Reference

Glossary

A searchable index of every AD&D 2e term the app surfaces in tooltips.

104 of 104 entries

Ability check

also: ability checks

A 1d20 roll against one of your ability scores. The roll succeeds if the result is equal to or less than the score (after any modifiers).

See alsoAbility

Alignment

also: alignments

A character's basic moral and ethical outlook, chosen at creation, on two axes: law-chaos and good-evil, for nine categories total. Some classes restrict allowed alignments.

See alsoNeutrality

Aquatic elf

also: sea elf, sea elves

A gill-breathing elf subrace with 360-foot infravision and no racial bow bonus. Out of water it survives a number of days equal to its initial Constitution, losing 1 from every ability score and proficiency every 2 days until it is immersed again.

Area of effect

also: area-of-effect

The region a spell or breath weapon affects. Creatures inside are affected unless a successful saving throw applies.

Armor Class

also: AC

A rating of how hard a character is to hit, from 10 (unarmored) down to 0 and into negatives (better). Lower AC is better.

Attack roll

also: to-hit roll, to hit roll

The 1d20 roll that determines whether an attack hits, compared against the target's AC using the attacker's THAC0.

Bend bars/lift gates roll

also: bend bars, lift gates

A percentile feat-of-strength check to bend metal bars, lift a portcullis, or perform a similar heavy exertion. The chance is set by Strength.

See alsoStrength

Bladesong

also: bladesinger, bladesinging

The elven fighter/mage discipline of fencing and spellcasting as one dance. A bladesinger takes +1 to hit and +1 damage with one chosen weapon and no other, and while casting improves armor class against melee by her level divided by 2, plus 1.

See alsoKit

Bonus spells

also: bonus spell

Extra priest spells granted for high Wisdom, added on top of the normal per-level allotment.

Breath weapon

also: breath weapons

An exhaled attack (such as a dragon's) that affects an area without an attack roll; targets in the area roll a saving throw.

Chance of spell failure

also: spell failure

The percentage chance a priest's spell fails when cast, derived from Wisdom.

See alsoWisdom

Chance to learn spell

also: chance to know spell, chance to learn a spell

A wizard's percentage chance to successfully learn a new spell, derived from Intelligence.

Charisma

also: Cha

The ability score for force of personality, persuasiveness, and leadership. Governs henchman limits and NPC reactions.

Chunin

also: chunin rank

A ninja of levels 6-9: the middle rank, which relays orders and leads small operations.

Clan signs

also: clan sign, ninja clan signs

A ninja clan's secret language of hand signs and ideograms, which replaces thieves' cant. It conveys full instructions but no poetry and no technical vocabulary, and another clan's signs are unintelligible. The Detect Signing proficiency reveals that signing is happening, never what it means.

Common

The shared trade language all player characters speak. Other languages may cost proficiency slots to learn.

See alsoProficiency

Damage

The hit-point loss from a successful attack or other harmful effect, expressed in points.

See alsoHit points

Demihuman

also: demihumans

A non-human player race: dwarf, elf, gnome, half-elf, or halfling.

See alsoRaceNonhuman

Dice notation

also: d, d3, d4, d6, d8, d10, d12, d20, die, dice

Shorthand for dice rolls: the number after 'd' is the die's faces (d6 = six-sided). A leading number means that many dice (2d6). A d3 is read off a d6 (1-2=1, 3-4=2, 5-6=3); a d100 uses two d10s as percentile dice.

DMG

Abbreviation for the Dungeon Master Guide, the companion rulebook for the person running the game.

Drow

also: dark elf, dark elves

The Underdark elf subrace: +2 Dexterity and +1 Intelligence against -1 Constitution and -2 Charisma, 90-foot infravision, innate dancing lights, faerie fire and darkness, and a magic resistance of 50% rising 2% per level to a maximum of 80%. Bright light penalises it, and prolonged time on the surface fades its powers.

Dual-class character

also: dual-class, dual class

A human who advances in one class, then switches to a second class and starts over in it. Only humans can dual-class.

