Dungeons & Dragons Dungeon Master's Guide: Core Rulebook II V.3.5, Volume 3Weave exciting tales of heroism filled with magic and monsters. Within these pages, you’ll discover the tools and options you need to create detailed worlds and dynamic adventures for your players to experience in the Dungeons & Dragons roleplaying game. The revised Dungeon Master's Guide is an essential rulebook for Dungeon Masters of the D&D game. The Dungeon Master's Guide has been reorganized to be more user friendly. It features information on running a D&D game, adjudicating play, writing adventures, nonplayer characters (including nonplayer character classes), running a campaign, characters, magic items (including intelligent and cursed items, and artifacts), and a dictionary of special abilities and conditions. Changes have been made to the item creation rules and pricing, and prestige classes new to the Dungeon Master's Guide are included (over 10 prestige classes). The revision includes expanded advice on how to run a campaign and instructs players on how to take full advantage of the tie-in D&D miniatures line. |
Common terms and phrases
1st-level ability score adventure alignment amulet animal Arms and Armor arrow attack bonus attack rolls bonuses campaign cast caster level character character's class level cleric cost Craft Magic Arms Craft Wondrous Item create creature darkvision Disable Device DC divine door dragon dungeon effect encounter enhancement bonus Ethereal Plane evil example feet fire Fortitude save gains halfling hit points magic items Market Price masterwork Material Plane melee Moderate modifier Monster Manual normal Outer Planes paladin penalty Plane of Shadow Player's Handbook players points of damage poison potion prestige class random Red Wizard Reflex save reset ring round saving throw scroll Search DC shield Skills and Feats special ability spell level spell resistance spell-like abilities square stone Table target terrain transmutation trap treasure trigger undead wall weapon wearer wielder wizard