Glossary--
M
Magic:
A spell domain composed of nine divine spells and
a granted power themed around the use and dispelling of spell
effects.
magic
action: Any one of the following actions involving magic or
special abilities: cast a spell, activate magic item, or
use special ability. Casting a spell may be a standard
action or a full-round action, depending on the spell.
Activating a magic item and using a special ability are typically
standard actions, unless otherwise noted.
make:
Follow the usual procedure (typically rolling dice) for carrying
out a particular game rule. To make an attack roll, skill
check, saving throw, or ability check, roll 1d20 and
add the appropriate modifiers. To "make" a roll can also
mean to be successful at the check in question.
massive
damage: At least 50 points of damage resulting from a
single attack. This amount of damage represents a
single trauma so major that it has a chance to kill even the toughest
creature outright. Any character who survives the
damage from an attack of this severity must make a successful
Fortitude save (DC 15) or die anyway, regardless of
current hit points. The massive damage rule does not
apply in the case of a character who sustains a like amount
of damage from multiple wounds, none of which dealt 50 or
more points by itself.
masterwork:
Exceptionally well-made. A masterwork item confers a bonus
or benefit upon its user because of exceptional craftsmanship rather
than magical enhancement. Masterwork items include weapons, armor,
shields, and tools of all sorts (see Table 89: Special and
Superior Items). To create a masterwork version of an item, a character
must create both the standard item and the masterwork component
as separate works. The masterwork component has its own price and
DC. Once both components are completed, the masterwork item
is finished. A masterwork weapons bonus to attack rolls
does not stack with enhancement bonuses.
Material
Plane: A plane of existence unique among all others because
it is naturally made up of building blocks (elements and
energies) from all of the Inner Planes. Activities on the
Material Plane frequently attract the attention of beings from the
Outer Planes. The Material Plane is the reality where most
campaigns take place.
material:
A type of component for arcane spells. A material
component is a physical substance or object that is annihilated
by the spell energies in the casting process. To cast a spell
with a material component, the caster must have the proper item
or substance. (Characters must specifically acquire any material
components with listed costs, but all others are assumed to be in
the characters spell component pouch unless some event
changes this.) Unless the material components are particularly elaborate,
preparing them is a free action.
max
out: Increase a skill to its maximum allowed skill
rank, as defined by character level and skill
type (class or cross-class). Class starting
packages assume that the player maxes out all listed skills.
medium:
A range category for spells. Spells listed as medium range
can reach a maximum distance of 100 feet+10 feet/caster level from
the caster.
Medium-size:
A size category of creature. A Medium-size creature
is between 4 and 8 feet in height or length and weighs between 60
and 500 pounds.
melee:
Close combat. Melee combat consists of physical blows exchanged
by opponents close enough to threaten one anothers
space. Typically, this means the opponents are adjacent (within
5 feet of one another), though creatures whose natural attack forms
or weapons have reach may engage in melee at a greater distance
from their opponents.
melee
attack: Any physical attack form suitable for close combat.
Melee attacks include attacks with melee weapons (those
that do not have reach), unarmed strikes, most natural
weapon use (horns, claws, teeth, etc.), plus special attack
forms such as disarm, grab, and trip. Some
thrown weapons can also be used to make melee attacks.
melee
attack bonus: A modifier applied to a melee attack
roll. Melee attack bonus = base attack bonus + Strength
modifier + size modifier.
melee
attack roll: A number that represents the overall outcome of
a creatures attempt to strike an opponent in melee
combat. To make a melee 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. The result is the AC
hit. Therefore, to score a hit that deals damage,
the melee attack roll must equal or exceed the targets Armor
Class.
melee
touch attack: A melee attack that delivers a special
effect instead of damage. This type of attack involves
physical contact between a specified part of the attackers
body (hand, lips, etc.) and the target creature. A melee
touch attack requires a successful hit with a melee attack
roll, but disregards target armor. That is, the target cannot
benefit from any armor bonuses, shield bonuses, or natural
armor bonuses to AC. (Other factors that can affect AC,
such as size modifiers, Dexterity modifiers, and deflection
bonuses, all apply normally to the targets AC,
however.) Melee touch attacks can deliver various spells,
as well as energy drain and other effects. This type of attack
is also used to execute certain special attacks, such as grabs
and trips.
melee
weapon: A weapon designed for close combat. Most melee weapons
are hand-held and can be used only against opponents within 5 feet
of the attacker. These include swords, daggers, axes, and clubs.
A few, such as polearms, are reach weapons and can be used
against opponents 10 feet from the attacker, but not against those
closer. Some melee weapons can also be thrown, but these are generally
more effective when used for melee. Melee weapons can inflict
bludgeoning, piercing, or slashing damage.
metamagic
feat: A feat that allows a spellcaster to prepare and
cast spells with greater effect, as if the spells
were of a higher spell level than they actually are. The
use of a metamagic feat requires preparing a spell in a higher
spell slot than it normally would occupy.
mind-affecting:
Influencing a targets mind or the way a creature thinks.
