GlossaryK-L
ki:
A subtle energy that monks channel to power various
special attacks and defenses. Ki-based class features
include the monks 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 creatures ability to understand
the users 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 casters
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 characters
accumulated XP total matches or exceeds the requirement for
a new level (as given on Table 42: 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 characters 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 characters ability
to use a given spell as well as the DC of the targets
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 bards 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 spells effect. There must be a clear line of effect from
the caster to the spells 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 bursts
center, a cones disk, a cylinders circle,
or a emanations point of origin). Any solid
barrier blocks a spells 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.
|