Dungeon Master Guide
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Dungeon Master Guide
Table of Contents
Foreword to the 2nd Edition
Credits
Foreward
Introduction
Introduction
A Word About Organization
The Fine Art of Being a DM
Chapter 1: Player Character Ability Scores
Player Character Ability Scores
Giving Players What They Want
Choosing a Character Creation Method
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, arranfed to taste):
Method V (4d6, drop lowest, arrange as desired):
Method VI (points plus dice):
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
Super Characters
Super Characters
Identifying Too-Powerful Characters
Dealing with Too-Powerful Characters
Hopeless Characters
Hopless Characters
Dealing with Hopless Characters
Dealing with Dissatisfied Players
Wishes and Ability Scores
Wishes and Ability Scores
Player's with Multiple Characters
Players with Multiple Characters
Multiple Character Problems
Character Background
Character Background
Letting Players Do the Work
Problem Backgrounds
Background
Chapter 2: Player Character Races
Player Character Races
A Nonhuman World
A Non-Human World
Racial Level Restrictions
Racial Level Restrictions
Slow Advancement (Optional Rule)
Standard Class and Level Limits
Exceeding Level Limits (Optional Rule)
Table 7: Racial Class and Level Limits
Table 8: Prime Requisite Bonuses
Creating New Player Chraracter Races
Creating New PLayer Character Races
Table 9: Maximum Levels for Variant Races
Chapter 3: Player Character Classes
Player Character Classes
Class, Level, and the common Man
Class, Level, and the Common Man
0-Level Characters
0-Level Characters
Table 10: 0-Level Hit Points by Title
Adventurers and Society
Adventures and Society
Fighters
Paladins
Rangers
Wizards
Priests
Thieves
Bards
Character Classes in Your Campaign
High-Level Characters
High-Level Characters
Defining
Changing Campiagn Styles
Above 20th Level
Beginning Character Levels
Beginning Character Levels
Mixing New and OId Characters
Pre-Rolled Characters
Creating a New Character Class
Creating New Character Classes (Optional Rule)
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
Chapter 4: Alignment
Alignment
Player Character Alignment
Player Character Alignment
Role-Playing Alignment
NPC Alignment
NPC Alignment
The Limits of NPC Alignment
Society Alignment
Society Alignment
Using Area Alignments
Varying Social Alignment
Alignment of Religions
Alignment of Magical Items
Alignment of Magical Items
Magical Alignment Changes
Alignment as a World View
Alignment as a World View
Alignments in Conflict
Never-Ending Conflict
Alignment as a Tool
Alignment as a Tool
Detecting Alignment
Detecting Alignment
Asking
Casting a Spell
Class Abilities
Keeping Players in the Dark
Changing Alignment
Changing Alignment
Deliberate Change
Unconscious Change
Involuntary Change
Charting the Changes
Effects of Changing Alignment
Effects of Changing Alignment
Chapter 5: Proficiencies
Proficiencies (Optional)
Weapon Proficiencies
Min/Maxing
NPC Proficiencies
Nonweapon Proficiencies
Adding New Proficiencies
Chapter 6: Money and Equipment
Money and Equipment
Controlling the Money Supply
Money and Equipment
Monetary System
Monetary Systems
A Short History of Commerce
A Short History of Commerce
Goods
Letters of Credit
Barter
Coins
Coins
Types of Coins
Expenses
Expenses
Squalid Conditions
Poor Conditions
Middle-Class Conditions
Wealthy Conditions
Table 22: Player Character Living Expenses
Draining the Coffers
Draining the Coffers
Expanding the Equipment Lists
Expanding the Equipment Lists
Altering Prices
Altering Prices
Equipment by Time Period
Equipment by Time Period
The Ancient World
The Dark Ages
The Middle Ages
The Renaisssance
Adjusting Equipment Lists
Table 23: Equipment By Time Period
Quality of Equipment
Quality of Equipment
Lock Quality
Horse Quality
Horse Traits (Optional Rule)
Risks of Horse Buying
Weapon Quality
Ornamentation
Armor Made of Unusual Metals (Optional Rule)
Table 24: Lock Quality
Table 25: Horse Quality
Table 26: Horse Traits
Table 27: Unusual Metal Armors
Damaging Equipment
Damaging Equipment
Item Saving Throws
Attack Forms
Table 28: Hit Points of Items
Table 29: Item Saving Throws
Chapter 7: Magic
Magic
Initial Wizard Spells
Inital Wizard Spells
Player Choice
DM Choice
Player/DM Collaboration
Acquisition of Spells
Acquisition of Spells Beyond the 1st Level
Gaining Levels
Copying from Spell Books
Scroll Research
Study with a Mentor
DM Control of Spell Acquisition
DM Control of Spell Acquisition
Spell books
Spell Books
All Sizes and Shapes
Spell Book Preparation
Spell Book Cost
How Many Pages in a Spell Book
Table 30: Spell Book Capacities
Expanding the Schools of Magic
Expanding the Schools of Magic
Adding New Spells
Expansion Through Campaign Detail
Spell Research
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
Experience
The Importance of Experience
The Importance of Experience
Too Little or Too Much
Too Little or Too Much?
