DUNGEON MASTER'S GUIDE

Alteration by Bloated Blowfish


PREFACE CREDITS INTRODUCTION THE GAME CREATING THE PLAYER CHARACTER
CHARACTER AGE, AGING, DISEASE, AND DEATH CHARACTER ABILITIES CHARACTER RACES CHARACTER CLASSES ALIGNMENT
MONEY ARMOR, ARMOR CLASS, AND WEAPONS HIRELINGS HENCHMEN TIME
CHARACTER SPELLS SPELL EXPLANATIONS THE ADVENTURE COMBAT EXPERIENCE
THE CAMPAIGN NON-PLAYER CHARACTERS CONSTRUCTION AND SIEGE CONDUCTING THE GAME MAGICAL RESEARCH
USE OF MAGIC ITEMS - TREASURE - APPENDICES
Monster Manual Player's Handbook - Dungeon Master's Guide Deities & Demigods

PREFACE +
CREDITS +
INTRODUCTION +

THE GAME +
    APPROACHES TO PLAYING AD&D +
    DICE +
    USE OF MINIATURE FIGURES +
    AIDS TO PLAYING AD&D +

CREATING THE PLAYER CHARACTER +
    GENERATION OF ABILITY SCORES +
    NON-PLAYER CHARACTERS +
    THE EFFECT OF WISHES ON CHARACTER ABILITY SCORES +
    CHARACTERISTICS FOR PLAYER CHARACTERS +
    PLAYER CHARACTER NON-PROFESSIONAL SKILLS +
    STARTING LEVEL OF EXPERIENCE FOR PLAYER CHARACTERS +

CHARACTER AGE, AGING, DISEASE, AND DEATH +
    CHARACTER AGE +
    AGING +
        Unnatural Aging +
    DISEASE +
    DEATH +

CHARACTER ABILITIES +
    EXPLANATION OF ABILITIES +

CHARACTER RACES +
    PLAYER CHARACTER RACIAL TENDENCIES +

CHARACTER CLASSES +
    FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS +
        The Paladin's Warhorse +
    SPYING +
    THIEF ABILITIES +
    THIEVES AND ASSASSINS SETTING TRAPS +
    ASSASSINATION EXPERIENCE POINTS +
    ASSASSIN'S USE OF POISON +
    THE MONSTER AS A PLAYER CHARACTER +
    LYCANTHROPY +

ALIGNMENT +
    ALIGNMENT LANGUAGE +
    CHANGING ALIGNMENT +

MONEY +
    PLAYER CHARACTER STARTING MONEY +
    PLAYER CHARACTER EXPENSES +
    VALUE AND REPUTED PROPERTIES OF GEMS, HERBS, et al. +
    NOTE REGARDING THE MAGICAL PROPERTIES OF GEMS, HERBS, et al. +

ARMOR, ARMOR CLASS, AND WEAPONS +
    TYPES OF ARMOR & ENCUMBRANCE +
    DEXTERITY ARMOR CLASS BONUS +
    WEAPON TYPES, "TO HIT" ADJUSTMENT NOTE +

HIRELINGS +
    STANDARD HIRELINGS +
    EXPERT HIRELINGS +

HENCHMEN +
    LOYALTY OF HENCHMEN & HIRELINGS, OBEDIENCE AND MORALE +

TIME +
    TIME IN THE CAMPAIGN +
    TIME IN THE DUNGEON +

CHARACTER SPELLS +
    DAY-TO-DAY ACQUISITION OF CLERIC SPELLS +
    ACQUISITION OF MAGIC-USER SPELLS +
    ACQUISITION OF ILLUSIONIST SPELLS +
    RECOVERY OF SPELLS +
    SPELL CASTING +
    TRIBAL SPELL CASTERS +

SPELL EXPLANATIONS -
    SPELLS: SPECIAL COMMENTARY FOR REFEREEING +
        Cleric Spells* -
        Druid Spells* -
        Magic-User Spells* -
        Illusionist Spells* -
           * The special commentaries have been placed at the spell descriptions in the PH. <reword, less words>

THE ADVENTURE +
ADVENTURES IN THE OUTDOORS +
ADVENTURES IN THE AIR +
AERIAL TRAVEL +
    AERIAL COMBAT +
WATERBORNE ADVENTURES +
UNDERWATER ADVENTURES +
TRAVEL IN THE KNOWN PLANES OF EXISTENCE +
OUTDOOR MOVEMENT +
INFRAVISION AND ULTRAVISION +
INVISIBILITY (+)
MIRRORS +
DETECTION OF EVIL/GOOD (+)
LISTENING AT DOORS +

