Table of Contents (Dungeon Master Guide)

Table of Contents (Dungeon Master Guide)

Table of Contents (Dungeon Master Guide)





Advanced Dungeons & Dragons®




Dungeon Master® Guide




The revised and updated Dungeon Master® Guide for the AD&D® Game.




Table of Contents


Foreword to the 2nd Edition


Credits


Foreword




Introduction


A Word About Organization


The Fine Art of Being a DM




Chapter 1: Player Character Ability Scores


Giving Players What They Want


Choosing a Character Creation Method


Method I (3d6, In Order):


Method II (3d6 twice, keep desired score):


Method III (3d6, arranged to taste):


Method IV (3d6 twice, arranged to taste):


Method V (4d6, drop lowest, arrange as desired):


Method VI (points plus dice):


Super Characters


Identifying Too-Powerful Characters


Dealing with Too-Powerful Characters


Hopless Characters


Dealing with Hopless Characters


Dealing with Dissatisfied Players


Wishes and Ability Scores


Players with Multiple Characters


Multiple Character Problems


Character Background


Letting Players Do the Work


Problem Backgrounds


Background as Background




Chapter 2: Player Character Races


A Non-Human World


Racial Level Restrictions


Slow Advancement (Optional Rule)


Standard Class and Level Limits DMG


Exceeding Level Limits (Optional Rule)


Creating New Player Character Races




Chapter 3: Player Character Classes


Class, Level, and the Common Man


0-Level Characters


Adventures and Society


Fighters


Paladins


Rangers


Wizards


Priests


Thieves


Bards


Character Classes in Your Campaign


High-Level Characters


Defining “High-Level”


Changing Campiagn Styles


Above 20th Level


Beginning Character Levels


Mixing New and OId Characters


Pre-Rolled Characters


Creating New Character Classes (Optional Rule)




Chapter 4: Alignment


Player Character Alignment


Role-Playing Alignment


NPC Alignment


The Limits of NPC Alignment


Society Alignment


Using Area Alignments


Varying Social Alignment


Alignment of Religions


Alignment of Magical Items


Magical Alignment Changes


Alignment as a World View


Alignments in Conflict


Never-Ending Conflict


Alignment as a Tool


Detecting Alignment


Asking


Casting a Spell


Class Abilities


Keeping Players in the Dark


Changing Alignment


Deliberate Change


Unconscious Change


Involuntary Change


Charting the Changes


Effects of Changing Alignment




Chapter 5: Proficiencies (Optional)


Weapon Proficiencies


Min/Maxing


NPC Proficiencies


Nonweapon Proficiencies


Adding New Proficiencies




Chapter 6: Money and Equipment


Monetary Systems


A Short History of Commerce


Goods


Letters of Credit


Barter


Coins


Types of Coins


Expenses


Squalid Conditions


Poor Conditions


Middle-Class Conditions


Wealthy Conditions


Draining the Coffers


Expanding the Equipment Lists


Altering Prices


Equipment by Time Period


The Ancient World


The Dark Ages


The Middle Ages


The Renaisssance


Adjusting Equipment Lists


Quality of Equipment


Lock Quality


Horse Quality


Horse Traits


Horse Traits (Optional Rule)


Risks of Horse Buying


Weapon Quality


Ornamentation


Armor Made of Unusual Metals (Optional Rule)


Damaging Equipment


Item Saving Throws


Attack Forms




Chapter 7: Magic


Inital Wizard Spells


Player Choice


DM Choice


Player/DM Collaboration


Acquisition of Spells Beyond the 1st Level


Gaining Levels


Copying from Spell Books


Scroll Research


Study with a Mentor


DM Control of Spell Acquisition


Spell Books


All Sizes and Shapes


Spell Book Preparation


Spell Book Cost


How Many Pages in a Spell Book


Expanding the Schools of Magic


Adding New Spells


Expansion Through CampaignDetail


Spell Research


Suggesting a New Spell


Analyzing a Spell


Solving the Problem of a New Spell


Setting a Spell’s Level


Determining Spell Components (Optional Rule)


Determining Research Time


The Cost of Spell Research


Adding a New Spell to the Spell Book


Researching Extra Wizard Spells (Optional Rule)




Chapter 8: Experience


The Importance of Experience


Too Little or Too Much?


Constant Goals


Fun


Character Survival


Improvement


Variable Goals


Story Goals


Experience Point Awards


Group Awards


Individual Experience Awards (Optional Rule)


When to Award Experience Points


Effects of Experience


Training (Optional Rule)


Rate of Advancement




Chapter 9: Combat


Creating Vivid Combat Scenes


More Than Just Hack-and-Slash


Definitions


The Attack Roll


Figuring the To-Hit Number


Modifiers to the Attack Roll


Weapon Type vs. Armor Modifiers (Optional Rule)


The Various Types of Weapons


Impossible To-Hit Numbers


Calculating THAC0


Combat and Encounters


The Combat Round


What You Can Do in One Round


The Combat Sequence


Initiative


Standard Initiative Procedure


Initiative Modifiers


Group Initiative (Optional Rule)


Individual Initiative (Optional Rule)


Multiple Attacks and Initiative


Spellcasting and Initiative


Weapon Speed and Initiative (Optional Rule)


Magical Weapon Speeds


Attacking


Number of Attackers


Facing


Weapon Length


Position of Attackers and Attack Rolls


Pole Arms and Weapon Frontage (Optional Rule)


Shields and Weapon Frontage (Optional Rule)


Hitting a Specific Target


Called Shots


Movement in Combat


Movement in Melee


Movement and Missile Combat


Charging and Opponent


Retreat


Attacking Without Killing


Punching and Wrestling


Overbearing


Weapons in Non-Lethal Combat


Non-Lethal Combat and Creatures


Touch Spells and Combat


Critical Hits (Optional Rule)


Critical Fumbles


Parrying (Optional Rule)


Missile Weapons in Combat


Range


Rate of Fire


Ability Modifiers in Missile Combat


Firing Into a Melee


Taking Cover Against Missile Fire


Grenade-Like Missiles


Boulders as Missile Weapons


Special Attacks


Attacking with Charmed Creatures


Gaze Attacks


Innate Abilities


Breath Weapons


Special Defenses


The Saving Throw


Rolling Saving Throws


Saving Throw Priority


Voluntarily Failing Saving Throws


Ability Checks as Saving Throws


Modifying Saving Throws


Magic Resitance


Effects of Magic Resistance


When Magic Resistance Applies


Successful Magic Resistance Rolls


Turning Undead


Evil Preists and Undead


Immunity to Weapons


Effect of Weapon Hits


Silver Weapons


Creature vs. Creature


Using Immune Monsters in a Campaign


Morale


The Role-Playing Solution


Dicing fror Morale


How to Make a Morale Check


Failing a Morale Check


Injury and Death


Wounds


Special Damage


Falling


Paralysis


Energy Drain


Poison


Treating Poison Victims


Creating New Poisons


Specific Injuries (Optional Rule)


Is This Injury Necessary?


Healing


Natural Healing


Magical Healing


Herbalism and Healing Proficiencies


Character Death


Death from Poison


Death from Massive Damage


Inescapable Death


Raising the Dead


Hovering on Death’s Door (Optional Rule)


Unusual Combat Situations


Siege Damage


Mounted Combat


Mounts–Trained and Untrained


Fighting from Horseback


Being Dismounted


Aerial Combat (Tournament Rule)


Maneuverability Classses


Levitation


Altitude


Combat Procdure


Air-to-Ground Combat


Escaping


Damage


Aerial Combat (Optional Rules)


Movement


Climbing and Diving


Attacking


Underwater Combat


Breathing


Movement


Vision


Natural and Artifical Light


Obscured Vision


Infravision


Combat


Combat Problems of Surface Dwellers


Underwater Magic




Chapter 10: Treasure and Magical Items


Who Needs Money?


Forms of Treasure


Placement of Treasure


Who’s Got the Treasure?


Planned and Random Encounter Treasures


Treasure Tables


Maintaining Balance


Too Little Treasure


Monty Haul Campaigns


Magical Items


Creatures and Magical Items


Buying Magical Items


Magic-Rare or Common?


Researching Magical Items


The Nature of Magical Fabrication


Scrolls and Potions


Scrolls


Potions


Creating Other Magical Items


Recharging Magical Items


Destroying Magical Items


Artifacts and Relics (Optional Rules)


Designing an Artifact or Relic


Sample Artifacts and Relics




Chapter 11: Encounters


What is an Encounter?


Planned Encounters


Keys


Triggers


Combining Keys and Triggers


Random Encounters


Should You Use Random Encounters?


Characteristics of Random Encounter Tables


Creating Encounter Tables


The 2-20 Table


The Percentile Table


Dungeon Encounter Tables


Wildernesss Encounter Tables


Special Encounter Tables


Spicing Up Encounter Tables


DMing Encounters


Encounter Checks


Is This Encounter Necessary?


Encounter Size


Surprise


Encounter Distance


Encounter Reactions


Fixing Things in Play DMG


The Encounter is Too Difficult


The Encounter Gave Away Too Much Treasure


The Encounter Was Too Easy




Chapter 12: NPCs


Hirelings


Medieval Occupations


The Assassin, the Spy, and the Sage


Assassins


Spies


Sages


Soldiers


Descriptions of Troop Types


Employing Hirelings


Who Might Be Offended?


Depopulate at Your Own Risk


Securing Permission


Finding the Right People


The Weekly Wage


Henchmen


An NPC Becomes a Henchman


The Player Takes Over


Role-Playing Henchmen


Henchman Bookkeeping


Officals and Social Rank


Titles, Offices, and Positions


Spellcasters


Finding a Spellcaster


Convincing the NPC to Help


NPC Magical Items


Personality


Walk-On NPCs


Significant NPCs


Other NPC Characteristics


Morale


Quick NPCs




Chapter 13: Vision and Light


Effects of Light Sources


Being Seen


Creatures and Light Sources


Light Tricks and Traps


Infravision


Standard Infravision


Optional Infravision


Other Forms of Sight


Darkness


Invisibility


Detecting Invisible Creatures




Chapter 14: Time and Movement


Detailed Timekeeping


Preparing a Calendar


Time as a Game-Balancer


Movement


Mounted Overland Movement


Advantages of Mounted Movement


Increasing Overland Speed


Care of Animals


Vehicles


Terrain and Vehicles


Terrain Effects and Movement


Darkness and Ice


Terrain Modifiers in Overland Movement


Roads and Trails


Terrain Obstacles and Hindrances


Movement on Water


Ocean Voyaging


Weather and Ship Travel


Aerial Movement


Getting Lost


Just Lost


Hopelessly Lost


Dealing With Lost Characters




Chapter 15: A DM’s Miscellany


Listening


Doors


Concealed and Secret Doors


Lycanthropy


Other Magical Diseases


The Planes of Existance


The Prime Material Planes


The Ethereal Planes


The Inner Planes


The Astral Plane


The Outer Planes




Appendix 1: Treasure Tables


Coins


Gems


Ornamental Stones


Semi-Precious Stones


Fancy to Precious


Gems and Jewels


Objects of Art




Appendix 2: Magical Item Tables




Appendix 3: Magical Item Descriptions


Potions


Identifying Potions


Combining Potions


Potion Duration


List of Potions


Scrolls


Spell Level of Scroll Spells


Magical Spell Failure


Use of Scroll Spells


Casting Scroll Effects


Protection Scroll Effects


Who Can Use Scroll Spells?


Spell Level Range


Cursed Scrolls


Maps


List of Protection Scrolls


Rings


List of Rings


Rods


Command Words (Optional Rule)


List of Rods


Staves


Command Words (Optional Rule)


List of Staves


Wands


Command Words (Optional Rule) III


List of Wands


Miscellaneous Magic


Categories of Magical Items


List of Magical Items


Armor and Shields


Magical Weapons


Light Generation


Unknown or Unusual Qualities


List of Magical Weapons


Intelligent Weapons


Intelligent Weapon Alignment


Weapons Abilities


Weapon Ego


Weapons Versus Characters




Tables


Table 1: Method I Characters


Table 2: Method II Characters


Table 3: Method III Characters


Table 4: Method IV Characters


Table 5: Method V Characters


Table 6: Method VI Characters


Table 7: Racial Class and Level Limits


Table 8: Prime Requisite Bonuses


Table 9: Maximum Levels for Variant Races


Table 10: 0-Level Hit Points by Title


Table 11: Race


Table 12: Combat Value Used


Table 13: Saving Throw Table Used


Table 14: Hit Dice Per Level


Table 15: Armor Allowed


Table 16: Weapons Allowed


Table 17: Hit Points Per Level Beyond 9th


Table 18: Optional Abilities


Table 19: Thief Average Ability Table


Table 20: Restrictions


Table 21: Base Experience Points


Table 22: Player Character Living Expenses


Table 23: Equipment By Time Period


Table 24: Lock Quality


Table 25: Horse Quality


Table 26: Horse Traits


Table 27: Unusual Metal Armors


Table 28: Hit Points of Items


Table 29: Item Saving Throws


Table 30: Spell Book Capacities


Table 31: Creature Experience Point Values


Table 32: Hit Dice Value Modifiers


Table 33: Common Individual Awards


Table 34: Individual Class Awards


Table 35: Combat Modifiers


Table 36: Weapon Type Vs. Armor Modifiers


Table 37: THAC0 Advancement


Tabel 38: Calculated THAC0S


Table 39: Creature THAC0


Table 40: Standard Modifiers to Initiative


Table 41: Optional Modifiers to Initiative


Table 42: Armor Modifiers for Wrestling


Table 43: Punching and Wrestling Results


Table 44: Cover and Concealment Modifiers


Table 45: Grenade-Like Missile Effects


Table 46: Character Saving Throws


Table 47: Turning Undead


Table 48: Hit Dice Vs. Immunity


Table 49: Morale Ratings


Table 50: Situational Modifiers


Table 51: Poison Strength


Table 52: Structural Saving Throws


Table 53: Mounted Missile Fire


Table 54: 2-20 Encounter Table


Table 55: Dungeon Level


Table 56: Frequency & Chance of Wilderness Encounters


Table 57: Surprise Modifiers


Table 58: Encounter Distance


Table 59: Encounter Reactions


Table 59: Encounter Reactions


Table 60: NPC Professions


Table 61: Fields of Study


Table 62: Sage Modifiers


Table 63: Research Times


Table 64: Military Occupations


Table 65: Common Wages


Table 66: Europeans Titles


Table 67: Oriental Titles


Table 68: Religious Titles


Table 69: NPC Spell Costs


Table 70: General Traits


Table 71: Permanent Morale Modifiers


Table 72: Optional Degrees of Darkness


Table 73: Terrain Effects on Movement


Table 74: Terrain Costs for Overland Movement


Table 75: Terrain Modifiers


Table 76: Boat Movement


Table 77: Ship Types


Table 78: Sailing Movement Modifiers


Table 79: Weather Conditions


Table 80: Aerial Movement Modifiers


Table 81: Chance of Getting Hopelessly Lost


Table 82: Lost Modifiers


Table 83: Chance to Heat Noise by Race


Table 84: Treasure Types


Table 85: Gem Table


Table 86: Gem Variations


Table 87: Objects of Art


Table 88: Magical Items


Table 89: Potions and Oils (D6)


Table 90: Scrolls (D6)


Table 91: Rings (D6)


Table 92: Rods


Table 93: Staves


Table 94: Wands


Table 95: Miscellaneous Magic: Boooks, Librams, Manuals, Tomes


Table 96: Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)


Table 97: Miscellaneous Magic: Cloaks and Robes


Table 98: Miscellaneous Magic: Boots, Bracers, Gloves


Table 99: Miscellaneous Magic: Girdles, Hats, Helms


Table 100: Miscellaneous Magic: Bags, Bottles, Pouches, Containers


Table 101: Miscellaneous Magic: Candles, Dusts, Ointments, Incense, and Stones


Table 102: Miscellaneous Magic: Household Items and Tools


Table 103: Miscellaneous Magic: Musical Instruments


Table 104: Miscellaneous Magic: The Weird Stuff


Table 105: Armor Type


Table 106: Armor Class Adjustment


Table 107: Special Armors


Table 108: Weapon Type (D6)