Constant Goals
Constant Goals
Fun
Character Survival
Improvement
Variable Goals
Variable Goals
Story Goals
Experience Point Awards
Experience Point Awards
Group Awards
Individual Experience Awards (Optional Rule)
Table 31: Creature Experience Point Values
Table 32: Hit Dice Value Modifiers
Table 33: Common Individual Awards
Table 34: Individual Class Awards
When to Award Experience
When to Award Experience Points
Effects of Experience
Effects of Experience
Training
Training (Optional Rule)
Rate of Advancement
Rate of Advancement
Chapter 9: Combat
Combat
Creating Vivid Combat Scenes
Creating Vivid Combat Scenes
More Than Just Hack-and-Slash
Definitions
Definitions
The Attack Roll
The Attack Roll
Figuring the To-Hit Number
Modifiers to the Attack Roll
Table 35: Combat Modifiers
Weapon Type vs. Armor Modifiers
Weapon Type vs. Armor Modifiers (Optional Rule)
The Various Types of Weapons
Impossible To-Hit Numbers
Table 36: Weapon Type Vs. Armor Modifiers
Calculating THAC0
Table 37: THAC0 Advancement
Calculating THAC0
Tabel 38: Calculated THAC0S
Table 39: Creature THAC0
Combat and Encounters
Combat and Encounters
The Combat Round
The Combat Round
What You Can Do in One Round
The Combat Sequence
The Combat Sequence
Initiative
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)
Table 40: Standard Modifiers to Initiative
Table 41: Optional Modifiers to Initiative
Attacking
Attacking
Number of Attackers
Facing
Weapon Length
Position of Attackers and Attack Rolls
Pole Arms and Weapon Frontage
Pole Arms and Weapon Frontage (Optional Rule)
Shields and Weapon Frontage
Shields and Weapon Frontage (Optional Rule)
Hitting a Specific Target
Hitting a Specific Target
Called Shots
Movement in Combat
Movement in Combat
Movement in Melee
Movement and Missile Combat
Charging an Opponent
Retreat
Attacking Without Killing
Attacking Without Killing
Punching and Wrestling
Overbearing
Weapons in Non-Lethal Combat
Non-Lethal Combat and Creatures
Table 42: Armor Modifiers for Wrestling
Table 43: Punching and Wrestling Results
Touch Spells and Combat
Touch Spells and Combat
Critical Hits
Critical Hits (Optional Rule)
Critical Fumbles
Parrying
Parrying (Optional Rule)
Missile Weapons in Combat
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
Scatter Diagram
Types of Grenade-Like Missiles
Boulders as Missile Weapons
Table 44: Cover and Concealment Modifiers
Table 45: Grenade-Like Missile Effects
Special Attacks
Special Attacks
Attacking with Charmed Creatures
Gaze Attacks
Innate Abilities
Breath Weapons
Special Defenses
Special Defenses
The Saving Throw
The Saving Throw
Rolling Saving Throws
Saving Throw Priority
Voluntarily Failing Saving Throws
Ability Checks as Saving Throws
Modifying Saving Throws
Table 46: Character Saving Throws
Magic Resistance
Magic Resitance
Effects of Magic Resistance
When Magic Resistance Applies
Successful Magic Resistance Rolls
Turning Undead
Turning Undead
Evil Preists and Undead
Table 47: Turning Undead
Immunity to Weapons
Immunity to Weapons
Effect of Weapon Hits
Silver Weapons
Creature vs. Creature
Using Immune Monsters in a Campaign
Table 48: Hit Dice Vs. Immunity
Morale
Morale
The Role-Playing Solution
Dicing for Morale
How to Make a Morale Check
Failing a Morale Check
Table 49: Morale Ratings
Table 50: Situational Modifiers
Injury and Death
Injury and Death
Wounds
Special DAmage
Special Damage
Falling
Paralysis
Energy Drain
Poison
Table 51: Poison Strength
Specific Injuries
Specific Injuries (Optional Rule)
Is This Injury Necessary?
