Chapter 1: The Seven Maxims[]
- Don't Depend on the Dice
- Intelligent Adversaries
- Control Magic
- Be Aware of Demographics
- Think on an Epic Scale
- Plan Ahead
- Share Responsibility
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
- Monsters
Chapter 3: Spells and Magical Items[]
Chapter 4: Creating Magical Items[]
Chapter 5: Magical Duels[]
Chapter 6: True Dweomers[]
- Spells Beyond 9th Level
- Requirements
- Creating the Spell
- Preparing the Spell
- 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
- Attack Rolls
- Skills for High-Level Characters
- Warriors
- Wizards
- Priest
- Rogues
- Demihumans in High-Level Play
- Some Solutions to the Demihuman Advancement Problem
- Beyond 30th Level
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