Advanced Dungeons & Dragons®
Dungeon Master® Option:
High-Level Campaigns
by Skip Williams
Table of Contents
Credits
Foreword
Chapter 1: The Seven Maxims
Don’t Depend on the Dice
Intelligent Adversaries
Consider the Opponent’s Intelligence
Review the Creature’s Weaknesses
Review the Creature’s Strengths
Handling Defeat
Minimizing Personal Risks
Bad Guys Don’t Fight Fair
Control Magic
Use Magical Items
Magic is Tempting
Remove Unwanted Magical Items
Spell Memorization and Acquisition
Magic’s Limitations
Magic Shops
Be Aware of Demographics
Think on an Epic Scale
Heroes are not Anonymous
Heroes Deserve Heroic Tasks
Farreaching Impact
Plan Ahead
Create Villains Who Learn
Consequences
Fame and Infamy
Balancing Act
Share Responsibility
Garner Interest
Goals
Allies and Enemies
Personality
Chapter 2: Adventures
Common Mistakes
Don't Tell Show
Don't Over Plan-Prepare
Don't Force the Action
Encounters
Combat vs. Creativity
Don't Inflate-Enhance
Gifts vs. Rewards
Creating Multiple Threats
Don't Kill-Scare
Character Knowledge
Don't Ignore the Rules
Proactive-Not Reactive
Responsive-Not Passive
All Failures are Not Catastrophic
Plots
Types of Encounters
Linking Adventures
Planning Combats
World Hopping
Types of Worlds
Plane hlc
Pocket Dimension
Demiplane
Properties of Worlds
Chronological Aspect
Magical Aspect
Technological Aspect
Ecological Aspect
Quirks
Monsters
Altering Monsters the Easy Way
Ability Scores for Monsters
Legendary Monsters
Powers
Chapter 3: Spells and Magical Items
Daily Recovery of Spells
Additional Comments on Spells and Magical Items
Wizard Spells
Priest Spells
Magical Items
Chapter 4: Creating Magical Items
Holy Water
Creating Magical Items
Requirements
Creating the Item
Enchanting the Item
Item Details
Recharging Items
Success and Failure
Values for Cursed and Nonstandard Items
Examples of Magical Item Creation
Chapter 5: Magical Duels
Creating the Arena
Arena Physics
Conducting the Duel
Determining Advantage
Spells in the Arena
Spell Movement and Combat
Character Movement and Combat
Special Notes
Magical Items and Preexisting Spells
Specialist Wizards
The Spoils of Victory
Friendly Competition
Death
Service
Prize
Spell Loss
Damage
Charm
System Shock
Blown to Another Plane
Outside Interference
The Role of the Mediator
Special Dueling Characteristics
Groups of Spells
Mental or Debilitating Attacks
Creature Summoning Spells
Illusions
Reversible Spells
Teleportation
Individual Spells’ Special Abilities
Magical Duels in the Campaign
An Example of Magical Dueling
Chapter 6: True Dweomers
Requirements
Knowledge
Materials
Preparation
Approval
Creating the Spell
Abjuration
Alteration
Conjuration/Summoning
Enchantment/Charm
Divination
Illusion/Phantasm
Evocation/Invocation
Necromancy
Material Components
Special Conditions
Preparing the Spell
Final Difficulty
Casting the Spell
An Example of True Dweomer Creation
True Dweomers in Play
True Dweomers in Magical Duels
True Dweomers and Quest Spells
Known True Dweomers
Chapter 7: HighLevel Characters
Saving Throws
Automatic Saving Throw Failure
Saving Throws by Caster Level
Saving Throw Penalties by Caster Level
Attack Rolls
Skills for High-Level Characters
Warriors
Fighters Beyond 20th Level
Rangers Beyond 20th Level
Paladins Beyond 20th Level
Skills for HighLevel Warriors
Wizards
Wizards beyond 20th Level
Skills for High-Level Wizards
Priest
Priests Beyond 20th Level
Skills for High-Level Priests
Rogues
Thieves Beyond 20th Level
Bards Beyond 20th Level
Skills for High-Level Rogues
Demihumans in High-Level Play
Demihuman Advancement
Beyond 30th Level
Divine Ascension
Appendix: Spell Dueling Characteristics
Index
Tables
Table 1: Demographics
Table 2: Chronological Ratings
Table 3: Magical Ratings
Table 4: Technological Ratings
Table 5: Ecological Ratings
Table 6: Monster Strength Scores
Table 7: Monster Dexterity Scores
Table 8: Monster Constitution Scores
Table 9: Monster Intelligence Scores
Table 10: Monster Wisdom Scores
Table 11: Monster Charisma Scores
Table 12: Legendary Monsters
Table 13: Breath Weapons
Table 14: Disease
Table15: Fear Effects
Table16: Crush Attacks
Table 17: Wounding Effects
Table 18: Enhanced Melee Damage
Table 19: Enhanced Movement
Table 20: Gaze Weapons
Table 21: Magic Resistance
Table 22: Regeneration Rates
Table 23: Magical Item Creation
Table 24: Typical Experience Point Values
Table 25: Spell Interactions
Table 26: Spell Movement
Table 27: Character Power Scores
Table 28: True Dweomers
Table 29: Areas of Effect
Table 30: Animated Objects
Table 31: Ranges
Table 32: Durations
Table 33: Preparation and Casting Times
Table 34: Difficulty Adjustments
Table 35: True Dweomer Spell Types for Magical Duels
Table 36: Saving Throws by Caster Level or Hit Dice
Table 37: Device Casting Levels
Table 38: Saving Throw Penalties by Caster Level or Hit Dice
Table 39: THAC0 Limits
Table 40: Skills for HighLevel Characters
Table 41: Ability Modifiers to Skills
Table 42: Warrior Advancement Beyond 20th Level
Table 43: Wizard Advancement Beyond 20th Level
Table 44: Wizard Spell Progression
Table 45: Priest Advancement Beyond 20th Level
Table 46: Priest Spell Progression
Table 47: Rogue Advancement Beyond 20th Level
Table 48: Thieving Skill Base Scores
Table 49: Thieving Skill Racial Adjustments
Table 50: Dexterity/Aim Adjustments
Table 51: Thieving Skill Armor Adjustments
Table 52: Bard Spell Progression