Dungeon Master Option: High-Level Campaigns

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* Foreword
* Credits
==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
** Far-reaching Impact
* Plan Ahead
** Create Villains Who Learn
** Consequences
** Fame and Infamy
** Balancing Act
* Share Responsibility
** #Garner Interest|Garner Interest
** #Goals|Goals
** #Allies and Enemies|Allies and Enemies
** #Personality|Personality
==Chapter 2: Adventures==
* 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
** 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
** A Sample Legendary Monster
==Chapter 3: Spells and Magical Items==
* 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==
* Magical Duels
* Creating the Arena
** Arena Physics
** Conducting the Duel
** Spell Movement and Combat
** Character Movement and Combat
* Special Notes
** Magical Items and Preexisting Spells
** Specialist Wizards
** The Spoils of Victory
** The Role of the Mediator
* Special Dueling Characteristics
** Groups of Spells
** Individual Spells' Special Abilities
** Magical Duels in the Campaign
** An Example of Magical Dueling
==Chapter 6: True Dweomers==
* Spells Beyond 9th Level
* 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: High-Level Characters==
* High-Level 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
** Skills for High-Level Warriors
* Wizards
** Skills for High-Level Wizards
* Priest
** Skills for High-Level Priests
* Rogues
** Skills for High-Level Rogues
* Demihumans in High-Level Play
* Some Solutions to the Demihuman Advancement Problem
* Beyond 30th Level
** Divine Ascension
* Appendix: Spell Dueling Characteristics
* List of Tables
Category:Dungeon Master Option: High-Level Campaigns