Healing
Healing
Natural Healing
Magical Healing
Herbalism and Healing Proficiencies
Character Death
Character Death
Death from Poison
Death from Massive Damage
Inescapable Death
Raising the Dead
Hovering on Death's Door (Optional Rule)
Unusual Combat Situations
Unusual Combat Situations
Siege Damage
Mounted Combat
Aerial Combat (Tournament)
Aerial Combat (Optional Rules)
Underwater Combat
Table 52: Structural saving Throws
Table 53: Mounted Missile Fire
Chapter 10: Treasure and Magical Items
Treasure and Magical Items
Who Needs Money?
Who Needs Money?
Forms of Treasure
Forms of Treasure
Placement of Treasure
Placement of Treasure
Who's Got the Treasure?
Planned and Random Encounter Treasures
Treasure Tables
Treasure Tables
Maintaining Balance
Maintaining Balance
Too Little Treasure
Monty Haul Campaigns
Magical Items
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 and Potions
Scrolls
Potions
Creating Other Magical Items
Creating Other Magical Items
Recharging Magical Items
Recharging Magical Items
Destroying Magical Items
Destroying Magical Items
Artifacts and Relics
Artifacts and Relics (Optional Rules)
Designing an Artifact or Relic
Sample Artifacts and Relics
Chapter 11: Encounter
Encounters
What is an Encounter?
What is an Encounter?
Planned Encounters
Planned Encounters
Keys
Triggers
Combining Keys and Triggers
Random Encounters
Random Encounters
Should You Use Random Encounters?
Characteristics of Random Encounter Tables
Table 54: 2-20 Encounter Table
Creating 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
Table 55: Dungeon Level
DMing Encounters
DMing Encounters
Encounter Checks
Is This Encounter Necessary?
Encounter Size
Table 56: Frequency and Chance of Wilderness Encounters
Surprise
Surprise
Table 57: Surprise Modifiers
Encounter Distance
Encounter Distance
Table 58: Encounter Distance
Encounter Reactions
Encounter Reactions
Table 59: Encounter Reactions
Fixing Things in Play
Fixing Things in Play
Encounter is Too Difficult
Encounter Gave Away Too Much Treasure
Encounter Was Too Easy
Chapter 12: NPCs
NPCs
Hirelings
Hirelings
Medieval Occupations
Table 60: NPC Professions
The Assassin, the Spy, and the Sage
Assassins
Spies
Sages
Table 61: Fields of Study
Table 62: Sage Modifiers
Table 63: Research Times
Soldiers
Soldiers
Descriptions of Troop Types
Table 64: Military Occupations
Employing Hirelings
Employing Hirelings
Who Might Be Offended?
Depopilate at Your Own Risk
Securing Permission
Finding the Right People
The Weekly Wage
Table 65: Common Wages
Henchmen
Henchmen
An NPC Becomes a Henchman
The Player Takes Over
Role-Playing Henchmen
Henchman Bookkeeping
Officials and Social Rank
Officials and Social Rank
Titles, Offices, and Positions
Table 66: Europeans Titles
Table 67: Oriental Titles
Table 68: Religious Titles
Spellcasters
Spellcasters
Finding a Spellcaster
Convincing the NPC to Help
NPC Magical Items
Table 69: NPC Spell Costs
Personality
Personality
Walk-On NPCs
Significant NPCs
Other NPC Characteristics
Morale NPC
Table 70: General Traits
Table 71: Permanent Morale Modifiers
Quick NPCs
Quick NPCs
Chapter 13: Vision and Light
Vision and Light
Effects of Light Sources
Effects of Light Sources
Being Seen
Creatures and Light Sources
Light Tricks and Traps
Light Tricks and Traps
Infravision
Infravision
Standard Infravision
Optional Infravision
Other Forms of Sight
Other Forms of Sight
Darkness
Darkness
Table 72: Optional Degrees of Darkness
Invisibility
Invisibility
Detecting Invisible Creatures
Chapter 14: Time and Movement
Time and Movement
Detailed Timekeeping
Preparing a Calendar
Time as a Game-Balancer
Movement
Movement
Mounted Overland Movement
Care of Animals
Vehicles
Terrain Effects on Movement
Terrain Effects and Movement