Certain skills, spells, and magical effects are mind-affecting.
Also a spell descriptor denoting spells that influence
or alter mental processes. Mind-affecting spells include
enchantments and certain illusions (specifically patterns
and phantasms).
miss
chance: The possibility that a successful attack roll
misses anyway because of the attackers uncertainty about the
targets location. Miss chances range from 20% to 50% and occur
when a target has concealment (full or partial) or as a result
of certain spells, magic items, and magical effects. When
a miss chance applies with respect to a particular defender, the
attacker makes a miss chance roll after any successful attack
roll against that target.
miss
chance roll: A die roll to determine the success of an attack
roll to which a miss chance applies. For example, if an attacker
has already made a successful attack roll against a defender
to whom a 20% miss chance applies, the attacker must then make
a miss chance roll on 1d100. On a result of 0120, the attack
misses. On a result of 2100, it hits.
modifier:
Any bonus or penalty applying to a die roll. A positive
modifier is called a bonus, and a negative modifier is called
a penalty.
Mnk:
Standard abbreviation for monk.
monk:
One of the eleven character classes. Monks are martial artists
who specialize in unarmed strikes and use a variety of exotic powers.
Monks typically dwell with others of their class in small,
walled cloisters, pursuing personal perfection through a combination
of action and contemplation. Monks are known for their ability to
fight unarmed and unarmored. Their best-known feats are their
ability to stun an opponent with an unarmed blow and their preternatural
awareness of attacks. Though they dont cast spells,
monks channel a subtle energy, called ki, which
allows them to perform these and other amazing feats.
monster:
Another name for creature, often used in spell names (such
as the summon monster spells) or to indicate a larger set
of qualifying beings than "person" (as in charm monster as
opposed to charm person). Also, a creature most often
(though not always) hostile to a character or an adventuring
party. See the Monster Manual for game statistics of
monsters.
movement-only
action: A combat action that takes the place of moving
at normal speed. A character can take a move-equivalent
action instead of moving at normal speed in a standard
action, or instead of moving twice normal speed in a
double move, or as a partial action. Move-equivalent
actions include climbing (one-quarter speed), drawing or
sheathing a weapon, readying or loosing a shield, opening
a door, picking up an item, retrieving a stored item, moving a heavy
object, standing up from a prone position, loading a hand
or light crossbow, and mounting or dismounting a horse. In addition,
many feats and spells involve move-equivalent actions.
morale
bonus: A modifier representing the effects of greater
hope, courage, and determination. Morale bonuses can apply to saving
throws, attack rolls, ability checks, skill checks, and weapon
damage rolls. These modifiers usually result from supernatural
abilities, spells, or magical effects.
mount:
Any creature that a character can ride. Mounts allow
characters to travel about faster and more easily. Typical
mounts include horses, warhorses, mules, donkeys, ponies, and warponies.
Special mounts include riding dogs, worgs, griffons, hippogriffs,
unicorns, pegasi, and dragons.
mounted
combat: Fighting while riding another creature. Riding
into battle offers several advantages, particularly in conjunction
with skills such as Ride, Mounted Archery, and Mounted Combat.
Though warhorses and warponies are trained for combat, many other
typical mounts (such as light horses, ponies, and heavy horses)
are afraid of battle. The rider of such a creature must make
a successful Ride check (DC 20) each round
as a move-equivalent action just to control such a creature.
A successful Ride check (DC 5) allows the rider to
use both hands to attack and defend while mounted. A successful
Ride check (DC 10) allows the rider to direct a trained
mount (typically a warhorse or warpony) to attack
in battle while the rider attacks normally. A mount
acts on the riders initiative result and performs as
directed if controlled. The rider moves at the mounts speed,
but the creature uses its own action to move. This
leaves the rider free to take move-equivalent actions (such
as loading a light crossbow) normally and still attack while
the mount is moving. A rider can even exercise the full
attack action while riding, if desired. However, if a mount
moves more than 5 feet in a round, the rider can make only
a partial melee attack.
move
in: To maintain a grapple, the attacker must move into
the targets space. This provokes attacks of opportunity
from threatening enemies, but not from the target.
move
action: The movement portion of a standard action. Movement
up to a characters speed is permitted during a move
action. Other movement-related actions include double move and
charge.
move-equivalent
action: A combat action that takes the place of a move
action in a round. A character can take a move-equivalent
action instead of the move action in a standard action,
or instead of both move actions in a double move, or
instead of an entire partial action. Move-equivalent actions
include climbing (one-quarter speed), drawing or sheathing
a weapon, readying or loosing a shield, opening a door, picking
up an item, retrieving a stored item, moving a heavy object, standing
up from a prone position, loading a hand or light crossbow,
and mounting or dismounting a horse. In addition, many feats
and spells involve move-equivalent actions.
mundane:
Normal, natural, commonplace, or everyday. For example, mundane
items are those with no magical enhancements. Mundane movements
include walking, swimming, and flight (for winged creatures), but
not magically enabled movements such as blink, dimension door,
plane shift, teleport, etc.
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