COMBAT +
ENCOUNTERS, COMBAT, AND INITIATIVE +
    Surprise +
ENCOUNTER REACTIONS +
MISSILE DISCHARGE +
GRENADE-LIKE MISSILES +
   Holy/Unholy Water +
SPELL CASTING DURING MELEE +
    Magical Device Attacks +
    Effect of Cover on Spells and Spell-Like Powers +
    Monster Charm Power +
TURNING UNDEAD +
    Counter-Affecting +
FURTHER ACTIONS +
    Charge +
    Weapon Speed Factor +
    Striking to Subdue + <UA>
    Special "To Hit" Bonuses +
MORALE +
MORALE SCORES +
MORALE FAILURE +
PURSUIT AND EVASION OF PURSUIT + <DMDK>
    Pursuit and Evasion of Pursuit in Outdoor Settings +
MELEE +
    Special Types of Attacks +
    Important Note Regarding "To Hit" Adjustments +
    Attacks With Two Weapons +
    Breaking Off From Melee +
    Monk's Open Hand Melee +
    Actions During Combat and Similar Time-important Situations +
    Examples of Melee +
NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES + <UA>
COMBAT TABLES +
    Opponent Armor Class Description +
ATTACK MATRICES +
ASSASSIN'S TABLE FOR ASSASSINATIONS +
ATTACK MATRIX FOR MONSTERS +
CREATURES STRUCK ONLY BY MAGIC WEAPONS +
MATRIX FOR CLERICS AFFECTING UNDEAD +
PSIONIC COMBAT TABLES +
PSIONIC COMBAT NOTES +
SAVING THROW MATRICES +
SAVING THROWS +
MAGIC ARMOR AND SAVING THROWS +
PROGRESSION ON THE COMBAT TABLES +
HIT POINTS +
EFFECTS OF ALCOHOL AND DRUGS +
RECOVERY FROM INTOXICATION +
INSANITY +

EXPERIENCE +
    ADJUSTMENT AND DIVISION OF EXPERIENCE POINTS +
    EXPERIENCE VALUE OF TREASURE TAKEN +
    EXPERIENCE POINTS VALUE OF MONSTERS +
    SPECIAL BONUS AWARD OF EXPERIENCE POINTS +
    GAINING EXPERIENCE LEVELS +

THE CAMPAIGN +
    CLIMATE & ECOLOGY+ <WSG>
    TYPICAL INHABITANTS +
    SOCIAL CLASS AND RANK IN ADVANCED DUNGEONS & DRAGONS + <UA>
        Government Forms +
        Royal and Noble Titles +
    THE TOWN AND CITY SOCIAL STRUCTURE +
    ECONOMICS +
    DUTIES, EXCISES, FEES, TARIFFS, TAXES, TITHES, AND TOLLS +
    MONSTER POPULATIONS AND PLACEMENT +
    PLACEMENT OF MONETARY TREASURE +
    PLACEMENT OF MAGIC ITEMS +
    TERRITORY DEVELOPMENT BY PLAYER CHARACTERS +
    PEASANTS, SERFS, AND SLAVES +
    A SAMPLE DUNGEON +
    THE FIRST DUNGEON ADVENTURE +

NON-PLAYER CHARACTERS +
    PERSONAE OF NON-PLAYER CHARACTERS +
    FACTS +
    TRAITS +
    LANGUAGE DETERMINATION +
    SPECIAL ROLES OF THE DUNGEON MASTER +
    HIRING NON-PLAYER CHARACTERS TO CAST SPELLS OR USE DEVICES +
    MONSTERS AND ORGANIZATION +
    USE OF NON-HUMAN TROOPS +

CONSTRUCTION AND SIEGE +
    UNDERGROUND CONSTRUCTION +
    CONSTRUCTION TIME +
    SIEGE ENGINES AND DEVICES OF WAR +
        Additional Attack Forms +

CONDUCTING THE GAME +
    ROLLING THE DICE AND CONTROL OF THE GAME +
    HANDLING TROUBLESOME PLAYERS +
    INTEGRATION OF NEW PLAYERS INTO AN EXISTING CAMPAIGN +
    MULTIPLE CHARACTERS FOR A SINGLE PLAYER +
    INTERVENTION BY DEITIES + <DDG>
        Demi-Gods & Gods + <DDG>
    THE ONGOING CAMPAIGN +
        Sixguns & Sorcery +
        Mutants & Magic +

MAGICAL RESEARCH +
    CREATION OF HOLY/UNHOLY WATER +
    SPELL RESEARCH +
    FABRICATION OF MAGIC ITEMS, INCLUDING POTIONS AND SCROLLS +
    NON-STANDARD MAGIC ITEMS +

