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

Glossary—O-P

(object): A saving throw descriptor typically appended to indicate that the spell in question can be cast on objects. (Spells bearing this notation are not necessarily for use on objects exclusively, however.) Object targets receive saving throws only if they are magical or if they are attended (held, worn, grasped, etc.) by a creature resisting the spell. A magic item’s Fortitude, Reflex, and Will saving throw bonuses are each equal to one-half its caster level plus 2. An attended normal object uses the saving throws of the creature attending it.

object or objects: An area designator for spells and magical effects. This type of spell does not allow the caster to select individual targets. Rather, it affects some or all eligible objects within a designated area (burst, cone, or other shape).

off hand: A two-handed creature’s weaker or less dexterous hand. For a right-handed character, the left hand is the off hand. For a left-handed character, it is the right hand. Ambidextrous creatures have no off hand. An attack made with the off hand incurs a –4 penalty to the attack roll. In addition, only one-half of a character’s Strength bonus may be added to damage dealt with an off-hand weapon.

off-hand weapon: A weapon wielded in a character’s off hand.

one-handed weapon: A weapon with a size category the same as that of the wielder. For example, a longsword (Medium-size) is a one-handed weapon for a human (Medium-size) wielder. Fighting with two one-handed weapons incurs a –6 penalty for the primary attack and a –10 penalty for the off-hand attack. If the off-hand weapon is light, however, the penalties become –4 and –8, respectively. One-and-a-half times a character’s Strength bonus may be added to the damage dealt with a one-handed weapon wielded in two hands.

orison: A name that spellcasters apply to divine 0-level spells.

Outer Plane: One of several planes of existence where spirits of mortal beings go after death. These planes are often the homes of powerful beings, such as demons, devils, and deities. Individual Outer Planes typically exhibit the traits of one or two specific alignments associated with the beings who control them.

overland speed: Movement over long distances during a period of time longer than a round. Most overland movement is presented in terms of hours or days.

overlap: Coexist with another effect or modifier in the same area or on the same target. For example, bonuses that do not stack with each other overlap instead, such that only the largest bonus provides its benefit. Spell effects of opposite types often suppress one another’s effect when their areas overlap. For example, light and darkness spells of the same spell level suppress one another’s effects in any overlapping area, leaving only the otherwise prevailing light conditions in effect. Also, spells providing resistance to or protection from the same category of damage as another such spell overlap rather than stacking. That is, damage of the specified type applies to each spell separately, such that only the most beneficial spell provides its benefit unless and until it ends.

overrun: An attack action in which the attacker attempts to charge past or over an opponent. An overrun takes place during the movement portion of a charge. To attempt this, the attacker must move at least 10 feet in a straight line into the defender’s space, provoking attacks of opportunity normally. Then the defender chooses either to avoid or to block the attacker. In the former case, the attacker keeps moving. In the latter case, the attacker makes a trip attack. If the trip succeeds, the attacker can continue past in a straight line. Otherwise, the defender can try to trip the attacker. If this is successful, the attacker is prone in the defender’s space. If it fails, the attacker must move 5 feet straight backward. (If that space is occupied, the attacker falls prone in that space.) The defender in an overrun may be up to one size category larger than the attacker. Only one overrun attempt may be made per action.

Pal: Standard abbreviation for paladin.

paladin: One of the eleven character classes. Paladins are champions of justice and destroyers of evil. Divine power protects them, warding off harm, defending against disease, healing wounds, and guarding against fear. When desired, paladins can direct this divine power to heal others and to destroy evil. In addition, each paladin eventually gains the service of a mighty mount, who is intelligent and magically protected. Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. Additionally, paladins swear to follow a code of conduct that is in line with lawfulness and goodness. However, they need not devote themselves to single deities. The standard abbreviation for paladin is Pal.

paladin’s mount: An unusually intelligent, strong, and loyal riding creature that serves a paladin. A paladin’s mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin). Such a mount is not a typical animal, but a magical beast with a variety of special powers (including bonus Hit Dice and natural armor) that increase with the character level of the paladin. A paladin can call a mount upon or after reaching 5th level. Should this creature die, the paladin may not call another for a year and a day. The creature that responds to the new call has all the accumulated abilities due a mount of the paladin’s current level.

panicked: Extremely fearful of a creature, situation, or object. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. In addition, the creature suffers a –2 morale penalty on saving throws. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. Panic may result from spells, magic items, or magical effects as well as from terrifying situations.

paralyzed: Unable to move or act physically. Paralyzed characters have effective Dexterity and Strength scores of 0 and are helpless. Paralysis usually results from supernatural abilities of creatures such as ghouls, or from spells, magic items, or magical effects.

partial: A saving throw descriptor denoting a spell that produces a lessened effect with a successful saving throw. For example, a successful saving throw against a spell that causes death might result in damage instead. The specific effect of a successful saving throw is detailed in the descriptive text accompanying the spell.

partial action: An abbreviated action. Characters do not choose to take partial actions, but they are sometimes mandated by situations, such as a character’s condition or a previous decision. Circumstances that mandate partial actions include surprise rounds, readied partial actions, and disabled, slowed, or otherwise hampered characters. As a general rule, a character can accomplish either portion of a standard action (that is, moving full speed or attacking) during a partial action, but not both. (The partial charge is the sole exception to this.) Some full-round actions can be completed in a partial action, but others must be completed the following round with another partial action. (In this case, the first partial action must be the the start full-round action action.) Actions that take more than a round typically take twice as long to perform when partial actions are used to accomplish them. Thus, a spell that normally takes a minute to cast would instead take two minutes, etc. A 5-foot step is usually permitted in conjunction with a partial action.

party: An adventuring party.

pattern: A subschool of the Illusion school of magic. A pattern creates an image that affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.

