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



General Guidelines

The general rules for what to do when rounding fractions and when several multipliers apply to a die roll (often encountered as what to do when doubling something that is already doubled) are recorded below, followed by a glossary of game terms.


Rounding Fractions

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger. For example, if a fireball deals you 17 points of damage, but you succeed at your saving throw and only take half damage, you take 8 points of damage.

Exception: Certain rolls, such as damage and hit points, have a minimum of 1.


Multiplying

Sometimes a special rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply, however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (´2) and a double (´2) applied to the same number results in a triple (´3, because 2+1=3).

For example, Tordek, a high-level dwarven fighter, deals 1d8+6 damage with a warhammer. With a critical hit, a warhammer deals triple damage, so that’s 3d8+18 damage for Tordek. A magic dwarven thrower warhammer deals double damage (2d8+12 for Tordek) when thrown. If Tordek scores a critical hit while throwing the dwarven thrower, his player rolls quadruple damage (4d8+24) because 3+1=4.

Another way to think of it is to convert the multiples into additions. Tordek’s critical hit increase his damage by 2d8+12, and the dwarven thrower’s double increases his damage by 1d8+6, so both of them together increase his damage by 3d8+18 for a grand total of 4d8+24.


Glossary

0-level spell: A spell of the lowest possible spell level. Such spells (normally the first ones a new spellcaster learns) are of lesser effect and duration than 1st-level spells. Arcane spellcasters often call their 0-level spells "cantrips," and divine spellcasters often call them "orisons."

5-foot step: A small position adjustment that does not count as a move in combat. Usually (but not always), a 5-foot step is permitted in conjunction with a full-round action and may be taken at any point in the round. Most partial actions also permit a 5-foot step. This movement does not provoke an attack of opportunity.


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.


Glossary-- B

Bbn: Standard abbreviation for barbarian.

barbarian: One of the eleven character classes. A barbarian is a ferocious warrior, typically hailing from an uncivilized area of a campaign world. Barbarians use fury and instinct to bring down foes. The standard abbreviation for barbarian is Bbn.

Brd: Standard abbreviation for bard.

bard: One of the eleven character classes. A bard is a performer whose music works magic—a wanderer, a tale-teller, and a jack-of-all trades. Such characters serve as diplomats, negotiators, messengers, scouts, and spies. They cast arcane spells using their Charisma, as do sorcerers. The standard abbreviation for bard is Brd.

base attack bonus: An attack roll modifier derived from character class and level. Base attack bonuses rise at different rates for different character classes. A character gains a second attack per round at a base attack bonus of +6, and a third at a base attack bonus of +11, and a fourth at a base attack bonus of +16.

base save: A saving throw modifier derived from character class and level. Base saves increase at different rates for different character classes.

base speed: The speed a character can move while unarmored. Base speed is derived from character race.

base: Derived from class, level, and race only. The appropriate base modifiers apply to attack rolls, saving throws, and some weapon damage rolls.

blind: Unable to see. A blind character suffers a 50% miss chance in combat (as all opponents are considered to have full concealment), loses any positive Dexterity modifier to AC, moves at half speed, and suffers a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. Any skill check (such as Spot) that relies on vision automatically fails. Opponents of a blind character gain a +2 bonus to their attack rolls, since they are effectively invisible. Characters who have been blind from birth or childhood may grow accustomed to these drawbacks and even learn to overcome some of them (DM’s discretion).

bolster undead: A supernatural ability of evil clerics. Bolster undead increases the resistance of undead creatures to turning attempts. To use this ability, the evil cleric makes a turning check as if attempting to rebuke undead. If the Hit Dice result on Table 9–18: Turning Undead is greater than the creatures’ actual Hit Dice, any turning attempts that occur in the next 10 rounds are made against that value rather than the creatures’ actual Hit Dice.

bonus: A positive 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 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.

boost: Temporarily or permanently raise a score, modifier, or other numerical value.

break item: Render an item inoperable with a sudden application of force rather than by dealing it damage. To break an item, a character must succeed at a Strength check against a DC that depends on the item’s construction (see Table 9–16: Strength Check DCs to Break or Burst Items). If an item has lost half or more of its hit points, the DC to break it drops by 2 points (see Table 9–17: Object Hardness Ratings and Hit Points).

bull rush: A miscellaneous action used to push an opponent straight back without dealing damage. A bull rush is a standard action that can be used as either an attack action or a charge action against an opponent up to one size category larger than the attacker. To perform a bull rush, the attacker moves into the defender’s space, then both make opposed Strength checks. (See Miscellaneous Actions section, page @@, for bonuses/penalties to Strength checks and special restrictions on attacks of opportunity.) If the attacker’s result is higher than the defender’s, the latter is pushed back 5 feet. The attacker may move with the defender if desired, pushing the latter an additional 1 foot for each point of difference between the two check results, up to the attacker’s normal movement limit. If the defender’s check result equals or exceeds the attacker’s, the latter moves 5 feet straight back, falling prone into that space if it is occupied.

burst: An area descriptor for spells and magical effects. A burst expands in all directions from a point of origin selected by the caster, affecting any and all eligible targets within its designated radius. Note that burst spells may affect targets around corners or otherwise hidden from the caster., but the spell effect itself cannot turn corners as a spread does.


Glossary-- C

cantrip: A name that spellcasters apply to arcane 0-level spells.

cast a spell: Trigger the magical or divine energy of a spell by means of words, gestures, focuses, and/or special materials. Spellcasting requires uninterrupted concentration during the requisite casting time. Disruption forces the caster to make a successful Concentration check or lose the spell. Successful casting brings about the spell’s listed effect or effects.

caster level check: A method of determining whether a given spell affects a creature with spell resistance. To make a caster level check, roll 1d20 and add the caster level (in the relevant class) of the spellcaster. If the check result equals or exceeds the target creature’s spell resistance, the check succeeds and the spell affects that creature normally. Otherwise, the spell fails with respect to that creature.

casting time: The time required to cast a spell. Typical casting times include 1 action, 1 full round, 1 day, and set amounts of time measured in minutes or hours. Spells with a casting time of 1 action are standard actions. Those requiring 1 full round to cast are full-round actions. Spells with casting times longer than 1 round count as full-round actions for all the rounds encompassed in the casting time.

(cc): Standard abbreviation for cross-class skill.

Cha: Standard abbreviation for Charisma.

channel energy: Tap and direct energy from another source (often extraplanar) to create a desired effect. Good clerics channel positive energy to heal wounds; evil clerics channel negative energy to inflict them. Clerics of all alignments channel divine energy from their deities to turn, command, rebuke, or bolster undead. Monks channel ambient energy for ki. In the same manner, lawful and chaotic energy can be channeled by creatures attuned to the proper sources.

Chaos: A cosmic force embodying the principles of freedom; the opposite of Law. Also, a spell domain composed of nine divine spells and a granted power embodying the principles of chaos.

chaotic: A spell descriptor denoting spells whose effects promote Chaos. Also, when capitalized, an aspect of alignment stressing personal freedom, adaptability, and flexibility. Chaotic characters value individual freedom over adherence to authority.

character class: One of the following eleven player character types: barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. Class defines a character’s predominant talents and general function within an adventuring party. Character class may also refer to a nonplayer character class or prestige class (see Dungeon Master’s Guide).

character: A fictional individual designed by a player within the confines of a fantasy game setting. The player assumes the persona of the character during play, deciding actions based on descriptions of foes and situations within the game. The words "character" and "creature" are often used synonymously within these rules, since almost any creature could be a character.

charge: An attack action in which the attacker moves in a straight line at up to double speed, then makes a single attack (regardless of the number the character would normally be entitled to make) with a +2 charge bonus to the attack roll. However, a –2 charge penalty applies to the charging character’s AC because of the recklessness inherent in such an attack. A charge is a standard action.

charge bonus: The +2 bonus to an attack roll that a charging character gains.

charge penalty: The –2 penalty to AC that a charging character suffers.