USE OF MAGIC ITEMS +
    COMMAND WORDS +
    CRYSTAL BALLS & SCRYING +
    DRINKING POTIONS +
    APPLYING OILS +
    POTION MISCIBILITY +
    ENERGY DRAINING BY UNDEAD OR DEVICE +

TREASURE +
    RANDOM TREASURE DETERMINATION +
    EXPLANATIONS AND DESCRIPTIONS OF MAGIC ITEMS +
        Potions +
        Scrolls +
        Rings +
        Rods, et. al. (Including Staves and Wands) +
        Miscellaneous Magic +
           Artifacts and Relics +
        Armor & Shields +
        Swords +
        Miscellaneous Weapons +

APPENDIX A: RANDOM DUNGEON GENERATION +
    Random Dungeon Generation for Solo Play +

APPENDIX B: RANDOM WILDERNESS TERRAIN +

APPENDIX C: RANDOM MONSTER ENCOUNTERS + <MM2>
    Monsters Encountered Adjustment for Relative Dungeon Level -
    Dungeon Random Monster Encounters +
    Underwater Random Monster Encounters -
    Astral & Ethereal Encounters -
    Psionic Encounters -
    Outdoor Random Monster Encounters -
    Waterborne Random Monster Encounters -
    Airborne Random Monster Encounters -
    City/Town Encounters -
    Magic Possessed By Encountered Creatures -

APPENDIX D: RANDOM GENERATION OF CREATURES FROM THE LOWER PLANES +

APPENDIX E: ALPHABETICAL RECAPITULATION OF MONSTERS (With Experience Point Values) -
    Included in the MM

APPENDIX F: GAMBLING +

APPENDIX G: TRAPS +

APPENDIX H: TRICKS +

APPENDIX I: DUNGEON DRESSING +

APPENDIX J: HERBS, SPICES, AND MEDICINAL SUBSTANCES +

APPENDIX L: CONJURED ANIMALS + <PH?>

APPENDIX M: SUMMONED MONSTERS + <PH?>

APPENDIX N: INSPIRATIONAL AND EDUCATIONAL READING +

APPENDIX O: ENCUMBRANCE OF STANDARD ITEMS +

APPENDIX P: CREATING A PARTY ON THE SPUR OF THE MOMENT +

GLOSSARY +

AFTERWORD +
 

Question: What kind of monster is on the cover of the DMG?
What are its hit dice, armor class, and so forth?

Answer: The monster is an Efreeti and can be found in the Monster
Manual.
 

QUESTION:I have waited anxiously for the release of the
Dungeon Masters Guide. However, I lack one important piece
of information—what is its price? Also, what is a Dungeon
Masters Screen? If I don’t get an answer soon, they are going to
feed me to the dragons. Oh yes, and where can I get them?

ANSWER: Heaven forbid, I wouldn’t like to see you fed to the
dragons. You can purchase a DMG and a DM screen from Dungeon
Distributors, POB 756, Lake Geneva WI 53147, for $15 plus $1 for
shipping and handling. (Prices are subject to change without notice.) I
suggest that you try your local hobby shop first and then contact us if it
doesn’t have them.

(Update: try eBay, Dragonsfoot, or the Acaeum)

A Dungeon Masters Screen is a shield that has all the combat and
saving throw tables on one side, and a very nice piece of art and the
tables of the different class levels on the other.



 


Quote:
Originally Posted by Jdvn1
Anyway, I have an Origin of D&D question now. Nowadays, there's d20 Modern, d20 Future, et cetera. I don't keep up with all the different varieties. My question is this: How much of this did you think of at the beginning? When you made OAD&D, did you think, "Oh, we could make modern-day or futuristic classes too and have a different setting!"? Did you make plans for that sort of thing or were you trying to keep it fantasy-only?
 


The fact is I wanted to be able to mix genres--not use the A/D&D rules to play other genres, but means of mixing genres.
Thus we had fantasy forces comprised of orcs led by an Evil cleric meeting and fighting with a Nazi anti-partizan company, and fought the battle out on a table top.
I had PCs sent to the Starship Warden to tangle with Metamorphosis Alpha characters.
No need to go on, you get the idea.

Cheers,
Gart
 


Quote:
Originally Posted by BOZ
amen to that! we have a guy who loves to call out on the DM "but the rules say..." when the DM makes a decision... i just want to slap the guy. the rest of us usually have to talk him out of arguing it, while he grumbles and mumbles and flips through the rulebooks to try to prove his point, and then if he finds what he was looking for he brings it back up again several minutes after we have moved on, and if he doesn't find it he says something like "but you've let me do that before"

...oy. i'm kinda glad he hasn't shown up in a month or so. 


