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Complete General Guidelines and Glossary
Exclusive Unabridged Version!
Compiled by Kim Mohan

Glossary-- A

ability: One of the six basic character qualities: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha). Abilities are defined with numerical values (see ability score).

ability check: A method of deciding the result when a character attempts an action that uses an ability or one to which no specific skill applies. To make an ability check, roll 1d20, then add the relevant ability modifier as well as a bonus based on class and level, if applicable. This total is called the check result. (Higher results are always better.) If the check result equals or exceeds the Difficulty Class number assigned by the DM (or the opponent’s check, if the action is opposed) the check succeeds.

ability damage: A temporary decrease in an ability score resulting from the loss of one or more ability score points. Typical causes of ability damage include poisons, diseases, and selected other effects. Points lost to such damage return on their own, typically at a rate of 1 point per day. Note that is this different from effective ability loss, which ends when the condition causing it (fatigue, entanglement, etc.) does.

ability drain: A permanent decrease in an ability score, typically caused by undead draining, certain poisons and diseases, and serious effects. Such a loss is permanent; that is, the character can only regain the lost points through magical means.

ability modifier: The bonus or penalty associated with a particular ability score. These values are derived from Table 2–1: Ability Modifiers and Bonus Spells. Ability modifiers apply to die rolls for character actions involving the corresponding abilities.

ability score: The numeric rating of one of the six character abilities (see ability). To generate an ability score, roll 4d6, ignore the worst die result, add together the remaining results, and apply any racial ability modifiers. The lower limit of any ability score is 1, but there is no upper limit. Some creatures lack certain ability scores; others are unratable in particular abilities.

Abjuration: A school of magic devoted to spells that protect, block, or banish. Abjurations create physical or magical barriers, negate magical or physical abilities, harm trespassers, or banish subjects to distant locales. A spellcaster who specializes in the Abjuration school is called an abjurer.

abjure: Send a creature or effect away with an Abjuration spell or effect.

abjurer: A wizard specializing in the Abjuration school of magic. Beginning abjurers must select their prohibited schools from the following: (1) Conjuration, Enchantment, Evocation, Illusion, or Transmutation, or (2) Divination and Necromancy.

AC: The standard abbreviation for Armor Class.

acid: Any of numerous corrosive substances that deal acid damage. Also a spell descriptor denoting a spell that inflicts corrosion damage.

action: A character activity. Action categories include attack actions, magic actions, miscellaneous actions, movement-only actions, and special actions. Each type of action has specific limitations (see individual entries). Actions are further subdivided into the following categories according to the time required to perform them: standard actions, full-round actions, move-equivalent actions, free actions, and partial actions.

adventuring party: A group of characters who travel together in search of adventure. An adventuring party is composed of player characters plus any followers, familiars, associates, cohorts, henchmen, or hirelings they might have.

aid another: A miscellaneous action that allows a character to help a friend by distracting or interfering with an opponent. To aid a friend, make an attack roll against AC 10. Success grants the friend a +2 bonus to attack that opponent or a +2 bonus to AC against that opponent (helper’s choice). Aid another is a standard action.

Air: One of the four classic elements of the fantasy world. Also a spell domain composed of nine divine spells and a granted power themed around the element air.

alignment: One of the nine descriptors of morality for intelligent creatures. The various alignments denote differing degrees of good vs. evil and law vs. chaos, as follows: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, and chaotic evil. These descriptors are abbreviated, respectively, as LG, NG, CG, LN, N, CN, LE, NE, and CE.

animal: A classification of creature that includes all natural animals and their giant forms (see Monster Manual). Also, when capitalized, a spell domain composed of nine divine spells and a granted power focused on communicating with and controlling animals.

arcane spells: Spells of secular rather than divine origin. Arcane spells involve the direct manipulation of mystic energies. Bards, sorcerers, and wizards cast arcane spells.

area: One of several possible forms in which a spell or magic effect may manifest. Area designators include burst, cone, cylinder, creature or creatures in the area, object or objects in the area, emanation, spread, and other (as specifically defined in individual spell descriptions). The caster of an area spell selects where it is centered, but otherwise doesn’t control which creatures or objects the spell affects.

armor bonus: A type of modifier that applies to Armor Class. Armor (either mundane or magical) grants the wearer an armor bonus, as do various spells, magic effects, and magic items. Armor bonuses do not stack with one another, though they do stack with natural armor bonuses and shield bonuses. An armor bonus granted by a spell or magic item typically takes the form of an invisible, tangible field of force around the recipient.

Armor Class: A number representing a creature’s ability to avoid being hit in combat. An opponent’s attack roll must equal or exceed the target creature’s Armor Class to hit it. Armor Class = 10 + armor bonus (or natural armor bonus) + shield bonus + Dexterity modifier + size modifier. The standard abbreviation for Armor Class is AC.

Astral Plane: An open, weightless plane that connects with all other planes of existence and is used for transportation among them. Certain spells (such as astral projection) allow access to this plane.

attack: Any of numerous actions intended to harm, disable, or neutralize an opponent. The result of an attack is represented with an attack roll. Attacks may be part of an attack action, magic action, or miscellaneous action, depending upon their nature. A single physical attack in combination with a move constitutes an attack action; multiple physical attacks require a full attack action to complete.

attack action: Any one of the following physical attack types: melee attack, ranged attack, unarmed attack, charge, or full attack. The first four of these are standard actions that combine a single attack with a move. A full attack action is a full-round action enabling a creature with multiple attacks to use them all, but limiting movement to a 5-foot step. An attack action is resolved by one attack roll per attack.

attack of opportunity: An optional extra melee attack that becomes possible when a creature’s own action leaves it within reach of an opponent and vulnerable to attack. Specific actions that provoke attacks of opportunity include movement within or out of a threatened area, attempting to disarm an opponent, and casting a spell. In most cases, an attacker may make only one attack of opportunity per round, regardless of the number of eligible opponents. However, certain feats allow additional attacks of opportunity in particular circumstances, while others negate the chance for an opponent to make an attack of opportunity. Attacks of opportunity are made at the attacker’s normal attack bonus, regardless of other attacks made in the same round. One-half or better cover prevents attacks of opportunity.

attack roll: A number that represents the overall outcome of a creature’s attempt to strike an opponent in combat. To make an attack roll, roll 1d20 and add the appropriate modifiers for the attack type, as follows: melee attack roll = 1d20 + base attack bonus + Strength modifier + size modifier. Ranged attack roll = 1d20 + base attack bonus + Dexterity modifier + size modifier + range penalty. In either case, the result is the AC hit. Therefore, to score a hit that deals damage, the attack roll must equal or exceed the target’s Armor Class.

automatic hit: An attack that hits regardless of target AC. Automatic hits occur on an attack roll of natural 20 or as a result of certain spells. A natural 20 attack roll is also a threat—a possible critical hit.

automatic miss: An attack that misses regardless of target AC. Automatic misses occur on an attack roll of natural 1.

©2003 Wizards of the Coast, Inc. All rights reserved.
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