Charisma: One of the six character abilities. Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual personal strength of character, not merely the perception of others in a social setting. (That is, it is an absolute measurement, not a relative one.) The numerical rating of Charisma is called the Charisma score. Charisma is abbreviated Cha.

charm: A subschool of the Enchantment school of magic. A charm spell typically causes the subject to view the caster as a good friend.

check: A method of deciding the result when a character attempts an action (other than an attack or a saving throw) that has a chance of failure. Checks are based on a relevant character ability, skill, or other characteristic. Most checks are either ability checks or skill checks, though special types such as turning checks, armor checks, caster level checks, dispel checks, and initiative checks also exist. The specific name of the check usually corresponds to the skill or ability used. To make a check, roll 1d20 and add any relevant modifiers. (Higher results are always better.) If this 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.

check result: The numerical result of a check; namely, the sum of the 1d20 roll plus any relevant modifiers.

checked: Prevented from achieving forward motion by an applied force, such as wind. Checked creatures on the ground merely stop. Checked flying creatures move back a distance specified in the description of the specific effect.

church: A religious organization devoted to the worship of one or more deities. A church consists of a body of worshipers and a corresponding ecclesiastical hierarchy.

circumstance bonus/penalty: A modifier based on situational factors rather than on innate character abilities. Such bonuses or penalties may apply either to a character’s check or to the DC for that check. Circumstances that affect a character’s ability to perform the task modify the check, while circumstances that affect how well the character must perform the task to succeed modify the DC. Situations that warrant circumstance modifiers include, but are not limited to: quality of tools for a job, accuracy of information, and pre-existing attitudes of others. Circumstance modifiers stack with each other.

class: See character class.

class feature: Any special characteristic that is unique to a particular character class. A class feature can be a special attack form, a unique power, a spell-like or supernatural ability, or even easier access to certain feats, proficiencies, skills, or spell types. For example, turning undead is a class feature of clerics and paladins, and barbarian rage is a class feature of barbarians. (See Chapter 3: Classes for lists of class features by class.)

class skill: A skill to which characters of a particular class have easier access than characters of other classes. (For example, Hide is a class skill for rangers and rogues.) Characters may buy class skills at a rate of 1 rank per skill point, as opposed to a half rank per skill point for nonclass (called cross-class) skills. The maximum rank for a class skill is 3 plus the character’s level. (See Chapter 3: Classes and Table 6–2: Skills for lists of class skills by class.)

cleric: One of the eleven character classes. A cleric is a master of divine magic and a capable warrior. Most clerics are officially ordained members of churches who are sworn to act in accordance with their deities’ wishes. The standard abbreviation for cleric is Clr.

close: A range category for spells. Spells listed as close range can reach a maximum distance of 25 feet+5 feet/2 caster levels from the caster. If the spell is targeted or an effect spell, the magical effect it creates may be able to leave the initial range subsequently. If it is an area spell, the magical effect created never exceeds the range. However, if the area descriptor references creatures within range, the affected creatures may leave it.

Clr: Standard abbreviation for cleric.

Cold: A spell descriptor denoting spells that inflict cold damage.

Colossal: The largest size category of creature. A Colossal creature is 64 feet or more in height or length and weighs 250,000 pounds or more.

combat round: A 6-second unit of game time used to manage combat. Each combatant can normally take at least one action every combat round. A combat round is sometimes called simply a round. (See Chapter 9: Combat for a full description of action combinations possible in a round.)

combat sequence: The order of events in combat. Each battle should proceed as follows:

1. Each combatant starts the battle flat-footed.

2. The DM determines which characters are aware of their opponents at the start of the battle. If some, but not all, of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), those combatants each take a partial action during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round.

3. Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first regular round.

4. Combatants act in initiative order.

5. When everyone has had a turn, the round ends. The combatant with the highest initiative acts again to begin the next initiative cycle. Steps 4 and 5 repeat until combat ends.

command word item: A magic item that activates when the user speaks a particular word or phrase. Activating a command word item does not require concentration and does not provoke attacks of opportunity.

command undead: The supernatural ability of evil clerics and some neutral clerics to control undead creatures by channeling negative energy. To command undead, the cleric must present an unholy symbol and make a successful turning check. Thereafter, the cleric may give mental orders to the affected undead as a standard action, and they obey to the best of their ability. See also turning check, turning damage, rebuking undead, and turning undead.

common races: The humanoid races most common to civilized lands, especially in and near population centers. The common races are humans, dwarves, elves, gnomes, halflings, half-elves, and half-orcs.

competence bonus: A modifier that improves a character’s performance at a particular task. Competence bonuses typically result from spells, magic items, or the use of special abilities. Such a bonus may apply to attack rolls, saving throws, skill checks or any other checks to which a bonus relating to level or skill ranks would normally apply. It does not apply to straight ability checks, initiative checks, etc.

compulsion: A subschool of the Enchantment school of magic. A compulsion spell forces the subject to act in a desired manner. Some such spells dictate the subject’s actions (or the effects on the subject) directly, others allow the caster to determine the subject’s actions, and still others grant the caster ongoing control over the subject.

Con: Standard abbreviation for Constitution.

concealment: Any circumstance other than physical cover that interferes with an attacker’s accuracy. Degree of concealment depends upon the perception capabilities of the attacker, not the target. For example, a creature in darkness may have full concealment from an attacker with normal vision, but none from an attacker with darkvision. Likewise, all opponents of a blind attacker have full concealment. There is a 50% miss chance for attacks against opponents with full concealment and a 20% miss chance against those with one-half concealment. If this concealment roll indicates a miss, the attack roll is ignored.

concentration check: A skill check that is most commonly used to determine whether spellcasting in less-than-ideal circumstances results in loss of the spell. A spellcaster must make a Concentration check upon any interruption in casting (such as damage or other distraction), or when trying to cast while moving, defending, or engaged in any other vigorous motion. To make a Concentration check, roll 1d20 and add the character’s skill modifier for a caster who has the Concentration skill, or the Constitution modifier for one who doesn’t.

cone: An area descriptor for spells and magical effects. A cone starts as a point directly before the caster and shoots outward in whatever direction the caster designates, widening out with increasing distance. A cone’s width at a given distance from the caster equals that distance. For example, a 25-foot-long cone is 10 feet wide at 10 feet from the caster and 25 feet wide at its far end.

confused: Befuddled and unable to determine a course of action. A confused character’s actions are determined by rolling 1d10 for each round the condition is in effect. On a result of 1, the character wanders away (unless prevented) for 1 minute. On a result of 2–6, the character does nothing for 1 round. On a result of 7–9, the character attacks the nearest creature for 1 round. On a result of 10, the character acts normally for 1 round. Any confused creature who is attacked, however, automatically responds in kind at the next opportunity, regardless of the die roll results. This condition usually results from a spell or magical effect.

Conjuration: A school of magic. The subschools of the Conjuration school are: creation, healing, and summoning. Conjuration spells bring objects, creatures, materials, or effects to the caster, either from nothing or from another location.

conjure: Create or summon a creature, object, or effect.

conjurer: A wizard specializing in the Conjuration school of magic. Beginning conjurers must select their prohibited school or schools from the following: (1) Evocation, (2) any two of the following three schools: Abjuration, Enchantment, and Illusion, (3) Transmutation, or (4) any three schools.