Shudder!

That calls to mind the incident that occurred when I was giving a seminar on AD&D to a large audience of dedicated players at a GenCon.
Someone asked me howI'd handle a specific situation, and I responded. One fellow in the crowd objected, "but that isn't what the DMG says..."

To that I respnded to this effect: "I don't care what the book says.
I wrote it, and I am not infalable.
In the case just before us the material in the DMG is wrong--as it is anytime the DM over-rules it."

Heh,
Gary
 

TheDungeonDelver wrote:
Okay sir. I will poke around over there. Most of my gaming these days is your *ahem* other game but I've been thinking about branching out some...


Okay 8)

If you like rules-light and very adaptable systems, I am sure you will find LA compelling.
It is quite unlike OA/D&D save in spirit, soul, and enthusiasm.

Cheers,
Gary
 

Quote:
Originally posted by Flexor the Mighty!
Hey there Gary I've got a question for you.

What parts of 1e did you house rule when you still played it?
I read in an old issue of Dragon that you used a different hand to hand combat system.
Was it the same one that was published in Dragon? Any other changes?
 


Whoa, and I have to think hard about those questions.
Generally, I just DMed on the fly, so to speak, and didn't use the rules books except for random encounters, monster stats, and treasure.
when hand-to-hand fighting occurred I usually did that seat-of-the-pants rules--asking what the character was doing and deciding on the chance for success based on the circumstances.
I did not use psionics, generally ignored weapons vs. armor type and weapon speed.
When an opponent was helpless I always allowed an immediate kill if of lower level; otherwise a successful hit killed, a "miss" doing double damage anyway.
That's about all I can think of 

Cheers,
Gary
 
 


Howdy Grodog and All!

The armorial bearings displayed on the fighter's shield shown on the original DMG book are those of a Gygax who fought in French service sometime in the 15th century.
As I devized all of the armorial bearings for the states of the World of Greyhawk, it is likely that when I did that for Fax I unconsciously borrowed from memory.

BTW, the actual Gygax Family arms are a white goose passant on a green field with a gold star (mullet) in the dexter canton and a bison horn in base, IIRR. The goose, "ganse" in Switzer Deutsche, sounds a bit like the ending of the family name, and it is also alert to danger. The star was supposedly awarded for the bravery of some ancestor, and the bison horn likewise, for calling attention to some enemy threat.

Cheers,
Gary

Comments
  My 2nd point of XP to Gary. We miss ya, Colonel.
  And another thank you - there will never be enough. RIP
 


I enjoy Shakespeare well enough, aced the course in college, and I have written a fairly good Shakesperian sonnetfor a pal to use in impressing the lady with whom he was smitte,
They later married.

Quote:
Originally Posted by Raven Crowking
The DMG makes mention of The Tempest in the play sample....surely you can't be against Shakespeare!


See above 
 

Quote:
Originally Posted by FATDRAGONGAMES
Ditto. This is why my group chucked out 3.5 and went to a Castles & Crusades/AD&D hybrid game.
The beauty of AD&D was it put the DM in control of the game, not the rules lawyers.
 


Most people enjoy roll-playing and role-playing, but rule-playing is a complete bore 

Cheers,
Gary
 
 


INDEX -


 
 
A B C D E F G H I J K L M
N O P Q R S T U V W X Y Z

This i s o combined index for both the DUNGEON MASTERS GUIDE and the ADVANCED DUNGEONS AND DRAGONS PLAYERS HANDBOOK, included to provide
a handy reference to those areas most often consulted by the ADBD DM and player (It i s not designed to be a totally exhaustive listing ) DMG page
numbers are always listed first and in boldface. Page numbers for listings in the PHB are in regular type, and follow those in boldface (where simultaneous
listings occur.)

A

Abilities
    Character Abilities .... 15; 9-13
    Generation of .... 11, 100
    Improvement of by Books, Manuals, etc. .... 136, 138, 139, 149-150, 155

Acid .... 64-65. 80, 81
Age, Character .... 12-13

Aging, Character .... 13
    Potion of Longevity .... 126
    Staff of Withering .... 134

Air Adventures .... 49-53
Alchemist .... 29, 116
Alcohol, Effects of .... 82-83

Alignment .... 23, 25; 33-34, 119
    as Affects Loyalty .... 37
    Atonement .... 42; 49
    Detection of .... 45
    Helm of Opposite Alignment .... 146
    of Swords .... 165, 166

