14 HD: 3d6 AT: claw +3 (1d6) S: 
  undead immunities, hit only by magical or silver 
  weapons, drains a level per hit, creatures reduced 
  to 0 levels will rise 24 hours later as a wight. 
   
   
   
  WILL-O-THE-WISP: AC: 27 HD: 9d6 AT: shock +9 
  (1d6+4) S: flies. 
  WOLF: AC: 12 HD: 2d6 AT: bite +2 (1d6) 
  WORG: AC: 13 HD: 4d6 AT: bite +4 (2d6) 
  WRAITH: AC: 16 HD: 4d6 AT: touch +4 (1d6) S: 
  undead immunities, only hit by magic or silver 
  weapons, arrows do a max 1 HP damage, drains a 
  level per hit, creatures reduced to 0 levels will rise 
  24 hours later as a wraith. 
  WYVERN: AC: 16 HD: 8d6 AT: bite or sting +8 
  (1d6) S: poison sting (1d6 STR), flies. 
   
  YELLOW MOLD: AC: n/a HD: n/a AT: 1d6 if touched 
  S: if struck, 50% releases poisonous spore cloud, 
  destroyed by fire. 
  ZOMBIE: AC: 11 HD: 2d6 AT: weapon or strike +2 
  (1d6) S: undead immunities, always lose initiative. 
   
  Microlite74 Treasure 
   
  Here is a list of sample treasure items appropriate 
  to a Microlite74 campaign. Maps to possible hoards 
  of such treasures are also a common treasure item. 
  Of course, any magic item you like from the SRD 
  can be used, but higher powered items may be too 
  powerful for most Microlite74 games. 
   
  Money: 1 gold piece (gp) = 10 silver pieces (sp); 1 
  silver piece = 5 copper pieces (cp). 
  Gems: Most range in value from 10gp to 1000gp, 
  with 50% of gems being worth about 100gp. 
  Magic Weapons: Most range from +1 to +3, some 
  +1 weapons have a greater plus versus specific 
  types of monsters. Magic Swords sometimes have a 
  special spell-like power or two. A few swords are 
  intelligent and have a number of spell-like powers 
  (some even talk). A few weapons are cursed and 
  reduce one’s chance to hit. 
  
  -12- 
   
  MICROLITE74 VERSION 2.0 
  Magic Armour: Most are plus +1, with a few +2 or 
  +3. Magic shields exist with similar pluses.  
  Scrolls: Most hold one to six spells (all arcane or 
  all divine). Some are protection against 
  good/evil/one of the elements. A few place curses 
  on the reader. 
  Potions: Common examples: Growth, Diminution, 
  Giant Strength, Invisibility, Gas Form, Polymorph 
  Drinker, Speed, Fly, Levitate, ESP, Healing, 
  Clairvoyance, Clairaudience, Control (Animal, 
  Demon, Dragon,  Giant, Human, Plant, Undead, 
  etc.), Invulnerability, Heroism, Resistance (Fire, 
  Cold, Acid, etc.), Treasure Finding, Water 
  Breathing, etc. Some potions are poison, cause 
  disease, cause delusions, etc. 
  Rings: Common examples: Spell Storing, Spell 
  Turning, X-Ray Vision, Telekinesis, Protection, 
  Protection 5 foot radius, Invisibility, Control 
  (Human, Mammal, Zombie, etc.), Resistance (Fire, 
  Cold, Acid, etc.). Uncommon examples: Three 
  Wishes, Regeneration, Djinn Summoning. Some 
  rings are cursed with negative effects. 
  Wands and Staves: Common examples: 
  Detection (Enemy, Metal, Secret Doors, Traps, 
  Magic, etc.), Illusion, Fire Balls, Lightening Bolts, 
  Cold, Polymorph, Healing, Commanding, Striking, 
  etc. Uncommon examples might have several of 
  the above powers. Wands operate as level 6 
  casters with 1d100 charges. Staves operate as 
  level 8 casters with 1d200 charges. 
  Unusual Magic Items: Here are some ideas: 
  Boots (Speed, Levitation, Travelling, Leaping, 
  Elven), Cloak (Displacing, Elven, Flying, 
  Protection), Crystal Ball, Flying Broom, Flying 
  Carpet, Amulets (Protection, versus ESP, versus 
  Charm, etc.), Helms (Read Magic, Read Languages, 
  Telepathy, Teleportation, Good, Evil, etc.), Horn 
  (Blasting, Summoning, etc.), Belts of Giant 
  Strength, Efreet Bottle, Djinn Lamp, Mirror of Life 
  Trapping, etc. Cursed items are possible as well. 
   