Constitution: One of the six character abilities. Constitution measures a character’s health and stamina. The numerical rating of Constitution is called the Constitution score. Constitution is abbreviated Con.

continuous damage: Damage from a single attack that continues to inflict injury every round without the need for additional attack rolls. Examples of continuous damage include the damage from Melf’s acid arrow and from burning oil.

copper piece: The smallest unit of currency (abbreviated cp). Ten copper pieces equal 1 silver piece, and 100 copper pieces equal 1 gold piece.

corporeal: Having a physical body. See also incorporeal.

coup de grace: (Pronounced "koo day GRAH.") A miscellaneous, full-round action that allows an attacker to attempt a killing blow against a helpless opponent. A coup de grace can be administered with a melee weapon if no more than a 5-foot step is required to do so, or with a bow or crossbow if the attacker is adjacent to the opponent. An attacker delivering a coup de grace automatically scores a critical hit, after which the defender must make a successful Fortitude save (DC 10+damage inflicted) or die. Rogues also gain their extra sneak attack damage for this attack. Delivering a coup de grace provokes attacks of opportunity from threatening foes. A coup de grace is not possible against a creature immune to critical hits.

cover: Any barrier between an attacker and defender. Such a barrier can be an object, a creature, or a magical force. Cover grants the defender a bonus to AC. The more cover the defender has, the higher the bonus. The DM may also impose other penalties or restrictions to attacks depending on the physical details of the cover. For example, only a long, piercing weapon, such as an arrow or spear, can strike effectively through an arrow slit. The amount of cover a given barrier offers is situational; a 3-foot wall that provides a human with one-half cover against kobolds might provide no cover at all against a giant. The DM subjectively determines the degree of cover a character has based on the situation, material, part of the body protected, and likelihood of attack against those areas. (See Table 9–11: Cover for the AC bonuses corresponding to different degrees of cover, examples of cover based on situations, and Reflex save bonuses for cover.) Cover bonuses do not stack with kneeling and certain other bonuses.

cowering: Frozen in fear and unable to take combat or movement actions. Cowering creatures lose all Dexterity bonuses, and attacks against them gain a +2 bonus.

cp: Standard abbreviation for copper piece.

creation: A subschool of the Conjuration school of magic. Creation spells manipulate matter to create objects or creatures in the places the spellcaster designates. Whether these creations are permanent or temporary depends on the duration of the spell (instantaneous or otherwise, respectively).

creature or creatures: 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 creatures within a designated area (burst, cone, or other shape). Creature eligibility is defined in the spell description. For example, a spell that affects only living creatures does not affect constructs and undead within the designated area. Also, a term generally used synonymously with character.

creature type: One of several broad categories of creatures. Creature types are: aberration, animal, beast, construct, dragon, elemental, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, outsider, plant, shapechanger, undead, and vermin. (See Monster Manual for full descriptions.)

crit: Standard abbreviation for critical hit.

critical hit: A hit that scores extra damage. Critical hits become possible on an attack roll of natural 20. Such a roll hits automatically, regardless of the target’s AC, and is called a threat. (Some weapons score a threat on a natural 19–20, or even 18–20. A natural roll in this range but below 20 scores a threat only if it would normally hit the target’s AC; otherwise it is a miss.) An attacker who scores a threat immediately rolls a critical roll, which is another attack roll with all the same modifiers as the previous one. If this results in even a normal hit against the target’s AC, the original hit is a critical hit. If the critical roll is a miss, then the original hit is just a regular hit. Critical hits are often signified with a multiplier (such as x2) indicating the factor by which the damage increases. This factor typically depends on the weapon used. To determine the damage for a critical hit, roll the damage dice for the weapon used a number times equal to the multiplier, adding all relevant bonuses each time, then add the results together. (Any bonus damage dice are not rolled multiple times, but added separately to the total at the end of the calculation.) Critical hit is abbreviated crit.

critical roll: A special second attack roll made in the event of a threat to determine whether a critical hit has been scored. If the critical roll is a hit against the target creature’s AC, then the original attack is a critical hit. Otherwise, the original attack is a regular hit.

cross-class skill: A skill that is neither a class skill nor a barred skill for a character. Characters may buy cross-class skills at the rate of a half rank per skill point, as opposed to 1 rank per skill point for class skills. The maximum rank a character can achieve in a cross-class skill is one-half of the class skill maximum (3 plus the character’s level), rounded neither up nor down. Cross-class is abbreviated (cc). (See Chapter 3: Classes and Table 6–2: Skills for lists of class skills by class.)

cure: Magically heal damage to a living creature.

cure spell: Any spell with the word "cure" in its name, such as cure minor wound, cure light wounds, or cure critical wounds.

current hit points: A character’s hit points at a given moment in the game. Current hit points go down when the character suffers damage and go back up upon recovery. Current hit points cannot exceed original hit points except through the use of certain spells and magical effects that grant extra hit points.

cylinder: An area descriptor for spells and magical effects. A cylinder begins from a horizontal circle with its center at a point selected by the caster. The spell then shoots downward from that circle, filling a cylindrical space.


Glossary-- D

(D): Standard abbreviation for dismissible.

damage: An decrease in hit points, an ability score, or other aspects of a character caused by an injury, illness, or magical effect. There are three main categories of damage: normal damage, subdual damage, and ability damage. In addition, wherever it is relevant, the type of damage an attack inflicts is specified, as natural abilities, magic items, or spell effects may grant immunity to certain types of damage. Damage types include weapon damage (melee or unarmed, both of which are further subdivided into bludgeoning, slashing, or piercing) and energy damage (positive, negative, acid, cold, electricity, fire, or sonic). Modifiers to melee damage rolls apply to both subcategories of weapon damage (melee and unarmed). Some modifiers apply to both weapon and spell damage, but only if so stated. Damage points are deducted from whatever character attribute has been harmed—normal and subdual damage from current hit points, and ability damage from the relevant ability score). Damage heals naturally over time, but can also be negated wholly or partially by curative magic.

damage reduction: A special defense that allows a creature to ignore a set amount of damage from most weapons, but not from energy attacks, spells, spell-like abilities, and supernatural abilities. A parenthetical note after the damage reduction entry indicates the amount of damage the creature can ignore from each blow and the minimum power level of weapon that negates the ability. For purposes of damage reduction, weapons made of special materials (such as silver) and weapons with special magical properties (such as keenness) are the least powerful. Weapons with enhancement bonuses are more powerful than either of these types, and weapons with higher enhancement bonuses are more powerful than weapons with lower bonuses. For example, a 20th-level monk has damage reduction (20/+1). This means that the monk ignores the first 20 points of damage from any attack, unless that damage is dealt by a weapon with a +1 or better enhancement bonus, by a spell, or by a form of energy (fire, cold, etc.). A creature with damage reduction that attacks another with the same power inflicts damage normally if the defender is corporeal and vulnerable to the same or a weaker type of weapon as the attacker. The amount of damage reduction is irrelevant in this case. (For example, two werewolves can harm each other normally.) Barbarians also have damage reduction as a class feature, but theirs is a special type that negates a set amount of damage from any source.

darkness: A spell descriptor denoting spells that generate darkness. Darkness spells counter or dispel any light spells of an equal or lower spell level.

dazed: Unable to act normally. A dazed character can take no actions (including attacks, movement, spellcasting, use of mental abilities, etc.), but can defend against attacks normally.

dazzled: Unable to see well because of overstimulation of the eyes. A dazzled creature suffers a –1 penalty on attack rolls until the effect ends. Creatures typically become dazzled as a result of spells or magical effects that produce bright flashes of light, such as flare.