Armor .... 27-28, 165; 35, 36, 123
    Armorer (expert hireling) .... 29-30
    Character Class Restrictions .... 19
    Magic Armor, Explanations .... 164-165
    Magic Armor, Random Determination .... 124
    Magic Armor and Saving Throws .... 81
    Magic Armor, Use of .... 164
    See also Armor Class

Armor Class .... 27-28, 73; 105
    Bracers .... 139-140
    Cloak of Displacement .... 140-141
    Cloak of Protection .... 141
    Ring of Protection .... 130
    See also Armor
    See also Dexterity, Armor Class Bonus

Artifacts .... 124, 155-164

Assassins .... 17-18; 28-30
    Assassination Experience Points .... 20
    Assassination Table .... 75
    Setting Traps .... 20
    Spying .... 18-19
    Use of Poison .... 20; 29

Astral Travel and Combat .... 181; 52, 92, 100, 114, 120-121
 

B

Bards .... 117-119
Bend Bars/Lift Gates .... 145; 9
Books, Librams, Manuals, Tomes; Use of .... 136
BOOT HILL .... 112-113
 

C

Castles
    Construction Time .... 106-107
    Daern's Instant Fortress .... 142
    Outdoor Random Encounters .... 182-183

Class see Alignment

Character Classes .... 18-19
    See also Assassins, Bards, Clerics, Druids, Fighters, Illusionists, Magic-users, Monks, Paladins, Rangers, Thieves

Character Creation .... 11-12; 8
Character, Multi-Classed see Multi-Classed Character
Character with Two Classes .... 33
Charge .... 66
Charisma .... 15; 13

Charming and Control .... 104
    Bardic Charm Power .... 118
    Charmed Spell Caster .... 104, 118
    Eyes of Charming .... 144
    Instruments of the Bards .... 147-148
    Monster Charm Power .... 65
    Potions of .... 125, 126, 127
    Rings of .... 130
    Rods, Staves, and Wands of .... 132-134
    Spells of .... 41, 43, 44, 45, 46; 45, 46, 65, 75-77, 87, 90, 97, 112, 115

Cites and Towns
    City/Town Encounters .... 191-194; 101
    Random Wilderness Encounters .... 173
    Social Class in .... 89-90

Clerics .... 16; 20-21
    Affecting Undead .... 65-66, 75-76; 20, 104
    Creating Holy Water .... 114-115
    Wisdom Adjustment .... 11
    See also Spells, Clerical

Climate && Ecology .... 87-88

Combat .... 61-84; 104-105
    Aerial .... 50-53
    Attack Matrices .... 73-78
    Underwater .... 56
    Waterborne .... 54-55

Command Word .... 118-119
Conjuring see Summoning/Conjuring

Constitution .... 15; 12

Constructions .... 106-110
    Engineers .... 30

Construction Defensive Values .... 110

Cover && Concealment
    From Missile Fire .... 64
    From Spells .... 65

Crystal Ball
    Explanation of .... 141-142
    Use of .... 119

Curses
    Flask of Curses .... 145
    Reverse of Bless .... 43
    Scrolls .... 121
 

D

Damage .... 63, 82
    Due to Strength .... 126, 145; 9, 32
    Falling .... 105
    by Weapon Type ... 37, 124
    to Winged Creatures .... 53

Death, Character .... 15, 110
    See also Resurrection

Deities .... 23-25, 38-39, 111-112

Demons and Devils
    Aerial Combat Modes .... 51
    Clerics Affecting .... 75-76
    Protection Scrolls .... 128
    Random Generation of .... 194-195
    Summoning, Control and Protection from .... 86-87
    See also Monsters, Random Encounters
    See also MONSTER MANUAL

Detection of Evil and/or Good .... 41, 45, 60; 22, 44, 112

Dexterity .... 15; 11-12
    Armor Class Bonus and Penalty .... 28; 11
    Gauntlets of Dexterity .... 145
    Missile Fire Attack and Initiative Bonuses .... 64; 11
    Reaction in Surprise .... 62

Dice .... 9-10, 110

Disease .... 13-15

Distance .... 39
    Encounter Distance .... 62

Doors
    Concealed or Secret, Detection of .... 97, 136, 167; 16
    Listening at .... 60, 97, 173; 27-28
    Opening .... 97; 9