Duergar

also: gray dwarf, grey dwarf, gray dwarves

The gray dwarf: a dwarf subrace of the deep places, with 120-ft infravision, immunity to paralysis, illusions and manufactured poisons, and innate enlarge and invisibility once each per day. It loses the dwarf's attack bonus against orcs and goblins, suffers in bright light, and owes an experience surcharge.

Encumbrance

also: encumbered

The total weight a character carries, in pounds. Heavier loads reduce movement rate; based on Strength. (Optional rule.)

Energy drain

also: level drain, energy-drain

An attack (often by undead) that strips experience levels from a character in addition to hit-point loss.

Experience points

also: XP, experience point

Points awarded by the DM for completing adventures, class-appropriate deeds, and solving problems. Accumulated XP raises a character's level.

See alsoLevelClass

Experience surcharge

also: xp surcharge

An addition to the experience a character needs for each level, charged by some subraces and kits for the abilities they bring. The app states what is owed and shows the breakdown; whether the table enforces it is the DM's call, as with racial level limits.

Follower

also: followers

An NPC drawn to a character's reputation who serves for pay, often arriving at higher levels (e.g., a fighter's troops).

Gaze attack

also: gaze attacks

An attack (such as a basilisk's) that takes effect simply by making eye contact with the victim.

See alsoSaving throw

Genin

also: genin rank

A ninja of levels 1-5: the clan's field agent, who takes assignments rather than giving them.

Grey elf

also: gray elf, grey elves

A scholarly elf subrace: +2 Intelligence and +1 Dexterity against -2 Constitution and -1 Strength, with library and sage access and a poor reaction from non-elves. Costs a 15% experience surcharge.

See alsoSubrace

Gully dwarf

also: gully dwarves, Aghar

A dwarf subrace of Krynn, small and much put upon, whose signature ability is to grovel: an attacker not already in melee with it must save or find itself unable to strike the gully dwarf for 1d6 rounds. Magic items fail in a gully dwarf's hands twice as often as in another dwarf's.

See alsoSubrace

Henchmen

also: henchman

Loyal NPCs who follow a character out of loyalty and love of adventure rather than pay. The number allowed is set by Charisma; player and DM share control.

High elf

also: high elves

The default player-character elf: +1 Dexterity, -1 Constitution, 60-foot infravision, and the standard elf package with no further advantages, disadvantages, or experience surcharge.

See alsoSubrace

Hireling

also: hirelings

An NPC who works purely for money and is entirely under the DM's control.

Hit Dice

also: Hit Die, HD

The dice rolled to determine a character's hit points, gained per level up to a class-dependent cap. A fighter uses d10s, a wizard d4s, and so on.

Hit points

also: hp, hit point

A number tracking how much damage a character can take before death, set by Hit Dice. Lost hit points are usually regained by rest or healing.

Infravision

The ability to see heat in the dark, common to demihumans, typically out to 60 feet.

See alsoDemihuman

Initiative

The determination of who acts first in a combat round, usually a d10 roll modified by Dexterity, weapon speed, and circumstances.

Intelligence

also: Int

The ability score for reasoning and memory. Sets a wizard's spell capacity, chance to learn spells, and number of languages.

Italic type

also: italics

In the rules, italic text marks the names of magical items and spells.

Jonin

also: jonin rank

A ninja of level 10 or above. On reaching the rank the clan assigns 2d6 blood-relative followers of 1d6 level each; half, rounded up, are ninja and the rest carry a shinobi kit.

Kender

A halfling subrace of Krynn: fearless to the point of total immunity, able to taunt an enemy into attacking wildly, and possessed of a small knack for every thieving skill whether or not it is a thief. A campaign-setting race, offered only where the DM runs that setting.

See alsoSubrace

Kit

also: character kit, kits

A themed package of bonus proficiencies, benefits, and hindrances taken at creation, from one of the Complete Handbooks. A character takes at most one kit, ever, and dropping it loses everything it gave.

See alsoProficiency

Kuji-kiri

also: ninja spells

The ninja spell list: finger-exercise magic with a somatic component only, no words and no materials. Learnable by the Spirit Warrior kit (its Illusion-school entries), the Shinobi Illusionist and the Shinobi Mage.

