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

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.

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