Drugs, Effect of .... 82-83

Druids .... 20-22
    See also Spells, Druidical

E

Economics .... 90
Ego of Swords .... 167-168
Elves .... 16
    See also MONSTER MANUAL
Encounters .... 61; 103-104
    with Character Groups .... 175-176
    Charisma Adjustment to Reactions .... 13
    Outdoor .... 47-49
    Reactions .... 63
    See also Monsters, Random Encounters
Encumbrance .... 225; 9, 101-102
Energy Draining .... 119
Equipment and Costs .... 35-36, 123
ESP .... 31
    Amulets .... 137
    Helm of Telepathy .... 146
    Medallions .... 150
    Mirror of Mental Prowess .... 150
    Potion of ESP .... 125
    Spells .... 70, 111, 112, 116
    Swords' .... 166, 167
    See also Crystal Ball
Etherealness and the Ethereal Plane .... 181; 120-121
    Encounters .... 181
    Etherealness (psionic) .... 115
    Ether Cyclone .... 181
    Oil of Etherealness .... 126
Evil see Alignment
Evil Areas .... 66
Evil, Detection of see Detection of Evil and/or Good
Expenses of Player Characters .... 25
Experience
    Awarding of .... 84-88; 106-107
    Levels, Gaining of .... 86
    X.P. Value of Magic Items .... 121-125
    X.P. Value of Monetary Treasure .... 85
    X.P. Value of Monsters .... 85, 174

F

Fabrication of Magic Items see Magic Items, Fabrication of
Falling damage .... 105
Fatigue .... 69
Fighters .... 16; 22-25
    Extraordinary Strength .... 9
Flying Mounts .... 50, 52
Followers for PCs .... 16-18; 32
Fortress see Castle

G

Gambling .... 215-216
GAMMA WORLD .... 113-114
Gems
    Gems, Magical .... 145
    Jeweler-Gemcutter (expert hireling) .... 30
    Jewels, Magical .... 149
    Pearls, Magical .... 151
    Periapts .... 151
    Random Treasure Determination .... 120
    Value and Reputed Properties .... 25-27
Gnomes .... 16-17
    See also MONSTER MANUAL
Gods see Deities
Good see Alignment
Good, Detection of see Detection of Evil and/or Good
Governmental Forms .... 89
Grappling see Non-Lethal and Weaponless Combat

H

Half-Elves .... 17
    See also MONSTER MANUAL
Halflings .... 17
    See also MONSTER MANUAL
Half-Orcs .... 17
    See also MONSTER MANUAL
Healing, General .... 82; 105-106
Hear Noise .... 60, 97
Height of Characters .... 102
Henchmen .... 34-37, 103; 39
Herbs and Spices .... 27, 220-221
Hirelings .... 103; 39
    Expert .... 29, 34
    Standard .... 28-29
Hit Points .... 82; 34
    Constitution Adjustment .... 12
Holy/Unholy Water .... 64-65
    Creation of .... 114-115
Humanoid Racial Preferences Table .... 106

I
Illusionists .... 26
Infravision .... 54, 59; 74, 102
Inhabitants, Typical .... 88, 94
    See also Zero Level Characters
Initiative .... 61-63, 66, 72-73; 104
Insanity .... 83-84
    Psionic Damage .... 78
    Scarab of Insanity .... 153-154
Intelligence .... 15; 10
    in Swords .... 166
Invisibility .... 59-60; 102
    Dust of Appearance and of Disappearance .... 143
    Invisible Opponents in Melee .... 70
    Potion of .... 126
    Ring of .... 130
    Robe of Eyes .... 152
    Spells of .... 54, 55, 69, 70, 74, 88, 94, 96, 97, 113

J
Jewelry .... 219
    Jeweler-Gemcutter (expert hireling) .... 30
    Random Treasure Determination .... 120
    Value and Reputed Properties .... 25-27
Jewels see Gems

L
Languages
    Alignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24; 29
    Learning of . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34-35
    Magical Comprehension of .... 146, 49, 65, 75
    Random Determination of. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Swords' .... 167
Thieves' Reading of .... 20; 28