DC: Standard abbreviation for Difficulty Class.

dead: Having –10 or fewer current hit points, having died from disease, spell, or magical effect, or having failed a Fortitude save against massive damage. Death causes the victim’s soul to leave the body permanently and journey to the realm of the appropriate deity. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via raise dead, resurrection, or true resurrection under the circumstances described in those spell descriptions. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device).

deaf: Unable to hear. A deaf character suffers a –4 penalty to initiative, automatically fails Listen skill checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who have been deaf from birth or childhood may grow accustomed to these drawbacks and even learn to overcome some of them (DM’s discretion).

deal damage: Inflict damage on a target with a successful attack. Weapons, creatures, spells, hazards, traps, and various magical effects are all capable of dealing damage. How much damage is dealt is usually expressed in terms of dice (for example, 2d6+4) and may have a situational modifier as well. (For example: The weapon deals quadruple damage on a critical hit.) However, damage dealt by a weapon or spell does not necessarily equal damage taken by the target, as the target may have special defenses that negate some or all of the damage.

Death: A spell domain composed of nine divine spells and a granted power themed around the concept of death. Also a spell descriptor denoting spells and effects that slay living creatures. Creatures slain by a death effect cannot be raised by raise dead. Resurrection or true resurrection is required to revivify such a corpse. See also dead.

deflection bonus: A modifier to Armor Class resulting from any of various spells or magical effects. A deflection bonus increases the recipient’s AC by making attacks veer off harmlessly. Deflection bonuses do not stack with one another.

delay: A miscellaneous action that lowers a character’s initiative result, thereby allowing some period of observation before any action is attempted. Delay is announced when it is the character’s turn to act, but the amount of delay need not be specified. The character may simply act at any initiative count desired before the end of the round. However, delaying reduces that character’s initiative result to the count at which the delayed action occurred for the rest of the combat. An initiative result can be lowered in this way to –10 minus the character’s initiative bonus, but when the initiative count reaches that point, the character must act or forfeit any action that round. If two or more delaying characters want to act on the same initiative count, the one with the highest initiative bonus (or highest Dexterity, in case of a tie) acts first. If two or more delaying characters are trying to act last, the one with the highest initiative bonus may do so.

destroy undead: A possible result of an attempt to turn undead. If the cleric making the turn attempt has at least twice as many levels as the undead targets have Hit Dice, those undead that would normally have been turned are destroyed instead. A destroyed skeleton or zombie can’t be animated again.

destroyed: Completely ruined or annihilated. Destroyed characters are dead, with no part of their bodies remaining to enable resurrection. However, true resurrection can still restore such a character to life.

Destruction: A spell domain composed of nine divine spells and a granted power themed around the concept of destruction.

detect: Discover, perceive, or locate an object, person, creature type, situation, or aura through primarily visual means. Detection can be accomplished through either physical or magical means, depending on what is being sought.

Dex: Standard abbreviation for Dexterity.

Dexterity: One of the six character abilities. Dexterity measures hand-eye coordination, agility, reflexes, and balance. The numerical rating of Dexterity is called the Dexterity score. Dexterity is abbreviated Dex.

DF: Standard abbreviation for divine focus.

Difficulty Class: The target number that a player must meet or beat with a 1d20 roll (plus applicable modifiers) to succeed at a check or saving throw. Difficulty Classes other than those given in specific spell or item descriptions are set by the DM using the skill rules as a guideline. Difficulty Class is abbreviated DC.

Diminutive: A creature size category. A Diminutive creature is between 6 inches and 1 foot in height or length and weighs between 1/8 of a pound and 1 pound.

disabled: At exactly 0 current hit points. A disabled character is horribly wounded, but not unconscious. Such a character can move at half normal speed and take a partial action each round without risking further damage, but cannot perform any strenuous action (such as running, attacking, casting a spell, or using any ability that requires physical exertion or mental concentration). Taking a strenuous action while disabled causes the loss of 1 hit point at the end of that round, changing the character’s status from disabled to dying, unless the act served to increase current hit points.

disarm: A miscellaneous action in combat enabling an attacker to remove a weapon from an opponent’s hands. Any such attempt provokes an attack of opportunity from the defender, which occurs before the disarm attempt is resolved. Next, the attacker and defender make opposed attack rolls with their respective weapons. If the weapons are different sizes, the combatant with the larger one gets a bonus of +4 per difference in size category on the attack roll. A defender using a weapon in two hands gains an additional +4 bonus to the roll. If the attacker wins the roll, the weapon is either on the ground at the defender’s feet (if the attacker was already armed) or in the attacker’s hands (if the attacker made the attempt unarmed). If the attacker loses the roll, the attempt fails, and the defender may immediately try to disarm the attacker with the same sort of opposed attack roll. The amount of time needed for a disarm attempt varies with the results.

disarm a trap: Render a trap harmless.

disbelief: A saving throw descriptor for certain spells from the Illusion school. A successful saving throw of this type allows the subject to disbelieve (ignore) the effect, though the illusion does not vanish. However, only a subject who interacts with the illusion may make a disbelief saving throw.

dismissible: Terminatable at will. The caster can end any spell listed as dismissible with a few words at any time before its duration expires. The standard abbreviation for dismissible in spell descriptions is (D).

dispel: Negate, suppress, or remove one or more existing spells or other effects on a creature, item, or area. Dispel usually refers to a dispel magic spell, though other forms of dispelling (such as dispel turning) are possible. Certain spells cannot be dispelled, as noted in the individual spell descriptions.

dispel check: A method of deciding the result when a spellcaster attempts a dispel magic spell. To make a dispel check, roll 1d20 and add 1 per caster level of the character making the attempt (maximum +10). This total is called the check result. The DC is 11 plus the level of the spellcaster who initiated the effect being dispelled. If the check result equals or exceeds the DC, the dispel attempt succeeds and the magical effect ends (if the target was a creature or spell effect in the target area) or is suppressed for 1d4 rounds (if the target was a magic item). A separate dispel check is required against each spell or magic effect active on the target creature or in the target area of the dispel magic. A dispel check is also used to determine the results of using dispel magic as a counterspell against another caster, in the same manner. In this case, success indicates that the opponent’s spell has been countered. Dispel checks against the caster’s own spells automatically succeed.

dispel turning: Channel negative energy to negate a successful turning undead attempt by a good cleric. To dispel turning, an evil cleric must make a turning check as if attempting to rebuke undead. If the check result is equal to or greater than the check result that the good cleric scored to turn the undead in the first place, the evil cleric rolls turning damage (2d6 + cleric level + Charisma modifier) to see how many Hit Dice of undead are affected by the dispel. The turning effect ends immediately for the affected undead.

Divination: A school of magic focused on spells that reveal information. Divination spells enable the caster to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells. With many Divination spells, the more time the caster spends studying a target, the more information is revealed.

divine: To use a Divination spell or effect. See also divine spells.

divine focus: An item of spiritual significance that serves as a focus for casting divine spells. The caster meditates upon the item while casting to focus the divine energy of the spell. The divine focus for a good cleric or a paladin is a holy symbol appropriate to the character’s faith. The divine focus for an evil cleric is an unholy symbol. A sprig of mistletoe or holly serves as a divine focus for a druid or ranger. Divine focus is abbreviated DF.

diviner: A wizard specializing in the Divination school of magic. To become a diviner, the wizard must select any other single school as prohibited.

divine spells: Spells of religious origin powered by faith or by a deity. Clerics, druids, paladins, and rangers cast divine spells.