   
  Designer’s Notes 
   
  While Microlite74 is designed using tried and true 
  “D20” systems filtered through the Microlite20 rules 
  (http://microlite20.net/), it is designed for a 
  completely different style of play than many 
  players who started to play in the last 20 years or 
  so may be used to. Microlite74 isn’t primarily a 
  game of killing things; it’s a game of exploration 
  and treasure hunting. 
   
  Combat is more dangerous that it seems in 
  Microlite74, so good players have their characters 
  avoid it whenever possible. Fortunately, one can 
  earn a lot of experience by finding and spending 
  treasure whether or not any monsters are killed in 
  the process. You’ll still kill monsters, of course, but 
  killing monsters is not the only, or even the 
  primary way, to get ahead in the world. 
   
  Unlike most modern RPGs, there aren’t any skills in 
  Microlite74, not even the streamlined four skills of 
  Microlite20. Players are intended to have their 
  characters act like adventurers. So don’t search 
  your character sheet or the rules for the perfect 
  solution in Microlite74. Instead, you just tell the GM 
  what your character is trying to do. If you need to 
  keep a door open or shut, tell the GM your 
  character is using a spike to keep the door open or 
  closed. A ten foot pole is your friend for checking 
  for traps. Searching a room means looking in and 
  under objects, not rolling a skill check. While this 
  may seem strange at first, you will quickly learn to 
  appreciate the freedom it gives you. No longer are 
  you limited to the skills and feats on your character 
  sheet, you can try anything your character should 
  be capable of trying. You might not succeed, but 
  the rules generally will not stop you from trying. 
   
  For more information on the differences between 
  “old” style and “new” style play, read A Quick 
  Primer for Old School Gaming by Matthew J. Finch. 
  The Quick Primer description reads: “This booklet is 
  designed for the modern-style gamer who's 
  planning on taking the old-style rules for a trial run 
  -- because open-ended rules like 0e are USED very 
  differently than rules are used in modern systems.”  
   
  In summary, Matt’s article points out four major 
  areas where the “old” style of play is different than 
  the “new” style of play: 
   
  • 
  Rulings, Not Rules: Old style play doesn’t 
  try to have rules for everything in the 
  rulebook, instead the GM is supposed to 
  make rulings as needed on the spot taking 
  into account the specific circumstances. That 
  is, rulings may not always set a precedent 
  binding future play in all situations.  
  • 
  Player Skill, not Character Skill: As 
  mentioned above, in old style play the 
  results of most non-combat actions depend 
  
  MICROLITE74 VERSION 2.0 
   
  -13- 
  more on player description and ideas than 
  on character skills. Note, however, that 
  player skill is not about “rules mastery” as it 
  is in some newer games. Players don’t need 
  to be rules lawyers. 
  • 
  Heroic, not Superheroic: Old style play, 
  especially at low to mid levels, is about 
  fairly normal people put in situations where 
  they can be heroes, not about extraordinary 
  people doing things that would make a 
  comic book superhero proud – and at first 
  level yet. 
  • 
  Forget “game balance”: Old style game 
  sessions aren’t about carefully balanced 
  characters (who are all able to shine equally 
  at all times) who only run into situations 
  carefully designed by the GM to be beatable 
  by the characters presently in the party and 
  to provide treasure that fits their current 
  level. Instead, part of player skill is learning 
  to evaluate situations so situations well over 
  the party’s current abilities or which will 
  waste the party’s resources for little gain 
  can be avoided. 
   
  This summary does not do justice to Matt’s article. 
  You really need to read it yourself. It is not just for 
  GMs, there is advice for players as well as for GMs. 
  The Quick Primer is available as a free 13 page pdf 
  download from Lulu: 
  http://www.lulu.com/content/3019374. 
   
  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 Microlite74 so please 
  change anything you do not like. 
   
  Notes on the Revised Edition (aka Microlite74 
  2.0): In the eight months since Microlite74 was 
  first released, many people have played the game 
  and discovered a few problems (and found some 
  better ways of doing things) and a 0e retro-clone 
  has been released. This revised edition of 
  Microlite74 will (hopefully) fix many of the 
  problems players have discovered and increase 
  compatibility with 0e and its retro-clones.  
   
  The spell and monster lists have been rewritten to 
  make to make Microlite74 much more compatible 
  with 0e and 0e retro-clones. Spell ranges and 
  durations are much closer to 0e. Monsters use d6 
  for hit dice and generally do 1d6 damage. I’ve also 
  tried to make these lists more complete and useful. 
  Spells, for example, are now alphabetical within 
  each level instead of a random hodgepodge. There 
  is also more information on each monster’s special 
  abilities. Many more monsters and a few additional 
  spells are included in the revised lists. 
   
  The normal Microlite20 bonus system used in the 
  original Microlite74 worked fine for low level 
  characters, but made mid and high level characters 
  far too powerful for 0e monsters -- which lack the 
  major power increases standard OGL/20 monsters 
  have. Stat, combat, and some other bonuses have 
  therefore been reduced to levels more appropriate 
  for 0e and Microlite74. Starting hit points have also 
  been slightly reduced. 
   
