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