DM: Standard abbreviation for Dungeon Master.

dodge bonus: A modifier to Armor Class (and sometimes Reflex saves) resulting from physical skill at avoiding blows and other ill effects. Dodge bonuses are never granted by spells or magic items. Any situation or effect (except wearing armor) that negates a character’s positive Dexterity bonus also negates any dodge bonuses the character may have. Dodge bonuses stack with other dodge bonuses.

domain: A granted power and a set of nine divine spells (one each of 1st through 9th level) themed around a particular concept and associated with one or more deities. The available domains are: Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun, Travel, Trickery, War, and Water. (DMs may make additional domains of their own design available as desired.) A cleric has access to two domains, which are selected upon character creation. Alignment-oriented domains (Good, Evil, Law, and Chaos) must match the relevant alignment aspect of the cleric. Clerics of a particular deity must select their domains from those associated with that deity. Clerics who don’t follow a deity may choose two domains to represent their spiritual inclinations and abilities, so long as those choices work with their alignments. Each domain gives the cleric access to a domain spell of each spell level, as well as a granted power.

domain spell: A divine spell belonging to a domain. Each domain offers one spell of each spell level, themed around the concept of the particular domain. In addition to their normal daily complement of spells, clerics can cast one domain spell per day for each spell level that their caster levels allow. This spell may be from either of their domains. Thus, a cleric with access to the Good and Healing domains could choose either cure light wounds or protection from evil as the allowed 1st-level domain spell for a given day. Domain spells cannot be exchanged for cure or inflict spells.

double move: A movement-only action that lets a creature move up to double normal speed at the expense of attacking. It represents a hustle, which is about 6 mph for an unencumbered human. Double move is a standard action in which a move action takes the place of the attack action. Thus, a double move is really two move actions. Double movement that takes a character into or out of a threatened area still provokes attacks of opportunity from threatening enemies, but the space where the double move begins is not considered threatened, regardless of the circumstance.

double weapon: A weapon with two ends, blades, or heads that are both intended for use in combat. Any weapon for which two damage ranges are listed (such as 1d6/1d6 for the quarterstaff) is a double weapon. Examples include the quarterstaff, the orc double axe, the dire flail, the gnome hooked hammer, the two-bladed sword, and the dwarven urgrosh. Double weapons can be used to make an extra attack as if the wielder were fighting with two weapons (light weapon in the off hand). Normal penalties for two-handed fighting apply to this attack routine, which is a full attack (and a full-round action). A creature using a double weapon in one hand cannot make an extra attack with it.

Drd: Standard abbreviation for druid.

Druid: One of the eleven character classes. Druids cast divine spells much the same as clerics do, though they get their spells from the power of nature, not from deities. As druids try to live in harmony with the natural world, their spells are primarily oriented toward nature and animals. In addition to spells, increasing experience grants druids an array of magic powers, including the ability to take the shapes of animals. The standard abbreviation for druid is Drd.

Dungeon Master: The one player in any Dungeons & Dragons game who portrays nonplayer characters, makes up the story setting for the other players, and serves as a referee. The standard abbreviation for Dungeon Master is DM.

dying: Near death and unconscious. A dying character has –1 to –9 current hit points and can take no actions. The chance of recovery depends upon the level of intervention by others, as follows:

Untended: Dying characters who receive no assistance cannot recover hit points through natural healing. For such a character, roll 1d100 at the end of each round. On a result of 01–90, the character loses 1 hit point; on a result of 91-00, the character stabilizes. Once the character is stable, roll 1d100 for each hour of game time. On a result of 01–90, the character loses 1 hit point. On a result of 91–00, the character becomes conscious and disabled (as though at 0 hit points, although this does not alter a negative hit point total). Thereafter, roll 1d100 each day. On a result of 01–90, the character loses 1 hit point; on a roll of 91–00, the character starts recovering hit points naturally. At that point, the character is no longer in danger of losing hit points, even if the current hit points are negative.

Tended: A successful Heal check at DC 15 stabilizes a dying character and prevents further hit point loss. An hour after the character becomes stable, roll 1d100. On a result of 91–00, the character becomes conscious and disabled (as though at 0 hit points, although this does not alter a negative hit point total). A character who remains unconscious nevertheless recovers hit points naturally and has the same chance to revive every hour. At 1 or more hit points, the character is back to normal.

Healed: If any sort of healing cures even 1 point of damage, the dying character stops losing hit points and becomes stable. A character whose current hit points are raised to 0 through healing becomes conscious and disabled. A dying character whose current hit points are raised to 1 or more by healing becomes fully functional again.

dwarf: One of the common races. Dwarves stand only 3–1/2 to 4–1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarven men are slightly taller and noticeably heavier than dwarven women. A typical dwarf has deep tan or light brown skin, dark eyes, and black, gray, or brown hair, worn long. The men wear beards that they value highly. Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth’s secrets, their hard work, and their capacity to drink ale.


Glossary-- E

Earth: 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 earth.

effect: One of several possible forms in which a spell or magic effect may manifest. Effect designators include ray, spread, and individual creatures or objects that have been summoned or created. Summoned or created effects appear wherever the caster designates, within the spell’s range. A mobile effect (such as a summoned creature) can thereafter move regardless of the spell’s range.

effective ability loss: A temporary decrease in an ability score that ends when the condition causing it (fatigue, entanglement, etc.) does.

effective hit point increase: Hit points gained through temporary increases in Constitution score. Unlike temporary hit points, points gained in this manner are not lost first, and must be subtracted from the character’s current hit points at the time the Constitution increase ends. For example, a 5th-level barbarian temporarily gains a +4 bonus to Constitution, and with it an additional 10 hit points (2 per level) when in a barbarian rage. The barbarian then takes 12 points of damage in battle, bringing the character’s current hit points to 2 below the original total. When the rage ends, the barbarian’s Constitution score drops back to normal. The 10 hit points gained during that increase are immediately subtracted from the character’s current hit points, bringing the total to 12 below the original hit point total. In other words, all the damage taken during the battle affects the barbarian immediately after the rage ends.

Electricity: A spell descriptor denoting spells that inflict electricity damage.

electrum: A naturally-occurring alloy of gold and silver.

element: One of the four classic building blocks of the fantasy world. In most campaigns, these are Air, Earth, Fire, and Water.

Elemental Plane: One of the Inner Planes consisting entirely of one element of the fantasy world. (In the classic fantasy world, there would be four such planes: Air, Earth, Fire, and Water.) An Elemental Plane is home to the corresponding elemental creatures.

elf: One of the common races. Elves are short and slim, standing about 4-1/2 to 5-1/2 feet tall and typically weighing 85 to 135 pounds, with elven men the same height as and only marginally heavier than elven women. Elves are graceful but frail. They tend to be pale-skinned and dark-haired, with deep green eyes and no facial or body hair. Elves possess unearthly grace and fine features. Many humans and members of other races find them hauntingly beautiful. Elves are well known for their poetry, dance, song, lore, and magical arts. When danger threatens their homes, however, they reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.

emanation: An area descriptor for spells and magical effects. An emanation expands in all directions from a point of origin designated by the caster, affecting all eligible targets within its radius, just like a burst. However, an emanation continues to radiate from the point of origin for the duration of the spell. Emanations most often use the phrase "emanating from" in their Area description.

enchant: Use an spell from the Enchantment school.

Enchantment: A school of magic focused on spells that imbue the recipient with some property or grant the caster power over another being. The subschools of the Enchantment school are charm and compulsion. Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells.

enchanter: A wizard specializing in Enchantment spells. To become an enchanter, a wizard must select her prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or Transmutation, or (2) Divination and Necromancy.

encumbered: Heavily burdened by armor or items carried. Encumbrance defines a character’s maximum Dexterity bonus to AC, armor check penalty, speed, and run factor. Typically, armor constitutes all or most of a character’s encumbrance—that is, carrying normal gear won’t slow the character down any more than armor worn already does. For a character who is weak or carrying a heavy load, encumbrance must be calculated by weight. To do this, total the weight of all the armor, weapons, and gear carried. Compare this total to the character’s Strength on Table 10–1: Carrying Capacity to determine whether it is a light, medium, or heavy load. Then consult Table 10–2: Carrying Loads and determine the maximum Dexterity bonus to AC, check penalty, speed, and run factor for that load type. If the character is wearing armor, use the worse figure (from armor or from weight) for each category. Do not stack the penalties.

end of round: The point in a combat round when all the participants have completed all their allowed actions. End of round does not occur at any set initiative count. Rather, it occurs when no one else involved in the combat has an action pending for that round. At that point, a new initiative cycle begins.

energy drain: An attack that saps a living opponent’s vital energy. Creatures with the energy drain power typically deliver the effect via a successful melee or ranged attack (often a touch attack). Each such blow inflicts one or more negative levels on the opponent, depending upon the attacker (see Monster Manual). If an attack that delivers an energy drain scores a critical hit, it drains twice the listed amount for that creature. For each negative level inflicted on another creature, the attacker gains 5 temporary hit points. Also, the name of a spell that temporarily grants this power.