  Optional rules have been moved to their own 
  section near the end of the main rules and two 
  additional optional rules on removing demi-human 
  class and level limits and on spells from 0e’s first 
  supplement have been added.  For those less 
  familiar with 0e, a short section on 0e conventions 
  and a section on “0e appropriate” treasure have 
  been added. 
   
  Finally, many minor tweaks in wording or rules 
  have been made to correct typos, make things 
  clearer, or make GM rules modifications and future 
  expansions easier. 
   
   
   
  
  -14- 
   
  MICROLITE74 VERSION 2.0 
   
   
  Old School Games and Retro-Clones 
   
  Microlite74 is designed to be an introduction to “old 
  school” gaming for players more familiar with the 
  3.x version of the world’s most popular fantasy 
  roleplaying game. While I’ve tried to design 
  Microlite74 for long running campaigns, if you find 
  the “old school” style of play espoused by 
  Microlite74 fun you may want to move to one of 
  the original games or one of their retro-clones. 
   
  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. PDFs of the original games are 
  often available as well. Most retro-clones have free 
  PDF versions and most have nicely bound printed 
  copies available for a very reasonable price. 
   
  0e and Retro-Clones 
  0e: The Original Game 
  http://www.retroroleplaying.com/book/original-dd  
  The original 0e booklets and supplements are 
  available as PDFs for very reasonable prices. They 
  can even be printed out and made into little 
  booklets like the original. 0e items can also be 
  found on eBay, but they are generally very 
  expensive collectibles. PDFs of 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. 
   
  Swords & Wizardry 
  http://www.swordsandwizardry.com/  
  Swords & Wizardry is an OGL retro-clone of the 0e 
  version from the mid-1970s, the same edition 
  Microlite74 is loosely based on. Sword & Wizardry 
  is handy for complex spell and monster descriptions 
  for use with Microlite74 as well as a great game 
  itself. The spell lists and monsters can be used as 
  drop in replacements for those listed in Microlite74. 
  There are two versions of this game. One uses just 
  the material from the three LBB and the other uses 
  selected material from the 0e supplements. 
   
  B/X and Retro-Clones 
  B/X: The Original Game 
  http://www.retroroleplaying.com/book/classical-dd  
  Unfortunately, the original B/X sets are not 
  available in PDF. They can sometimes be found on 
  eBay for reasonable prices. The revised version of 
  this edition, the five box BECMI edition, is available 
  in PDF as are a very large number of excellent 
  adventure and campaign modules. Many of these 
  modules could be used with Microlite74 or other 
  B/X retro-clones with little modification -- and 
  converted for use with any other early 
  edition/retro-clone with only a little more effort. 
   
  Basic Fantasy Role-Playing Game 
  http://www.basicfantasy.org/  
  The Basic Fantasy Role-Playing Game is loosely 
  based on the so-called B/X edition of the world’s 
  most popular fantasy roleplaying game from the 
  early 1980s. There are a number of minor tweaks 
  like ascending armour class and separation of races 
  and classes. 
   
  Labyrinth Lord 
  http://www.goblinoidgames.com/labyrinthlord.htm 
  Labyrinth Lord is more closely based on the so-
  called B/X edition of the world’s most popular 
  fantasy roleplaying game from the early 1980s. 
  While some minor changes have been made for 
  compliance with the OGL and copyright law, many 
  people have a hard time finding any truly major 
  differences between Labyrinth Lord and the 
  original. 
   
  1e and Retro-Clones 
  1e: The Original Game 
  http://www.retroroleplaying.com/book/add-first-
  edition  
  All of the original 1e rulebooks and adventures are 
  available in PDF form at very reasonable prices. 
  Many of these can also be found on eBay at good 
  prices if you do not need collectible condition. 1e 
  
  MICROLITE74 VERSION 2.0 
   
  -15- 
  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/ 
  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. 
   
   
  Other Games 
  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.) 
   
  Spellcraft & Swordplay 
  http://stores.lulu.com/elflairgames 
  Spellcraft & Swordplay is an OGL redesign of the 0e 
  version from the mid-1970s. The designer decided 
  to rewrite 0e based on the original combat system 
  (from the miniatures rules 0e grew out of) instead 
  of 0e’s “alternative combat system.” The 
  alternative combat system quickly became the 
  standard combat system of the world’s most 
  popular fantasy roleplaying game. This is sort of a 
  retroclone from an alternate universe where the 
  original combat system was the most-used. (No 
  free PDF version.) 
   
