Microlite20 Options
Classes
Alchemist
Barbarian
Can use light and medium armour and use shields. They gain a +2 bonus to Physical
and a +1 bonus to Survival. They can Rage once per day (one additional time per day
@ 5 and every 5 levels after). Temporarily gains a +4 STR, and a +2 bonus on saves
against mind-affecting magic, but a -2 to Armour Class. Lasts a number of rounds = 3
+ new STR modifier, becoming exhausted (-2 attacks, can’t run) for 1 hour. The
character must have a non-lawful alignment.
Bladesinger
Wear light armour. They can cast Bladesinger spells, and they gain a +1 bonus to
Physical and a +2 bonus to Knowledge. A Bladesinger can make one attack and cast
a spell in the same turn up to 2 times (total) per day. The character must be an elf to
be a Bladesinger.
Necromancer
Wear no armour. They can cast Necromancy spells and gain a +2 bonus to Physical
and +1 bonus to Subterfuge. A Necromancer can Rebuke Undead with a successful
Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded by
10, it is commanded. This can be used (2 + Level + MIND Bonus) times per day. The
character must have a non-good Alignment.
Spell Lists
0-Level Necromancer Spells: Cantrips
Detect Magic: Detects spells and magic items within 60 ft. for up to 1 min./level or until
concentration ends.
Disrupt Undead: Deals 1d6 damage to one undead.
Ghost Sound: Creates figment sounds.
Inflict Minor Wound: Magic Attack deals 1d3 damage.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
1st-Level Necromancer Spells
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Doom: One subject takes -2 on attack rolls, damage rolls, saves, and checks.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Magic Attack deals 1d8 damage +1/level (max +5)
Ray of Enfeeblement: Ray deals 1d6 + 1 per two levels Str damage
Summon Undead I SpC: Summons undead to fight for you.
2nd-Level Necromancer Spells
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Inflict Moderate Wounds: Magic Attack, deals 2d8 damage +1/level (max +10).
Scare: Panics creatures of less than 6 HD.
Summon Undead II SpC: Summons undead to fight for you.
3rd-Level Necromancer Spells
Animate Dead: Creates undead skeletons and zombies.
Contagion: Infects subject with chosen disease.
Gentle Repose: Preserves one corpse.
Inflict Serious Wounds: Magic Attack, deals 3d8 damage +1/level (max +15).
Summon Undead III SpC: Summons undead to fight for you.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
4th-Level Necromancer Spells
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks, or 50% chance of losing
each action.
Death Ward: Grants immunity to death spells and negative energy effects.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Inflict Critical Wounds: Magic Attack, deals 4d8 damage +1/level (max +20).
Summon Undead IV SpC: Summons undead to fight for you.
5th-Level Necromancer Spells
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic Jar: Enables possession of another creature.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Slay Living: Magic Attack kills subject.
Summon Undead V SpC: Summons undead to fight for you.
Unhallow: Designates location as unholy.
6th-Level Necromancer Spells
Circle of Death: Kills 1d4/level HD of creatures.
Create Undead: Creates ghouls, ghasts, mummies, or mohrgs
Eyebite: Target becomes panicked, sickened, and comatose.
Harm: Deals 10 points/level damage to target.
Inflict Moderate Wounds, Mass:
Summon Undead VI SpC: Summons undead to fight for you.
7th-Level Necromancer Spells
Control Undead: Undead don’t attack you while under your command.
Destruction: Kills subject and destroys remains.
Finger of Death: Kills one subject.
Harm, Greater HH:
Symbol of Weakness: Triggered rune weakens nearby creatures.
Vile Death HH:
8th-Level Necromancer Spells
Create Greater Undead: Create shadows, wraiths, spectres, or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Symbol of Death: Triggered rune slays nearby creatures.
Unholy Aura: +4 to AC, +4 resistance, and SR 25 against good spells.
Veil of Undeath:
9th-Level Necromancer Spells
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Harm, Mass HH:
Imprison Soul HH:
Plague of Undead HH:
Wail of the Banshee: Kill one creature/level.
0-Level Bladesinger Spells: Cantrips
Daze:
Detect Magic:
Flare:
Mage Hand:
Ray of Frost:
1st-Level Bladesinger Spells
Burning Hands:
Expedition Retreat:
Magic Weapon:
Shield:
True Strike:
2nd-Level Bladesinger Spells
Bladesong:
Blur:
Bull’s Strength:
Cat’s Grace:
Protection From Arrows:
3rd-Level Bladesinger Spells
Dispel Magic:
Displacement:
Greater Magic Weapon:
Haste:
Keen Edge:
4th-Level Bladesinger Spells
Confusion:
Dimension Door:
Fire Shield:
Greater Invisibility:
Stone Skin:
5th-Level Bladesinger Spells
Break Enchantment:
Cone of Cold:
Hold Monster:
Interposing Hand:
Wall of Stone: