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