Glossary--
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natural:
Unmodified. A natural result on a roll or check is the actual
number appearing on the die, not the modified result generated by
adding bonuses or subtracting penalties. The word
"natural" is typically used in conjunction with the result of a
1d20 roll (attack roll, skill check, or some other check).
For example, a natural 20 means an unmodified result of 20 on a
1d20 roll.
natural
ability: A nonmagical capability that a creature has
by virtue of its species. Natural abilities include natural armor,
natural attack routines, and similar gross physical qualities,
such as an owls low-light vision. Likewise, mundane movement
capabilities, such as walking, swimming (for aquatic creatures),
and flight (for winged creatures) are natural, but magically enabled
movements, such as blink, dimension door, plane shift,
teleport, etc., are not.
natural
armor: Unusually tough skin or scaly hide that grants a creature
extra protection from harm. Natural armor typically represents scales,
fur, or layers of huge muscles.
natural
armor bonus: A modifier to AC resulting either
from a creatures naturally tough hide or from a spell,
magic item, or magical effect that toughens the subjects skin.
natural
weapon: A body part capable of dealing slashing, piercing, or
bludgeoning damage in combat. Natural weapons include teeth,
claws, horns, tails, and other appendages.
natural
attack routine: One or more attacks employing a creatures
natural weapons. Examples of natural attack routines include
claw/claw/bite, swoop and rake, and constriction. Attacks
that duplicate magical effects, such as petrification, breath weapons,
energy drain, and energy effects are not considered natural.
nauseated:
Experiencing stomach distress. Nauseated creatures are
unable to attack, cast spells, concentrate on spells,
or do anything else requiring attention. The only action
such a character can take is a single move (or move-equivalent
action) per turn. Creatures typically become nauseated
as a result of a spell (such as stinking cloud) or
magical effect.
Necromancy:
A school of magic focusing on spells that manipulate
the power of life and death. Spells dealing with undead creatures
make up a large portion of this school.
necromancer:
A wizard specializing in the Necromancy school
of magic. A beginning necromancer must select any other single
school as prohibited.
negate:
Invalidate, prevent, or end an effect with respect to a designated
area or target. For example, light spells negate darkness
spells of lower spell level than themselves, and vice
versa. Likewise, the damage-inflicting ability of a particular source
(such as cold) can be negated by intense heat. Also, invisibility
can be negated by certain visual abilities, such as blindsight.
negates:
A saving throw descriptor for spells with effects that are
negated by a successful saving throw. The type of saving
throw required to negate the effect is listed in the entry.
negative
energy: A black, crackling energy that originates on the Negative
Material Plane. Negative energy and positive energy (from
the Positive Material Plane) are two of the primal building
blocks of the Material Plane. Evil clerics (and some
neutral clerics) can channel negative energy to power
undead creatures and inflict injury or even death on creatures
of the Material Plane.
Negative
Energy Plane: One of the Inner Planes. The Negative Energy
Plane is where negative energy originates, though it can
also be found in plenty on the Material Plane and elsewhere.
negative
level: A loss of vital energy resulting from energy drain,
spells, magic items, or magical effects. For each negative level
gained, a creature suffers a 1 penalty
to all skill checks, ability checks, attack rolls, and saving
throws, plus a 1 effective level penalty. (That
is, whenever the creatures level is used in a die roll
or calculation, reduce its value by one for each negative level.)
In addition to these penalties, a spellcaster so affected
loses access to one spell per negative level from the highest
spell level castable. If two or more spells fit this criterion,
the caster decides which one becomes inaccessible. The lost spell
becomes available again as soon as the negative level is removed,
providing the caster would be capable of using it at that time.
Negative levels remain in place for 24 hours after acquisition,
or until removed with a spell such as restoration. After
that period, the negative level goes away, but the afflicted creature
must attempt a Fortitude save (DC=10+1/2 the attackers
Hit Dice+the attackers Charisma modifier) to
determine whether there is a lasting effect. If the saving throw
succeeds, there is no harm to the character. Otherwise, the
creatures character level drops by one and any benefits
acquired with that level are lost. The afflicted creature
must make a separate saving throw for each negative level
possessed.
none:
A saving throw descriptor for spells that allow
no saving throws against their effects.
nonintelligent:
Lacking an Intelligence score. Nonintelligent creatures
include less powerful undead (such as skeletons and zombies) and
other mindless beings. Mind-affecting spells do not affect
nonintelligent creatures.
nonplayer
character: A character controlled by the Dungeon Master (DM)
rather than by one of the other players in a game session. The
standard abbreviation for nonplayer character is NPC.
normal:
Unharmed and unafflicted. A character in normal condition is at
full hit points, free of disease, and unaffected by any spell,
magic item, or magical effect.
normal
damage: A hit point reduction resulting from real
damage, as opposed to subdual damage.
NPC:
Standard abbreviation for nonplayer character.
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