M

Magical Research ... 114-118
Magic Armor see Armor
Magic Items
    Encountered Characters' .... 175-176, 194
    Fabrication of .... 46, 116-118; 25, 69, 76, 83-84, 91
    Non-Standard .... 118
    Placement of .... 92-93
    Random Treasure Determination .... 120-125
    Saving Throws .... 80
Magic Items, Use of .... 65, 118-119
    Flying Devices .... 49, 52
    Scrolls .... 121, 127-128, 100-101
Magic-users .... 25-26
    Acquisition of Spells .... 39
    Furnishings ... 218
    Intelligence of .... 10
    See also Spell Casters, Tribal
    See also Spells, Magical
Magic Weapons
    Creatures Struck Only by .... 75
    Saving Throws .... 80
    See also Miscellaneous Weapons and Swords, Magical
Mapping .... 68, 96; 102, 106
Maps .... 120
Melee .... 69-72; 104-105
    Waterborne .... 54
Mercenaries ... 30-31
    See also Soldiers
METAMORPHOSIS ALPHA .... 113
Miniatures .... 10-11, 69
Mining .... 106
Mirrors .... 60
    Magical .... 150
Miscellaneous Magic Items .... 136-155
    Random Determination of .... 122-124
Miscellaneous Weapons (Magical) .... 168-169
    Random Determination of .... 125
Missiles .... 63-65; 104
    Aerial Missile Fire .... 51-52, 53
    Dexterity Attack Bonus .... 11
    Grenade-Like .... 64-65
    Missile Weapons .... 38
    Siege Engines .... 108-110
Money
    Economics, Taxes .... 90
    Placement of Monetary Treasure .... 91-92
    Player Character Starting Money .... 25; 35, 123
    Random Treasure Determination .... 120
    X.P. Value of Treasure Taken .... 85
Monks .... 73; 30-32
    Open Hand Melee .... 70-71
Monsters
    Charm Power .... 65
    and Organization .... 104-105
    as Player Characters .... 20-21
    Population and Placement .... 90-91
    Special Roles of the Dungeon Master .... 103
    the Term .... 40
    X.P. Value of .... 85, 174
Monsters, Random Encounters .... 174-194
    Airborne .... 190
    Astral/Ethereal .... 181
    Character Types .... 175-176
    City/Town .... 191-194
    Dungeons .... 174-179
    Outdoor .... 182-189
    Psionic .... 182
    Underwater .... 179-180
    Waterborne .... 190
Morale .... 36-37, 67; 106
Movement .... 49, 58; 102
    Aerial Travel .... 50-52
    Charge Bonus .... 66
    Dungeon .... 96; 102
    Forced March .... 49
    Underwater .... 56
    Waterborne .... 54, 58
Multi-Classed Characters .... 32
    Encounters With .... 176
Multiple Characters for a Single Player .... 111

N
Neutrality see Alignment
Non-Human Soldiers see Soldiers, Non-Human
Non-Lethal Weaponless Combat .... 72-73
Non-Player Characters, Personae of .... 100-106
    Generating Abilities of .... 11, 100


O
Oil, Inflammable .... 64, 65
    Restrictions to Use of .... 19
Outdoors, Adventures in the .... 19
Overbearing see Non-Lethal and Weaponless Combat

P
Paladins .... 18; 22-24
Parleying .... 63
Patrols .... 93, 102
Peasants, Serfs and Slaves see Inhabitants, Typical
Planes of Existence
    Alignment of .... 24, 112; 120-121
    Amulet of the Planes .... 137
    Encounters .... 181
    Spell Access to .... 50, 52, 80, 92, 100, 114, 115-116, 120-121
    Travel in .... 42, 57-58, 142
Player Character see Character
Poison .... 19, 32, 45, 48, 57, 107
    Assassins' Use of .... 20; 29
    Grenade-Like Missiles .... 64
    Manufacture of .... 116
    Periapt of Proof Against .... 151
    Potions .... 127
    Saving Throws .... 79, 81
    Types of .... 20
Psionics .... 110-117
    Combat .... 76-79; 116-117
    Encounters .... 182
    Monks' Defense .... 31
Psychic Wind .... 181
Pummeling see Non-Lethal and Weaponless Combat
Pursuit and Evasion .... 67-69

R
Races, Player Character .... 15-16; 13-18
    Age and Aging .... 12
    Multi-Classed .... 32-33
    Thief Ability Adjustments .... 28
Raise Dead see Resurrection and Raising
Rangers .... 16-17; 24-25
Reactions .... 102
    Encounter .... 63
    Charisma Adjustment .... 13
    Outdoor Encounters .... 183
Relics see Arifacts
Research, Magical see Magical Research
Rest ... 38, 49
Resurrection and Raising
    From Death Due to Aging .... 15
    Ring of Regeneration .... 130
    Rod of Resurrection .... 133
    Spells of .... 50, 53
    Survival Percentage .... 110; 12
    X.P. Bonus For .... 85-86
Rings .... 129-132
    Random Determination of .... 122
    Use of .... 129
Rods, Staves and Wands .... 132-136
    Random Determination of ... 122
    Use of .... 118-119, 132
Round, Melee .... 61; 102

