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
opponents 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 21: 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 (helpers
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 doesnt
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 creatures ability
to avoid being hit in combat. An opponents attack roll
must equal or exceed the target creatures 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 creatures 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 attackers 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 creatures
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
targets 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 threata possible critical
hit.
automatic
miss: An attack that misses regardless of target AC.
Automatic misses occur on an attack roll of natural
1.
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