  ZeFRS 
  http://www.midcoast.com/~ricekrwc/zefrs/  
  David "Zeb" Cook's 1985 rules for the TSR Conan 
  roleplaying game returns as a generic sword-and-
  sorcery RPG complete in one volume. Trample the 
  jewelled kingdoms of your own world beneath your 
  sandals! 
  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 
  Microlite20 web site: http://microlite20.net/  
  Retroroleplaying Web Site 
  The author of Microlite74 maintains a web site 
  devoted to out of print and out of style tabletop 
  roleplaying games. He is always willing to discuss 
  and answer questions about Microlite74 in the 
  Microlite74 board on the Retroroleplaying forum. 
   
  Web Site: http://www.retroroleplaying.com/ 
  Forum: http://www.retroroleplaying.com/smfforum  
  Blog: http://www.retroroleplaying.com/blog.php 
   
  Old School Internet Resources 
  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/ 
   
   
   
   
  
  -16- 
   
  MICROLITE74 VERSION 2.0 
  Major Old-School Forums 
  Dragonsfoot 
  Very large forum discussing 1e and earlier, related 
  games like retro-clones, Hackmaster, and Castles & 
  Crusades. Many people who worked for TSR in the 
  early days post here. Many free downloads 
  including Footprints magazine and adventures. 
  http://www.dragonsfoot.org/  
   
  Knights & Knaves Alehouse 
  Discussions of 0e and 1e. 
  http://knights-n-knaves.com/phpbb/  
   
  Original D&D Discussion 
  Mainly discussions of 0e. Home of Fight On! 
  Magazine. 
  http://odd74.proboards76.com/  
   
  The Piazza: Old D&D Campaign Worlds 
  Discussions of old published campaign worlds 
  including many no longer officially supported. 
  http://www.thepiazza.org.uk/bb/index.php  
  Old School Product 
  A number of publishers are producing new material 
  for old school games (using the OGL and retro-
  clones for compatibility). Many of these products 
  are available through Lulu’s Old School Renaissance 
  group. Some downloadable products are free. 
  http://stores.lulu.com/oldschoolren    
   
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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. 
  Microlite20 © 2006, Robin V. Stacey (robin@greywulf.net) 
  M20 Hard Core Rules © 2008, Alex Shroder 
  Microlite74 © 2008, Randall S. Stukey 
  Swords & Wizardry © 2008. Matthew J. Finch 
  Swords & Wizardry: Whitebox © 2008. Matthew J. Finch Authors Matt Finch and Marv 
  Breig 
  Microlite74 2.0 © 2009, Randall S. Stukey 
   [End of License] 
   
  This product is 100% Open Game Content except for Product Identity, as per the 
  Open Game License above.  Product Identity includes Microlite74 and Randall S. 
  Stukey and all pictures and illustrations. 
   
   
   
  
   
       
  
   
  Microlite74 
   
  Microlite74, like its parent game, Microlite20, is a 
  trimmed-down, sub-miniature version of the 
  Primary Fantasy SRD rules that has been 
  designed to be quick and easy to play. The goal 
  of Microlite74, however, is to recreate the style 
  and feel of that very first (“0e”) fantasy 
  roleplaying game published back in 1974. If you 
  are at all familiar with any game based on the 3.5 
  edition of the Primary Fantasy SRD, you will find 
  Microlite74 easy to play and easy to run as a 
  GM, but with an extra helping of “old school” 
  flavor. 
   
  While Microlite74 is designed as an introduction 
  to “old school” play for players more familiar with 
  modern rules systems based on the Primary 
  Fantasy SRD, it is a rules-lite OGL based game 
  system that old school grognards – especially 
  those who cut their gamer teeth on “0e” – should 
  find equally enjoyable. It is also easy to modify 
  with your own house rules or rules drawn from 
  your favorite edition of the world’s most popular 
  fantasy roleplaying game. 
  Version 2.0 
   
  This is the revised and expanded Microlite74 
  Version 2.0. Many changes and improvements 
  have been made since the publication of version 
  1.1 of Microlite74 in 2008, including: 
   
  • The spell and monster lists have been 
  rewritten to make Microlite74 much more 
  compatible with 0e and 0e retro-clones. 
  • Many more monsters and a few additional 
  spells are included. 
  • Stat, combat, and some other bonuses 
  have been reduced from Microlite20 levels 
  to levels more appropriate for 0e and 
  Microlite74. 
  • Optional rules that remove demi-human 
  class and level limits have been added. 
  • Spells lists are now alphabetical within 
  each level. 
  • Many minor tweaks in wording or rules 
  have been made to correct typos, to 
  improve clarity, or to make GM rules 
  modifications 
  and 
  future 
  expansions 
  easier. 
   
   
   
   
  Published by 
  RetroRoleplaying.com 
  http://www.retroroleplaying.com/ 
   
  
SOURCE: textdata/thevault/Microlite74/Microlite74 Corebook.pdf