PC: Standard abbreviation for player character.

penalty: A negative modifier to a die roll. Modifiers with specific type descriptors (such as armor, enhancement, competence, etc.) generally do not stack with others of identical type. If more than one modifier of a given type is present, only the best bonus or worst penalty in that grouping applies. Bonuses or penalties that do not have type descriptors generally stack with those that do.

personal: A range category for spells. Spells listed as personal range affect only the caster.

petrified: Turned to stone. Petrified characters cannot move or take actions of any kind, and they have effective Strength and Dexterity scores of 0. They are completely unaware of what occurs around them, since all of their senses have ceased to operate. If a petrified character cracks or breaks, but the broken pieces are joined with the body as it returns to flesh, the character is unharmed. Otherwise, the DM must assign some amount of permanent hit point loss and/or debilitation. Petrification may result from supernatural abilities, spells, magic items, or magical effects.

phantasm: A subschool of the Illusion school of magic. A phantasm spell creates a personalized mental image that only the caster and the subject (or subjects) can perceive. Third parties viewing or studying the scene don’t notice the phantasm at all. All phantasms are mind-affecting spells.

pinned: Held immobile (but not helpless) in a grapple. Opponents other than the character maintaining the pin gain a +4 bonus to attack rolls against a pinned creature.

plane of existence: One of many concurrent realities in separate dimensions that may be accessed by spells, spell-like abilities, magic items, or specific creatures. These planes include (but are not limited to) the Astral Plane, the Ethereal Plane, the Inner Planes, the Outer Planes, the Plane of Shadow, and various other realities. The reality of the campaign is usually known as the Material Plane.

Plane of Shadow: A plane of existence that pervades the Material Plane. The Plane of Shadow may be accessed and manipulated from the Material Plane through shadows. Shadow spells (such as shadow walk) make use of the substance of this plane in their casting.

Plant: A spell domain composed of nine divine spells and a granted power focused on communicating with and controlling plants.

platinum piece: The most valuable and rarest unit of currency. One platinum piece equals 10 gp or 100 sp. The standard abbreviation for platinum piece is pp.

player character: A character controlled by a player other than the Dungeon Master. The standard abbreviation for player character is PC.

point of origin: The location in space where a spell or magical effect begins. The caster designates the point of origin for any spells in which it is variable.

points of damage: A number indicating the amount of damage dealt by a successful attack. Points of damage taken are subtracted from a character’s current hit points on a one-for-one basis.

positive energy: A white, luminous energy that originates on the Positive Material Plane. Positive energy and negative energy (from the Negative Material Plane) are two of the primal building blocks of the Material Plane. Good clerics (and some neutral clerics) can channel positive energy to turn undead creatures, as well as to heal wounds and even restore life to creatures of the Material Plane.

Positive Energy Plane: One of the Inner Planes. The Positive Energy Plane is where positive energy originates, though it can also be found in plenty on the Material Plane and elsewhere.

pp: Standard abbreviation for platinum piece.

prerequisite: A requirement that must be fulfilled before a given benefit can be gained. Certain feats list prerequisites, such as other feats, particular classes, or sufficiently high ability scores or base attack bonuses. Characters wishing to take these feats must first fulfill the listed requirements. However, a character can gain a feat at the same level at which the prerequisite is acquired. Characters who lose a prerequisite for any reason cannot use any feats that depend upon it until the prerequisite is regained.

profane bonus: A modifier to ability checks, turning checks, attack rolls, damage rolls, and/or saving throws. Profane bonuses stem from the power of evil, particularly certain spells and magical effects used by evil clerics.

projectile weapon: A device that uses mechanical force to propel a projectile toward a target. Projectile weapons include light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, whips, and repeating crossbows. Projectile weapons have a maximum range of ten range increments. Strength bonuses do not apply to damage dealt by a projectile weapon, unless it is a mighty bow.

prone: Lying face-down on the ground. A prone character has a –4 penalty to AC and a –4 penalty on melee attack rolls. Such a character can make ranged attacks only with a crossbow. An attacker gets a +4 bonus when attacking a prone character with a melee attack or a –4 penalty when doing so with a ranged weapon. Standing up from prone is a move-equivalent action. A character may assume a prone position on purpose to gain extra defense against ranged attacks, or it may result from tripping, falling, being overrun, or some other such event.

Protection: A spell domain composed of nine divine spells and a granted power themed around the concept of keeping oneself or another safe from harm.

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