Glossary--
I
Illusion:
A school of magic focused on spells that alter perception
or create false images. Illusion spells work by deceiving
the senses or minds of others. They can cause creatures to see things
that are not there, not see things that are there, hear phantom
noises, or remember things that never happened. The subschools of
the Illusion school of magic are figment, glamer, pattern,
phantasm, and shadow.
illusionist:
A wizard specializing in the Illusion school of magic. Beginning
illusionists must select their prohibited school or schools from
the following choices: (1) either Abjuration, Conjuration, Enchantment,
Evocation, or Transmutation, or (2) Divination
and Necromancy.
improved
evasion: An extraordinary ability similar to evasion.
When exposed to any effect that normally inflicts half damage
upon a successful Reflex save (such as a fireball),
a creature using improved evasion suffers no damage
at all upon a successful save, and only half damage
upon a failed save. Improved evasion is a class feature
for monks and rogues, as well as a special ability
of familiars and paladins mounts.
incorporeal:
Having no physical body. Incorporeal creatures are immune
to all nonmagical attack forms. They can be harmed only by other
incorporeal creatures, +1 or better magical weapons, spells,
spell-like effects, or supernatural effects. Even when
struck by spells, magical effects, or magic weapons, however,
they have a 50% chance to ignore any damage from a corporeal
source. In addition, rogues cannot employ sneak attacks
against incorporeal beings, as such opponents have no vital areas
to target. An incorporeal creature has no natural armor
rating, but does have a deflection bonus equal to its Charisma
modifier or +1, whichever is greater. Such creatures can
pass through solid objects at will, but not through force effects.
Therefore, their attacks negate the bonuses
provided by natural armor, armor, and shields, but deflection
bonuses and force effects (such as mage armor) work normally
against them. Incorporeal creatures move silently, so they
cannot be heard with Listen checks unless they wish it. See
also corporeal.
inflict spell: A spell with the word "inflict"
in its name, such as inflict light wounds, inflict moderate wounds,
or inflict critical wounds.
inherent
bonus: An ability score modifier resulting from
powerful magic, such as a wish. As they originate from an
instantaneous effect, these modifiers are not dispellable.
A character is limited to a total inherent bonus of +5 to any ability
score. Inherent bonuses to a particular ability score
do not stack, so only the best one applies.
initiative:
A system of determining the order of actions in battle. Before the
first round of combat, each combatant makes a single initiative
check. (Typically, the DM makes one initiative check
for all the monsters. Separate initiative checks for
different groups of monsters or even for individual creatures
are permissible, however, at the DMs option.) When
combat begins, the participants act in order from highest initiative
result to the lowest. If two combatants have the same initiative
result, the one with the higher Dexterity acts first.
If this does not break the tie, the players must flip a coin to
decide who acts first. Once established, this initiative order
remains the same throughout all succeeding rounds of combat,
unless the individual participants take actions (such as
delaying or readying actions) that change their own
initiative results.
initiative
check: A Dexterity check used to determine a creatures
place in the initiative order for a combat. Initiative check
= 1d20 + initiative modifier. This total is called the initiative
result. Players make all initiative checks for their own characters,
and the DM makes them for the opposition.
initiative
count: The point in the initiative cycle when a combatant
acts. At the beginning of each round, the DM starts
counting downward from the highest initiative result among
the participants. The combatants act when the initiative count matches
their individual initiative results. (That is, a character
with an initiative result of 15 acts on initiative count
15.) Spells and other effects that last a certain number of rounds
end just before the initiative count on which they began. The initiative
count ends when the last participant has acted, not on any particular
number. At this point, a new initiative cycle begins.
initiative
cycle: A circuit of initiative results in a combat
round, beginning with the highest and ending with the lowest.
Each creature participating in the battle acts when its initiative
result matches the initiative count. Once each participant
has had a chance to act, a new initiative cycle begins.
initiative
modifier: A bonus or penalty to initiative. Initiative
modifier = Dexterity modifier in most cases, though the Improved
Initiative feat adds +4 to this total.
initiative
order: The sequence in which creatures act in a particular
combat. Initiative order begins with the combatant who has highest
initiative result and continues downward in sequence to the
one with the lowest. Each round uses the same initiative
order unless individual creatures take actions that alter
their own initiative results.
initiative
result: The numerical total generated for an initiative check;
namely, the sum of a 1d20 roll plus any relevant modifiers.
Inner
Plane: One of several portions of the planar landscape that
contain the primal forcesthose energies and elements
that make up the building blocks of reality. The Elemental Planes
and the Energy Planes are Inner Planes.
insight
bonus: A modifier that can apply to attack rolls,
AC, saving throws, and various kinds of checks. An insight
bonus improves performance at a given activity by granting the character
an almost precognitive knowledge of what might occur. Insight bonuses
typically result from spells, magic items, or magical effects.
Int:
Standard abbreviation for Intelligence.
Intelligence:
One of the six character abilities. Intelligence measures
how well a character learns and reasons. It determines how
many languages a beginning character can speak, how fast
skill points accumulate, how many spells a wizard
can cast, and how difficult those spells are to resist. Animals
typically have Intelligence scores of 1 or 2, whereas creatures
of humanlike intelligence have scores of at least 3. The standard
abbreviation for Intelligence is Int.
intuit:
Know instinctively or detect without using the normal physical senses
(that is, through intuition, hunch, skill, or magical ability).
For example, dwarves can intuit depth underground, barbarians
can intuit danger, and rogues can intuit the function of
traps.
invisible:
Visually undetectable. Invisible creatures gain a +2 bonus to attack
rolls and negate positive Dexterity bonuses to their
opponents AC. Invisibility typically results from spells,
magic items, magical effects, incorporeality, or innate abilities.
item
creation feat: A feat that allows spellcasters to create
a magic item of a certain type, such as a scroll, potion, or wand.
This feat always carries a high cost, regardless of the nature
of the item created. To use this feat, the spellcaster must
expend XP equal to 1/25 the cost of the item in gp,
plus material costs equal to one-half the cost of the item in gp.
In addition, a laboratory or magical workshop, special tools, and
sufficient time (at least 1 day) to craft the item must be available.
Item creation feats include Brew Potion, Craft Wand, and Scribe
Scroll.
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