Kunoichi

A female Consort — the ninja kit specialising in social infiltration under a long-running false identity.

See alsoNinja

Level

also: levels, experience level

A measure of a character's power and experience within a class, starting at 1st and rising as experience points accumulate.

Loyalty base

also: loyalty

A Charisma-derived modifier to the loyalty of a character's henchmen and followers.

Magic resistance

also: MR

A percentage chance for a creature to ignore magic that targets it, checked before any saving throw.

Magical defense adjustment

also: magic defense adjustment

A Wisdom-based bonus or penalty to saving throws against mind-affecting magic (charm, hold, fear, and the like).

Maneuverability class

also: maneuverability

A rating (A-E) describing how tightly a flying creature can turn and maneuver.

Material component

also: material components, M

A physical substance a spell consumes or requires when cast; abbreviated M in spell descriptions.

Maximum press

The greatest weight a character can lift overhead, determined by Strength.

See alsoStrength

Missile combat

also: missile attack, missile fire

Ranged combat using thrown or fired weapons (bows, slings, hurled spears), affected by range and Dexterity.

Movement rate

also: movement, move

How far a character can travel in a given time, reduced by encumbrance. Used for both exploration and combat positioning.

Multi-class character

also: multi-class, multiclass, multi class

A demihuman who advances in two or more classes at once, splitting experience among them and using the best combat and saving-throw values.

Mythos

also: mythoi

The deity, religion, or pantheon a priest serves, which defines that priest's powers, allowed weapons, spheres, and ethos.

Neutrality

also: neutral

On the law-chaos axis, indifference to order versus chaos; on the good-evil axis, unwillingness to commit to either. True Neutral seeks balance among all forces. Unintelligent creatures are treated as neutral by default.

See alsoAlignment

Ninja

also: ninja class

PHBR15 rogue-group class: a clan-raised infiltrator and spy with thief-adjacent skills, any-weapon access, and absolute obligation to the clan. Requires Dexterity 13 and Intelligence 10; Dexterity is the prime requisite. Open to humans, dwarves and halflings raised by a human ninja clan.

Ninja-to

The ninja's short, straight-bladed sword. Required weapon proficiency for most ninja kits and for several shinobi kits.

See alsoNinjaShinobi

Nonhuman

also: non-human

Any character or creature that is not human; demihumans are the playable nonhuman races.

Nonplayer character

also: NPC, NPCs, nonplayer characters

Any character controlled by the DM rather than a player, including henchmen, hirelings, and followers.

Open doors roll

also: open doors

A Strength-based check to force open a stuck or barred door.

See alsoStrength

Opposition school

also: opposition schools

The school(s) of magic a specialist wizard is barred from, opposite their chosen school on the schools diagram.

Percentage chance

also: percent chance, percentage

A probability expressed out of 100, resolved by rolling percentile dice.

Percentile dice

also: percentile, d100

Two ten-sided dice (or one d100) read together to produce a result from 1 to 100; one die is the tens, the other the ones.

Player character

also: PC, PCs, player characters

A character controlled by a player, as opposed to one run by the DM.

Poison save

also: save vs. poison, poison saving throw

A saving throw to resist or reduce the effect of a poison.

See alsoSaving throw

Prime requisite

also: prime requisites, prime-requisite

The ability score(s) most important to a class. Scoring 16+ in all of a class's prime requisites grants a +10% experience bonus.

Proficiency

also: proficiencies, proficiency slot, proficiency slots

A learned capability bought with proficiency slots: weapon proficiencies (which weapons you use without penalty) and nonweapon proficiencies (skills like swimming or cooking). Optional rules.

Proficiency check

also: proficiency checks

A check to use a nonweapon proficiency: roll 1d20 against the governing ability score plus any proficiency modifier, succeeding on equal or lower.

Race

also: races

A character's species - human or one of the demihuman peoples - which adjusts ability scores and may limit class and level choices.

Rate of fire

also: ROF

How many times a missile weapon can be used per combat round (e.g., a bow may fire twice).

Reaction adjustment

also: reaction adjustments

A Charisma-derived modifier to how NPCs and creatures initially respond to a character.