S
Sages .... 31-33
Saving Throws .... 79-80; 105
    Psionic .... 78
Scrolls .... 127-129
    Manufacture of ... 117-118
    Random Determination of .... 121
    Use of .... 127-128; 100-101
Scrying, Detection of .... 119, 141
Searching, Dungeon .... 96
Shamans see Spell Caster, Tribal
Shields .... 27-28, 165
    Random Determination of .... 124
    Use of .... 70
Ships .... 53-55
    Master and Crew (expert hirelings) .... 33-34
Siege Attack Values .... 109
Siege Engines .... 108-110
    Engineer-Artillerist .... 30
Sighting Distances .... 62
Skills, Player Character Seconary .... 12
Social Class and Rank .... 88-89
Soldiers .... 30-31
    Non-Human .... 31, 105-106
Spell Casters, Tribal .... 40
Spell Casting .... 40; 100-101
    in Combat .... 65, 70; 104
Cover and Concealment .... 65
    Underwater .... 56-57
Spell Research .... 115-116
Spells, Clerical .... 20
    Casting, Acquisition and Recovery .... 38-40; 40
    Cost of NPC Casting Clerical Spell .... 103-104
    Explanations .... 41-43; 43-54
    Underwater Use .... 57
Spells, Druidical .... 21
    Casting, Acquisition and Recovery .... 38-40; 40-41, 54
    Explanations .... 43-44; 54-64
    Underwater Use .... 57
Spells, General
    Psionic-Related .... 78, 182
    Saving Throws .... 79-80
Spells, Illusionists' .... 26
    Casting, Acquisition and Recovery .... 39-40; 40, 94
    Explanations .... 46-47; 94-100
    Underwater Use .... 57
Spells, Magical
    Acquisition and Recovery .... 39-40; 40, 94
    Explanations .... 44-46
    Percentage Chance to know .... 10
    Underwater Use .... 57
Spying .... 18-19
    Spy (expert hireling) .... 34
Staves see Rods, Staves and Wands
Strength .... 15; 9, 72
    Gauntlets of Ogre Power ....145
    Girdle of Giant Strength .... 145
    Missile Discharge .... 64
    Potion of Giant Strength .... 126
    Ring of Weakness .... 132
Striking Magically Sleeping, Held or Paralyzed Opponents .... 67, 70, 72
Striking Stunned, Prone or Motionless Opponents .... 67, 70, 72
Subduing .... 67
    See also MONSTER MANUAL, DRAGON
Summon/Conjuring Animals/Monsters .... 222-223
    Spells of .... 43, 44; 51, 59, 60, 61, 74, 78, 81, 85, 88, 90, 93, 99
    Wand of Conjuration .... 135
Surprise .... 61-62; 102-103
    Dexterity Bonuses in .... 62; 11
Swords, Magical .... 165-168
    Random Determition of .... 124
System Shock .... 12
    See also Resurrection and Raising

T
Taxes see Money
Telepathy see ESP
Territory Development .... 93-94
Thieves .... 17; 26-28
    Abilities of .... 19-20; 27-28
    Dexterity Adjustments .... 12
Time .... 37-38; 39
Titles, Royal and Noble .... 89
Traps .... 172; 107
    Finding/Removing .... 19, 97; 27-28, 45
    List .... 216
    Spells .... 70, 73, 77
    Thieves and Assassins Setting .... 20
Treasure .... 120-125
    Division of .... 122
    Placement of .... 91-93
Tribal Spell Casters see Spell Casters, Tribal
Tricks .... 172, 216-217; 103

U
Ultravision .... 56, 59; 102
Undead .... 115
    Clerics Affecting .... 65-66, 75-76; 20, 104
    Energy Draining by .... 119
    Potion of Undead Control .... 127
    Scroll of Protection from .... 129
    See also Monsters, Random Encounters
Underwater .... 55-57
    Helm of Underwater Action .... 146
    Random Monster Encounters .... 179-180
Unholy Water see Holy/Unholy Water

W
Walls, Climbing .... 19; 28
Wands see Rods, Staves and Wands
Waterborne Adventures ....  53-55
Weaponless Combat see Non-Lethal and Weaponless Combat
Weapons .... 28; 36-38, 124
    Attacking with Two .... 70
    Proficiency .... 36-37
    Speed Factors .... 66-67; 38
    Weapon Maker (expert hireling) .... 34
Weapons, Magical see Magic Weapons, Miscellaneous Weapons and Swords, Magical
Weight Allowance .... 9
    See also Encumbrance
Weight of Characters .... 102
Wilderness Terrain, Random .... 173
Wisdom .... 15; 11
    Pearl of Wisdom .... 151
Wishes .... 88, 94, 100
    Effect of Wishes on Ability Scores .... 11
    Rings of .... 130, 131
Withering see Aging

X
X.P. see Experience

Z
Zero Level Characters ... 74, 79
    See also Inhabitants, Typical