Darkness and Ice
Terrain Modifiers in Overland Movement
Raods and Trails
Table 73: Terrain Effects on Movement
Table 74: Terrain Costs for Overland Movement
Table 75: Terrain Modifiers
Terrain Obstacles and Hidrances
Terrain Obstacles and Hindrances
Movement on Water
Movement on Water
Ocean Voyaging
Weather and Ship Travel
Table 76: Boat Movement
Table 77: Ship Types
Table 78: Sailing Movement Modifiers
Table 79: Weather Conditions
Aerial Movement
Aerial Movement
Table 80: Aerial Movement Modifiers
Getting Lost
Getting Lost
Table 81: Chance of Getting Hopelessly Lost
Table 82: Lost Modifiers
Chapter 15: A DM's Miscellany
A DM's Miscellany
Listening
Listening
Table 83: Chance to Hear Noise by Race
Doors
Doors
Concealed and Secret Doors
Lycanthropy
Lycanthropy
Other Magical Diseases
The Planes
The Planes of Existance
The Prime Material Planes
The Ethereal Planes
The Inner Planes
The Astral Plane
The Outer Planes
Appendix 1: Treasure Tables
Table 84: Treasure Types
Coins
Coins
Gems
Gems
Ornamental Stones
Semi-Precious Stones
Fancy to Precious
Gems and Jewels
Table 85: Gem Table
Table 86: Gem Variations
Objects of Art
Objects of Art
Table 87: Objects of Art
Appendix 2: Magical Items Tables
Magical Items
Magical Item Tables
Table 88: Magical Items
Table 89: Potions and Oils (d6) I
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
Armor and Shields
Armor and Shields
Table 105: Armor Type
Table 106: Armor Class Adjustment
Table 107: Special Armors
Magical Weapons
Magical Weapons
Table 108: Weapon Type (D6)
Table 109: Attack Roll Adjustment
Table 110: Special Weapons (D10)
Appendix 3: Magical Items Description
Potions
Potions Treasure
Identifying Potions
Combining Potions
Potion Duration
Table 111: Potion Compatibility
List of Potions
Animal Control
Clairaudience
Clairvoyance
Climbing
Delusion
Diminution
Dragon Control
Elixir of Health
Elixir of Madness
Elixir of Youth
ESP
Extra-Healing
Fire Breath
Fire Resistance
Flying
Gaseous Form
Giant Control
Giant Strength
Growth
Healing
Heroism
Human Control
Invisibility
Invulnerability
Levitation
Longevity
Oil of Acid Resistance
Oil of Elemental Invulnerability
Oil of Etherealness
Oil of Fiery Burning
Oil of Fumbling
Oil of Impact
Oil of Slipperiness
Oil of Timelessness
Philter of Glibness
Philter of Love
Philter of Persuasiveness
Philter of Stammering and Stuttering
Plant Control
Poison
Polymorph Self
Rainbow Hues
Speed
Super-Heroism
Sweet Water
Treasure Finding
Undead Control
Ventriloquism
Vitality
Water Breathing
Oil of Disenchantment
Scrolls
Scrolls Treasure
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
Table 112: Spell Failure
List of Protection Scrolls
Protection from Acid
Protection from Cold
Protection from Dragon Breath
Protection from Electricity
Protection from Elementals
Protection from Fire
Protection from Gas
Protection from Lycanthropes
Protection from Magic
Protection from Petrification
Protection from Plants
Protection from Poison
Protection from Possession
Protection from Undead
Protection from Water
Rings
Rings
List of Rings
Ring of Animal Friendship
Ring of Blinking
Ring of Chameleon Power
Ring of Clumsiness
Ring of Contrariness
Ring of Delusion
Ring of Elemental Command
Ring of Feather Falling
Ring of Fire Resistance
Ring of Free Action
Ring of Human Influence
Ring of Invisibility
Ring of Jumping
Ring of Mammal Control
Ring of Mind Shielding
Ring of Protection
Ring of the Ram
Ring of Regeneration
Ring of Shocking Grasp
Ring of Shooting Stars
Ring of Spell Storing
Ring of Spell Turning
Ring of Sustenance
Ring of Swimming
Ring of Telekinesis
Ring of Truth
Ring of Warmth
Ring of Water Walking
Ring of Weakness
Ring of Wishes, Multiple
Ring of Wishes, Three
Ring of Wizardry
Ring of X-Ray Vision