Table 109: Attack Roll Adjustment


Table 110: Special Weapons (D10)


Table 111: Potion Compatibility


Table 112: Spell Failure


Table 113: Weapon Intelligence and Capabilities


Table 114: Weapon Alignment


Table 115: Weapon Primary Abilities


Table 116: Weapon Extradinary Powers


Table 117: Special Purpose Weapons


Table 118: Languages Spoken by Weapon


Table 119: Weapon Ego




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Trident of Fish Command– Magical Weapon (Dungeon Master Guide)

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Sword -2– Cursed– Magical Weapon (Dungeon Master Guide)





Sword -2, cursed: This is a sword that gives off a magical aura and performs well against
targets in practice, but when it is used against an opponent in combat it lowers its
user’s attack rolls by -2. Only by careful observation can this lowering be
detected.


All damage scored is reduced by 2 hit points, but never below a 1 in any
event. The sword will always force the character to employ it against enemies,
appearing in the character’s hand. It can be gotten rid of only by means of limited wish or wish.




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Sword +1, Flame Tongue, +2 vs. Regenerating Creature, etc (DMG)

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Scimitar of Speed– Magical Weapon (DMG)

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Hammer of Thunderbolts– Magical Weapon (Dungeon Master Guide)





Hammer of Thunderbolts: This appears to be a large, extra-heavy hammer. A character less than 6 feet
tall and with Strength less than 18/01 will find it too unbalanced to wield
properly in combat. However, a character of sufficient Strength and size will find
that the hammer functions with a +3 bonus and gains double damage dice on any
hit.


If the wielder wears a girdle of giant strength and gauntlets of ogre power and he knows the hammer’s true name, the weapon can be used to full effect:
When swung or hurled it gains a +5 bonus, double damage dice, all girdle and gauntlet bonuses, and it strikes dead any giant upon which it scores a hit.


(Depending on the campaign, the DM might wish to limit the effect to exclude
storm giants and include ogres, ogre magi, trolls, ettins, and clay, flesh, and
stone golems.)


When hurled and successfully hitting, a great noise, like a clap of thunder,
stuns all creatures within 90 feet for one round. Throwing range is 180 feet.
(Thor would throw the hammer about double the above range.) The hammer of thunderbolts is difficult to hurl, so only one throw every other round can be made. After
five throws within the space of any two-turn period, the wielder must rest for
one turn.


Hammers can be hurled as hand axes.




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Log file


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Languages Spoken by Weapon– Table 118 (DMG)

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Trident of Warning– Magical Weapon (Dungeon Master Guide)

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Sword of Dancing– Magical Weapon (Dungeon Master Guide)





Sword of Dancing: On the first round of melee this weapon is +1, on the second +2, on the third
+3, and on the fourth it is +4. On the fifth round, it drops back to +1 and the
cycle begins again. In addition, after four rounds of melee its wielder can
opt to allow it to “dance.”


Dancing consists of loosing the sword on any round (after the first) when its
bonus is +1. The sword then fights on its own at the same level of experience
as its wielder. After four rounds of dancing, the sword returns to its wielder,
who must hold it (and use it) for four rounds before it can dance again. In
other words, it is loosed to dance for four more rounds, going from +1 to +4, and
must then be held by its wielder at a +1 state and physically used for four
successive rounds of melee combat.


When dancing, the sword will leave its owner’s hand and may go up to 30 feet
distant. At the end of its fourth round of solo combat, it will move to its
possessor’s hand automatically. Note that when dancing the sword cannot be
physically hit, although certain magical attacks such as a fireball, lightning bolt, or transmute metal to wood spell could affect it.


Finally, remember that the dancing sword fights alone exactly the same; if a 7th-level thief is the wielder, the sword
will so fight when dancing. Relieved of his weapon for four melee rounds, the
possessor may act in virtually any manner desired–resting, discharging
missiles, drawing another weapon and engaging in hand-to-hand combat, etc.–as long as
he remains within 30 feet of the sword. If he moves more than 30 feet from the
weapon, it falls lifeless to the ground and is a +1 weapon when again grasped.




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