Energy Plane: An Inner Plane containing a primal energy force. These planes are usually called the Positive Energy Plane and the Negative Energy Plane. Negative energy and positive energy originate on these planes, though they exist in plenty on the Material Plane as well.

engaged: Actively fighting one or more opponents in melee combat. (Held, unconscious, or otherwise immobilized characters are not considered engaged unless they are actually being attacked.)

enhancement bonus: A modifier to AC, attack rolls, ability checks, skill checks, or weapon damage. Such a bonus represents an increase in the hardness and/or effectiveness of armor or a weapon, or a general bonus to an ability score. Enhancement bonuses typically stem from spells, magic item effects, and permanent magical enhancements to weapons.

enlargement modifier: A modifier to Strength (and sometimes Constitution) based on magical alteration of a creature’s size. Size increases result in enlargement bonuses; size decreases result in enlargement penalties.

entangled: Ensnared in ropes, vines, a net, long grasses, a web, or any other bonds of similar size, shape, and strength. Entanglement impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and suffers a –2 penalty to attack rolls and a –4 penalty to its effective Dexterity score. An entangled spellcaster must make a Concentration check to cast a spell successfully. The DC for the check equals that of the saving throw for the spell in question. Also, a term describing a character affected by the entangle spell.

ethereal: On the Ethereal Plane. An ethereal creature is invisible and incorporeal with respect to the Material Plane, but visible and corporeal with respect to the Ethereal Plane. As such, such a creature is capable of moving through solid objects (including living creatures) that are on the Material Plane, and in any direction (even up or down, albeit at half normal speed). Ethereal beings can see and hear what is happening in the same area of the Material Plane to a distance of 60 feet, but everything looks gray and insubstantial. Material beings cannot normally perceive ethereal ones. Other ethereal creatures and objects, however, seem normally material to them. An ethereal character can’t attack material creatures, and most spells cast while ethereal affect only other ethereal things. An ethereal creature who becomes material while within a Material Plane object is shunted off to the nearest open space and suffers 1d6 points of damage per 5 feet so traveled. Force effects originating on the Material Plane can affect items and creatures that are ethereal, but the reverse is not true.

Ethereal Plane: A gray, foggy plane that permeates the Material Plane at all points. Creatures within the Ethereal Plane can see and hear into the Material Plane, though the reverse is not usually true. Certain spells, such as ethereal jaunt and etherealness, allow material creatures to access the Ethereal Plane. Force effects originating on the Material Plane can affect items and creatures on the Ethereal Plane, but the reverse is not true.

evasion: An extraordinary ability that is a class feature for monks and rogues. When exposed to any effect that normally inflicts half damage with a successful Reflex save (such as a fireball), a creature using evasion suffers no damage at all upon a successful save. (Full damage still applies upon a failed saving throw, however.) Evasion is possible only when wearing light armor or no armor at all.

evil: An aspect of alignment that focuses on bringing harm, oppression, or death to other beings. Also, the opposite of good. Evil creatures generally act out of a general lack of compassion, for sport, or out of duty to some evil deity or master. Also, a spell domain composed of nine divine spells and a granted power embodying the principles of evil. Also a spell descriptor denoting spells usable by evil and some neutral beings.

Evocation: A school of magic focused on spells that manipulate energy or tap an unseen source of power to create something from nothing. Many of these spells produce visually spectacular effects, and evocation spells are famous for inflicting large amounts of damage.

evoke: Use an Evocation spell.

evoker: A wizard specializing in Evocation spells. Beginning evokers must select their prohibited school or schools from one of the following choices: (1) Conjuration, (2) any two of the following three schools: Abjuration, Enchantment, and Illusion, (3) Transmutation, or (4) any three schools.

exclusive skill: A skill in which ranks can be purchased only by characters of certain classes. Exclusive skills may also be class skills for those classes able to use them, as indicated in the class descriptions and in Table 6–2: Skills. Multiclassed characters may not use skill ranks gained from level advancement in one class to purchase skills exclusive to another class.

exhausted: Tired to the point of significant impairment. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. For example, after one night of sleeping in armor a character is fatigued; after two nights of doing so, the character is exhausted. An exhausted character moves at half normal speed and suffers an effective ability loss of –6 to both Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued.

experience points: A numerical measure of a character’s personal achievement and advancement. Characters earn experience points by defeating monsters and other opponents and by resolving situations successfully. At the end of each adventure, the DM assigns experience to the characters based on what they have accomplished. Characters continue to accumulate experience points throughout their adventuring careers, gaining new levels in their character classes at certain experience totals. The standard abbreviation for experience points is XP.

extraordinary ability: A nonmagical special ability. Some extraordinary abilities are not actions—that is, they simply come into play automatically under certain circumstances. For example, barbarians do not have to make an action to use their uncanny dodge ability; they simply dodge attacks more effectively all the time. Other extraordinary abilities do count as actions—most commonly standard actions that cannot be disrupted, do not require concentration, and do not provoke attacks of opportunity. Extraordinary abilities that constitute attacks are usually free actions. Any exceptions to these general rules are noted in the descriptions of individual abilities.


Glossary-- F

face: The amount of floor space a creature requires to fight effectively. Face determines how many creatures can fight side-by-side in a corridor, as well as how many creatures can attack a single opponent at once. A creature’s face depends upon both its size category and its body shape, as given on Table 9–9: Creature Size and Scale. For example, both a purple worm and a tiger are Gargantuan creatures, but the worm requires an area 15 feet wide by 15 feet long for fighting, and the tiger requires an area 10 feet wide by 30 feet long. In the same manner, face defines the portion of a creature’s body susceptible to attack from a given direction. To determine how many opponents can attack a given creature simultaneously, simply compare the attackers’ faces with whatever portion of the defender’s face is open to attack. For example, one Small or Medium-size combatant can attack each 5-foot length of a creature’s face, and four more such combatants can fit into the "corners" where the width and length of the face dimensions meet. Thus, a purple worm can be attacked simultaneously by a maximum of sixteen Medium-size opponents—three for each 15-foot "side" of its fighting area, and one for each corner. Note that an attacker’s position relative to an opponent does not imply any type of hit location for a successful blow, as combatants are constantly moving and turning in battle.

fail: Generate an unsuccessful result for a check, saving throw, or other determination involving a die roll. In some cases, consequences for failure are listed in individual check descriptions. (For example, falling is the penalty for failing a Climb check by more than 5 points.) In general, characters may take <<20>> to ensure success on checks that list no penalties for failure, or simply retry such checks as many times as desired. See also spell failure.

