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

Glossary—K-L

ki: A subtle energy that monks channel to power various special attacks and defenses. Ki-based class features include the monk’s stunning attack, evasion, and ki strike. As monks gain experience and power, their ki-based abilities grow, giving them more and more power over themselves and, sometimes, over others.

ki strike: A supernatural ability that allows a monk to deal damage via an unarmed strike to a creature with damage reduction. The ki strike deals damage as a +1 weapon for a 10th-level monk, as a +2 weapon for a 13th-level monk, and as a +3 weapon for a 16th-level monk. Ki strike is a class feature for monks.

known spell: A spell that an arcane spellcaster has learned and can prepare. For wizards, knowing a spell means having it in their spellbooks. For sorcerers and bards, knowing a spell means having selected it during the spell acquisition phase of a past level increase. Wizards know more spells than do sorcerers and bards of the same level, but cannot access them as readily or as often.

Knowledge: A spell domain composed of nine divine spells and a granted power embodying the principles of knowledge.

language-dependent: Reliant on a target creature’s ability to understand the user’s words. Certain skills, spells, and magical effects are language-dependent. Also a spell descriptor denoting spells that use intelligible language as a medium. If the subject of such a spell cannot comprehend the caster’s words, whether because of language incompatibility or because background noise drowns out the words, the spell fails.

Large: A size category of creature. A Large creature is between 8 and 16 feet in height or length and weighs between 500 and 4,000 pounds.

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

lawful: A spell descriptor denoting spells whose effects promote Law. Also, when capitalized, an aspect of alignment stressing order, veracity, trustworthiness, reliability, tradition, and respect for authority. Lawful characters value the good of society over the interests of the individual.

learned spell: A spell that a spellcaster has acquired. For wizards, learning a spell means entering it into their spellbooks. For sorcerers and bards, learning a spell means selecting it during the spell acquisition phase of a level increase. After learning a spell, the spellcaster knows it and can prepare it. Wizards can learn more spells than can sorcerers and bards of the same level, but cannot thereafter access them as readily or as often.

level: A measure of advancement applied to several areas of the game.

Character level: A measure of character advancement. Character level refers to the overall level of a multiclass or single-classed character. Each character begins play at 1st character level in one or more chosen classes. As soon as the character’s accumulated XP total matches or exceeds the requirement for a new level (as given on Table 4–2: Experience and Level-Dependent Benefits), the character gains a new level, along with whatever benefits it brings. A character level increase raises base values (including attack bonus and saving throws), adds to skill points available, and sometimes provides access to ability score increases, additional feats, and class features.

Class Level: A character’s level in a particular class. For a single-classed character, class level and character level are equal. For a multiclass character, however, character level is the sum of all class levels.

Spell level: A measure of the difficulty and power of a given spell. Each spell level is accessible only to casters of a certain character level or higher. Spell level affects a character’s ability to use a given spell as well as the DC of the target’s saving throw against it. For example, to cast a given bard spell, a bard character must have a Charisma score of at least 10 plus the spell level. The DC for the saving throw (if any) against that spell is 10 plus the spell level plus the bard’s Charisma modifier.

Caster level: Usually, the class level (in the appropriate class) of the spellcaster attempting to use a spell. Some character classes (rangers and paladins) have caster levels equal to one-half their respective class levels. Many spell effects increase in area, range, or potency with caster level.

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

light weapon: A weapon with a size category smaller than that of the wielder. For example, a short sword (Small) is a light weapon for a human (Medium-size) wielder. Light weapons can be used in the off hand for two-handed fighting, and they are the only weapons that can be used while grappling. No higher Strength bonus applies for wielding a light weapon in two hands. Unarmed strikes are always considered as light weapons.

line of effect: A straight, unblocked line between two points relevant to a spell’s effect. There must be a clear line of effect from the caster to the spell’s target (for a targeted effect, such as hold person), point of origin (for spells that originate at a distance from the caster, such as fireball), or location of effect (for spells that produce an effect in a spot designated by the caster, such as summon monster). Likewise, bursts, cones, cylinders, and emanations affect only those areas, creatures, or objects with a clear line of effect from their points of origin (a burst’s center, a cone’s disk, a cylinder’s circle, or a emanation’s point of origin). Any solid barrier blocks a spell’s line of effect. However, an otherwise solid barrier with a hole of at least 1 square foot through it is not a barrier for this purpose.

line of sight: An unobstructed line between two points such that a creature at one point can clearly see the other. Line of sight is blocked by solid barriers, as well as fog and other forms of visual obscurement. A character must have line of sight to the target to fire a ranged weapon effectively or to cast a targeted spell.

long: A range category for spells. Spells listed as long range can reach a maximum distance of 400 feet+40 feet/caster level from the caster.

lose: Be deprived of a bonus, class feature, special ability, or other capability, either temporarily or permanently. The opposite of gain.

Luck: A spell domain composed of nine divine spells and a granted power themed around the concept of good or ill fortune.

luck bonus: A modifier that represents good fortune. Luck bonuses typically apply to attack rolls, weapon damage rolls, skill checks, and/or saving throws. Such modifiers usually result from spells, magic items, or magical effects.

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