Ring of Djinni Summoning
Rods
Rods
Command Words (Optional Rule) I
List of Rods
Rod of Absorption
Alertness
Beguiling
Cancellation
Flailing
Lordly Might
Passage
Resurrection
Rulership
Security
Smiting
Splendor
Terror
Staves Treasure
Staves
Command Words (Optional Rule) II
List of Staves
Staff-Mace
Staff-Spear
Command
Curing
Magi
Power
Serpent
Slinging
Striking
Swarming Insects
Thunder and Lightning
Withering
Woodlands
Wands Treasure
Wands
Command Words (Optional Rule) III
List of Wands
Wand of Conjuration
Earth and Stone
Enemy Detection
Fear
Fire
Flame Extinguishing
Frost
Illumination
lllusion
Lightning
Magic Detection
Magic Missiles
Metal and Mineral Detection
Negation
Paralyzation
Polymorphing
Secret Door and Trap Location
Size Alteration
Wonder
Miscellaneous Magic
Miscellaneous Magic
Categories of Magical Items
List of Magical Items
Alchemy Jug
Amulet of Inescapable Location
Amulet of Life Protection
Amulet of the Planes
Amulet of Proof Against Detection and Location
Amulet Versus Undead
Apparatus of Kwalish
Bag of Beans
Bag of Devouring
Bag of Holding
Bag of Transmuting
Bag of Tricks
Beads of Force
Beaker of Plentiful Potions
Boat, Folding
Boccob's Blessed Book
Books of Exalted Deeds
Book of Infinite Spells
Book of Vile Darkness
Boots of Dancing
Boots of Elvenkind
Boots of Levitation
Boots of the North
Boots of Speed
Boots of Striding and Springing
Boots of Varied Tracks
Boots, Winged
Bowl Commanding Water Elementals
Bowl of Watery Death
Bracers of Archery
Bracers of Brachiation
Bracers of Defense
Bracers of Defenselessness
Brazier Commanding Fire Elementals
Brazier of Sleep Smoke
Brooch of Shielding
Broom of Animated Attack
Broom of Flying
Bucknard's Everful Purse
Candle of Invocation
Carpet of Flying
Censer Controllong Air Elementals
Censer of Summoning Hostile Air Elementals
Chime of Hunger
Chime of Interruption
Chime of Opening
Cloak of Arachnida
Cloak of the Bat
Cloak of Displacement
Cloak of Elvenkind
Cloak of the Manta Ray
Cloak of Poisonousness
Cloak of Protection
Crystal Ball
Crystal Hypnosis Ball
Cube of Force
Cube of Frost Resistance
Cubic Gate
Daern's Instant Fortress
Decanter of Endless Water
Deck of Illusions
Deck of Many Things
Drums of Deafening
Drums of Panic
Dust of Appearance
Dust of Disappearance ,is
Dust of Dryness
Dust of Illusion
Dust of Sneezing and Choking
Dust of Tracelessness
Efreeti Bottle
Eversmoking Bottle
Eyes of Charming
Eyes of the Eagle
Eyes of Minute Seeing
Eyes of Petrification
Figurines of Wondrous Powers
Flask of Curses
Gauntlets of Dexterity
Gauntlets of Fumbling
Gauntlets of Ogre Power
Gauntlets of Swimming and Climbing
Gem of Brightness
Gem of Insight
Gem of Seeing
Girdle of Dwarvenkind
Girdle of Femininity/Masculinity
Girdle of Giant Strength
Girdle of Many Pouches
Gloves of Missile Snaring
Harp of Charming
Harp of Discord
Hat of Disguise
Hat of Stupidity
Helm of Brilliance
Helm of Comprehending Languages and Reading Magic
Helm of Opposite Alignment
Helm of Telepathy
Helm of Teleportation
Helm of Underwater Action
Heward's Handy Haversack
Horn of Blasting
Horn of Bubbles
Horn of Collapsing
Horn of Fog
Horn of Goodness/Evil
Horn of the Tritons
Horn of Valhalla
Horseshoes of Speed
Horseshoes of Zephyr
Incense of Meditation
Incense of Obsession
Ioun Stones
Iron Bands of Bilarro
Iron FLask
Jewel of Attacks
Jewel of Flawlessness
Keoghtom's Ointment
Lens of Detection
Libram of Gainful Conjuration
Libram of Ineffable Damnation
Libram of Silver Magic
Lyre of Building
Manual of Bodily Health
Manual of Gainful Exercise
Manusl of Golems
Manual of Puissant Skill at Arms
Manual of Quickness of Action
Manual of Stealthy Pilfering
Mattock of the Titans
Maul of the Titans
Medallion of ESP
Medallion of Thought Projection
Mirror of Life Trapping