See alsoCharisma

Regeneration

also: regenerate

The ability to recover lost hit points rapidly and automatically, sometimes regrowing limbs.

See alsoHit points

Resistance

also: resistant

A reduced vulnerability to a type of attack or energy, often expressed as halved damage or a saving-throw bonus.

Resurrection survival

also: resurrection survival chance

A Constitution-based percentage chance to survive being raised or resurrected from death.

Reversible

also: reversed, reverse

A spell that can be cast in an opposite form (for example, a healing spell reversed to cause harm).

Round

also: rounds, combat round

The basic unit of combat time, about one minute, in which each combatant gets to act. Ten rounds make a turn.

Saving throw

also: saving throws, save, saves

A d20 roll to avoid or reduce a harmful effect (spell, poison, breath weapon, etc.); rolling the target number or higher succeeds.

School of magic

also: schools of magic, school

One of the categories wizard spells are grouped into (Abjuration, Alteration, Conjuration/Summoning, and so on). A specialist wizard concentrates in one school.

Shinobi

also: shinobi kit, shinobi kits

A member of a ninja clan who is not of the ninja class. No more than half a clan is ninja, and every other class member must take their shinobi kit, which carries the same clan obligations along with a small set of thieving skills.

Somatic component

also: somatic components, S

A required gesture or hand motion for casting a spell; abbreviated S. Casting can fail if the hands are bound or the caster is armored.

Specialist

also: specialist wizard, specialists

A wizard who focuses on a single school of magic, gaining extra spells and save bonuses within it but barred from opposition schools. (Also used for specialty priests of a mythos.)

Spell immunity

Complete protection from a specific spell or category of magic, which automatically has no effect.

Sphere of influence

also: sphere, spheres, sphere of access

A thematic group of priest spells (Healing, Combat, Plant, etc.). A priest's deity grants major or minor access to particular spheres.

Spirit Warrior

also: spirit warrior kit

The magic-touched ninja kit: water walking from 5th level, Illusion-school and kuji-kiri spells from 9th at a casting level of ninja level minus 8, scroll use, and passage through solid walls from 13th. Paid for with a wizard's experience ladder, a narrow weapon list, and leather or padded armor only.

Subrace

also: subraces

A variant of a race with its own ability adjustments, languages, and special abilities, sharing everything else with its parent race. The Complete Book of Elves prints five for the elf: aquatic, drow, grey, high, and sylvan.

Surprise roll

also: surprise

A check at the start of an encounter to see whether one side is caught off guard, granting the surprising side a free moment to act.

Svirfneblin

also: deep gnome, deep gnomes

The deep gnome: a gnome subrace of the deep earth, with 120-ft infravision, magic resistance that grows with level, saving-throw bonuses against everything but poison at a lesser rate, a natural armor class that improves as it advances, and stun darts. Rarely a player character without the DM's agreement.

Sylvan elf

also: wood elf, wood elves, sylvan elves

The forest elf subrace: +1 Strength and +1 Dexterity against -1 Constitution and -1 Charisma, an automatic two-category reaction shift with natural woodland creatures, and no secret-door detection at all. It will not willingly leave the forest.

See alsoSubrace

System shock

also: system shock roll

A Constitution-based percentage roll to survive a major physical stress such as being petrified, polymorphed, or magically aged.

THAC0

also: thac0

"To Hit Armor Class 0" - the attack-roll number a character needs to hit AC 0. Subtract the target's AC from your THAC0 to get the roll you need. Lower THAC0 is better.

Turn

also: turns

A unit of game time equal to ten combat rounds, about ten minutes, used mainly for exploration and spell durations.

Turn undead

also: turning undead

A priest's (or paladin's) granted power to drive off or destroy undead and certain evil creatures by presenting a holy symbol.

See alsoMythos

Verbal component

also: verbal components, V

Required spoken words or sounds for casting a spell; abbreviated V. A silenced or gagged caster cannot provide it.

Weapon speed

also: weapon speed factor, speed factor

A rating of how quickly a weapon can be used, applied as a modifier to initiative; lower is faster.

See alsoInitiative