familiar: A magical beast that serves as companion and servant to an arcane spellcaster—usually a wizard or sorcerer. A typical familiar is an unusually tough and intelligent version of some small animal, such as a cat, ferret, crow, hawk, snake, owl, raven, spider, toad, weasel, or mouse. Familiars are physically similar to the normal creatures they resemble, but may have special abilities of their own or grant such to their masters (see Table 4–18: Familiars). These creatures grow more powerful as their masters rise in level (see Table 4–19: Familiar Special Abilities). Calling a familiar takes 1 day and uses up magical materials costing 100 gp. The spellcaster may select the creature type that responds. Thereafter, if the familiar dies or is dismissed, its master must make a successful a Fortitude saving throw at DC 15 or lose 200 XP per class level (or half that with a successful saving throw). This loss cannot drop the character below 0 XP, however. A slain or dismissed familiar cannot be replaced for a year and day, but it can be raised from the dead without loss of a level or Constitution point from itself or its master.

fatigued: Tired to the point of impairment. Characters become fatigued from various kinds of physical stress, including barbarian rage and sleeping in armor with an armor check penalty of –5 or worse. A fatigued character can neither run nor charge and suffers an effective ability loss of –2 to both Strength and Dexterity. After 8 hours of complete rest, fatigued characters are back to normal.

favored weapon: The weapon or weapons that a particular deity prefers. Clerics consider it a point of pride to wield their deities’ favored weapons in combat. The spell spiritual weapon always produces the favored weapon of the caster’s deity, if any. Also, the weapon typically used by a particular character class, social class, or group (such as peasants of a given realm).

fear: A spell name. Also, a spell descriptor denoting spells that induce any of a variety of fear effects in the subject.

fear effect: Any spell or magical effect that causes the victim to become cowering, frightened, or panicked, or to suffer from some other fear-based effect defined in the description of the specific spell or item in question.

feat: A special feature that either grants a character a new capability or improves an existing one. The categories of feats are general, item creation, metamagic, and special. Certain feats require specifying a particular weapon, spell school, or other classification with which the feat can be used. Each character gains one feat upon creation, and humans also gain one additional feat at this time. An additional feat is gained at 3rd level and every three levels thereafter (at 6th, 9th, 12th, 15th, and 18th). Characters acquire feats based on total character level, not individual class levels. Additionally, fighters and wizards get extra class-related feats chosen from special lists (see Table 4–9: The Fighter and 4–20: The Wizard). A character must have any listed prerequisites to acquire or use a particular feat. All feats are selected by the player from those for which the character qualifies.

fight defensively: A method of performing either an attack action or a full attack action that concentrates on defense at the expense of offense. A character fighting defensively suffers a –4 penalty on all attack rolls in a given round and gains a +2 dodge bonus to AC for that same round.

fighter: One of the eleven character classes. A fighter is a warrior with exceptional combat capability. Whether they are questing knights, conquering overlords, king’s champions, elite foot soldiers, hardened mercenaries, bandit kings, or simply adventurers, all fighters earn their living with their weapons. Fighters have the best all-around fighting capabilities of all the character classes. They are familiar with all standard weapons and armors, but most develop particular specialities with experience. The standard abbreviation for fighter is Ftr.

figment: A subschool of the Illusion school of magic. Figment spells produce false sensations, but no real effects of any kind. (That is, a figment cannot cause damage to objects or creatures, support weight, provide nutrition, illuminate darkness, provide protection from the elements, or the like.) The accuracy of sensations produced by a figment is subject to the caster’s personal knowledge of the creature or item being copied. All those perceiving a figment perceive the same thing.

Fine: A size category of creature. A Fine creature is 6 inches or less in height or length and weighs 1/8 pound or less.

Fire: 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 fire. Also, a spell descriptor denoting spells that produce or use fire.

flank: A combat maneuver that grants a bonus to melee attack rolls based on relative positioning. If a defender is directly between two attackers, both of whom threaten that defender’s space, then the attackers flank the defender. In such a case, each attacker gains a +2 flanking bonus to attack rolls. A rogue in a flanking position can also sneak attack the target.

flanking bonus: A +2 bonus to attack rolls gained by a pair of attackers who flank a particular defender.

flask: A ceramic, glass, or metal container fitted with a tight stopper. A flask holds 1 pint of liquid.

flat-footed: Unusually vulnerable to attacks at the beginning of a battle. Characters are flat-footed until their first regular turns in the initiative cycle. Flat-footed creatures cannot use their Dexterity bonuses to AC or make attacks of opportunity. Certain feats, class features, spells, and magical effects negate some or all of the penalties for being flat-footed.

focus: A type of component for arcane spells. A focus is an object that serves to intensify and direct a spellcaster’s concentration. Unlike a material component, a focus is not consumed when the spell is cast. The cost for such an item is negligible unless a specific price is listed in the spell description.

force: A spell descriptor denoting spells that manipulate force.

Fortitude save: One of the three types of saving throws. Fortitude save = 1d20 + Fortitude base save bonus + Constitution modifier.

free action: One of several time-based action categories. Free actions (such as calling out to friends for aid) consume a negligible amount of time, and one or more such actions can be performed in conjunction with actions of other types. In extreme cases, the DM decides how many free actions are reasonable.

frightened: Fearful of a creature, situation, or object. Frightened creatures flee from the source of their fear as best they can. If unable to flee, they may fight, but suffer a –2 morale penalty to all their attack rolls, weapon damage rolls, and saving throws.

Ftr: Standard abbreviation for fighter.

full attack: One of several attack actions. Creatures able to attack more than once in a round must use a full attack to do so. Multiple attacks stemming from a high base attack bonus must be made in order from best to worst attack roll modifier. However, a character attacking with two weapons or with a double weapon can choose to strike with either weapon or head first. The target of any given attack may be specified at the time it occurs. Because full attack is a full-round action, the only movement possible in conjunction with it is one 5-foot step, which may occur before, after, or in between attacks. After the first attack, a character who has not yet taken a 5-foot step may opt for a regular move in lieu of the remaining attacks. (That is, the character can change to a normal attack action instead of completing the full attack, if desired.)

full hit points: An individual character’s maximum hit points when undamaged.

full-round action: One of several time-based action categories. Full-round actions consume all of a character’s effort during a round. Examples include full attack, as well as certain spells. The only movement possible in conjunction with a full-round action is a 5-foot step, which can occur before, after, or during the action. Some full-round actions (as specified in their descriptions) do not allow even this much movement.


Glossary-- G

gain: Acquire a bonus, class feature, special ability, or other different, new, or improved capability, either temporarily or permanently.

Gargantuan: A size category of creature. A Gargantuan creature is between 32 and 64 feet in height or length and weighs between 32,000 and 250,000 pounds.

general feat: A broad category of feats available to characters of all classes. General feats lack the additional rules for use that item creation and metamagic feats have, though some do have prerequisites.

glamer: A subschool of the Illusion school of magic. A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else. Glamers can even make subjects seem to disappear. Like figments, glamers cannot produce any real effects, and the accuracy of visual or auditory sensations is subject to the caster’s personal knowledge of the item to be duplicated.

gnome: One of the common races. Gnomes stand about 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Males of the race like to wear short, carefully trimmed beards. Gnomes are welcome everywhere as technicians, alchemists, and inventors. They are known for their prankish sense of humor as well as their engineering skills.

good: A spell descriptor denoting spells usable by good and neutral beings. Also an aspect of alignment that focuses on protecting innocent life; the opposite of evil. Good creatures maintain a strong respect for life, concern themselves with the dignity of sentient beings, and make personal sacrifices to help others. Also, when capitalized, a spell domain composed of nine divine spells and a granted power embodying the principles of good.

gold piece: A unit of currency that is more valuable than a silver piece but less valuable than a platinum piece. One gold piece equals 10 silver pieces and 1 platinum piece equals 10 gold pieces. The standard abbreviation for gold piece is gp.

gp: Standard abbreviation for gold piece.

grab: The initial attack required to start a grapple. To grab a target, the character must make a successful melee touch attack.

