Dungeon Master Guide

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* Errata (DMG)
* Credits (DMG)
* Forward (DMG)
===Ch 1: Player Character Ability Scores===
* Player Character Ability Scores
** Giving Players What They Want · Choosing a Character Creation Method
* Super Characters
** Identifying Too-Powerful Characters · Dealing with Too-Powerful Characters
* Hopeless Characters
** Dealing with Hopeless 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
===Ch 2: Player Character Races===
* Player Character Races
* A Non-Human World
* Racial Level Restrictions
** Slow Advancement (Optional Rule)
** Standard Class and Level Limits · Exceeding Level Limits (Optional Rule)
* Creating New Player Character Races
===Ch 3: Player Character Classes===
* 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 Campaign Styles
** Above 20th Level
* Beginning Character Levels
** Mixing New and Old Characters
** Pre-Rolled Characters
* Creating New Character Classes (Optional Rule)
===Ch 4: Alignment===
* 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
===Ch 5: Proficiencies===
* Proficiencies (Optional)
* Weapon Proficiencies
* Min/Maxing
* NPC Proficiencies
* Nonweapon Proficiencies
* Adding New Proficiencies
===Ch 6: Money and Equipment===
* 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 Renaissance
** Adjusting Equipment Lists
* 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)
* Damaging Equipment
** Item Saving Throws · Attack Forms
===Ch 7: Magic===
* Ch 7: Magic
** Initial 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 Campaign Detail
* Spell Research
** Suggesting a New Spell · Analyzing a Spell · Solving the Problem of a New Spell · Setting a Spell's Level · Determining Spell Components · Determining Research Time · The Cost of Spell Research · Adding a New Spell to the Spell Book · Researching Extra Wizard Spells
===Ch 8: Experience===
* 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) · Experience Tables
* When to Award Experience Points
** Effects of Experience
* Training (Optional Rule)
* Rate of Advancement
===Ch 9: Combat===
* 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 an 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 Defences
* The Saving Throw
** Rolling Saving Throws
** Saving Throw Priority
** Voluntarily Failing Saving Throws
** Ability Checks as Saving Throws
** Modifying Saving Throws
* Magic Resistance
** Effects of Magic Resistance
** When Magic Resistance Applies
** Successful Magic Resistance Rolls
* Turning Undead
** Evil Priests 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 for Morale
** How to Make a Morale Check
** Failing a Morale Check
* Injury and Death
** Wounds
* Special Damage
** Falling
** Paralysis
** Energy Drain
** Poison
* 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
** Aerial Combat (Tournament)
** Aerial Combat (Optional Rules)
** Underwater Combat
===Ch 10: Treasure and Magical Items===
* 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
===Ch 11: Encounters===
* 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
** Table 54: 2-20 Encounter Table
** Table 55: Dungeon Level
* DMing Encounters
** Encounter Checks
** Is This Encounter Necessary?
** Encounter Size
** Table 56: Frequency & Chance of Wilderness Encounters
* Surprise
** Table 57: Surprise Modifiers
* Encounter Distance
** Table 58: Encounter Distance
* Encounter Reactions
** Table 59: Encounter Reactions
* Fixing Things in Play
** The Encounter is Too Difficult
** The Encounter Gave Away Too Much Treasure
** The Encounter Was Too Easy
===Ch 12: NPCs===
* NPCs
* 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
** Descriptions of Troop Types
** Table 64: Military Occupations
* Employing Hirelings
** Who Might Be Offended?
** Repopulate at Your Own Risk
** Securing Permission
** Finding the Right People
** The Weekly Wage
** Table 65: Common Wages
* Henchmen
** An NPC Becomes a Henchman
** The Player Takes Over
** Role-Playing Henchmen
** Henchman Bookkeeping
* Officials and Social Rank
** Titles, Offices, and Positions
** Table 66: Europeans Titles
** Table 67: Oriental Titles
** Table 68: Religious Titles
* Spellcasters
** Finding a Spellcaster
** Convincing the NPC to Help
** NPC Magical Items
** Table 69: NPC Spell Costs
* Personality
** Walk-On NPCs
** Significant NPCs
** Other NPC Characteristics
** Morale
** Table 70: General Traits
** Table 71: Permanent Morale Modifiers
* Quick NPCs
===Ch 13: Vision and Light===
* 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
** Table 72: Optional Degrees of Darkness
* Invisibility
** Detecting Invisible Creatures
===Ch 14: Time and Movement===
* Time and Movement
** Detailed Timekeeping · Preparing a Calendar · Time as a Game-Balancer
* Movement
** Mounted Overland Movement
** Care of Animals
** Vehicles
** Terrain Effects on Movement (Optional Rule)
** Terrain Modifiers in Overland Movement
** Roads and Trails
** Table 73: Terrain Effects on Movement
** Table 74: Terrain Costs for Overland Movement
* Terrain Obstacles and Hindrances
** Table 75: Terrain Modifiers
* 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
** Table 80: Aerial Movement Modifiers
* Getting Lost'''
** Just Lost
** Hopelessly Lost
** Dealing with Lost Characters
** Table 81: Chance of Getting Hopelessly Lost
** Table 82: Lost Modifiers
===Ch 15: A DM's Miscellany===
* A DM's Miscellany
* Listening
** Table 83: Chance to Hear Noise by Race
* Doors
** Concealed and Secret Doors
* Lycanthropy
** Other Magical Diseases
* The Planes
** The Planes of Existence
** The Prime Material Planes
** The Ethereal Planes
** The Inner Planes
** The Astral Plane
** The Outer Planes
== Appendixes ==
===Appendix 1: Treasure Tables===
* Treasure Tables
** Table 84: Treasure Types
* Coins
* Gems
** Ornamental Stones
** Semi-Precious Stones
** Fancy to Precious
** Gems and Jewels
** Table 86: Gem Variations
* Objects of Art
** Table 87: Objects of Art
===Appendix 2: Magical Item Tables===
* Magical Item Tables
* Table 88: Magical Items
** Table 89: Potions and Oils
** Table 90: Scrolls
** Table 91: Rings
** Table 92: Rods
** Table 93: Staves
** Table 94: Wands
** Table 95: Miscellaneous Magic: Books and Tomes
** Table 96: Miscellaneous Magic: Jewels and Jewelry
** Table 97: Miscellaneous Magic: Cloaks and Robes
** Table 98: Miscellaneous Magic: Boots and Gloves
** Table 99: Miscellaneous Magic: Girdles and Helms
** Table 100: Miscellaneous Magic: Bags and Bottles
** Table 101: Miscellaneous Magic: Dusts 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
===Appendix 3: Magical Item Descriptions===
* Potions
** Identifying Potions
** Combining Potions
** Potion Duration
** Table 111: Potion Compatibility
** List of Potions
* Scrolls
** Spell Level of Scroll Spells
** Magical Spell Failure
** Table 112: 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)
** 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
** 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