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 spells 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 creatures 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 characters
predominant talents and general function within an adventuring
party. Character class may also refer to a nonplayer character
class or prestige class (see Dungeon Masters 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 characters 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 characters 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 opponents 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 characters check or to the DC
for that check. Circumstances that affect a characters
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 characters level. (See Chapter 3: Classes
and Table 62: 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 characters 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 subjects actions (or the effects on the
subject) directly, others allow the caster to determine the subjects
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 attackers 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 characters skill modifier for a caster
who has the Concentration skill, or the Constitution modifier
for one who doesnt.
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 cones 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
characters 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 26,
the character does nothing for 1 round. On a result of 79,
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 characters 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 Melfs 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 911:
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 targets AC, and is
called a threat. (Some weapons score a threat on a
natural 1920, or even 1820. A natural
roll in this range but below 20 scores a threat only if it
would normally hit the targets 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 targets 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 creatures
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 characters level), rounded neither up
nor down. Cross-class is abbreviated (cc). (See Chapter 3: Classes
and Table 62: 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 characters 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.
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