Abilities

The seven main statistics of your character that determine their mental and physical capabilities.

Strength

The physical muscle of your character; their ability to throw a punch, swing a sword, push a boulder, or break down a door.

Dexterity

The dexterous skill of your character; their ability to pickpocket, stick landings, wield a dagger, or dodge attacks.

Constitution

The physical robustness of your character; their ability to take hits, resist poisons or disease, and carry heavy objects.

Wisdom

Your character's experienced knowledge; their ability to determine what to do based on past events or shared knowledge.

Intelligence

Your character's learned knowledge; their ability to recall history they were not a part of and their capacity to cast Sorceries.

Mind

Your character's mental robustness; their ability to resist tricks on the brain and their capacity to cast Incantations.

Charisma

Your character's ability to convince; their ability to win over hearts and minds and their capacity to cast Whispers.

Ability Score

The number attached to each Ability, ranging from a minimum of 1 to a maximum of 20, from which bonuses are derived.

Ability Bonus

The bonus, whether a negative or positive number, that is added to dice rolls, such as attacking, damage, or Ability Checks to determine the total. Calculated by subtracting 10 from the Ability Score, then dividing by 2 and rounding down to the nearest whole number.

Ability Saving Throw

The roll made to determine if your resist the effect of a spell or some other, typically negative, effect.

Skill

The individual activities, your proficiency in which are determined by your Abilities and Proficiencies.

Skill Check

The roll made to determine if you succeed at what you are attempting to do. Not affected by Automatic Miss or Critical Hits.

Proficiency

Actions, weapons, and abilities you gain an extra bonus to.

Attack

The roll you make when attacking a target that determines if you land a hit which deals damage. Matching or exceeding the target's Armor Score results in a hit. Rolling a Natural 1 results in an automatic miss regardless of the total and a Natural 20 results in a critical hit regardless of the total.

Melee Attack

Attacks made with either a melee weapon or touch-ranged spell.

Melee Weapon Attack

Melee Attacks made specifically with a melee weapon.

Melee Spell Attack

Melee Attacks made specifically while casting a spell.

Ranged Attack

Attacks made with either a ranged weapon or a ranged spell. Ranged Attacks made within 5ft of the target are made with disadvantage, if the target is a creature.

Ranged Weapon Attack

Ranged Attacks made specifically with a ranged weapon.

Ranged Spell Attack

Ranged Attacks made specifically with a ranged spell.

Off-hand Attack

An attack made with the weapon in your off-hand. These attacks are Quick Actions and do not gain any bonuses on dice rolls regardless of your proficiency with the weapon or your Ability Bonus. To wield a weapon in your off-hand, it must have the light attribute.

Critical Hit

When rolling damage for a critical hit, add the maximum of one of the damage dice for the weapon you are using or spell you are casting. A critical hit with a dagger result in 1d4 + 4 + any relevant bonuses.

"XdY"

The formula for dice rolls where X the number of dice rolled and Y equals the type of dice. 2d8: roll two eight-sided dice.

Technical Points (TP)

A creature's given capacity to perform complex physical actions before needing to rest to perform more.

Spells

Manipulation of the aether made manifest. Spells have various effects from dealing damage, to healing, to various afflictions such as blindness, sleep, or temporal disruption.

Spellcasting

The practice and ability to use magic.

Spell Points (SP)

A creature's given capacity to use magic before needing to rest to do so more.

Cantrip

A basic, low impact spell which can be cast without much effort, either innately or by rote. Does not cost magic points.

Spell Category

The category of a given spell.

Sorcery

A spell which is cast using the Intelligence stat.

Incantation

A spell which is cast using the Mind stat.

Whisper

A spell which is cast using the Charisma stat.

Spell School

The school which a given spell belongs to.

Illusion

A spell which plays tricks on the senses.

Enchantment

A spell which plays tricks on the mind.

Thaumaturgy

A spell which affects the physical world and others around the caster.

Necromancy

A spell which calls upon the power of the grave.

Divination

A spell which seeks knowledge of the past, present, or future.

Conjuration

A spell which creates, alters, or manipulates matter or summons objects or creatures.

Abjuration

A spell which protects and wards.

Damage Types

The various types of damage that can be inflicted upon another.

Physical Damage

Damage that results from a weapon, being hit by an object, or falling.

Magical Damage

Damage that results from a spell or magical armament.

Slashing

Damage dealt with a blade's edge such as a sword or dagger.

Piercing

Damage dealt with a sharp point such as a knife point, rapier, or arrow.

Cleaving

Damage dealt with a wedge-shaped object such as an axe.

Bludgeoning

Damage dealt with a blunt or flat surface such as a club or boulder.

Impact

Damage dealt with a focused but unrefined point such as a hammer, small rock, or explosion.

Crushing

Damage dealt from coming in contact with a massive, unstoppable force.

Unaspected

Damage caused by pure magical energy. Cannot be resisted.

Fire

Damage resulting from flames or extreme heat.

Cold

Damage resulting from ice or extreme cold.

Lightning

Damage resulting from electric shock.

Poison

Damage resulting from toxins or venom.

Acidic

Damage resulting from corrosive elements.

Radiant

Damage resulting from a holy source.

Chaotic

Damage resulting from an evil source.

Sonic

Damage resulting from loud sounds.

Necrotic

Damage resulting from flesh-eating sources.

Psychic

Damage resulting from an infliction on the mind or brain.