grant: Give a bonus, special ability, or other new or improved capability, either temporarily or permanently.

granted power: The special ability clerics gain from each of their selected domains. Granted powers may be spells, spell-like abilities, extraordinary abilities, supernatural abilities, access to additional skills at a lower-than-normal rate, or bonuses to checks or caster level for certain kinds of spells, among other things. Examples include casting healing spells at +1 caster level (Healing domain), using a death touch once per day (Death domain), and gaining the smite power (Destruction domain).

grapple: Wrestle or otherwise struggle hand-to-hand with one or more opponents. For monsters, grappling can also mean trapping victims in any number of ways (in a toothy maw, under a huge paw, etc.). A single creature can be grappled by up to four opponents of the same size category as itself. (Creatures one size category smaller than the defender count for half, creatures one size category larger than the defender count double, and creatures two or more size categories larger than the defender count quadruple.) To start a grapple, an attacker must first grab an opponent with a successful melee touch attack, then hold on with a successful opposed grapple check. This sequence allows the defender an attack of opportunity against the attacker. Failure at either step or damage to the attacker from the defender’s successful attack of opportunity means the grapple attempt has failed. Attempts to grapple an opponent two or more size categories larger than the attacker always fail. (See Grapple, pg @@.)

grapple check: A method of deciding the result when a character tries to grapple an opponent. One opposed grapple check is required to start a grapple. Thereafter, the attacker may make an opposed grapple check as an attack so long as the opponent has not escaped the grapple. Grapple check = 1d20+ base attack modifier+Strength modifier+special size modifier. (The special size modifier is +4 for every size category above Medium-size or –4 for every size category below Medium-size.) Whichever combatant has the higher grapple check result wins. The winner can then choose among the following actions: damage the opponent, pin the opponent, break another’s pin, or escape (from a pin or from the grapple). See Grapple, page @@ for details of those actions.

grappled: Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A grappled character cannot move, cast a spell, fire a missile, or undertake any action more complicated than making a barehanded attack, attacking with a Small weapon, or attempting to break free from the opponent. In addition, grappled characters do not threaten any area and lose any Dexterity bonuses to AC against opponents they aren’t grappling.

grenadelike weapon: A thrown weapon that splashes on impact, dealing damage to creatures who are within 5 feet of the spot where it lands as well as to targets it actually hits. Attacks with grenadelike weapons are ranged touch attacks. Direct hits with them deal direct hit damage, as given on Table 8–10: Grenadelike Weapons. If an attack with such a weapon misses, roll 1d6 to see how many feet away from its target the weapon lands, adding +1 foot for every range increment of distance that it was thrown. Then roll 1d8 to determine the direction of deviation: 1 means long, 2 means long and to the right, 3 right, 4 short and right, 5 short, 6, short and left, 7 left, 8 long and left. Grenadelike weapons include flasks of acid and of alchemist’s fire.


Glossary-- H

half: A saving throw descriptor for spells that deal damage. A successful saving throw of this type allows the subject to take only half the damage the spell would normally deal.

half-elf: One of the common races. Most half-elves are the children of human–elf pairings. Some, however, are the children of parents who themselves are partly human and partly elven. To humans, half-elves look like elves. To elves, they look like humans. Half-elven height ranges from under 5 feet to almost 6 feet tall, and weight usually ranges from 90 to 180 pounds. Half-elven men are taller and heavier than half-elven women, but the difference is less pronounced than that found among humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their skin tones, hair color, and other details vary just as human features do. Half-elves tend to have green, elven eyes, though a few second-generation half-elves have humanlike eyes. Though they may have many talents, half-elves tend not to fit in well with either human or elven society.

halfling: One of the common races. Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. Their skin is ruddy, their eyes are black or brown, and their hair is black and straight. The men often have long sideburns, but beards are rare among them and moustaches are almost unseen. Halflings are known for their ample appetites, their opportunist natures, and their ability to survive in the worst of circumstances.

half-orc: One of the common races. Half-orcs are as tall as humans and a little heavier, thanks to their musculature. Their grayish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair make their lineage plain for all to see. In addition, any half-orc who has lived among or near orcs has scars. Half-orcs are known for their tenacity, courage, and combat prowess, as well as their love of simple pleasures.

half rank: Half of one rank in a skill. Each skill point spent on a cross-class skill buys a half rank in that skill. This represents partial purchase of the next skill rank, but does not improve skill checks based on that skill.

hardness rating: A measure of an object’s ability to resist damage. Only damage in excess of the object’s hardness rating is actually deducted from the object’s hit points upon a successful blow, or upon an encounter with an effect or energy type that would damage the object. Hardness ratings for typical objects and substances are given on Table 9–13: Common Weapon and Shield Hardness Ratings and Hit Points, Table 9–15: Substance Hardness Ratings and Hit Points, and Table 9–17: Object Hardness Ratings and Hit Points.

(harmless): A saving throw descriptor indicating that the spell in question is usually beneficial, not harmful. Nevertheless, a targeted creature can attempt a saving throw if desired.

haste bonus: A positive modifier, usually to AC, typically resulting from a spell or magical effect that causes the subject to move faster than normal.

HD: Standard abbreviation for Hit Dice.

healing: A subschool of the Conjuration school of magic. Healing spells can repair damage to a wounded character or even bring a dead creature back to life. Also, when capitalized, a spell domain composed of nine divine spells and a granted power themed around the concept of restoring life and/or health.

held: Carried, grasped, or worn by a creature. Also physically restrained (for example, a held door). Also, when italicized, immobile as the result of a spell or magical effect (such as hold person). Held characters are helpless, since they cannot move or perform any physical actions. Such characters continue to breathe normally, however, and can take purely mental actions.

helpless: Paralyzed, bound, held, sleeping, unconscious, or otherwise completely at an opponent’s mercy. An attack against a helpless creature can be either a regular attack (melee or ranged) or a coup de grace. A regular attack gains a +4 bonus if it is a melee attack, but not if it is ranged. Neither type of regular attack incurs attacks of opportunity from threatening foes. A helpless defender has an effective Dexterity score of 0 and an effective Dexterity modifier of –5, regardless of the actual score. Rogues may sneak attack a helpless opponent. A coup de grace is a full-round action in which the attacker uses a melee weapon, bow, or crossbow from an adjacent position to deliver a killing blow to a helpless opponent.

hit: Make a successful attack roll. A hit result indicates that the attacker has landed a solid enough blow to deal damage to the defender, regardless of any armor worn.

Hit Die: A die rolled to generate a creature’s hit point total. Hit Die type depends on character class (if any), creature type, or race. To generate a creature’s hit point total, roll a die of the appropriate type once for each level or Hit Die the creature has, applying any Constitution modifier to each roll, and total the results. Each time a character gains a new level, the player rolls one new Hit Die of the appropriate type, applies any Constitution modifier, and adds the result to the character’s previous hit point total. (A character with a Constitution penalty gains at least 1 hit point with each new level, regardless of die roll results.) The term Hit Dice is used synonymously with character levels for spells, magic items, and magical effects that affect a certain number of Hit Dice of creatures. The standard abbreviation for Hit Dice is HD.

hit point total: The amount of damage a creature or object can take before being disabled or ruined. A creature’s hit point total is the sum of its Hit Die rolls plus Constitution modifiers. Damage taken is subtracted from the hit point total of the creature or object to determine its current hit points. See also full hit points.

hit points: A measure of character health or object integrity. Hit points decrease on a one-for-one basis with points of damage taken and return to normal upon healing or natural recovery. A character’s hit point total increases permanently with additional experience and/or permanent increases in Constitution, or temporarily through the use of various special abilities, spells, magic items, or magical effects (see temporary hit points and effective hit point increase). The standard abbreviation for hit points is hp.