Mirror of Mental Prowess
Mirror Of Opposition
Murylynd's Spoon
Necklace of Adaptation
Necklace of Missiles
Necklace of Prayer Beads
Necklace of Strangulation
Nolzur's Marvelous Pigments
Pearl of Power
Pearl of the Sirines
Pearl of Wisdom
Periapt of Foul Rotting
Periapt of Health
Periapt of Proof Against Poison
Periapt of Wound Closure
Philosopher's Stone
Phlactery of Faithfulness
Phylactery of Long Years
Phylactery of Monstrous Attention
Pipes of Haunting
Pipes of Pain
Pipes of Sounding
Pipes of the Sewers
Portable Hole
Pouch of Accessibility
Quaal's Feather Token
Quiver of Ehlonna
Robe of the Archmagi
Robe of Blending
Robe of Eyes
Robe of Powerlessness
Robe of Scintillating Colors
Robe of Stars
Robe of Useful Items
Robe of Vermin
Rpe of Climbing
Rope of Constriction
Rope of Entanglement
Rug of Smothering
Rug of Welcome
Saw of Mighty Cutting
Scarab of Death
Scarab of Enraging Enemies
Scarab of Insanity
Scarab of Protection
Scarab Versus Golems
Sheet of Smallness
Slippers of Climbing
Smoke Powder
Sovereign Glue
Spade of Clossal Excavation
Sphere of Annihilation
Stone Horse
Stone of Controlling Earth Elementals
Stone of Good Luck (Luckstone)
Stone of Weight (Loadstone)
Talisman of Pure Good
Talisman of the Sphere
Talisman of Ultimate Evil
Talisman of Zagy
Tome of Clear Thought
Tome of Leadership and Influence
Tome of Understanding
Universal Solvent
Vacuous Grimoire
Well of Many Worlds
Wind Fan
Wings of Flying
Armor and Shields
Armor and Shields
List of Armor and Shields
Armor of Blending
Armor of Command
Armor of Missile Attraction
Armor of Rage
Elven Chain Mail
Plate Mail of Etherealness
Plate Mail of Fear
Plate Mail of Vulnerability
Shield, large, +1, +4 versus missiles
Shield -1, missile attractor
Magical Weapons
Magical Weapons
Light Generation
Unknown or Unusual Qualities
List of Magical Weapons
Arrow of Direction
Arrow of Slaying
Axe +2, throwing
Axe of Hurling
Bow +1
Crossbow of Accuracy
Crossbow of Distance
Crossbow of Speed
Dagger +2, Longtooth
Dagger of Throwing
Dagger of Venom
Darts of Homing
Hammer +3, Dwarven Thrower
Hammer of Thunderbolts
Hornblade
Javelin of Lightning
Javelin of Piercing
Knife, Buckle
Mace of Disruption
Net of Entrapment
Net of Snaring
Quarterstaff, Magical
Scimitar of Speed
Sling of Seeking +2
Spear, Cursed Backbiter
Sun Blade
Sword +1, +2 vs. magic-using and enchanted creatures
Sword +1, +3 vs. lycanthropes and shape changers
Sword +1, +3 vs. regenerating creatures
Sword +1, +4 vs. reptiles
Sword +1, cursed
Sword +1, flame tongue, +2 vs. regenerating creature, +3 vs. cold using, inflammable, or avian creatures, +4 vs. undead
Sword +1, Luckblade
Sword +2, Dragon Slayer
Sword +2, Giant Slayer
Sword, Short, of Quickness
Sword +2, Nine Lives Stealer
Sword +3, Frost Brand, +6 vs. fire-using/dwelling creatures
Sword, +4 Defender
Sword, +5 Holy Avenger
Sword -2, cursed
Sword of Dancing
Sword of Wounding
Sword of Life Stealing
Sword of Sharpness
Sword, Vorpal
Sword of the Planes
Sword, Cursed Beserking
Trident of Submission
Trident of Fish Command
Trident of Warning
Trident of Yearning
Intelligent Weapons
Intelligent Weapons
Intelligent Weapon Alignment
Weapons Abilities
Weapon Ego
Weapons Versus Characters
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
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 and Chance of Wilderness Encounters
Table 57: Surprise Modifiers
Table 58: Encounter Distance
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 Hear 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) I
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 Extraordinary Powers
Table 117: Special Purpose Weapons
Table 118: Languages Spoken by Weapon
Table 119: Weapon Ego
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